Cleaned old frame code.
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@ -21,16 +21,12 @@ uint8_t FRAME_COLOR[FRAME_HEIGHT * FRAME_WIDTH];
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void frameInit() {
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drawClear(' ', COLOR_BLACK);
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// drawBox(5, 5, 5, 5, '+', COLOR_YELLOW);
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// drawUIBox(5, 5, 15, 10, COLOR_YELLOW, true);
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// drawText("Hello, World!", 6, 6, COLOR_WHITE);
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}
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void frameUpdate() {
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map_t *map = GAME.currentMap;
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if(map == NULL) return;
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// Try get player
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entity_t *player = mapEntityGetByType(map, ENTITY_TYPE_PLAYER);
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uint16_t cameraPositionX, cameraPositionY;
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@ -48,13 +44,4 @@ void frameUpdate() {
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0, 0,
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FRAME_WIDTH, FRAME_HEIGHT
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);
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}
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void framePausedDraw() {
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return;
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char_t *test = "Paused";
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uint16_t x = (FRAME_WIDTH - strlen(test)) / 2;
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uint16_t y = (FRAME_HEIGHT - FRAME_BOTTOM_UI_HEIGHT) / 2;
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// frameTextDraw(test, x, y, COLOR_RED);
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}
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@ -32,35 +32,4 @@ void frameUpdate();
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/**
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* Clears the frame buffer.
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*/
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void frameClear();
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/**
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* Draws a UI frame.
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*
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* @param x The x position to draw the border.
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* @param y The y position to draw the border.
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* @param width The width of the border.
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* @param height The height of the border.
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* @param color The color to draw the border.
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*/
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void frameBoxDraw(
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const uint16_t x,
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const uint16_t y,
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const uint16_t width,
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const uint16_t height,
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const uint8_t color
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);
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/**
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* Draws the paused screen.
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*/
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void framePausedDraw();
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/**
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* Redraws the entire map area of the frame.
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*/
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void frameMapDraw();
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void frameClear();
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