Running clang-format

This commit is contained in:
mibi88 2024-07-30 22:47:40 +02:00
parent 91e0e4b74d
commit ea50bed171
3 changed files with 8 additions and 13 deletions

View file

@ -1,10 +1,10 @@
#include "config.h" #include "config.h"
#include <fxlibc/printf.h>
#include <gint/cpu.h> #include <gint/cpu.h>
#include <gint/display.h> #include <gint/display.h>
#include <gint/keyboard.h> #include <gint/keyboard.h>
#include <gint/timer.h> #include <gint/timer.h>
#include <fxlibc/printf.h>
#if USB_FEATURE #if USB_FEATURE
#include <gint/usb-ff-bulk.h> #include <gint/usb-ff-bulk.h>

View file

@ -12,13 +12,7 @@ extern Map level2;
extern Map level3; extern Map level3;
extern Map level4; extern Map level4;
Map *worldRPG[] = { Map *worldRPG[] = {&level0, &level1, &level2, &level3, &level4};
&level0,
&level1,
&level2,
&level3,
&level4
};
// extern ExtraData *extraRPG[]; // extern ExtraData *extraRPG[];

View file

@ -171,10 +171,11 @@ bool player_collision(Game *game, Direction direction,
/* check where the player is expected to go on the next move */ /* check where the player is expected to go on the next move */
/* if outside the map, we check if there is a map on the other */ /* if outside the map, we check if there is a map on the other */
/* side of the current map*/ /* side of the current map*/
if(0){ if(0) {
//if(map_get_walkable(game, player_tile_x, player_tile_y) == MAP_OUTSIDE) { // if(map_get_walkable(game, player_tile_x, player_tile_y) ==
// we compute the expected world coordinates accordingly // MAP_OUTSIDE) {
// while taking care of the scaling between fx and cg models (PXSIZE) // we compute the expected world coordinates accordingly
// while taking care of the scaling between fx and cg models (PXSIZE)
int worldX = (player->wx + dx) / PXSIZE; int worldX = (player->wx + dx) / PXSIZE;
int worldY = (player->wy + dy) / PXSIZE; int worldY = (player->wy + dy) / PXSIZE;
Map *map = map_get_for_coordinates(game, worldX, worldY); Map *map = map_get_for_coordinates(game, worldX, worldY);
@ -236,7 +237,7 @@ bool player_collision(Game *game, Direction direction,
int speed = (on_walkable >= 0 && on_walkable < WALKABLE_TILE_MAX) int speed = (on_walkable >= 0 && on_walkable < WALKABLE_TILE_MAX)
? walkable_speed[on_walkable] ? walkable_speed[on_walkable]
: 0; : 0;
//speed = SPEED; // speed = SPEED;
/* if he's on a hard tile */ /* if he's on a hard tile */
if(!speed) { if(!speed) {