From 943847cfb4c61e8d4c5753017d206c66385499f4 Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?Miloslav=20=C4=8C=C3=AD=C5=BE?= Date: Wed, 5 Feb 2020 17:43:39 +0100 Subject: [PATCH] Update TODO --- TODO.txt | 10 +++++----- images.h | 3 ++- 2 files changed, 7 insertions(+), 6 deletions(-) diff --git a/TODO.txt b/TODO.txt index ada0f9d..d9065d2 100644 --- a/TODO.txt +++ b/TODO.txt @@ -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 @@ - add jump pads? - add robot deactivator item? (encourages "stealth" gameplay) - add "pletivo" transparent wall texture? -- make barrels explode. bugs: @@ -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 diff --git a/images.h b/images.h index ea82eac..f9db0bc 100644 --- a/images.h +++ b/images.h @@ -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] =