Add small updates
Before Width: | Height: | Size: 4.8 KiB After Width: | Height: | Size: 4.8 KiB |
Before Width: | Height: | Size: 4.7 KiB After Width: | Height: | Size: 4.8 KiB |
Before Width: | Height: | Size: 4.5 KiB After Width: | Height: | Size: 4.6 KiB |
Before Width: | Height: | Size: 2.7 KiB After Width: | Height: | Size: 2.8 KiB |
@ -114,7 +114,7 @@
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/**
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Maximum player health.
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*/
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#define SFG_PLAYER_MAX_HEALTH 150
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#define SFG_PLAYER_MAX_HEALTH 125
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/**
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Start health of player.
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@ -528,7 +528,7 @@ SFG_PROGRAM_MEMORY uint8_t SFG_attackDamageTable[SFG_WEAPON_FIRE_TYPES_TOTAL] =
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SFG_PROGRAM_MEMORY uint8_t SFG_projectileAttributeTable[SFG_PROJECTILES_TOTAL] =
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{
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/* explosion */ SFG_PROJECTILE_ATTRIBUTE(0,400),
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/* fireball */ SFG_PROJECTILE_ATTRIBUTE(15,1000),
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/* fireball */ SFG_PROJECTILE_ATTRIBUTE(12,1000),
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/* plasma */ SFG_PROJECTILE_ATTRIBUTE(20,500),
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/* dust */ SFG_PROJECTILE_ATTRIBUTE(0,450),
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/* bullet */ SFG_PROJECTILE_ATTRIBUTE(28,1000)
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10
game.h
@ -4,6 +4,14 @@
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Main source file of the game that puts together all the pieces. main game
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logic is implemented here.
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Physics notes (you can break this when messing with constants):
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- Lowest ceiling under which player can fit is 4 height steps.
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- Widest hole over which player can run without jumping is 1 square.
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- Widest hole over which the player can jump is 3 squares.
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- Highest step a player can walk onto without jumping is 2 height steps.
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- Highest step a player can jump onto is 3 height steps.
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by Miloslav Ciz (drummyfish), 2019
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Released under CC0 1.0 (https://creativecommons.org/publicdomain/zero/1.0/)
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@ -1467,7 +1475,7 @@ void SFG_init()
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SFG_game.antiSpam = 0;
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SFG_game.settings = 0xff;
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SFG_game.settings = 0x03;
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SFG_enableMusic(1);
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SFG_LOG("computing average texture colors")
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@ -12,17 +12,21 @@
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whatsoever.
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*/
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//#define SFG_LOG(str) printf("game: %s\n",str); // for debug only
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#define SFG_FPS 30
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#define SFG_TEXTURE_DISTANCE 5000
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#include <stdio.h>
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#define SFG_LOG(str) printf("game: %s\n",str); // for debug only
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#define SFG_START_LEVEL 8
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#define SFG_FPS 25
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#define SFG_TEXTURE_DISTANCE 6000
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#define SFG_SCREEN_RESOLUTION_X 110
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#define SFG_SCREEN_RESOLUTION_Y 88
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#define SFG_RESOLUTION_SCALEDOWN 1
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#define SFG_DITHERED_SHADOW 0
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#define SFG_FOG_DIMINISH_STEP 2048
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#define SFG_RAYCASTING_MAX_STEPS 20
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#define SFG_RAYCASTING_MAX_HITS 6
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#define SFG_RAYCASTING_MAX_HITS 5
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#define SFG_RAYCASTING_SUBSAMPLE 2
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#include "game.h"
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@ -160,6 +164,10 @@ int main()
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{
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if (pokitto.update())
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{
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if (SFG_game.frame % 32 == 0)
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printf("%d\n",Pokitto::Core::fps_counter);
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SFG_mainLoopBody();
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}
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}
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@ -23,9 +23,11 @@
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#define SFG_BACKGROUND_BLUR 1
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#define SFG_FPS 60
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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_START_LEVEL 8
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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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@ -108,7 +110,7 @@ int8_t SFG_keyPressed(uint8_t key)
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break;
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case SFG_KEY_A:
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return sdlKeyboardState[SDL_SCANCODE_G];
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return sdlKeyboardState[SDL_SCANCODE_G] || sdlKeyboardState[SDL_SCANCODE_RETURN];
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break;
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case SFG_KEY_B:
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@ -328,7 +330,7 @@ int main(int argc, char *argv[])
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for (int i = 0; i < SFG_SFX_SAMPLE_COUNT; ++i)
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audioBuff[i] = 127;
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SDL_PauseAudio(0);
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// SDL_PauseAudio(0);
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running = 1;
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