Kaktusen

The

Feb 15th, 2013
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C++ 11.51 KB | None | 0 0
  1. #include "SDL/SDL.h"
  2. #include "player.cpp"
  3.  
  4. #define BLACK 0x000000
  5.  
  6. void load_sprite(int x, int y, SDL_Surface *source, SDL_Surface *destination, int bx, int by, int width, int height);
  7.  
  8. void game() {
  9.     int lvl1[30][40] = {
  10.         {1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1},
  11.         {1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1},
  12.         {1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1},
  13.         {1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1},
  14.         {1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1},
  15.         {1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1},
  16.         {1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1},
  17.         {1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1},
  18.         {1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1},
  19.         {1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1},
  20.         {1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1},
  21.         {1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1},
  22.         {1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1},
  23.         {1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1},
  24.         {1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1},
  25.         {1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1},
  26.         {1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1},
  27.         {1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1},
  28.         {1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1},
  29.         {1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1},
  30.         {1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1},
  31.         {1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1},
  32.         {1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1},
  33.         {1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1},
  34.         {1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1},
  35.         {1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1},
  36.         {1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1},
  37.         {1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,2,1},
  38.         {1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1},
  39.         {1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1}
  40.     };
  41.    
  42.     int lvl2[30][40] = {
  43.         {1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1},
  44.         {1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1},
  45.         {1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1},
  46.         {1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1},
  47.         {1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1},
  48.         {1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1},
  49.         {1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1},
  50.         {1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1},
  51.         {1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1},
  52.         {1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1},
  53.         {1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1},
  54.         {1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1},
  55.         {1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1},
  56.         {1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1},
  57.         {1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1},
  58.         {1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1},
  59.         {1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1},
  60.         {1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1},
  61.         {1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1},
  62.         {1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1},
  63.         {1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1},
  64.         {1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1},
  65.         {1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1},
  66.         {1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1},
  67.         {1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1},
  68.         {1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,1,1,1,1,1,1,0,0,0,0,0,1},
  69.         {1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1},
  70.         {1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1},
  71.         {1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1},
  72.         {1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1}
  73.     };
  74.    
  75.     int lvl3[30][40] = {
  76.         {1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1},
  77.         {1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1},
  78.         {1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1},
  79.         {1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1},
  80.         {1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1},
  81.         {1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1},
  82.         {1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1},
  83.         {1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1},
  84.         {1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1},
  85.         {1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1},
  86.         {1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1},
  87.         {1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1},
  88.         {1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1},
  89.         {1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,2,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1},
  90.         {1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1},
  91.         {1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1},
  92.         {1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1},
  93.         {1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1},
  94.         {1,0,0,0,0,0,0,0,0,0,0,0,0,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1},
  95.         {1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1},
  96.         {1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1},
  97.         {1,0,0,0,0,0,0,0,0,0,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1},
  98.         {1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1},
  99.         {1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1},
  100.         {1,0,0,0,0,0,0,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1},
  101.         {1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1},
  102.         {1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1},
  103.         {1,0,0,0,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1},
  104.         {1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1},
  105.         {1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1}
  106.     };
  107.  
  108.     SDL_Init(SDL_INIT_EVERYTHING);
  109.     SDL_WM_SetCaption("The glad man and his happy friend ALPHA - V 1.5.3", NULL);
  110.    
  111.     Cpu.fps = 60;
  112.     Cpu.currentTick = SDL_GetTicks();
  113.    
  114.     Cpu.screen_w = 640;
  115.     Cpu.screen_h = 480;
  116.     Cpu.screen = SDL_SetVideoMode(Cpu.screen_w, Cpu.screen_h, 32, SDL_SWSURFACE);
  117.     Cpu.background = SDL_LoadBMP("data/images/background.bmp");
  118.     Cpu.tileset = SDL_LoadBMP("data/images/tileset.bmp");
  119.     Cpu.gameLoop = true;
  120.     Cpu.lvl = 1;
  121.    
  122.     Uint32 colorkey = SDL_MapRGB(Cpu.tileset -> format, 255, 0, 255);
  123.     SDL_SetColorKey(Cpu.tileset, SDL_SRCCOLORKEY, colorkey);
  124.    
  125.     cPlayer.check();
  126.    
  127.     SDL_Rect rect;
  128.    
  129.     rect.x = 0;
  130.     rect.y = 0;
  131.     rect.w = 16;
  132.     rect.h = 16;
  133.    
  134.     SDL_Rect goal;
  135.    
  136.     goal.x = 0;
  137.     goal.y = 0;
  138.     goal.w = 16;
  139.     goal.h = 32;
  140.    
  141.     int mapen[30][40];
  142.    
  143.     while(Cpu.gameLoop) {
  144.         Cpu.currentTick = SDL_GetTicks();
  145.         SDL_BlitSurface(Cpu.background, NULL, Cpu.screen, NULL);
  146.        
  147.         if(Cpu.lvl == 1) {
  148.             for(int y=0; y<30; y++) {
  149.                 for(int x=0; x<40; x++) {
  150.                     mapen[y][x] = lvl1[y][x];
  151.                 }
  152.             }
  153.         }
  154.        
  155.         if(Cpu.lvl == 2) {
  156.             for(int y=0; y<30; y++) {
  157.                 for(int x=0; x<40; x++) {
  158.                     mapen[y][x] = lvl2[y][x];
  159.                 }
  160.             }
  161.         }
  162.        
  163.         if(Cpu.lvl == 3) {
  164.             for(int y=0; y<30; y++) {
  165.                 for(int x=0; x<40; x++) {
  166.                     mapen[y][x] = lvl3[y][x];
  167.                 }
  168.             }
  169.         }
  170.        
  171.         load_sprite(cPlayer.x, cPlayer.y, Cpu.tileset, Cpu.screen, 1, 1, 32, 32);
  172.        
  173.         for(int y=0; y<30; y++) {
  174.             for(int x=0; x<40; x++) {
  175.                 switch(mapen[y][x]) {
  176.                    
  177.                     case 1:
  178.                         rect.x = x*16;
  179.                         rect.y = y*16;
  180.                         SDL_FillRect(Cpu.screen, &rect, BLACK);
  181.                         break;
  182.                        
  183.                     case 2:
  184.                         goal.x = x*16;
  185.                         goal.y = y*16;
  186.                         load_sprite(x*16, y*16, Cpu.tileset, Cpu.screen, 32+2, 1, 32, 32);
  187.                         break;
  188.                        
  189.                 }
  190.                 //collision
  191.                 //top of the block
  192.                 if(!cPlayer.jumping) {
  193.                     if(cPlayer.x <= (rect.x+16)
  194.                     && rect.x <= (cPlayer.x+16)
  195.                     && cPlayer.y+32 >= (rect.y)
  196.                     && rect.y+16 >= (cPlayer.y)
  197.                     ) {
  198.                         cPlayer.y -= 4;
  199.                         cPlayer.grav = false;
  200.                         cPlayer.jumping = false;
  201.                         cPlayer.yspeed = 0;
  202.                         cPlayer.time = cPlayer.times;
  203.                         cPlayer.grav = true;
  204.                     }
  205.                 }
  206.                
  207.                 if(cPlayer.jumping) {
  208.                     if(cPlayer.x <= (rect.x+16)
  209.                     && rect.x <= (cPlayer.x+16)
  210.                     && cPlayer.y <= (rect.y+16)
  211.                     && rect.y <= (cPlayer.y+32)
  212.                     ) {
  213.                         cPlayer.jumping = false;
  214.                         cPlayer.y += 20;
  215.                     }
  216.                 }
  217.                
  218.                 //left
  219.                 if(cPlayer.left) {
  220.                     if(cPlayer.x <= (rect.x+16)
  221.                     && rect.x <= (cPlayer.x+16)
  222.                     && cPlayer.y <= (rect.y+16)
  223.                     && rect.y <= (cPlayer.y+32)
  224.                     ) {
  225.                         cPlayer.x += cPlayer.xspeed;
  226.                     }
  227.                 }
  228.                
  229.                 //right
  230.                 if(cPlayer.right) {
  231.                     if(cPlayer.x <= (rect.x+16)
  232.                     && rect.x <= (cPlayer.x+16)
  233.                     && cPlayer.y <= (rect.y+16)
  234.                     && rect.y <= (cPlayer.y+32)
  235.                     ) {
  236.                         cPlayer.x -= cPlayer.xspeed;
  237.                     }
  238.                 }
  239.                
  240.                 //goal
  241.                 if(cPlayer.x <= (goal.x+16)
  242.                 && goal.x <= (cPlayer.x+16)
  243.                 && cPlayer.y <= (goal.y+32)
  244.                 && goal.y <= (cPlayer.y+32)
  245.                 ) {
  246.                     cPlayer.check();
  247.                     Cpu.lvl++;
  248.                 }
  249.             }
  250.         }
  251.        
  252.         cPlayer.input();
  253.        
  254.         if(SDL_GetTicks() - Cpu.currentTick < 1000 / Cpu.fps) {
  255.             SDL_Delay(((1000/Cpu.fps)-(SDL_GetTicks() - Cpu.currentTick)));
  256.         }
  257.        
  258.         SDL_Flip(Cpu.screen);
  259.     }
  260.    
  261.     SDL_FreeSurface(Cpu.background);
  262.     SDL_FreeSurface(Cpu.tileset);
  263.     SDL_Quit();
  264. }
  265.  
  266. void load_sprite(int x, int y, SDL_Surface *source, SDL_Surface *destination, int bx, int by, int width, int height) {
  267.     SDL_Rect rect;
  268.     SDL_Rect offset;
  269.    
  270.     offset.x = x;
  271.     offset.y = y;
  272.    
  273.     rect.x = bx;
  274.     rect.y = by;
  275.     rect.w = width;
  276.     rect.h = height;
  277.    
  278.     SDL_BlitSurface(source, &rect, destination, &offset);
  279. }
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