/////////////////////////////////////////////////////
// Disposition aléatoire des crystaux et obstacles //
/////////////////////////////////////////////////////
void SetLevelEntities(int level){
int Rx,Ry,f;
VScrEntities=malloc(3840);
/////////// Remplir les matrices du niveau de 0... ////////////
memset(MEntCrystal,0,sizeof(MEntCrystal));
memset(MEntBlock,0,sizeof(MEntBlock));
memset(MEntRelativePosition,0,sizeof(MEntRelativePosition));
PortSet(VScrEntities,239,127);
clrscr();
for(f=0;f<level+10;f++){
Rx=random(160);Ry=random(100);
MEntCrystal[0][f]=1;
MEntCrystal[1][f]=Rx;
MEntCrystal[2][f]=Ry;
Sprite8(MEntCrystal[1][f],MEntCrystal[2][f],4,Crystal,VScrEntities,SPRT_XOR);
}
}
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