Changed BGM a little and made DrawNumber more readable
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		@@ -12,10 +12,10 @@ Exit - Escape(ESC)
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Settings.syn can be opened with a text editor.
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Format:
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First line: Screen Mode, 1 is Fullscreen, 0 is Windowed
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Second line: Screen Width, Windowed Mode Only
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Third line: Screen Height, Windowed Mode Only
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Fourth line: Enemy Count Limiter, there will be no more enemies than this number on the screen
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First line: Screen Mode, 1 is Fullscreen, 0 is Windowed (Default Value = 1)
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Second line: Screen Width, Windowed Mode Only (Default Value = 1600)
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Third line: Screen Height, Windowed Mode Only (Default Value = 900)
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Fourth line: Enemy Count Limiter, there will be no more enemies than this number on the screen (Default Value = 12)
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Exe without console window
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								SynGame.c
									
									
									
									
									
								
							
							
						
						
									
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								SynGame.c
									
									
									
									
									
								
							@@ -203,7 +203,7 @@ void Update()
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		timeSinceStart += deltaTime;
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		player.score = (int)(timeSinceStart * timeSinceStart) * (player.killedEnemyCount + 1);
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		/* To limit enemies on the screen */
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		/* To limit the enemies on the screen */
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		if(enemies.enemyLimit != enemyLimiter)
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		{
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			enemies.enemyLimit = initialEnemyLimit + (int)(timeSinceStart / 10);
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@@ -574,15 +574,13 @@ void DrawObject(Vector2D position, ALLEGRO_BITMAP *image, int flag)
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void DrawNumber(Vector2D position, int number)
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{
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	Vector2D InstantiateSize;
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	float numberFactor;
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	InstantiateSize.x = (float)al_get_bitmap_width(numberTable);
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	InstantiateSize.y = (float)al_get_bitmap_height(numberTable);
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	numberFactor = InstantiateSize.x / numbersLength;
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	al_draw_scaled_bitmap(numberTable,
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		numberFactor * number, 0, numberFactor, InstantiateSize.y,
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		position.x - numberFactor / 2 * screenSizeMultiplier, position.y - InstantiateSize.y / 2 * screenSizeMultiplier, 
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		numberFactor * screenSizeMultiplier, InstantiateSize.y * screenSizeMultiplier, 0);
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		numberImageSize * number, 0, numberImageSize, InstantiateSize.y,
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		position.x - numberImageSize / 2 * screenSizeMultiplier, position.y - InstantiateSize.y / 2 * screenSizeMultiplier, 
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		numberImageSize * screenSizeMultiplier, InstantiateSize.y * screenSizeMultiplier, 0);
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}
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void DrawSizedObject(Vector2D position, ALLEGRO_BITMAP *image, int flag, float objectscreenSizeMultiplier)
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