Fix sprite size

merge-requests/1/head
Miloslav Číž 3 years ago
parent 92608269d3
commit 1ca9e371e4

@ -86,7 +86,7 @@
Distance at which level elements (sprites) collide, in RCL_Unit (1024 per
square).
*/
#define SFG_ELEMENT_COLLISION_RADIUS 1500
#define SFG_ELEMENT_COLLISION_RADIUS 1900
/**
Height, in RCL_Units, at which collisions happen with level elements
@ -176,6 +176,11 @@
*/
#define SFG_WIN_ANIMATION_DURATION 2500
/**
Vertical sprite size, in RCL_Units.
*/
#define SFG_BASE_SPRITE_SIZE RCL_UNITS_PER_SQUARE
// ----------------------------
// derived constants
@ -187,9 +192,6 @@
#define SFG_MS_PER_FRAME (1000 / SFG_FPS) // ms per frame with target FPS
#define SFG_BASE_SPRITE_SIZE \
(SFG_GAME_RESOLUTION_Y)
#if SFG_MS_PER_FRAME == 0
#define SFG_MS_PER_FRAME 1
#endif

@ -151,9 +151,11 @@ typedef struct
#define SFG_SPRITE_SIZE(size0to3) \
(((size0to3 + 3) * SFG_BASE_SPRITE_SIZE) / 4)
#define SFG_SPRITE_SIZE_PIXELS(size0to3) \
((SFG_SPRITE_SIZE(size0to3) * SFG_GAME_RESOLUTION_Y) / RCL_UNITS_PER_SQUARE)
#define SFG_SPRITE_SIZE_TO_HEIGHT_ABOVE_GROUND(size0to3) \
((SFG_SPRITE_SIZE(size0to3) * 2) / 3)
// ^TODO: why 3/4 and not 1/2?
(SFG_SPRITE_SIZE(size0to3) / 2)
/**
Holds information about one instance of a level item (a type of level element,
@ -3636,7 +3638,7 @@ void SFG_draw()
SFG_drawScaledSprite(s,
p.position.x * SFG_RAYCASTING_SUBSAMPLE,p.position.y,
RCL_perspectiveScale(
SFG_SPRITE_SIZE(spriteSize),
SFG_SPRITE_SIZE_PIXELS(spriteSize),
p.depth),
p.depth / (RCL_UNITS_PER_SQUARE * 2),p.depth);
}
@ -3678,7 +3680,7 @@ void SFG_draw()
SFG_drawScaledSprite(
sprite,
p.position.x * SFG_RAYCASTING_SUBSAMPLE,p.position.y,
RCL_perspectiveScale(SFG_SPRITE_SIZE(spriteSize),p.depth),
RCL_perspectiveScale(SFG_SPRITE_SIZE_PIXELS(spriteSize),p.depth),
p.depth / (RCL_UNITS_PER_SQUARE * 2),p.depth);
}
}
@ -3702,7 +3704,7 @@ void SFG_draw()
const uint8_t *s = SFG_effectSprites[proj->type];
int16_t spriteSize = SFG_SPRITE_SIZE(0);
int16_t spriteSize = SFG_SPRITE_SIZE_PIXELS(0);
if (proj->type == SFG_PROJECTILE_EXPLOSION ||
proj->type == SFG_PROJECTILE_DUST)
@ -3710,10 +3712,10 @@ void SFG_draw()
int16_t doubleFramesToLive =
RCL_nonZero(SFG_GET_PROJECTILE_FRAMES_TO_LIVE(proj->type) / 2);
// grow the explosion sprite as an animation
// grow the explosion/dust sprite as an animation
spriteSize =
(
SFG_BASE_SPRITE_SIZE *
SFG_SPRITE_SIZE_PIXELS(2) *
RCL_sinInt(
((doubleFramesToLive -
proj->doubleFramesToLive) * RCL_UNITS_PER_SQUARE / 4)

@ -187,7 +187,7 @@
/**
Developer cheat for immortality.
*/
#define SFG_IMMORTAL 0
#define SFG_IMMORTAL 1
/**
Turn on for previes mode for map editing (flying, noclip, fast movement etc.).
@ -203,6 +203,6 @@
Skips menu and starts given level immediatelly, for development. 0 means this
options is ignored, 1 means load level 1 etc.
*/
#define SFG_START_LEVEL 5
#define SFG_START_LEVEL 0
#endif // guard

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