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Rename monster
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parent
53d4b86b0a
commit
5cacc3b438
4
assets.h
4
assets.h
@ -737,7 +737,7 @@ reused flipped (good for walk anims). */
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SFG_PROGRAM_MEMORY uint8_t
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SFG_monsterSprites[][SFG_TEXTURE_SIZE * SFG_TEXTURE_SIZE] =
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{
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{ // 0, monster1 idle
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{ // 0, spider idle
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175,175,175,0,0,0,0,175,175,175,175,175,175,175,175,175,175,175,175,175,175,175,
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175,175,175,0,0,0,0,175,175,175,175,175,0,5,4,95,5,0,175,175,175,175,175,175,
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175,175,175,175,175,175,175,175,175,175,0,6,3,5,4,0,175,175,175,0,5,0,2,2,0,5,0,
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@ -776,7 +776,7 @@ SFG_PROGRAM_MEMORY uint8_t
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4,3,0,175,175,175,175,175,0,0,0,0,175,175,175,175,175,175,175,175,175,175,175,
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175,175,175,175,175,175,175,0,0,0,0,175,175,175
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},
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{ // 1, monster1 attacking
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{ // 1, spider attacking
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175,175,183,183,183,1,1,1,183,22,102,175,175,175,175,175,175,175,175,175,175,
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175,175,175,0,0,0,0,0,175,175,175,175,175,183,183,191,183,183,183,183,191,191,
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191,175,175,175,175,175,175,175,175,175,175,175,0,6,4,4,5,4,0,0,175,175,175,175,
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13
levels.h
13
levels.h
@ -86,9 +86,12 @@ typedef struct
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unused because that will be used by the game engine, so the values must be
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lower than 128.
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*/
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#define SFG_LEVEL_ELEMENT_NONE 0
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#define SFG_LEVEL_ELEMENT_BARREL 1
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#define SFG_LEVEL_ELEMENT_MONSTER1 2
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#define SFG_LEVEL_ELEMENT_NONE 255
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#define SFG_LEVEL_ELEMENT_BARREL 0x01
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/* Monsters have lower 4 bits zero and are only distinguished by the 4 upper
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bits, as this is convenient for the code.
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*/
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#define SFG_LEVEL_ELEMENT_MONSTER_SPIDER 0x00
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typedef struct
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{
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@ -237,8 +240,8 @@ SFG_PROGRAM_MEMORY SFG_Level SFG_level0 =
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{SFG_LEVEL_ELEMENT_BARREL, {12, 4}}, {SFG_LEVEL_ELEMENT_BARREL, {15, 4}},
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{SFG_LEVEL_ELEMENT_BARREL, {24, 10}}, {SFG_LEVEL_ELEMENT_NONE, {0, 0}},
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{SFG_LEVEL_ELEMENT_BARREL, {13, 4}}, {SFG_LEVEL_ELEMENT_BARREL, {12, 6}},
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{SFG_LEVEL_ELEMENT_MONSTER1, {15, 7}}, {SFG_LEVEL_ELEMENT_MONSTER1, {16, 8}},
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{SFG_LEVEL_ELEMENT_MONSTER1, {16, 7}}, {SFG_LEVEL_ELEMENT_NONE, {0, 0}},
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{SFG_LEVEL_ELEMENT_MONSTER_SPIDER, {15, 7}}, {SFG_LEVEL_ELEMENT_MONSTER_SPIDER, {16, 8}},
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{SFG_LEVEL_ELEMENT_MONSTER_SPIDER, {16, 7}}, {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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8
main.c
8
main.c
@ -415,7 +415,7 @@ static inline uint8_t SFG_RCL_unitToZBuffer(RCL_Unit x)
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uint8_t okay = x < 255;
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return okay * (x + 1) - 1;
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};
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}
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/**
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Says whether given key is currently pressed (down). This should be preferred
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@ -947,13 +947,13 @@ void SFG_setAndInitLevel(const SFG_Level *level)
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SFG_currentLevel.itemRecordCount++;
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break;
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case SFG_LEVEL_ELEMENT_MONSTER1:
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SFG_LOG("adding monster1");
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case SFG_LEVEL_ELEMENT_MONSTER_SPIDER:
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SFG_LOG("adding monster: spider");
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monster =
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&(SFG_currentLevel.monsterRecords[SFG_currentLevel.monsterRecordCount]);
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monster->stateType = 0;
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monster->stateType = e->elementType | 0;
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monster->health = 255;
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monster->coords[0] = e->coords[0] * 4;
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monster->coords[1] = e->coords[1] * 4;
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