diff --git a/general.hpp b/general.hpp index 1581f8e..756026f 100644 --- a/general.hpp +++ b/general.hpp @@ -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: