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Take cards
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parent
6c57ef314a
commit
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1
TODO.txt
1
TODO.txt
@ -20,6 +20,7 @@
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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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- add universal corpse sprite?
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bugs:
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BIN
assets/item_card.png
Normal file
BIN
assets/item_card.png
Normal file
Binary file not shown.
After Width: | Height: | Size: 547 B |
20
images.h
20
images.h
@ -510,6 +510,26 @@ SFG_PROGRAM_MEMORY uint8_t SFG_itemSprites[][SFG_TEXTURE_STORE_SIZE] =
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0,1,17,17,34,130,36,0,0,0,0,30,229,167,16,0,0,0,0,1,36,130,36,0,0,0,0,30,90,125,
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16,0,0,0,0,0,17,22,36,0,0,0,0,1,167,209,0,0,0,0,0,0,0,1,17,0,0,0,0,0,17,16,0,0,
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0,0,0,0,0,0,0
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},
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{ // 6, access card
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175,0,21,45,44,23,46,2,19,34,69,22,68,60,131,8,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
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0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,17,17,17,17,17,17,17,0,0,0,0,0,0,0,0,1,
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68,17,24,102,101,86,97,0,0,0,0,0,0,0,0,1,68,17,24,102,85,86,101,16,0,0,0,0,0,0,
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0,1,67,17,24,101,85,86,101,183,16,0,0,0,0,0,0,1,51,17,24,85,85,102,59,178,16,0,
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0,0,0,0,0,1,51,17,24,85,86,232,219,34,240,0,0,0,0,0,0,1,51,17,24,85,86,131,130,
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34,240,0,0,0,0,0,0,1,51,17,24,85,102,52,114,34,16,0,0,0,0,0,0,1,54,17,24,86,99,
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56,66,34,16,0,0,0,0,0,0,1,102,17,24,86,51,141,114,34,16,0,0,0,0,0,0,1,101,17,24,
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102,51,211,114,34,16,0,0,0,0,0,0,1,101,17,24,99,51,55,114,34,16,0,0,0,0,0,0,1,
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85,17,24,51,51,119,226,34,16,0,0,0,0,0,0,1,85,17,24,51,52,71,34,34,16,0,0,0,0,0,
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0,1,85,17,24,51,52,119,130,34,16,0,0,0,0,0,0,1,85,17,24,51,68,228,114,34,16,0,0,
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0,0,0,0,1,85,17,24,52,68,66,34,34,16,0,0,0,0,0,0,1,86,17,25,52,68,66,34,34,16,0,
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0,0,0,0,0,1,86,17,23,68,68,34,34,34,16,0,0,0,0,0,0,1,102,17,23,68,68,34,34,34,
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16,0,0,0,0,0,0,1,99,17,23,68,153,153,114,34,16,0,0,0,0,0,0,1,99,17,23,68,154,
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170,114,34,16,0,0,0,0,0,0,1,51,17,23,68,154,204,114,34,16,0,0,0,0,0,0,1,51,17,
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23,68,154,204,114,34,16,0,0,0,0,0,0,1,51,17,23,68,151,119,114,34,16,0,0,0,0,0,0,
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1,51,17,23,66,130,34,130,34,16,0,0,0,0,0,0,1,51,17,23,66,130,34,130,34,16,0,0,0,
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0,0,0,0,17,17,17,17,17,17,17,17,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
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0,0,0,0,0,0,0,0,0,0,0,0
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}
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};
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7
levels.h
7
levels.h
@ -93,6 +93,9 @@ typedef struct
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#define SFG_LEVEL_ELEMENT_ROCKETS 0x04
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#define SFG_LEVEL_ELEMENT_PLASMA 0x05
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#define SFG_LEVEL_ELEMENT_TREE 0x06
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#define SFG_LEVEL_ELEMENT_CARD0 0x07
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#define SFG_LEVEL_ELEMENT_CARD1 0x08
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#define SFG_LEVEL_ELEMENT_CARD2 0x09
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/*
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Monsters have lower 4 bits zero and are only distinguished by the 4 upper
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@ -281,8 +284,8 @@ SFG_PROGRAM_MEMORY SFG_Level SFG_level0 =
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{SFG_LEVEL_ELEMENT_PLASMA, {3, 57}}, {SFG_LEVEL_ELEMENT_PLASMA, {3, 58}},
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{SFG_LEVEL_ELEMENT_TREE, {16, 44}}, {SFG_LEVEL_ELEMENT_TREE, {16, 45}},
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{SFG_LEVEL_ELEMENT_TREE, {16, 46}}, {SFG_LEVEL_ELEMENT_NONE, {0, 0}},
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{SFG_LEVEL_ELEMENT_NONE, {0, 0}}, {SFG_LEVEL_ELEMENT_NONE, {0, 0}},
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{SFG_LEVEL_ELEMENT_NONE, {0, 0}}, {SFG_LEVEL_ELEMENT_NONE, {0, 0}},
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{SFG_LEVEL_ELEMENT_CARD0, {13, 20}}, {SFG_LEVEL_ELEMENT_CARD1, {14, 20}},
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{SFG_LEVEL_ELEMENT_CARD2, {13, 21}}, {SFG_LEVEL_ELEMENT_NONE, {0, 0}},
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{SFG_LEVEL_ELEMENT_NONE, {0, 0}}, {SFG_LEVEL_ELEMENT_NONE, {0, 0}},
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{SFG_LEVEL_ELEMENT_NONE, {0, 0}}, {SFG_LEVEL_ELEMENT_NONE, {0, 0}},
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{SFG_LEVEL_ELEMENT_NONE, {0, 0}}, {SFG_LEVEL_ELEMENT_NONE, {0, 0}},
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41
main.c
41
main.c
@ -122,7 +122,7 @@ void SFG_init();
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#define RCL_TEXTURE_VERTICAL_STRETCH 0
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#define RCL_CAMERA_COLL_HEIGHT_BELOW 800
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#define RCL_CAMERA_COLL_HEIGHT_ABOVE 150
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#define RCL_CAMERA_COLL_HEIGHT_ABOVE 200
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#include "raycastlib.h"
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@ -248,6 +248,8 @@ struct
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uint8_t freeLook; /**< If on, the vertical looking (shear) does
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not automatically shear back. This is mainly
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for mouse control. */
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uint8_t cards; /**< Lowest bits say which access cards have
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been taken. */
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} SFG_player;
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uint8_t SFG_explosionSoundPlayed; /**< Prevents playing too many explosion
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@ -975,6 +977,8 @@ void SFG_initPlayer()
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SFG_player.health = SFG_PLAYER_MAX_HEALTH;
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SFG_player.cards = 0;
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for (uint8_t i = 0; i < SFG_AMMO_TOTAL; ++i)
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SFG_player.ammo[i] = 0;
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}
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@ -1782,6 +1786,12 @@ static inline uint8_t SFG_elementCollides(
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<= SFG_ELEMENT_COLLISION_DISTANCE;
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}
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uint8_t SFG_getLevelElementSpriteIndex(uint8_t elementType)
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{
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return ((elementType < SFG_LEVEL_ELEMENT_CARD0)
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? elementType : SFG_LEVEL_ELEMENT_CARD0) - 1;
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}
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/**
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Performs one game step (logic, physics), happening SFG_MS_PER_FRAME after
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previous frame.
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@ -2207,6 +2217,12 @@ void SFG_gameStep()
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SFG_player.ammo[SFG_AMMO_PLASMA] += SFG_AMMO_INCREASE_PLASMA;
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break;
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case SFG_LEVEL_ELEMENT_CARD0:
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case SFG_LEVEL_ELEMENT_CARD1:
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case SFG_LEVEL_ELEMENT_CARD2:
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SFG_player.cards |= 1 << (e->type - SFG_LEVEL_ELEMENT_CARD0);
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break;
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default:
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eliminate = 0;
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break;
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@ -2449,6 +2465,7 @@ void SFG_gameStep()
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SFG_currentLevel.checkedDoorIndex = 0;
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}
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// move door up/down:
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for (uint32_t i = 0; i < SFG_currentLevel.doorRecordCount; ++i)
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{
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SFG_DoorRecord *door = &(SFG_currentLevel.doorRecords[i]);
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@ -2948,7 +2965,8 @@ void SFG_draw()
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if (p.depth > 0)
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{
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SFG_drawScaledSprite(SFG_itemSprites[e.type - 1],
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SFG_drawScaledSprite(
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SFG_itemSprites[SFG_getLevelElementSpriteIndex(e.type)],
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p.position.x * SFG_RAYCASTING_SUBSAMPLE,p.position.y,
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RCL_perspectiveScale(SFG_SPRITE_SIZE(size),p.depth),
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p.depth / (RCL_UNITS_PER_SQUARE * 2),p.depth - 1000);
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@ -3024,11 +3042,13 @@ void SFG_draw()
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color = 2;
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}
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#define TEXT_Y (SFG_GAME_RESOLUTION_Y - SFG_HUD_MARGIN - \
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SFG_FONT_CHARACTER_SIZE * SFG_FONT_SIZE_MEDIUM)
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SFG_drawNumber( // health
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SFG_player.health,
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SFG_HUD_MARGIN,
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SFG_GAME_RESOLUTION_Y - SFG_HUD_MARGIN -
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SFG_FONT_CHARACTER_SIZE * SFG_FONT_SIZE_MEDIUM,
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TEXT_Y,
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SFG_FONT_SIZE_MEDIUM,
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SFG_player.health > SFG_PLAYER_HEALTH_WARNING_LEVEL ? 4 : 175);
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@ -3036,10 +3056,17 @@ void SFG_draw()
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SFG_player.ammo[SFG_weaponAmmo(SFG_player.weapon)],
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SFG_GAME_RESOLUTION_X - SFG_HUD_MARGIN -
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SFG_FONT_CHARACTER_SIZE * SFG_FONT_SIZE_MEDIUM * 3,
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SFG_GAME_RESOLUTION_Y - SFG_HUD_MARGIN -
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SFG_FONT_CHARACTER_SIZE * SFG_FONT_SIZE_MEDIUM,
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TEXT_Y,
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SFG_FONT_SIZE_MEDIUM,
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4);
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4);
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for (uint8_t i = 0; i < 3; ++i) // access cards
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if (SFG_player.cards & (1 << i))
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SFG_drawText(",",SFG_HUD_MARGIN + SFG_FONT_CHARACTER_SIZE *
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SFG_FONT_SIZE_MEDIUM * (6 + i),
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TEXT_Y,SFG_FONT_SIZE_MEDIUM,i == 0 ? 93 : (i == 1 ? 124 : 60));
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#undef TEXT_Y
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// border indicator
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10
raycastlib.h
10
raycastlib.h
@ -26,7 +26,7 @@
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author: Miloslav "drummyfish" Ciz
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license: CC0 1.0
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version: 0.901
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version: 0.902
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*/
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#include <stdint.h>
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@ -1680,8 +1680,7 @@ RCL_PixelInfo RCL_mapToScreen(RCL_Vector2D worldPosition, RCL_Unit height,
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middleColumn + (-1 * toPoint.y * middleColumn) / RCL_nonZero(result.depth);
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result.position.y = camera.resolution.y / 2 -
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(((3 * camera.resolution.y) / 4 ) *
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// ((camera.resolution.y / 2) *
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(((3 * camera.resolution.y) / 4 ) *
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RCL_perspectiveScale(height - camera.height,result.depth))
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/ RCL_UNITS_PER_SQUARE + camera.shear;
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@ -1760,8 +1759,9 @@ void RCL_moveCameraWithCollision(RCL_Camera *camera, RCL_Vector2D planeOffset,
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dir##Collides = 1;\
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else if (ceilingHeightFunc != 0)\
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{\
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height = ceilingHeightFunc(s1,s2);\
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if (height < topLimit)\
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RCL_Unit height2 = ceilingHeightFunc(s1,s2);\
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if ((height2 < topLimit) || ((height2 - height) < \
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(RCL_CAMERA_COLL_HEIGHT_ABOVE + RCL_CAMERA_COLL_HEIGHT_BELOW)))\
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dir##Collides = 1;\
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}\
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}\
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