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Add settings
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parent
d265b36ff2
commit
b8a496f3df
37
game.h
37
game.h
@ -951,12 +951,25 @@ void SFG_pixelFunc(RCL_PixelInfo *pixel)
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shadow = pixel->hit.direction >> 1;
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}
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else
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else // floor/ceiling
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{
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color = pixel->isFloor ?
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(SFG_currentLevel.floorColor) :
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(
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#if SFG_DIFFERENT_FLOOR_CEILING_COLORS
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2 + (pixel->height / SFG_WALL_HEIGHT_STEP) % 4
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#else
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SFG_currentLevel.floorColor
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#endif
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) :
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(pixel->height < SFG_CEILING_MAX_HEIGHT ?
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SFG_currentLevel.ceilingColor : SFG_TRANSPARENT_COLOR);
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(
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#if SFG_DIFFERENT_FLOOR_CEILING_COLORS
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18 + (pixel->height / SFG_WALL_HEIGHT_STEP) % 4
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#else
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SFG_currentLevel.ceilingColor
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#endif
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)
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: SFG_TRANSPARENT_COLOR);
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}
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if (color != SFG_TRANSPARENT_COLOR)
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@ -1006,6 +1019,12 @@ void SFG_pixelFunc(RCL_PixelInfo *pixel)
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#endif
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}
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#if SFG_BRIGHTNESS > 0
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color = palette_plusValue(color,SFG_BRIGHTNESS);
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#elif SFG_BRIGHTNESS < 0
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color = palette_minusValue(color,-1 * SFG_BRIGHTNESS);
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#endif
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#if SFG_RAYCASTING_SUBSAMPLE == 1
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// the other version will probably get optimized to this, but just in case
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SFG_setGamePixel(pixel->position.x,pixel->position.y,color);
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@ -4644,18 +4663,6 @@ void SFG_draw()
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SFG_backgroundBlurIndex = 0;
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#endif
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uint8_t aaa = 0;
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/*
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for (uint16_t j = 0; j < SFG_SCREEN_RESOLUTION_Y; ++j)
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for (uint16_t i = 0; i < SFG_SCREEN_RESOLUTION_Y; ++i)
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{
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SFG_setGamePixel(i,j,2);
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aaa++;
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}
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SFG_drawText("aaa",10,10,2,7,255,0);
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return;
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*/
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if (SFG_game.state == SFG_GAME_STATE_MENU)
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{
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SFG_drawMenu();
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17
settings.h
17
settings.h
@ -44,6 +44,14 @@
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#define SFG_FPS 60
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#endif
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/**
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Increases or decreases the brightness of the rendered world (but not menu,
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HUD etc.). Effective values are -8 to 8.
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*/
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#ifndef SFG_BRIGHTNESS
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#define SFG_BRIGHTNESS 0
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#endif
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/**
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On platforms with mouse this sets its horizontal sensitivity. 128 means 1
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RCL_Unit turn angle per mouse pixel travelled.
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@ -148,6 +156,15 @@
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#define SFG_FOG_DIMINISH_STEP 2048
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#endif
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/**
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If set, floor and ceiling will be colored differently depending on their
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height. This can be useful when fog is turned on and different floor levels
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are hard to distinguish.
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*/
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#ifndef SFG_DIFFERENT_FLOOR_CEILING_COLORS
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#define SFG_DIFFERENT_FLOOR_CEILING_COLORS 0
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#endif
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/**
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Maximum number of squares that will be traversed by any cast ray. Smaller
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number is faster but can cause visual artifacts.
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