This commit is contained in:
Miloslav Číž 2021-01-07 15:36:38 +01:00
parent 4f3c818a9c
commit 348c9dbf9a
3 changed files with 19 additions and 5 deletions

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@ -513,7 +513,7 @@ uint16_t SFG_monsterAttributeTable[SFG_MONSTERS_TOTAL] =
cccc: fire cooldown in frames, i.e. time after which the next shot can be
shot again, ccccc has to be multiplied by 16 to get the real value
*/
SFG_PROGRAM_MEMORY uint8_t SFG_weaponAttributeTable[SFG_WEAPONS_TOTAL] =
static const uint8_t SFG_weaponAttributeTable[SFG_WEAPONS_TOTAL] =
{
/* knife */ SFG_WEAPON_ATTRIBUTE(SFG_WEAPON_FIRE_TYPE_MELEE,1,650), // DPS: 6.2
/* shotgun */ SFG_WEAPON_ATTRIBUTE(SFG_WEAPON_FIRE_TYPE_BULLET,2,1250), // DPS: 12.8
@ -523,7 +523,7 @@ SFG_PROGRAM_MEMORY uint8_t SFG_weaponAttributeTable[SFG_WEAPONS_TOTAL] =
/* solution */ SFG_WEAPON_ATTRIBUTE(SFG_WEAPON_FIRE_TYPE_PLASMA,4,1050) // DPS: 85.7
};
SFG_PROGRAM_MEMORY uint8_t SFG_attackDamageTable[SFG_WEAPON_FIRE_TYPES_TOTAL] =
static const uint8_t SFG_attackDamageTable[SFG_WEAPON_FIRE_TYPES_TOTAL] =
{
/* melee */ 4,
/* bullet */ 8,
@ -562,7 +562,7 @@ SFG_PROGRAM_MEMORY uint8_t SFG_attackDamageTable[SFG_WEAPON_FIRE_TYPES_TOTAL] =
#define LOW_FPS (SFG_FPS < 24) ///< low FPS needs low speeds, because collisions
SFG_PROGRAM_MEMORY uint8_t SFG_projectileAttributeTable[SFG_PROJECTILES_TOTAL] =
static const uint8_t SFG_projectileAttributeTable[SFG_PROJECTILES_TOTAL] =
{
/* explosion */ SFG_PROJECTILE_ATTRIBUTE(0,400),
/* fireball */ SFG_PROJECTILE_ATTRIBUTE(10,1000),

16
game.h
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@ -2991,7 +2991,9 @@ void SFG_drawText(
while (pos < maxLength && text[pos] != 0) // for each character
{
uint16_t character = SFG_font[SFG_charToFontIndex(text[pos])];
uint16_t character =
//SFG_PROGRAM_MEMORY_U8(SFG_font + SFG_charToFontIndex(text[pos]));
SFG_font[SFG_charToFontIndex(text[pos])];
for (uint8_t i = 0; i < SFG_FONT_CHARACTER_SIZE; ++i) // for each line
{
@ -4642,6 +4644,18 @@ void SFG_draw()
SFG_backgroundBlurIndex = 0;
#endif
uint8_t aaa = 0;
/*
for (uint16_t j = 0; j < SFG_SCREEN_RESOLUTION_Y; ++j)
for (uint16_t i = 0; i < SFG_SCREEN_RESOLUTION_Y; ++i)
{
SFG_setGamePixel(i,j,2);
aaa++;
}
SFG_drawText("aaa",10,10,2,7,255,0);
return;
*/
if (SFG_game.state == SFG_GAME_STATE_MENU)
{
SFG_drawMenu();

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@ -1344,7 +1344,7 @@ uint8_t SFG_charToFontIndex(char c)
/**
4x4 font, each character stored as 16 bits.
*/
uint16_t SFG_font[47] =
static const uint16_t SFG_font[47] =
{
0xfaf0, // 0 "A"
0xfd70, // 1 "B"