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1
TODO.txt
1
TODO.txt
@ -1,5 +1,6 @@
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general:
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- Refactor.
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- Rewrite python scripts to C (faster, less bloat).
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- Try to recolor textures and give them a bit more of variety.
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- automatic tests: a frontend that will play the game, check the state, rendered
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20
game.h
20
game.h
@ -969,7 +969,7 @@ void SFG_pixelFunc(RCL_PixelInfo *pixel)
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RCL_Unit screenX = pixel->position.x * SFG_RAYCASTING_SUBSAMPLE;
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for (uint8_t i = 0; i < SFG_RAYCASTING_SUBSAMPLE; ++i)
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for (int_fast8_t i = 0; i < SFG_RAYCASTING_SUBSAMPLE; ++i)
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{
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SFG_setGamePixel(screenX,pixel->position.y,color);
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screenX++;
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@ -3968,8 +3968,8 @@ void SFG_drawMap()
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}
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}
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for (uint16_t k = 0; k < SFG_MAP_PIXEL_SIZE; ++k)
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for (uint16_t l = 0; l < SFG_MAP_PIXEL_SIZE; ++l)
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for (int_fast16_t k = 0; k < SFG_MAP_PIXEL_SIZE; ++k)
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for (int_fast16_t l = 0; l < SFG_MAP_PIXEL_SIZE; ++l)
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SFG_setGamePixel(x + l, y + k,color);
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x += SFG_MAP_PIXEL_SIZE;
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@ -4084,11 +4084,11 @@ uint8_t SFG_drawNumber(
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*/
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void SFG_drawIndicationBorder(uint16_t width, uint8_t color)
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{
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for (uint16_t j = 0; j < width; ++j)
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for (int_fast16_t j = 0; j < width; ++j)
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{
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uint16_t j2 = SFG_GAME_RESOLUTION_Y - 1 - j;
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for (uint16_t i = 0; i < SFG_GAME_RESOLUTION_X; ++i)
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for (int_fast16_t i = 0; i < SFG_GAME_RESOLUTION_X; ++i)
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{
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if ((i & 0x01) == (j & 0x01))
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{
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@ -4098,11 +4098,11 @@ void SFG_drawIndicationBorder(uint16_t width, uint8_t color)
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}
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}
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for (uint16_t i = 0; i < width; ++i)
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for (int_fast16_t i = 0; i < width; ++i)
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{
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uint16_t i2 = SFG_GAME_RESOLUTION_X - 1 - i;
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for (uint16_t j = width; j < SFG_GAME_RESOLUTION_Y - width; ++j)
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for (int_fast16_t j = width; j < SFG_GAME_RESOLUTION_Y - width; ++j)
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{
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if ((i & 0x01) == (j & 0x01))
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{
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@ -4421,7 +4421,7 @@ void SFG_draw()
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}
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else
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{
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for (uint16_t i = 0; i < SFG_Z_BUFFER_SIZE; ++i)
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for (int_fast16_t i = 0; i < SFG_Z_BUFFER_SIZE; ++i)
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SFG_game.zBuffer[i] = 255;
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int16_t weaponBobOffset = 0;
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@ -4464,7 +4464,7 @@ void SFG_draw()
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// draw sprites:
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// monster sprites:
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for (uint16_t i = 0; i < SFG_currentLevel.monsterRecordCount; ++i)
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for (int_fast16_t i = 0; i < SFG_currentLevel.monsterRecordCount; ++i)
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{
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SFG_MonsterRecord m = SFG_currentLevel.monsterRecords[i];
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@ -4510,7 +4510,7 @@ void SFG_draw()
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}
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// item sprites:
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for (uint16_t i = 0; i < SFG_currentLevel.itemRecordCount; ++i)
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for (int_fast16_t i = 0; i < SFG_currentLevel.itemRecordCount; ++i)
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if (SFG_currentLevel.itemRecords[i] & SFG_ITEM_RECORD_ACTIVE_MASK)
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{
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RCL_Vector2D worldPosition;
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10
main_sdl.c
10
main_sdl.c
@ -28,10 +28,10 @@
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#define SFG_LOG(str) puts(str);
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// #define SFG_START_LEVEL 6
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// #define SFG_IMMORTAL 1
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// #define SFG_UNLOCK_DOOR 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_INFINITE_AMMO 1
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// #define SFG_INFINITE_AMMO 1
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// #define SFG_SCREEN_RESOLUTION_X 80
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// #define SFG_SCREEN_RESOLUTION_Y 64
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@ -417,7 +417,11 @@ int main(int argc, char *argv[])
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audioSpec.freq = 8000;
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audioSpec.format = AUDIO_U16;
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audioSpec.channels = 1;
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#ifdef __EMSCRIPTEN__
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audioSpec.samples = 1024;
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#else
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audioSpec.samples = 256;
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#endif
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if (SDL_OpenAudio(&audioSpec,NULL) < 0)
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puts("SDL: could not initialize audio");
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