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Update levels
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9
TODO.txt
9
TODO.txt
@ -131,10 +131,6 @@ level ideas:
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bugs:
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- On desktop, SDL makes a high-pitched noise because of DC offset. Maybe put an
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average DC offset for each track into assets so that music player can use this
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to normalize the track?
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done:
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- add headbob
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@ -195,6 +191,11 @@ done:
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- Player jumps higher on lower FPS, is able to jump on 4 squares. Also check the
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distance jump.
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- disable transparency for walls for performance (setting)?
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- On desktop, SDL makes a high-pitched noise because of DC offset. Maybe put an
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average DC offset for each track into assets so that music player can use this
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to normalize the track?
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- Player is sometimes squeezed to death in door (appeared in level 9).
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Investigate, fix.
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scratched:
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- option for disabling wall transparency, for performance?
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10
game.h
10
game.h
@ -3624,13 +3624,19 @@ void SFG_gameStepPlaying()
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SFG_player.squarePosition[0],
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SFG_player.squarePosition[1]);
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uint8_t properties;
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SFG_getMapTile(SFG_currentLevel.levelPointer,SFG_player.squarePosition[0],
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SFG_player.squarePosition[1],&properties);
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if ( // squeezer check
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(SFG_ceilingHeightAt(
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(properties == SFG_TILE_PROPERTY_SQUEEZER) &&
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((SFG_ceilingHeightAt(
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SFG_player.squarePosition[0],SFG_player.squarePosition[1]) -
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SFG_floorHeightAt(
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SFG_player.squarePosition[0],SFG_player.squarePosition[1]))
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<
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(RCL_CAMERA_COLL_HEIGHT_ABOVE + RCL_CAMERA_COLL_HEIGHT_BELOW))
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(RCL_CAMERA_COLL_HEIGHT_ABOVE + RCL_CAMERA_COLL_HEIGHT_BELOW)))
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{
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SFG_LOG("player is squeezed");
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SFG_player.health = 0;
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@ -29,8 +29,8 @@
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// #define SFG_START_LEVEL 1
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// #define SFG_IMMORTAL 1
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#define SFG_UNLOCK_DOOR 1
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#define SFG_REVEAL_MAP 1
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// #define SFG_UNLOCK_DOOR 1
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// #define SFG_REVEAL_MAP 1
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// #define SFG_INFINITE_AMMO 1
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#define SFG_SCREEN_RESOLUTION_X 800
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