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Update TODO
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10
TODO.txt
10
TODO.txt
@ -5,15 +5,11 @@
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- sounds (music?)
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- level 2D map (with revealing, bitmap), special key for quick displaying map
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- save/load (optional)
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- enemies
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- weapons
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- more levels
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- disable transparency for walls for performance (setting)?
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- replace textures in distace with constant color for performance (setting)?
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- add time slowdown constant
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- if space left, try blurring (lerp) the level background, see how it looks
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- create tables for monster and weapon stats in constants.h and read from that
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instead of cheking with ifs
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- some monsters could reflect plasma, i.e. not be hurt by it, but reflect it
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back towards the player
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- compile with different compilers (gcc, clang, musl, ...) and settings, make
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@ -24,7 +20,6 @@
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- add jump pads?
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- add robot deactivator item? (encourages "stealth" gameplay)
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- add "pletivo" transparent wall texture?
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- make barrels explode.
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bugs:
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@ -38,4 +33,9 @@ done:
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- try to compress images: store images as 4 bits per pixel + 16 color palette
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(subset of the 256 color palette), check if performance stays ok
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- custom font
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- make barrels explode.
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- enemies
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- weapons
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- create tables for monster and weapon stats in constants.h and read from that
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instead of cheking with ifs
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3
images.h
3
images.h
@ -40,7 +40,8 @@ static inline uint8_t SFG_getTexel(const uint8_t *texture, uint8_t x, uint8_t y)
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y &= 0x1f;
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return texture[
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(texture[16 + (x * SFG_TEXTURE_SIZE + y) / 2] >> (4 * (y % 2 == 0))) & 0x0f];
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(texture[16 + (x * SFG_TEXTURE_SIZE + y) / 2] >> (4 * (y % 2 == 0)))
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& 0x0f];
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}
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SFG_PROGRAM_MEMORY uint8_t SFG_wallTextures[][SFG_TEXTURE_STORE_SIZE] =
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