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Continue gamebuino
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constants.h
21
constants.h
@ -16,11 +16,6 @@
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#ifndef _SFG_CONSTANTS_H
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#define _SFG_CONSTANTS_H
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/**
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How quickly player turns left/right, in degrees per second.
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*/
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#define SFG_PLAYER_TURN_SPEED 210
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/**
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How quickly player moves, in squares per second.
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*/
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@ -556,17 +551,29 @@ SFG_PROGRAM_MEMORY uint8_t SFG_attackDamageTable[SFG_WEAPON_FIRE_TYPES_TOTAL] =
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fff: half speed in game squares per second
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lllll: eigth of frames to live
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*/
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#define LOW_FPS (SFG_FPS < 20) ///< low FPS needs low speeds, because collisions
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SFG_PROGRAM_MEMORY uint8_t SFG_projectileAttributeTable[SFG_PROJECTILES_TOTAL] =
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{
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/* explosion */ SFG_PROJECTILE_ATTRIBUTE(0,400),
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/* fireball */ SFG_PROJECTILE_ATTRIBUTE(10,1000),
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#if LOW_FPS
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/* plasma */ SFG_PROJECTILE_ATTRIBUTE(17,500),
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#else
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/* plasma */ SFG_PROJECTILE_ATTRIBUTE(18,500),
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#endif
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/* dust */ SFG_PROJECTILE_ATTRIBUTE(0,450),
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#if SFG_FPS < 20
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/* bullet */ SFG_PROJECTILE_ATTRIBUTE(20,1000) // high speed could miss things
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#if LOW_FPS
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/* bullet */ SFG_PROJECTILE_ATTRIBUTE(17,1000)
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#else
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/* bullet */ SFG_PROJECTILE_ATTRIBUTE(28,1000)
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#endif
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};
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#undef LOW_FPS
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#endif // guard
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@ -14,6 +14,9 @@
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#include <Gamebuino-Meta.h>
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#define SFG_IMMORTAL 1
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#define SFG_INFINITE_AMMO 1
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#define SFG_ARDUINO 1
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#define SFG_CAN_EXIT 0
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#define SFG_FPS 17
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@ -25,6 +28,7 @@
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#define SFG_RAYCASTING_SUBSAMPLE 3
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#define SFG_DIMINISH_SPRITES 0
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#define SFG_DITHERED_SHADOW 0
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#define SFG_PLAYER_TURN_SPEED 150
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#include "game.h"
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@ -155,6 +159,9 @@ void loop()
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SFG_mainLoopBody();
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#if 0
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// debuggin performance
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gb.display.setCursor(1,1);
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gb.display.print(gb.getCpuLoad());
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#endif
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}
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@ -66,6 +66,11 @@
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#define SFG_SCREEN_RESOLUTION_Y 600
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#endif
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/**
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How quickly player turns left/right, in degrees per second.
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*/
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#define SFG_PLAYER_TURN_SPEED 210
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/**
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Distance, in RCL_Units, to which textures will be drawn. Textures behind this
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distance will be replaced by an average constant color, which can help
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