mirror of
https://gitlab.com/drummyfish/anarch.git
synced 2024-11-24 18:02:22 -05:00
Continue level
This commit is contained in:
parent
028311984c
commit
ea6efb8b20
25
TODO.txt
25
TODO.txt
@ -40,6 +40,31 @@ general:
|
||||
|
||||
level ideas:
|
||||
|
||||
- outline:
|
||||
1. City, player sees the big Macrochip building (a smaller one) in the
|
||||
distance and has to get to its entrance. Beginning of the level is linear
|
||||
and serves as a tutorial, things like exploding barrels or acess cards are
|
||||
explained.
|
||||
2. Inside Macrochip smaller building. End leads to an elevator that goes
|
||||
under the ground.
|
||||
3. Warehouse:
|
||||
4. Factory:
|
||||
5. Small boss level:
|
||||
6. City, player is on the other side of the smaller Macrochip building, the
|
||||
level partially overlaps with level 1, but the player can now go further.
|
||||
Big Macrochip HQ (skyscraper) is seen in the distance, player has to get
|
||||
to its entrance.
|
||||
7. Inside skyscraper, 1st floor.
|
||||
8. Inside skyscraper, higher floor.
|
||||
9.
|
||||
10. Final boss level: on top of the skyscraper, player climbs up in a spiral
|
||||
towards the roof. There is a boss (or two) on the top with a few smaller
|
||||
ones, the exit is blocked by a lot of trapped warriors which the player
|
||||
has to slowly kill, which means he has to first get rid of the other
|
||||
monsters.
|
||||
|
||||
- boss level: skyscraper top, player goes upwards in a spiral along the OUTSIDE
|
||||
side of the skyscraper
|
||||
- two levels could partially overlap, e.g. level one, a city, could overlap
|
||||
with a later city level, the player could recognize he's e.g. on the other
|
||||
side of a channel or a wall that he was before
|
||||
|
@ -67,8 +67,8 @@ def loadTileDict(x,y):
|
||||
for i in range(64):
|
||||
texture = getPixel(x + i,y + 31)
|
||||
|
||||
if texture > 6:
|
||||
raise(Exception("Texture index can't be higher than 6."))
|
||||
if texture > 7:
|
||||
raise(Exception("Texture index can't be higher than 7."))
|
||||
|
||||
height = 0
|
||||
|
||||
|
Binary file not shown.
Before Width: | Height: | Size: 3.9 KiB After Width: | Height: | Size: 4.2 KiB |
@ -100,6 +100,11 @@
|
||||
*/
|
||||
#define SFG_EXPLOSION_RADIUS 2048
|
||||
|
||||
/**
|
||||
Distance in RCL_Units which the player is pushed away by an explosion.
|
||||
*/
|
||||
#define SFG_EXPLOSION_PUSH_AWAY_DISTANCE 1200
|
||||
|
||||
/**
|
||||
How much damage triggers a barrel explosion.
|
||||
*/
|
||||
|
2
main.c
2
main.c
@ -1659,7 +1659,7 @@ void SFG_createExplosion(RCL_Unit x, RCL_Unit y, RCL_Unit z)
|
||||
|
||||
uint8_t damage = SFG_getDamageValue(SFG_WEAPON_FIRE_TYPE_FIREBALL);
|
||||
|
||||
if (SFG_pushPlayerAway(x,y,SFG_EXPLOSION_RADIUS))
|
||||
if (SFG_pushPlayerAway(x,y,SFG_EXPLOSION_PUSH_AWAY_DISTANCE))
|
||||
SFG_playerChangeHealth(-1 * damage);
|
||||
|
||||
for (uint16_t i = 0; i < SFG_currentLevel.monsterRecordCount; ++i)
|
||||
|
Loading…
Reference in New Issue
Block a user