diff --git a/assets.h b/assets.h index 473c802..b7d854f 100644 --- a/assets.h +++ b/assets.h @@ -43,7 +43,7 @@ static inline uint8_t SFG_getTexel(const uint8_t *texture, uint8_t x, uint8_t y) (texture[16 + (x * SFG_TEXTURE_SIZE + y) / 2] >> (4 * (y % 2 == 0))) & 0x0f]; } -SFG_PROGRAM_MEMORY uint8_t SFG_texturesWall[][SFG_TEXTURE_STORE_SIZE] = +SFG_PROGRAM_MEMORY uint8_t SFG_wallTextures[][SFG_TEXTURE_STORE_SIZE] = { { // 0: white wooden planks 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, @@ -320,7 +320,7 @@ SFG_PROGRAM_MEMORY uint8_t SFG_texturesWall[][SFG_TEXTURE_STORE_SIZE] = } }; -SFG_PROGRAM_MEMORY uint8_t SFG_sprites[][SFG_TEXTURE_STORE_SIZE] = +SFG_PROGRAM_MEMORY uint8_t SFG_itemSprites[][SFG_TEXTURE_STORE_SIZE] = { { // 0: barrel 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, @@ -347,7 +347,7 @@ SFG_PROGRAM_MEMORY uint8_t SFG_sprites[][SFG_TEXTURE_STORE_SIZE] = } }; -SFG_PROGRAM_MEMORY uint8_t SFG_backgrounds[][SFG_TEXTURE_STORE_SIZE] = +SFG_PROGRAM_MEMORY uint8_t SFG_backgroundImages[][SFG_TEXTURE_STORE_SIZE] = { { // 0, city 64,73,10,168,19,12,14,13,80,101,0,100,136,57,59,63,34,34,34,68,87,119,119,119, @@ -441,7 +441,7 @@ SFG_PROGRAM_MEMORY uint8_t SFG_weaponImages[][SFG_TEXTURE_STORE_SIZE] = } }; -SFG_PROGRAM_MEMORY uint8_t SFG_effects[][SFG_TEXTURE_STORE_SIZE] = +SFG_PROGRAM_MEMORY uint8_t SFG_effectSprites[][SFG_TEXTURE_STORE_SIZE] = { { // 0, explostion 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, diff --git a/assets/sprite_barrel.png b/assets/item_barrel.png similarity index 100% rename from assets/sprite_barrel.png rename to assets/item_barrel.png diff --git a/assets/item_health.png b/assets/item_health.png new file mode 100644 index 0000000..3fb201c Binary files /dev/null and b/assets/item_health.png differ diff --git a/assets/enemy_3_attack.png b/assets/monster_destroyer_attack.png similarity index 100% rename from assets/enemy_3_attack.png rename to assets/monster_destroyer_attack.png diff --git a/assets/enemy_3_idle.png b/assets/monster_destroyer_idle.png similarity index 100% rename from assets/enemy_3_idle.png rename to assets/monster_destroyer_idle.png diff --git a/assets/enemy_3_walk.png b/assets/monster_destroyer_walk.png similarity index 100% rename from assets/enemy_3_walk.png rename to assets/monster_destroyer_walk.png diff --git a/assets/enemy_1_attack.png b/assets/monster_spider_attack.png similarity index 100% rename from assets/enemy_1_attack.png rename to assets/monster_spider_attack.png diff --git a/assets/enemy_1_idle.png b/assets/monster_spider_idle.png similarity index 100% rename from assets/enemy_1_idle.png rename to assets/monster_spider_idle.png diff --git a/assets/enemy_1_walk.png b/assets/monster_spider_walk.png similarity index 100% rename from assets/enemy_1_walk.png rename to assets/monster_spider_walk.png diff --git a/assets/enemy_2_attack.png b/assets/monster_warrior_attack.png similarity index 100% rename from assets/enemy_2_attack.png rename to assets/monster_warrior_attack.png diff --git a/assets/enemy_2_idle.png b/assets/monster_warrior_idle.png similarity index 100% rename from assets/enemy_2_idle.png rename to assets/monster_warrior_idle.png diff --git a/main.c b/main.c index b0fffb2..815bf56 100755 --- a/main.c +++ b/main.c @@ -615,7 +615,7 @@ void SFG_pixelFunc(RCL_PixelInfo *pixel) (SFG_getTexel( textureIndex != 255 ? SFG_currentLevel.textures[textureIndex]: - SFG_texturesWall[SFG_currentLevel.levelPointer->doorTextureIndex], + SFG_wallTextures[SFG_currentLevel.levelPointer->doorTextureIndex], pixel->texCoords.x / 32, textureV / 32) ) : @@ -655,7 +655,7 @@ void SFG_pixelFunc(RCL_PixelInfo *pixel) } else { - color = SFG_getTexel(SFG_backgrounds[0], + color = SFG_getTexel(SFG_backgroundImages[0], SFG_backgroundScaleMap[(pixel->position.x * SFG_RAYCASTING_SUBSAMPLE + SFG_backgroundScroll) % SFG_GAME_RESOLUTION_Y], // ^ TODO: get rid of mod? SFG_backgroundScaleMap[pixel->position.y]); @@ -971,7 +971,7 @@ void SFG_setAndInitLevel(const SFG_Level *level) for (uint8_t i = 0; i < 7; ++i) SFG_currentLevel.textures[i] = - SFG_texturesWall[level->textureIndices[i]]; + SFG_wallTextures[level->textureIndices[i]]; SFG_LOG("initializing doors"); @@ -2140,7 +2140,7 @@ void SFG_drawWeapon(int16_t bobOffset) / animationLength; if (shotAnimationFrame < animationLength / 2) - SFG_blitImage(SFG_effects[0], + SFG_blitImage(SFG_effectSprites[0], SFG_WEAPON_IMAGE_POSITION_X, SFG_WEAPON_IMAGE_POSITION_Y - (SFG_TEXTURE_SIZE / 3) * SFG_WEAPON_IMAGE_SCALE + bobOffset, SFG_WEAPON_IMAGE_SCALE); @@ -2250,7 +2250,7 @@ void SFG_draw() SFG_player.camera); if (p.depth > 0) - SFG_drawScaledSprite(SFG_sprites[0], + SFG_drawScaledSprite(SFG_itemSprites[0], p.position.x * SFG_RAYCASTING_SUBSAMPLE,p.position.y, RCL_perspectiveScale(SFG_GAME_RESOLUTION_Y / 2,p.depth), p.depth / (RCL_UNITS_PER_SQUARE * 2),p.depth); @@ -2270,7 +2270,7 @@ void SFG_draw() RCL_mapToScreen(worldPosition,proj->position[2],SFG_player.camera); const uint8_t *s = - SFG_effects[proj->type == SFG_PROJECTILE_FIREBALL ? 1 : 0]; + SFG_effectSprites[proj->type == SFG_PROJECTILE_FIREBALL ? 1 : 0]; int16_t spriteSize = SFG_GAME_RESOLUTION_Y / 3;