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Add setting
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26
TODO.txt
26
TODO.txt
@ -88,7 +88,7 @@ level ideas:
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- narrow corridor with elevator
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- maze from walls and/or props DONE
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- narrow bridge with platformer elements over a hole full of enemies kinda
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- server room
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- server room kinda
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- window (low unpassable ceiling) through which finish can be seen from the
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start location of the level
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- three locked doors in a row at the beginning of the level, the player has
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@ -96,47 +96,47 @@ level ideas:
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- office building
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- plasma bots guarding a big stock (store) of plasma ammo
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- warrior (enemy) right before the player at the start of the level
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- T-shaped corridor in which two rocket-firing enemies stand facing each other DONE
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- T-shaped corridor in which two rocket-firing enemies stand facing each other DONE
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so that the player can kill them by stepping between them, letting them fire,
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then stepping back, making them kill each other
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- enemy trapped between barrels
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- teleport that leads to another teleport which is on a single high elevated
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square from which the player has to jump down and won't be able to return,
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making it a de-facto one-way teleport
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- teleports placed so that the player can shoot himself with a rocket or plasma
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- teleports placed so that the player can shoot himself with a rocket or plasma DONE
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(for fun)
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- exploders in a maze, hiding behind corners
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- teleport leading to a center of big room full of enemies
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- easter egg -- a level that looks funny on the map, e.g. forms a text or a DONE
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- easter egg -- a level that looks funny on the map, e.g. forms a text or a DONE
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picture
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- squeezers with low-elevated base (a hole), on a side of a corridor -- if the
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player is curious and jumps in, he's doomed to die -- perhaps there can be
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many of them while one is in fact an elevator, which the player has to spot
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and take in order to advance
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- bullet-shooting enemies behing windows (low ceilings) in rooms that can't be DONE
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- bullet-shooting enemies behing windows (low ceilings) in rooms that can't be DONE
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reached
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- locked door that cannot be unlocked at the beginning of the level as a DONE
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- locked door that cannot be unlocked at the beginning of the level as a DONE
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visual indication of entrance
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- elevator in a narrow (1 square) vertical hole with doors at the top and DONE
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- elevator in a narrow (1 square) vertical hole with doors at the top and DONE
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bottom, looking like an actual elevator in buildings
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- player goes through a difficult platformer section and at the end has to make DONE
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- player goes through a difficult platformer section and at the end has to make DONE
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takes card and has to go through the whole section again in order to also
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take the other one
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- big platform made of elevators that are moving in a short vertical distance, DONE
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- big platform made of elevators that are moving in a short vertical distance, DONE
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giving an impression of a shaking, unstable platform
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- warrior and/or exploder right behing doors
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- tight maze made of barrels filled with warriors in which the player has to
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only use knife in order not to explode the barrels and hurt himself
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- enemy on an elevator that doesn't stop at aligned with the floor, so that DONE
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- enemy on an elevator that doesn't stop at aligned with the floor, so that DONE
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the enemy is "trapped" on it and only appears briefly to shoot at the player
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- barrel on elevator
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- platforming vertical section in which the player is going upwards out of a big
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hole
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- level with a lot of closed doors, done by including a door texture in the DONE
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- level with a lot of closed doors, done by including a door texture in the DONE
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level wall textures and then sing it for "fake" doors
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- invisible bridge (perhaps not straight) made of blockers (invisible walls) kinda
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- invisible bridge (perhaps not straight) made of blockers (invisible walls) kinda
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over a hole, leading to an easter egg
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- start of level: a corner blocked by an invisible wall, to indicate entrance DONE
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- start of level: a corner blocked by an invisible wall, to indicate entrance DONE
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- small pyramid from diffetently elevated floor tiles
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bugs:
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Binary file not shown.
Before Width: | Height: | Size: 4.7 KiB After Width: | Height: | Size: 4.7 KiB |
@ -523,7 +523,7 @@ SFG_PROGRAM_MEMORY uint8_t SFG_attackDamageTable[SFG_WEAPON_FIRE_TYPES_TOTAL] =
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SFG_PROGRAM_MEMORY uint8_t SFG_projectileAttributeTable[SFG_PROJECTILES_TOTAL] =
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{
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/* explosion */ SFG_PROJECTILE_ATTRIBUTE(0,400),
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/* fireball */ SFG_PROJECTILE_ATTRIBUTE(11,1000),
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/* fireball */ SFG_PROJECTILE_ATTRIBUTE(15,1000),
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/* plasma */ SFG_PROJECTILE_ATTRIBUTE(20,500),
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/* dust */ SFG_PROJECTILE_ATTRIBUTE(0,450),
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/* bullet */ SFG_PROJECTILE_ATTRIBUTE(28,1000)
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14
main.c
14
main.c
@ -795,22 +795,26 @@ void SFG_pixelFunc(RCL_PixelInfo *pixel)
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}
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else
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{
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#if SFG_DRAW_LEVEL_BACKGROUND
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color = SFG_getTexel(
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SFG_backgroundImages[SFG_currentLevel.backgroundImage],
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SFG_game.backgroundScaleMap[((pixel->position.x
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#if SFG_BACKGROUND_BLUR != 0
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#if SFG_BACKGROUND_BLUR != 0
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+ SFG_backgroundBlurOffsets[SFG_backgroundBlurIndex]
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#endif
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#endif
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) * SFG_RAYCASTING_SUBSAMPLE + SFG_game.backgroundScroll) % SFG_GAME_RESOLUTION_Y],
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(SFG_game.backgroundScaleMap[(pixel->position.y // ^ TODO: get rid of mod?
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#if SFG_BACKGROUND_BLUR != 0
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#if SFG_BACKGROUND_BLUR != 0
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+ SFG_backgroundBlurOffsets[SFG_backgroundBlurIndex + 1]
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#endif
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#endif
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) % SFG_GAME_RESOLUTION_Y ])
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);
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#if SFG_BACKGROUND_BLUR != 0
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#if SFG_BACKGROUND_BLUR != 0
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SFG_backgroundBlurIndex = (SFG_backgroundBlurIndex + 1) % 0x07;
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#endif
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#else
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color = 1;
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#endif
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}
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@ -264,6 +264,13 @@
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/**
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Gives player all keys from start.
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*/
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#define SFG_UNLOCK_DOOR 1
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#define SFG_UNLOCK_DOOR 0
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/**
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Whether levels background (in distance or transparent wall textures) should
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be drawn. If turned off, the background will be constant color, which can
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noticably increase performance.
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*/
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#define SFG_DRAW_LEVEL_BACKGROUND 1
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#endif // guard
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