Browse Source

Update TODO

merge-requests/1/head
Miloslav Číž 3 years ago
parent
commit
943847cfb4
  1. 10
      TODO.txt
  2. 3
      images.h

10
TODO.txt

@ -5,15 +5,11 @@ @@ -5,15 +5,11 @@
- sounds (music?)
- level 2D map (with revealing, bitmap), special key for quick displaying map
- save/load (optional)
- enemies
- weapons
- more levels
- disable transparency for walls for performance (setting)?
- replace textures in distace with constant color for performance (setting)?
- add time slowdown constant
- if space left, try blurring (lerp) the level background, see how it looks
- create tables for monster and weapon stats in constants.h and read from that
instead of cheking with ifs
- some monsters could reflect plasma, i.e. not be hurt by it, but reflect it
back towards the player
- compile with different compilers (gcc, clang, musl, ...) and settings, make
@ -24,7 +20,6 @@ @@ -24,7 +20,6 @@
- add jump pads?
- add robot deactivator item? (encourages "stealth" gameplay)
- add "pletivo" transparent wall texture?
- make barrels explode.
bugs:
@ -38,4 +33,9 @@ done: @@ -38,4 +33,9 @@ done:
- try to compress images: store images as 4 bits per pixel + 16 color palette
(subset of the 256 color palette), check if performance stays ok
- custom font
- make barrels explode.
- enemies
- weapons
- create tables for monster and weapon stats in constants.h and read from that
instead of cheking with ifs

3
images.h

@ -40,7 +40,8 @@ static inline uint8_t SFG_getTexel(const uint8_t *texture, uint8_t x, uint8_t y) @@ -40,7 +40,8 @@ static inline uint8_t SFG_getTexel(const uint8_t *texture, uint8_t x, uint8_t y)
y &= 0x1f;
return texture[
(texture[16 + (x * SFG_TEXTURE_SIZE + y) / 2] >> (4 * (y % 2 == 0))) & 0x0f];
(texture[16 + (x * SFG_TEXTURE_SIZE + y) / 2] >> (4 * (y % 2 == 0)))
& 0x0f];
}
SFG_PROGRAM_MEMORY uint8_t SFG_wallTextures[][SFG_TEXTURE_STORE_SIZE] =

Loading…
Cancel
Save