Some progress
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@@ -23,10 +23,8 @@ void generateTestMap() {
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}
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}
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for (int x = (playerX / TILE_SIZE) - (DISPLAY_MAP_WIDTH / 2);
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x < (playerX / TILE_SIZE) + (DISPLAY_MAP_WIDTH / 2); x += 1) {
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for (int y = (playerY / TILE_SIZE) - (DISPLAY_MAP_HEIGHT / 2);
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y < (playerY / TILE_SIZE) + (DISPLAY_MAP_HEIGHT / 2); y += 1) {
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for (int x = 0; x < MAP_WIDTH; x += 1) {
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for (int y = 0; y < MAP_HEIGHT; y += 1) {
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tileMap[y][x].type = TYPE_BELT;
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tileMap[y][x].frameOffset = 0;
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@@ -43,12 +41,13 @@ void registerTile(char name[20], SDL_Renderer *renderer) {
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memcpy(TileRegistry[tileTypeIndex].name, name, dot - name);
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char texturePath[80];
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snprintf(texturePath, 80, "./assets/tiles/%s", name);
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SDL_Texture * texture = IMG_LoadTexture(renderer, texturePath);
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SDL_Texture *texture = IMG_LoadTexture(renderer, texturePath);
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TileRegistry[tileTypeIndex].textures[ORIENT_LEFT] = texture;
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TileRegistry[tileTypeIndex].textures[ORIENT_RIGHT] = createFlippedTexture(renderer, texture, SDL_FLIP_HORIZONTAL);
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TileRegistry[tileTypeIndex].textures[ORIENT_UP] = createRotatedTexture(renderer, texture, 90);
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TileRegistry[tileTypeIndex].textures[ORIENT_DOWN] = createRotatedTexture(renderer, texture, 270);
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TileRegistry[tileTypeIndex].type = tileTypeIndex;
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TileRegistry[tileTypeIndex].breakTime = 60;
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tileTypeIndex++;
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}
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