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Add column
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assets/item_column.png
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assets/item_column.png
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21
images.h
21
images.h
@ -580,7 +580,26 @@ SFG_PROGRAM_MEMORY uint8_t SFG_itemSprites[][SFG_TEXTURE_STORE_SIZE] =
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0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
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0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
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0,0,0,0,0,0,0,0,0,0,0,0
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0,0,0,0,0,0,0,0,0,0,0,0
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},
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},
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{ // 9, access card
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{ // 9, column
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175,2,4,3,5,48,6,63,51,7,81,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
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0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
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0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,16,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,65,0,0,0,
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0,0,0,0,0,0,0,0,0,0,0,20,65,0,0,0,0,0,0,0,0,0,0,0,0,0,0,20,73,16,0,0,0,0,0,0,0,
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0,0,0,0,0,1,148,38,145,16,0,0,16,0,0,0,1,0,0,0,1,22,146,36,105,145,17,17,33,17,
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17,17,23,17,17,17,25,150,98,36,102,67,119,119,41,121,150,102,103,119,118,121,54,
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150,98,36,70,67,68,71,36,68,68,68,71,66,119,119,57,70,66,50,68,67,36,68,40,68,
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68,67,34,66,36,68,52,36,66,34,34,35,51,51,40,34,50,40,34,35,50,34,52,36,66,50,
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34,33,49,129,40,35,131,49,50,35,50,50,20,36,66,35,34,33,17,17,40,129,51,49,18,
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51,50,131,18,36,34,51,51,49,17,24,33,19,51,17,50,56,51,131,18,34,66,50,51,49,26,
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161,33,51,17,19,50,17,51,19,19,50,51,51,19,49,170,161,35,17,17,17,18,51,19,19,
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19,50,35,49,19,17,161,168,34,130,35,56,34,34,33,131,17,34,33,49,50,53,85,85,37,
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85,85,85,82,85,85,85,82,67,49,17,42,160,0,0,16,0,0,0,1,0,0,0,10,162,33,19,160,0,
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0,0,0,0,0,0,0,0,0,0,0,10,33,26,0,0,0,0,0,0,0,0,0,0,0,0,0,0,17,17,0,0,0,0,0,0,0,
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0,0,0,0,0,0,0,17,16,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
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0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
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0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
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},
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{ // 10, 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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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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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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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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17
levels.h
17
levels.h
@ -96,16 +96,17 @@ typedef struct
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#define SFG_LEVEL_ELEMENT_FINISH 0x07
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#define SFG_LEVEL_ELEMENT_FINISH 0x07
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#define SFG_LEVEL_ELEMENT_TELEPORT 0x08
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#define SFG_LEVEL_ELEMENT_TELEPORT 0x08
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#define SFG_LEVEL_ELEMENT_TERMINAL 0x09
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#define SFG_LEVEL_ELEMENT_TERMINAL 0x09
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#define SFG_LEVEL_ELEMENT_CARD0 0x0a ///< Access card, unlocks doors with lock.
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#define SFG_LEVEL_ELEMENT_COLUMN 0x0a
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#define SFG_LEVEL_ELEMENT_CARD1 0x0b
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#define SFG_LEVEL_ELEMENT_CARD0 0x0b ///< Access card, unlocks doors with lock.
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#define SFG_LEVEL_ELEMENT_CARD2 0x0c
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#define SFG_LEVEL_ELEMENT_CARD1 0x0c
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#define SFG_LEVEL_ELEMENT_LOCK0 0x0d /**< Special level element that must be
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#define SFG_LEVEL_ELEMENT_CARD2 0x0d
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#define SFG_LEVEL_ELEMENT_LOCK0 0x0e /**< Special level element that must be
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placed on a tile with door. This door is
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placed on a tile with door. This door is
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then unlocked by taking the corresponding
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then unlocked by taking the corresponding
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access card. */
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access card. */
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#define SFG_LEVEL_ELEMENT_LOCK1 0x0e
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#define SFG_LEVEL_ELEMENT_LOCK1 0x0f
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#define SFG_LEVEL_ELEMENT_LOCK2 0x0f
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#define SFG_LEVEL_ELEMENT_LOCK2 0x10
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#define SFG_LEVEL_ELEMENT_BLOCKER 0x10 ///< Invisible wall.
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#define SFG_LEVEL_ELEMENT_BLOCKER 0x11 ///< Invisible wall.
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/*
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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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Monsters have lower 4 bits zero and are only distinguished by the 4 upper
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@ -306,7 +307,7 @@ SFG_PROGRAM_MEMORY SFG_Level SFG_levels[SFG_NUMBER_OF_LEVELS] =
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{SFG_LEVEL_ELEMENT_TERMINAL, {11, 25}}, {SFG_LEVEL_ELEMENT_TERMINAL, {11, 26}},
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{SFG_LEVEL_ELEMENT_TERMINAL, {11, 25}}, {SFG_LEVEL_ELEMENT_TERMINAL, {11, 26}},
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{SFG_LEVEL_ELEMENT_MONSTER_WARRIOR, {10, 45}}, {SFG_LEVEL_ELEMENT_NONE, {0, 0}},
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{SFG_LEVEL_ELEMENT_MONSTER_WARRIOR, {10, 45}}, {SFG_LEVEL_ELEMENT_NONE, {0, 0}},
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{SFG_LEVEL_ELEMENT_BLOCKER, {14, 26}}, {SFG_LEVEL_ELEMENT_NONE, {0, 0}},
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{SFG_LEVEL_ELEMENT_BLOCKER, {14, 26}}, {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_COLUMN, {21, 15}}, {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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{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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2
main.c
2
main.c
@ -1122,6 +1122,7 @@ void SFG_getItemSprite(
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switch (elementType)
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switch (elementType)
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{
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{
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case SFG_LEVEL_ELEMENT_TREE:
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case SFG_LEVEL_ELEMENT_TREE:
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case SFG_LEVEL_ELEMENT_COLUMN:
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*spriteSize = 2;
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*spriteSize = 2;
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break;
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break;
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@ -1159,6 +1160,7 @@ uint8_t SFG_itemCollides(uint8_t elementType)
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elementType == SFG_LEVEL_ELEMENT_BARREL ||
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elementType == SFG_LEVEL_ELEMENT_BARREL ||
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elementType == SFG_LEVEL_ELEMENT_TREE ||
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elementType == SFG_LEVEL_ELEMENT_TREE ||
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elementType == SFG_LEVEL_ELEMENT_TERMINAL ||
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elementType == SFG_LEVEL_ELEMENT_TERMINAL ||
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elementType == SFG_LEVEL_ELEMENT_COLUMN ||
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elementType == SFG_LEVEL_ELEMENT_BLOCKER;
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elementType == SFG_LEVEL_ELEMENT_BLOCKER;
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}
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}
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