|
|
|
@ -16,11 +16,6 @@
@@ -16,11 +16,6 @@
|
|
|
|
|
#ifndef _SFG_CONSTANTS_H |
|
|
|
|
#define _SFG_CONSTANTS_H |
|
|
|
|
|
|
|
|
|
/**
|
|
|
|
|
How quickly player turns left/right, in degrees per second. |
|
|
|
|
*/ |
|
|
|
|
#define SFG_PLAYER_TURN_SPEED 210 |
|
|
|
|
|
|
|
|
|
/**
|
|
|
|
|
How quickly player moves, in squares per second. |
|
|
|
|
*/ |
|
|
|
@ -556,17 +551,29 @@ SFG_PROGRAM_MEMORY uint8_t SFG_attackDamageTable[SFG_WEAPON_FIRE_TYPES_TOTAL] =
@@ -556,17 +551,29 @@ SFG_PROGRAM_MEMORY uint8_t SFG_attackDamageTable[SFG_WEAPON_FIRE_TYPES_TOTAL] =
|
|
|
|
|
fff: half speed in game squares per second |
|
|
|
|
lllll: eigth of frames to live |
|
|
|
|
*/ |
|
|
|
|
|
|
|
|
|
#define LOW_FPS (SFG_FPS < 20) ///< low FPS needs low speeds, because collisions
|
|
|
|
|
|
|
|
|
|
SFG_PROGRAM_MEMORY uint8_t SFG_projectileAttributeTable[SFG_PROJECTILES_TOTAL] = |
|
|
|
|
{ |
|
|
|
|
/* explosion */ SFG_PROJECTILE_ATTRIBUTE(0,400), |
|
|
|
|
/* fireball */ SFG_PROJECTILE_ATTRIBUTE(10,1000), |
|
|
|
|
|
|
|
|
|
#if LOW_FPS |
|
|
|
|
/* plasma */ SFG_PROJECTILE_ATTRIBUTE(17,500), |
|
|
|
|
#else |
|
|
|
|
/* plasma */ SFG_PROJECTILE_ATTRIBUTE(18,500), |
|
|
|
|
#endif |
|
|
|
|
|
|
|
|
|
/* dust */ SFG_PROJECTILE_ATTRIBUTE(0,450), |
|
|
|
|
#if SFG_FPS < 20 |
|
|
|
|
/* bullet */ SFG_PROJECTILE_ATTRIBUTE(20,1000) // high speed could miss things
|
|
|
|
|
|
|
|
|
|
#if LOW_FPS |
|
|
|
|
/* bullet */ SFG_PROJECTILE_ATTRIBUTE(17,1000) |
|
|
|
|
#else |
|
|
|
|
/* bullet */ SFG_PROJECTILE_ATTRIBUTE(28,1000) |
|
|
|
|
#endif |
|
|
|
|
}; |
|
|
|
|
|
|
|
|
|
#undef LOW_FPS |
|
|
|
|
|
|
|
|
|
#endif // guard
|
|
|
|
|