Rename
8
assets.h
@ -43,7 +43,7 @@ static inline uint8_t SFG_getTexel(const uint8_t *texture, uint8_t x, uint8_t y)
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(texture[16 + (x * SFG_TEXTURE_SIZE + y) / 2] >> (4 * (y % 2 == 0))) & 0x0f];
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}
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SFG_PROGRAM_MEMORY uint8_t SFG_texturesWall[][SFG_TEXTURE_STORE_SIZE] =
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SFG_PROGRAM_MEMORY uint8_t SFG_wallTextures[][SFG_TEXTURE_STORE_SIZE] =
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{
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{ // 0: white wooden planks
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4,21,5,3,20,0,2,26,6,18,57,65,1,16,17,49,0,1,0,3,32,1,33,0,161,64,1,16,64,3,3,
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@ -320,7 +320,7 @@ SFG_PROGRAM_MEMORY uint8_t SFG_texturesWall[][SFG_TEXTURE_STORE_SIZE] =
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}
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};
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SFG_PROGRAM_MEMORY uint8_t SFG_sprites[][SFG_TEXTURE_STORE_SIZE] =
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SFG_PROGRAM_MEMORY uint8_t SFG_itemSprites[][SFG_TEXTURE_STORE_SIZE] =
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{
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{ // 0: barrel
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175,6,84,15,11,19,13,7,176,22,2,0,5,20,83,93,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
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@ -347,7 +347,7 @@ SFG_PROGRAM_MEMORY uint8_t SFG_sprites[][SFG_TEXTURE_STORE_SIZE] =
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}
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};
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SFG_PROGRAM_MEMORY uint8_t SFG_backgrounds[][SFG_TEXTURE_STORE_SIZE] =
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SFG_PROGRAM_MEMORY uint8_t SFG_backgroundImages[][SFG_TEXTURE_STORE_SIZE] =
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{
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{ // 0, city
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64,73,10,168,19,12,14,13,80,101,0,100,136,57,59,63,34,34,34,68,87,119,119,119,
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@ -441,7 +441,7 @@ SFG_PROGRAM_MEMORY uint8_t SFG_weaponImages[][SFG_TEXTURE_STORE_SIZE] =
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}
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};
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SFG_PROGRAM_MEMORY uint8_t SFG_effects[][SFG_TEXTURE_STORE_SIZE] =
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SFG_PROGRAM_MEMORY uint8_t SFG_effectSprites[][SFG_TEXTURE_STORE_SIZE] =
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{
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{ // 0, explostion
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175,183,174,15,103,111,191,7,31,95,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,48,48,0,0,0,
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Before Width: | Height: | Size: 1.5 KiB After Width: | Height: | Size: 1.5 KiB |
BIN
assets/item_health.png
Normal file
After Width: | Height: | Size: 111 KiB |
Before Width: | Height: | Size: 1.2 KiB After Width: | Height: | Size: 1.2 KiB |
Before Width: | Height: | Size: 1.2 KiB After Width: | Height: | Size: 1.2 KiB |
Before Width: | Height: | Size: 1.2 KiB After Width: | Height: | Size: 1.2 KiB |
Before Width: | Height: | Size: 1.4 KiB After Width: | Height: | Size: 1.4 KiB |
Before Width: | Height: | Size: 1.2 KiB After Width: | Height: | Size: 1.2 KiB |
Before Width: | Height: | Size: 1.3 KiB After Width: | Height: | Size: 1.3 KiB |
Before Width: | Height: | Size: 750 B After Width: | Height: | Size: 750 B |
Before Width: | Height: | Size: 785 B After Width: | Height: | Size: 785 B |
12
main.c
@ -615,7 +615,7 @@ void SFG_pixelFunc(RCL_PixelInfo *pixel)
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(SFG_getTexel(
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textureIndex != 255 ?
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SFG_currentLevel.textures[textureIndex]:
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SFG_texturesWall[SFG_currentLevel.levelPointer->doorTextureIndex],
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SFG_wallTextures[SFG_currentLevel.levelPointer->doorTextureIndex],
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pixel->texCoords.x / 32,
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textureV / 32)
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) :
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@ -655,7 +655,7 @@ void SFG_pixelFunc(RCL_PixelInfo *pixel)
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}
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else
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{
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color = SFG_getTexel(SFG_backgrounds[0],
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color = SFG_getTexel(SFG_backgroundImages[0],
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SFG_backgroundScaleMap[(pixel->position.x * SFG_RAYCASTING_SUBSAMPLE + SFG_backgroundScroll) % SFG_GAME_RESOLUTION_Y],
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// ^ TODO: get rid of mod?
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SFG_backgroundScaleMap[pixel->position.y]);
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@ -971,7 +971,7 @@ void SFG_setAndInitLevel(const SFG_Level *level)
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for (uint8_t i = 0; i < 7; ++i)
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SFG_currentLevel.textures[i] =
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SFG_texturesWall[level->textureIndices[i]];
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SFG_wallTextures[level->textureIndices[i]];
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SFG_LOG("initializing doors");
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@ -2140,7 +2140,7 @@ void SFG_drawWeapon(int16_t bobOffset)
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/ animationLength;
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if (shotAnimationFrame < animationLength / 2)
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SFG_blitImage(SFG_effects[0],
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SFG_blitImage(SFG_effectSprites[0],
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SFG_WEAPON_IMAGE_POSITION_X,
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SFG_WEAPON_IMAGE_POSITION_Y - (SFG_TEXTURE_SIZE / 3) * SFG_WEAPON_IMAGE_SCALE + bobOffset,
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SFG_WEAPON_IMAGE_SCALE);
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@ -2250,7 +2250,7 @@ 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_sprites[0],
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SFG_drawScaledSprite(SFG_itemSprites[0],
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p.position.x * SFG_RAYCASTING_SUBSAMPLE,p.position.y,
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RCL_perspectiveScale(SFG_GAME_RESOLUTION_Y / 2,p.depth),
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p.depth / (RCL_UNITS_PER_SQUARE * 2),p.depth);
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@ -2270,7 +2270,7 @@ void SFG_draw()
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RCL_mapToScreen(worldPosition,proj->position[2],SFG_player.camera);
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const uint8_t *s =
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SFG_effects[proj->type == SFG_PROJECTILE_FIREBALL ? 1 : 0];
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SFG_effectSprites[proj->type == SFG_PROJECTILE_FIREBALL ? 1 : 0];
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int16_t spriteSize = SFG_GAME_RESOLUTION_Y / 3;
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