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Add invisible wall
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3
TODO.txt
3
TODO.txt
@ -82,6 +82,9 @@ level ideas:
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- barrel on elevator
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- barrel on elevator
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- platforming vertical section in which the player is going upwards out of a big
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- platforming vertical section in which the player is going upwards out of a big
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hole
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hole
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- invisible bridge (perhaps not straight) made of bleckers (invisible walls)
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over a hole, leading to an easter egg
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- start of level: a corner blocked by an invisible wall, to indicate entrance
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bugs:
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bugs:
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3
levels.h
3
levels.h
@ -105,6 +105,7 @@ typedef struct
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access card. */
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access card. */
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#define SFG_LEVEL_ELEMENT_LOCK1 0x0e
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#define SFG_LEVEL_ELEMENT_LOCK1 0x0e
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#define SFG_LEVEL_ELEMENT_LOCK2 0x0f
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#define SFG_LEVEL_ELEMENT_LOCK2 0x0f
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#define SFG_LEVEL_ELEMENT_BLOCKER 0x10 ///< Invisible wall.
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/*
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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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Monsters have lower 4 bits zero and are only distinguished by the 4 upper
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@ -304,7 +305,7 @@ SFG_PROGRAM_MEMORY SFG_Level SFG_levels[SFG_NUMBER_OF_LEVELS] =
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{SFG_LEVEL_ELEMENT_TELEPORT, {20, 40}}, {SFG_LEVEL_ELEMENT_NONE, {0, 0}},
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{SFG_LEVEL_ELEMENT_TELEPORT, {20, 40}}, {SFG_LEVEL_ELEMENT_NONE, {0, 0}},
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{SFG_LEVEL_ELEMENT_TERMINAL, {11, 25}}, {SFG_LEVEL_ELEMENT_TERMINAL, {11, 26}},
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{SFG_LEVEL_ELEMENT_TERMINAL, {11, 25}}, {SFG_LEVEL_ELEMENT_TERMINAL, {11, 26}},
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{SFG_LEVEL_ELEMENT_MONSTER_WARRIOR, {10, 45}}, {SFG_LEVEL_ELEMENT_NONE, {0, 0}},
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{SFG_LEVEL_ELEMENT_MONSTER_WARRIOR, {10, 45}}, {SFG_LEVEL_ELEMENT_NONE, {0, 0}},
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{SFG_LEVEL_ELEMENT_NONE, {0, 0}}, {SFG_LEVEL_ELEMENT_NONE, {0, 0}},
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{SFG_LEVEL_ELEMENT_BLOCKER, {14, 26}}, {SFG_LEVEL_ELEMENT_NONE, {0, 0}},
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{SFG_LEVEL_ELEMENT_NONE, {0, 0}}, {SFG_LEVEL_ELEMENT_NONE, {0, 0}},
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{SFG_LEVEL_ELEMENT_NONE, {0, 0}}, {SFG_LEVEL_ELEMENT_NONE, {0, 0}},
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{SFG_LEVEL_ELEMENT_NONE, {0, 0}}, {SFG_LEVEL_ELEMENT_NONE, {0, 0}},
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{SFG_LEVEL_ELEMENT_NONE, {0, 0}}, {SFG_LEVEL_ELEMENT_NONE, {0, 0}},
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{SFG_LEVEL_ELEMENT_NONE, {0, 0}}, {SFG_LEVEL_ELEMENT_NONE, {0, 0}},
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{SFG_LEVEL_ELEMENT_NONE, {0, 0}}, {SFG_LEVEL_ELEMENT_NONE, {0, 0}},
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23
main.c
23
main.c
@ -1114,10 +1114,10 @@ RCL_Unit SFG_ceilingHeightAt(int16_t x, int16_t y)
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Gets sprite (image and sprite size) for given item.
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Gets sprite (image and sprite size) for given item.
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*/
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*/
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void SFG_getItemSprite(
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void SFG_getItemSprite(
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uint8_t elementType, uint8_t *spriteIndex, uint8_t *spriteSize)
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uint8_t elementType, const uint8_t **sprite, uint8_t *spriteSize)
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{
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{
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*spriteSize = 0;
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*spriteSize = 0;
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*spriteIndex = elementType - 1;
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*sprite = (const uint8_t *) &(SFG_itemSprites[elementType - 1]);
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switch (elementType)
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switch (elementType)
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{
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{
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@ -1137,7 +1137,12 @@ void SFG_getItemSprite(
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case SFG_LEVEL_ELEMENT_CARD0:
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case SFG_LEVEL_ELEMENT_CARD0:
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case SFG_LEVEL_ELEMENT_CARD1:
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case SFG_LEVEL_ELEMENT_CARD1:
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case SFG_LEVEL_ELEMENT_CARD2:
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case SFG_LEVEL_ELEMENT_CARD2:
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*spriteIndex = SFG_LEVEL_ELEMENT_CARD0 - 1;
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*sprite =
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(const uint8_t *) &(SFG_itemSprites[SFG_LEVEL_ELEMENT_CARD0 - 1]);
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break;
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case SFG_LEVEL_ELEMENT_BLOCKER:
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*sprite = 0;
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break;
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break;
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default:
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default:
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@ -1153,7 +1158,8 @@ uint8_t SFG_itemCollides(uint8_t elementType)
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return
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return
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elementType == SFG_LEVEL_ELEMENT_BARREL ||
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elementType == SFG_LEVEL_ELEMENT_BARREL ||
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elementType == SFG_LEVEL_ELEMENT_TREE ||
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elementType == SFG_LEVEL_ELEMENT_TREE ||
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elementType == SFG_LEVEL_ELEMENT_TERMINAL;
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elementType == SFG_LEVEL_ELEMENT_TERMINAL ||
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elementType == SFG_LEVEL_ELEMENT_BLOCKER;
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}
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}
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void SFG_setAndInitLevel(const SFG_Level *level)
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void SFG_setAndInitLevel(const SFG_Level *level)
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@ -3649,11 +3655,13 @@ void SFG_draw()
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worldPosition.y =
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worldPosition.y =
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SFG_ELEMENT_COORD_TO_RCL_UNITS(e.coords[1]);
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SFG_ELEMENT_COORD_TO_RCL_UNITS(e.coords[1]);
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uint8_t spriteIndex;
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const uint8_t *sprite;
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uint8_t spriteSize;
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uint8_t spriteSize;
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SFG_getItemSprite(e.type,&spriteIndex,&spriteSize);
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SFG_getItemSprite(e.type,&sprite,&spriteSize);
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if (sprite != 0)
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{
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RCL_PixelInfo p =
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RCL_PixelInfo p =
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RCL_mapToScreen(
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RCL_mapToScreen(
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worldPosition,
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worldPosition,
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@ -3664,12 +3672,13 @@ void SFG_draw()
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if (p.depth > 0)
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if (p.depth > 0)
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{
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{
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SFG_drawScaledSprite(
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SFG_drawScaledSprite(
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SFG_itemSprites[spriteIndex],
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sprite,
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p.position.x * SFG_RAYCASTING_SUBSAMPLE,p.position.y,
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p.position.x * SFG_RAYCASTING_SUBSAMPLE,p.position.y,
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RCL_perspectiveScale(SFG_SPRITE_SIZE(spriteSize),p.depth),
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RCL_perspectiveScale(SFG_SPRITE_SIZE(spriteSize),p.depth),
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p.depth / (RCL_UNITS_PER_SQUARE * 2),p.depth - 1000);
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p.depth / (RCL_UNITS_PER_SQUARE * 2),p.depth - 1000);
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}
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}
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}
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}
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}
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// projectile sprites:
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// projectile sprites:
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for (uint8_t i = 0; i < SFG_currentLevel.projectileRecordCount; ++i)
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for (uint8_t i = 0; i < SFG_currentLevel.projectileRecordCount; ++i)
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