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Test animation
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parent
9b85928c71
commit
7a47d4768d
45
assets.h
45
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, idle
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{ // 0, monster1 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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@ -775,6 +775,49 @@ SFG_PROGRAM_MEMORY uint8_t
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95,4,5,0,175,175,175,175,175,175,175,175,175,175,175,175,175,175,175,175,0,5,3,
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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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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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183,111,183,183,183,191,191,191,183,175,175,175,175,175,175,175,175,175,175,1,6,
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7,6,3,4,3,3,3,0,175,175,175,183,111,31,183,31,191,191,183,175,175,175,175,175,
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175,175,175,175,175,1,7,7,6,0,0,0,0,0,0,175,175,183,183,191,111,31,31,31,191,
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183,183,175,1,175,175,175,175,175,175,175,1,7,7,5,4,0,175,175,175,175,175,175,
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175,183,191,191,191,191,191,191,191,191,183,183,1,1,175,175,175,175,175,1,22,23,
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5,10,0,175,175,175,175,175,175,175,175,183,191,191,183,183,183,183,191,191,191,
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191,20,31,48,175,175,175,1,22,23,22,4,10,0,175,175,175,175,175,175,175,175,183,
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183,183,183,20,183,183,183,191,191,191,22,22,5,0,175,175,1,1,1,4,10,4,3,0,0,0,0,
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0,175,175,175,175,1,22,101,22,41,41,183,183,191,102,23,31,6,0,175,175,175,175,
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175,1,5,3,0,3,4,5,5,4,0,175,175,175,48,20,20,101,41,20,1,31,31,22,31,22,5,4,1,
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175,175,175,1,1,3,7,7,6,3,4,4,3,3,0,175,175,0,5,4,102,41,1,1,30,30,31,101,5,4,5,
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1,175,175,1,7,7,6,6,5,5,3,10,10,10,0,0,175,175,175,0,0,48,101,31,31,222,31,222,
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5,4,4,4,0,175,1,23,23,6,5,5,10,10,10,3,3,0,175,175,175,175,175,0,6,6,31,31,22,
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222,7,6,223,4,4,4,4,0,175,0,10,3,3,10,3,3,3,3,4,3,0,175,175,175,175,0,0,0,57,57,
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3,62,223,7,223,223,223,4,4,4,120,120,120,18,5,4,18,3,3,0,0,0,0,0,175,175,0,75,
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74,65,67,67,145,3,4,223,223,63,62,223,4,120,1,18,3,20,1,5,4,0,0,175,175,175,175,
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175,175,0,69,68,67,0,74,74,82,145,4,4,223,7,63,223,120,18,18,3,20,21,3,3,1,175,
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175,175,175,175,175,175,175,0,76,75,74,0,67,67,67,145,4,4,223,7,63,223,120,18,
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18,3,20,21,3,3,1,175,175,175,175,175,175,175,175,175,0,75,74,65,74,74,145,3,4,
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223,223,63,62,223,4,120,1,18,3,20,1,5,4,0,0,175,175,175,175,175,175,175,175,0,0,
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0,65,65,3,62,223,7,222,223,223,4,4,4,120,120,120,18,5,4,18,3,3,0,0,0,0,0,175,
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175,175,0,6,6,6,6,5,223,7,31,222,222,4,4,4,0,175,1,3,3,3,10,3,3,3,3,4,3,0,175,
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175,175,175,0,0,0,20,31,31,222,31,222,22,20,4,4,0,175,1,7,7,7,7,7,10,10,10,3,3,
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0,175,175,175,175,0,5,4,102,41,1,1,30,30,31,101,22,4,5,1,1,175,1,22,5,6,6,7,7,3,
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10,10,10,0,0,175,175,48,101,20,101,41,20,1,31,22,31,22,22,5,4,1,175,175,175,1,1,
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3,5,6,6,3,4,4,3,3,0,175,183,183,22,101,22,41,183,183,183,23,23,31,31,6,0,175,
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175,175,175,175,0,5,3,0,3,4,5,5,4,0,175,175,183,183,183,41,183,183,183,191,183,
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183,101,22,22,5,0,175,175,1,1,1,3,10,4,3,0,0,0,0,0,175,175,175,183,191,183,183,
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183,183,191,191,191,183,98,20,31,0,175,175,175,1,22,7,7,5,10,0,175,175,175,175,
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175,175,175,175,183,191,191,191,191,191,191,191,183,183,1,1,48,175,175,175,175,
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175,1,22,6,7,10,0,175,175,175,175,175,175,175,175,183,183,111,31,31,31,191,183,
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183,1,175,1,175,175,175,175,175,175,175,1,23,7,5,4,0,175,175,175,175,175,175,
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175,175,102,111,31,31,31,191,191,183,9,175,175,175,175,175,175,175,175,175,175,
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1,22,6,6,0,0,0,0,0,0,175,175,175,183,183,111,111,111,191,191,191,183,175,175,
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175,175,175,175,175,175,175,175,175,1,5,6,6,3,4,3,3,3,0,175,175,175,183,191,183,
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183,183,191,191,191,15,175,175,175,175,175,175,175,175,175,175,175,0,5,4,4,5,4,
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0,0,175,175,175,175,183,183,1,1,183,182,102,183,175,175,175,175,175,175,175,175,
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175,175,175,175,175,0,0,0,0,0,175,175,175
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}
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};
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2
levels.h
2
levels.h
@ -237,7 +237,7 @@ 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, {15, 7}}, {SFG_LEVEL_ELEMENT_MONSTER1, {17,9}},
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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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6
main.c
6
main.c
@ -458,7 +458,7 @@ void SFG_initPlayer()
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SFG_player.headBobFrame = 0;
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SFG_player.weapon = 0;
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SFG_player.weapon = 1;
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}
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void SFG_pixelFunc(RCL_PixelInfo *pixel)
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@ -718,7 +718,7 @@ void SFG_drawScaledSprite(
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#define PRECOMP_SCALE 2048
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int16_t precompStepScaled = (SFG_TEXTURE_SIZE * PRECOMP_SCALE) / size;
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int16_t precompStepScaled = ((SFG_TEXTURE_SIZE - 1) * PRECOMP_SCALE) / size;
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int16_t precompPosScaled = precompFrom * precompStepScaled;
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for (int16_t i = precompFrom; i <= precompTo; ++i)
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@ -1533,7 +1533,7 @@ void SFG_draw()
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SFG_player.camera);
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if (p.depth > 0)
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SFG_drawScaledSprite(SFG_monsterSprites[0],
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SFG_drawScaledSprite(SFG_monsterSprites[ (SFG_gameFrame >> 5) & 0x01 ],
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p.position.x * SFG_RAYCASTING_SUBSAMPLE,p.position.y,
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RCL_perspectiveScale(SFG_GAME_RESOLUTION_Y,p.depth),
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p.depth / (RCL_UNITS_PER_SQUARE * 2),p.depth);
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