Update general.hpp

This commit is contained in:
Miloslav Číž 2018-10-02 15:18:05 +02:00
parent 65efb399e2
commit 25a7430081

View file

@ -14,11 +14,11 @@
#include "stdio.h" // for debugging raycastlibg
#define RCL_VERTICAL_FOV RCL_UNITS_PER_SQUARE /* redefine camera vertical FOV:
#define RCL_VERTICAL_FOV RCL_UNITS_PER_SQUARE /* Redefine camera vertical FOV:
RCL_UNITS_PER_SQUARE would normally mean
360 degrees, but it's not an actual
angle, just linear approximation, so
this is okay */
this is okay. */
#define RCL_PIXEL_FUNCTION pixelFunc
/* ^ This has to be defined to the name of the function that will render
pixels. */
@ -29,7 +29,7 @@
Pokitto::Core pokitto;
#ifndef FPS
#define FPS 30
#define FPS 255
#endif
#ifndef PLAYER_SPEED
@ -70,7 +70,7 @@ Pokitto::Core pokitto;
#define TRANSPARENT_COLOR 0x8f ///< Transparent color for sprites and GUI.
#define HUE(c) (c * 16 + 8) ///< Gives a middle color of given hue (0 to 15).
#define HUE(c) (c * 16 + 8) ///< Gives a middle color of given hue (0 to 15).
RCL_Unit zBuffer[SUBSAMPLED_WIDTH]; ///< 1D z-buffer for visibility determination.
@ -202,7 +202,7 @@ void initPalette()
Adds given intensity to a color.
@param color input color
@param intensity intensity to add, 3 bit (0 to 7)
@param intensity intensity to add, can be negative, will be clamped
@return new color
*/
inline uint8_t addIntensity(uint8_t color, int16_t intensity)
@ -236,7 +236,7 @@ inline uint8_t sampleImage(const unsigned char *image, RCL_Unit x, RCL_Unit y)
/**
Draws a scaled sprite on screen in an optimized way. The sprite has to be
square in resolution.
square in resolution for that.
*/
void inline drawSpriteSquare(const unsigned char *sprite, int16_t x, int16_t y, RCL_Unit depth, int16_t size, int16_t intensity)
{
@ -298,6 +298,10 @@ void drawImage(const unsigned char *image, int16_t x, int16_t y)
}
}
/**
General player class stuffed with everything the demos need. You'll probably
want to write your own.
*/
class Player
{
public:
@ -411,6 +415,10 @@ public:
}
};
/**
Sprite class, again just bare minimum to fit the needs. Prefer writing your
own.
*/
class Sprite
{
public: