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Refactor a bit

merge-requests/2/head
Miloslav Číž 2 years ago
parent
commit
0a02b08ab7
  1. 4
      TODO.txt
  2. 63
      game.h
  3. 2
      levels.h

4
TODO.txt

@ -1,9 +1,7 @@ @@ -1,9 +1,7 @@
general:
- Add SW buttons to emscripten version so that it's playable on mobiles.
- Refactor.
- Port to OpenDingux.
- Port to some fantasy console?
- Rewrite python scripts to C (faster, less bloat).
- Try to recolor textures and give them a bit more of variety.
- automatic tests: a frontend that will play the game, check the state, rendered
@ -12,6 +10,7 @@ general: @@ -12,6 +10,7 @@ general:
- compile on BSD and WinShit
- make SFML frontend
- add time slowdown constant
- Port to some fantasy console?
- run on raspbery pi
level ideas:
@ -199,6 +198,7 @@ done: @@ -199,6 +198,7 @@ done:
a build script that creates multiple binaries (with different combinations of
compilers and settings)
- High pitch noise in SDL music AGAIN!
- Add SW buttons to emscripten version so that it's playable on mobiles.
scratched:
- option for disabling wall transparency, for performance?

63
game.h

@ -448,7 +448,7 @@ struct @@ -448,7 +448,7 @@ struct
uint8_t bossCount;
uint8_t monstersDead;
uint8_t backgroundImage;
uint8_t teleportCount;
uint8_t teleporterCount;
uint16_t mapRevealMask; /**< Bits say which parts of the map have been
revealed. */
uint8_t itemCollisionMap[(SFG_MAP_SIZE * SFG_MAP_SIZE) / 8];
@ -1407,7 +1407,7 @@ void SFG_getItemSprite( @@ -1407,7 +1407,7 @@ void SFG_getItemSprite(
case SFG_LEVEL_ELEMENT_TREE:
case SFG_LEVEL_ELEMENT_RUIN:
case SFG_LEVEL_ELEMENT_LAMP:
case SFG_LEVEL_ELEMENT_TELEPORT:
case SFG_LEVEL_ELEMENT_TELEPORTER:
*spriteSize = 2;
break;
@ -1493,7 +1493,7 @@ void SFG_setAndInitLevel(uint8_t levelNumber) @@ -1493,7 +1493,7 @@ void SFG_setAndInitLevel(uint8_t levelNumber)
SFG_currentLevel.checkedDoorIndex = 0;
SFG_currentLevel.doorRecordCount = 0;
SFG_currentLevel.projectileRecordCount = 0;
SFG_currentLevel.teleportCount = 0;
SFG_currentLevel.teleporterCount = 0;
SFG_currentLevel.mapRevealMask =
#if SFG_REVEAL_MAP
0xffff;
@ -1553,8 +1553,6 @@ void SFG_setAndInitLevel(uint8_t levelNumber) @@ -1553,8 +1553,6 @@ void SFG_setAndInitLevel(uint8_t levelNumber)
{
if (SFG_LEVEL_ELEMENT_TYPE_IS_MOSTER(e->type))
{
SFG_LOG("adding monster");
monster =
&(SFG_currentLevel.monsterRecords[SFG_currentLevel.monsterRecordCount]);
@ -1575,20 +1573,17 @@ void SFG_setAndInitLevel(uint8_t levelNumber) @@ -1575,20 +1573,17 @@ void SFG_setAndInitLevel(uint8_t levelNumber)
else if ((e->type < SFG_LEVEL_ELEMENT_LOCK0) ||
(e->type > SFG_LEVEL_ELEMENT_LOCK2))
{
SFG_LOG("adding item");
SFG_currentLevel.itemRecords[SFG_currentLevel.itemRecordCount] = i;
SFG_currentLevel.itemRecordCount++;
if (e->type == SFG_LEVEL_ELEMENT_TELEPORT)
SFG_currentLevel.teleportCount++;
if (e->type == SFG_LEVEL_ELEMENT_TELEPORTER)
SFG_currentLevel.teleporterCount++;
if (SFG_itemCollides(e->type))
SFG_setItemCollisionMapBit(e->coords[0],e->coords[1],1);
}
else
{
SFG_LOG("adding door lock");
uint8_t properties;
SFG_getMapTile(level,e->coords[0],e->coords[1],&properties);
@ -1766,18 +1761,14 @@ uint8_t SFG_launchProjectile( @@ -1766,18 +1761,14 @@ uint8_t SFG_launchProjectile(
p.position[0] =
shootFrom.x + (direction.x * offsetDistance) / RCL_UNITS_PER_SQUARE;
p.position[1] =
shootFrom.y + (direction.y * offsetDistance) / RCL_UNITS_PER_SQUARE;
p.position[2] = shootFromHeight;
p.direction[0] =
(direction.x * SFG_GET_PROJECTILE_SPEED_UPS(type)) / RCL_UNITS_PER_SQUARE;
p.direction[1] =
(direction.y * SFG_GET_PROJECTILE_SPEED_UPS(type)) / RCL_UNITS_PER_SQUARE;
p.direction[2] = verticalSpeed;
return SFG_createProjectile(p);
@ -1807,9 +1798,7 @@ uint8_t SFG_pushAway( @@ -1807,9 +1798,7 @@ uint8_t SFG_pushAway(
l = RCL_UNITS_PER_SQUARE;
}
else if (l >= distance)
{
return 0;
}
RCL_Vector2D offset;
@ -3268,7 +3257,7 @@ void SFG_gameStepPlaying() @@ -3268,7 +3257,7 @@ void SFG_gameStepPlaying()
}
}
uint8_t collidesWithTeleport = 0;
uint8_t collidesWithTeleporter = 0;
/* item collisions with player (only those that don't stop player's movement,
as those are handled differently, via itemCollisionMap): */
@ -3347,8 +3336,8 @@ void SFG_gameStepPlaying() @@ -3347,8 +3336,8 @@ void SFG_gameStepPlaying()
SFG_player.cards |= 1 << (e->type - SFG_LEVEL_ELEMENT_CARD0);
break;
case SFG_LEVEL_ELEMENT_TELEPORT:
collidesWithTeleport = 1;
case SFG_LEVEL_ELEMENT_TELEPORTER:
collidesWithTeleporter = 1;
eliminate = 0;
break;
@ -3378,14 +3367,14 @@ void SFG_gameStepPlaying() @@ -3378,14 +3367,14 @@ void SFG_gameStepPlaying()
#endif
}
else if (
e->type == SFG_LEVEL_ELEMENT_TELEPORT &&
SFG_currentLevel.teleportCount > 1 &&
e->type == SFG_LEVEL_ELEMENT_TELEPORTER &&
SFG_currentLevel.teleporterCount > 1 &&
!SFG_player.justTeleported)
{
// teleport to random destination teleport
// teleport to random destination teleporter
uint8_t teleportNumber =
SFG_random() % (SFG_currentLevel.teleportCount - 1) + 1;
uint8_t teleporterNumber =
SFG_random() % (SFG_currentLevel.teleporterCount - 1) + 1;
for (uint16_t j = 0; j < SFG_currentLevel.itemRecordCount; ++j)
{
@ -3394,10 +3383,10 @@ void SFG_gameStepPlaying() @@ -3394,10 +3383,10 @@ void SFG_gameStepPlaying()
[SFG_currentLevel.itemRecords[j] &
~SFG_ITEM_RECORD_ACTIVE_MASK];
if ((e2.type == SFG_LEVEL_ELEMENT_TELEPORT) && (j != i))
teleportNumber--;
if ((e2.type == SFG_LEVEL_ELEMENT_TELEPORTER) && (j != i))
teleporterNumber--;
if (teleportNumber == 0)
if (teleporterNumber == 0)
{
SFG_player.camera.position.x =
SFG_ELEMENT_COORD_TO_RCL_UNITS(e2.coords[0]);
@ -3410,7 +3399,7 @@ void SFG_gameStepPlaying() @@ -3410,7 +3399,7 @@ void SFG_gameStepPlaying()
RCL_CAMERA_COLL_HEIGHT_BELOW;
SFG_currentLevel.itemRecords[j] |= SFG_ITEM_RECORD_ACTIVE_MASK;
/* ^ we have to make the new teleport immediately active so
/* ^ we have to make the new teleporter immediately active so
that it will immediately collide */
SFG_player.justTeleported = 1;
@ -3426,7 +3415,7 @@ void SFG_gameStepPlaying() @@ -3426,7 +3415,7 @@ void SFG_gameStepPlaying()
}
} // item collision check
if (!collidesWithTeleport)
if (!collidesWithTeleporter)
SFG_player.justTeleported = 0;
#if SFG_PREVIEW_MODE
@ -4551,7 +4540,6 @@ void SFG_draw() @@ -4551,7 +4540,6 @@ void SFG_draw()
for (int_fast16_t i = 0; i < SFG_currentLevel.monsterRecordCount; ++i)
{
SFG_MonsterRecord m = SFG_currentLevel.monsterRecords[i];
uint8_t state = SFG_MR_STATE(m);
if (state != SFG_MONSTER_STATE_INACTIVE)
@ -4568,8 +4556,7 @@ void SFG_draw() @@ -4568,8 +4556,7 @@ void SFG_draw()
SFG_floorHeightAt(
SFG_MONSTER_COORD_TO_SQUARES(m.coords[0]),
SFG_MONSTER_COORD_TO_SQUARES(m.coords[1]))
+
SFG_SPRITE_SIZE_TO_HEIGHT_ABOVE_GROUND(spriteSize);
+ SFG_SPRITE_SIZE_TO_HEIGHT_ABOVE_GROUND(spriteSize);
RCL_PixelInfo p =
RCL_mapToScreen(worldPosition,worldHeight,SFG_player.camera);
@ -4624,11 +4611,10 @@ void SFG_draw() @@ -4624,11 +4611,10 @@ void SFG_draw()
if (p.depth > 0 &&
SFG_spriteIsVisible(worldPosition,worldHeight,spriteSize))
SFG_drawScaledSprite(
sprite,
p.position.x * SFG_RAYCASTING_SUBSAMPLE,p.position.y,
RCL_perspectiveScaleVertical(SFG_SPRITE_SIZE_PIXELS(spriteSize),p.depth),
p.depth / (RCL_UNITS_PER_SQUARE * 2),p.depth);
SFG_drawScaledSprite(sprite,p.position.x * SFG_RAYCASTING_SUBSAMPLE,
p.position.y,
RCL_perspectiveScaleVertical(SFG_SPRITE_SIZE_PIXELS(spriteSize),
p.depth),p.depth / (RCL_UNITS_PER_SQUARE * 2),p.depth);
}
}
@ -4660,8 +4646,7 @@ void SFG_draw() @@ -4660,8 +4646,7 @@ void SFG_draw()
RCL_nonZero(SFG_GET_PROJECTILE_FRAMES_TO_LIVE(proj->type) / 2);
// grow the explosion/dust sprite as an animation
spriteSize =
(
spriteSize = (
SFG_SPRITE_SIZE_PIXELS(2) *
RCL_sin(
((doubleFramesToLive -

2
levels.h

@ -94,7 +94,7 @@ typedef struct @@ -94,7 +94,7 @@ typedef struct
#define SFG_LEVEL_ELEMENT_PLASMA 0x05
#define SFG_LEVEL_ELEMENT_TREE 0x06
#define SFG_LEVEL_ELEMENT_FINISH 0x07
#define SFG_LEVEL_ELEMENT_TELEPORT 0x08
#define SFG_LEVEL_ELEMENT_TELEPORTER 0x08
#define SFG_LEVEL_ELEMENT_TERMINAL 0x09
#define SFG_LEVEL_ELEMENT_COLUMN 0x0a
#define SFG_LEVEL_ELEMENT_RUIN 0x0b

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