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Add lamp
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02978a9ab7
commit
125796cf8d
@ -20,6 +20,7 @@ elementTypes = [
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"TERMINAL",
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"COLUMN",
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"RUIN",
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"LAMP",
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"CARD0",
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"CARD1",
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"CARD2",
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BIN
assets/item_lamp.png
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BIN
assets/item_lamp.png
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20
images.h
20
images.h
@ -623,7 +623,25 @@ SFG_PROGRAM_MEMORY uint8_t SFG_itemSprites[][SFG_TEXTURE_STORE_SIZE] =
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0,84,68,71,84,119,117,146,34,40,51,246,0,0,0,0,0,0,68,85,85,85,67,18,35,35,34,
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52,0,0,0,0,0,0,0,5,80,0,0,51,51,51,51,51,0,0,0,0,0,0,0,5,0,0,0,0,51,50,51,35
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},
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{ // 11, access card
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{ // 11, lamp
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175,0,49,31,7,106,27,28,107,3,4,105,1,2,26,34,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
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0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
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0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
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0,0,0,0,17,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,220,16,0,0,0,0,0,0,0,0,0,0,0,0,0,1,220,
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16,0,0,0,0,0,0,0,0,0,0,0,0,0,29,220,193,0,0,0,0,0,0,0,0,0,0,0,0,0,22,220,91,0,0,
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0,0,0,0,0,0,17,0,1,16,85,103,146,88,85,0,0,0,0,0,0,1,33,0,22,133,51,103,146,232,
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51,80,0,0,0,0,0,1,33,17,215,131,51,103,146,248,67,80,0,0,1,16,0,25,33,28,103,
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132,68,103,146,248,68,59,187,177,26,33,17,153,33,28,119,132,68,231,98,232,68,55,
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119,226,42,34,34,153,33,28,167,132,68,103,111,104,68,59,187,177,26,33,17,169,33,
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17,167,131,51,119,98,136,67,80,0,0,1,16,0,26,33,0,23,85,51,119,111,230,51,80,0,
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0,0,0,0,1,33,0,1,16,85,119,146,230,85,0,0,0,0,0,0,1,33,0,0,0,0,26,146,97,0,0,0,
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0,0,0,0,0,17,0,0,0,0,26,162,241,0,0,0,0,0,0,0,0,0,0,0,0,0,1,175,16,0,0,0,0,0,0,
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0,0,0,0,0,0,0,1,162,16,0,0,0,0,0,0,0,0,0,0,0,0,0,0,17,0,0,0,0,0,0,0,0,0,0,0,0,0,
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0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
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0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
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0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
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},
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{ // 12, access card
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175,0,21,45,44,23,46,2,19,34,69,22,68,60,131,8,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
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0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,17,17,17,17,17,17,17,0,0,0,0,0,0,0,0,1,
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68,17,24,102,101,86,97,0,0,0,0,0,0,0,0,1,68,17,24,102,85,86,101,16,0,0,0,0,0,0,
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15
levels.h
15
levels.h
@ -98,16 +98,17 @@ typedef struct
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#define SFG_LEVEL_ELEMENT_TERMINAL 0x09
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#define SFG_LEVEL_ELEMENT_COLUMN 0x0a
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#define SFG_LEVEL_ELEMENT_RUIN 0x0b
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#define SFG_LEVEL_ELEMENT_CARD0 0x0c ///< Access card, unlocks doors with lock.
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#define SFG_LEVEL_ELEMENT_CARD1 0x0d
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#define SFG_LEVEL_ELEMENT_CARD2 0x0e
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#define SFG_LEVEL_ELEMENT_LOCK0 0x0f /**< Special level element that must be
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#define SFG_LEVEL_ELEMENT_LAMP 0x0c
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#define SFG_LEVEL_ELEMENT_CARD0 0x0d ///< Access card, unlocks doors with lock.
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#define SFG_LEVEL_ELEMENT_CARD1 0x0e
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#define SFG_LEVEL_ELEMENT_CARD2 0x0f
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#define SFG_LEVEL_ELEMENT_LOCK0 0x10 /**< Special level element that must be
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placed on a tile with door. This door is
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then unlocked by taking the corresponding
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access card. */
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#define SFG_LEVEL_ELEMENT_LOCK1 0x10
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#define SFG_LEVEL_ELEMENT_LOCK2 0x11
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#define SFG_LEVEL_ELEMENT_BLOCKER 0x12 ///< Invisible wall.
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#define SFG_LEVEL_ELEMENT_LOCK1 0x11
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#define SFG_LEVEL_ELEMENT_LOCK2 0x12
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#define SFG_LEVEL_ELEMENT_BLOCKER 0x13 ///< Invisible wall.
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/*
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Monsters have lower 4 bits zero and are only distinguished by the 4 upper
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4
main.c
4
main.c
@ -1166,6 +1166,7 @@ void SFG_getItemSprite(
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{
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case SFG_LEVEL_ELEMENT_TREE:
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case SFG_LEVEL_ELEMENT_RUIN:
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case SFG_LEVEL_ELEMENT_LAMP:
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*spriteSize = 2;
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break;
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@ -1206,7 +1207,8 @@ uint8_t SFG_itemCollides(uint8_t elementType)
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elementType == SFG_LEVEL_ELEMENT_TERMINAL ||
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elementType == SFG_LEVEL_ELEMENT_COLUMN ||
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elementType == SFG_LEVEL_ELEMENT_RUIN ||
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elementType == SFG_LEVEL_ELEMENT_BLOCKER;
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elementType == SFG_LEVEL_ELEMENT_BLOCKER ||
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elementType == SFG_LEVEL_ELEMENT_LAMP;
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}
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void SFG_setAndInitLevel(const SFG_Level *level)
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