diff --git a/main.c b/main.c index f5450dc..82f0adf 100755 --- a/main.c +++ b/main.c @@ -149,7 +149,6 @@ void SFG_init(); #define SFG_PLAYER_MOVE_UNITS_PER_FRAME 1 #endif - #define SFG_ROCKER_MOVE_UNITS_PER_FRAME \ ((SFG_ROCKET_SPEED * RCL_UNITS_PER_SQUARE) / SFG_FPS) @@ -469,7 +468,7 @@ static inline RCL_Unit return RCL_absVal(x0 - x1) + RCL_absVal(y0 - y1); } -static inline uint8_t SFG_RCL_unitToZBuffer(RCL_Unit x) +static inline uint8_t SFG_RCLUnitToZBuffer(RCL_Unit x) { x /= RCL_UNITS_PER_SQUARE; @@ -564,7 +563,7 @@ void SFG_pixelFunc(RCL_PixelInfo *pixel) if (pixel->position.y == SFG_GAME_RESOLUTION_Y / 2) for (uint8_t i = 0; i < SFG_RAYCASTING_SUBSAMPLE; ++i) SFG_zBuffer[pixel->position.x * SFG_RAYCASTING_SUBSAMPLE + i] = - SFG_RCL_unitToZBuffer(pixel->depth); + SFG_RCLUnitToZBuffer(pixel->depth); if (pixel->isHorizon && pixel->depth > RCL_UNITS_PER_SQUARE * 16) { @@ -823,7 +822,7 @@ void SFG_drawScaledSprite( #undef PRECOMP_SCALE - uint8_t zDistance = SFG_RCL_unitToZBuffer(distance); + uint8_t zDistance = SFG_RCLUnitToZBuffer(distance); for (int16_t x = x0, u = u0; x <= x1; ++x, ++u) { @@ -841,8 +840,7 @@ void SFG_drawScaledSprite( { #if SFG_DIMINISH_SPRITES color = palette_minusValue(color,minusValue); -#endif - +#endif columnTransparent = 0; SFG_setGamePixel(x,y,color); @@ -2275,8 +2273,7 @@ void SFG_draw() if (p.depth > 0) SFG_drawScaledSprite(s, p.position.x * SFG_RAYCASTING_SUBSAMPLE,p.position.y, - RCL_perspectiveScale(spriteSize,p.depth), - p.depth / (RCL_UNITS_PER_SQUARE * 2),p.depth); + RCL_perspectiveScale(spriteSize,p.depth),0,p.depth); } #if SFG_HEADBOB_ENABLED