@@ -613,14 +613,14 @@ const float levelTargetTimes[LEVEL_COUNT][2] = {
613613 // Level 9
614614 {
615615 // Time
616- 40 .0f , // Gold TO CHECK + CHANGE IF NECESSARY
617- 52 .0f // Silver TO CHECK + CHANGE IF NECESSARY
616+ 20 .0f , // Gold
617+ 24 .0f // Silver
618618 },
619619 // Level 10
620620 {
621621 // Time
622- 90 .0f , // Gold TO CHECK + CHANGE IF NECESSARY
623- 110 .0f // Silver TO CHECK + CHANGE IF NECESSARY
622+ 80 .0f , // Gold TO CHECK + CHANGE IF NECESSARY
623+ 100 .0f // Silver TO CHECK + CHANGE IF NECESSARY
624624 },
625625#else
626626 // Level 9
@@ -4505,16 +4505,22 @@ void load_level(uint8_t levelNumber) {
45054505 uint16_t startX = (levelTriggers[(SNOW_WORLD * LEVELS_PER_WORLD) - 1 ].x + levelTriggers[SNOW_WORLD * LEVELS_PER_WORLD].x ) / 2 ;
45064506 // uint16_t endX = (levelTriggers[((SNOW_WORLD + 1) * LEVELS_PER_WORLD) - 1].x + levelTriggers[(SNOW_WORLD + 1) * LEVELS_PER_WORLD].x) / 2;
45074507 uint16_t endX = (levelTriggers[((SNOW_WORLD + 1 ) * LEVELS_PER_WORLD)].x + levelTriggers[((SNOW_WORLD + 1 ) * LEVELS_PER_WORLD) + 1 ].x ) / 2 ;
4508+ #ifdef PICO_BUILD
4509+ endX = levelWidth;
4510+ #endif // PICO_BUILD
45084511 float x = (rand () % (endX - startX)) + startX;
45094512 float y = (rand () % (levelData.levelHeight * SPRITE_SIZE + SCREEN_HEIGHT)) - SCREEN_MID_HEIGHT;
4510- // if ((x > levelTriggers[SNOW_WORLD * LEVELS_PER_WORLD].x && x < levelTriggers[(SNOW_WORLD + 1) * LEVELS_PER_WORLD].x) || rand() % 2 == 0) {
4513+ #ifdef PICO_BUILD
4514+ if ((x > levelTriggers[SNOW_WORLD * LEVELS_PER_WORLD].x ) || rand () % 2 == 0 ) { // && x < levelTriggers[(SNOW_WORLD + 1) * LEVELS_PER_WORLD].x
4515+ #else
45114516 if ((x > levelTriggers[SNOW_WORLD * LEVELS_PER_WORLD].x && x < levelTriggers[(SNOW_WORLD + 1 ) * LEVELS_PER_WORLD].x ) || rand () % 2 == 0 ) {
4517+ #endif // PICO_BUILD
45124518 // At edges, only make a half as many particles
45134519 imageParticles.push_back (ImageParticle (x, y, xVel, yVel, 0 , 0 , snowParticleImages[rand () % snowParticleImages.size ()]));
45144520 }
45154521 }
45164522 }
4517- else if (currentWorldNumber == SNOW_WORLD || currentLevelNumber == 8 ) {
4523+ else if (currentWorldNumber == SNOW_WORLD || currentLevelNumber == 8 || currentLevelNumber == 9 ) {
45184524 // Generate snow particles
45194525 for (uint16_t i = 0 ; i < SNOW_LEVEL_INIT_COUNT; i++) {
45204526 // Get random position
@@ -5193,10 +5199,16 @@ void update_particles(float dt) {
51935199 float yVel = rand () % 5 + 8 ;
51945200 uint16_t startX = (levelTriggers[(SNOW_WORLD * LEVELS_PER_WORLD) - 1 ].x + levelTriggers[SNOW_WORLD * LEVELS_PER_WORLD].x ) / 2 ;
51955201 // uint16_t endX = (levelTriggers[((SNOW_WORLD + 1) * LEVELS_PER_WORLD) - 1].x + levelTriggers[(SNOW_WORLD + 1) * LEVELS_PER_WORLD].x) / 2;
5196- // uint16_t endX = (levelTriggers[((SNOW_WORLD + 1) * LEVELS_PER_WORLD)].x + levelTriggers[((SNOW_WORLD + 1) * LEVELS_PER_WORLD) + 1].x) / 2;
5197- uint16_t endX = levelData.levelWidth ; // check is ok
5202+ uint16_t endX = (levelTriggers[((SNOW_WORLD + 1 ) * LEVELS_PER_WORLD)].x + levelTriggers[((SNOW_WORLD + 1 ) * LEVELS_PER_WORLD) + 1 ].x ) / 2 ;
5203+ #ifdef PICO_BUILD
5204+ endX = levelWidth;
5205+ #endif // PICO_BUILD
51985206 float x = (rand () % (endX - startX)) + startX;
5207+ #ifdef PICO_BUILD
51995208 if ((x > levelTriggers[SNOW_WORLD * LEVELS_PER_WORLD].x ) || rand () % 2 == 0 ) { // && x < levelTriggers[(SNOW_WORLD + 1) * LEVELS_PER_WORLD].x
5209+ #else
5210+ if ((x > levelTriggers[SNOW_WORLD * LEVELS_PER_WORLD].x && x < levelTriggers[(SNOW_WORLD + 1 ) * LEVELS_PER_WORLD].x ) || rand () % 2 == 0 ) {
5211+ #endif // PICO_BUILD
52005212 // At edges, only make a half as many particles
52015213 imageParticles.push_back (ImageParticle (x, -SPRITE_SIZE * 8 , xVel, yVel, 0 , 0 , snowParticleImages[rand () % snowParticleImages.size ()]));
52025214 }
@@ -5891,10 +5903,6 @@ void init_game() {
58915903 // Load menu level
58925904 load_level (LEVEL_COUNT);
58935905
5894- // Setup audio
5895- audioHandler.set_volume (gameSaveData.sfxVolume ? DEFAULT_VOLUME : 0 );
5896- audioHandler.set_volume (7 , gameSaveData.musicVolume ? DEFAULT_VOLUME : 0 );
5897-
58985906 }
58995907 else {
59005908 // No save file or it failed to load, set up some defaults.
@@ -5927,8 +5935,12 @@ void load_audio() {
59275935#ifndef PICO_BUILD
59285936 // NOTE: CURRENTLY ISSUE WITH LEAVING PAUSE MENU, blip AUDIO IS PLAYED, BUT THEN NEW SOUND IS LOADED IN, STOPPING PLAYBACK.
59295937
5930- // Set volume to a default
5931- audioHandler.set_volume (DEFAULT_VOLUME);
5938+
5939+
5940+ // Setup audio volumes
5941+ audioHandler.set_volume (gameSaveData.sfxVolume ? DEFAULT_VOLUME : 0 );
5942+ audioHandler.set_volume (7 , gameSaveData.musicVolume ? DEFAULT_VOLUME : 0 );
5943+
59325944 // Sfx
59335945 audioHandler.load (0 , asset_sound_select, asset_sound_select_length);
59345946 audioHandler.load (1 , asset_sound_jump, asset_sound_jump_length);
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