Update general.hpp
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1 changed files with 14 additions and 6 deletions
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general.hpp
20
general.hpp
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@ -14,11 +14,11 @@
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#include "stdio.h" // for debugging raycastlibg
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#include "stdio.h" // for debugging raycastlibg
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#define RCL_VERTICAL_FOV RCL_UNITS_PER_SQUARE /* redefine camera vertical FOV:
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#define RCL_VERTICAL_FOV RCL_UNITS_PER_SQUARE /* Redefine camera vertical FOV:
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RCL_UNITS_PER_SQUARE would normally mean
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RCL_UNITS_PER_SQUARE would normally mean
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360 degrees, but it's not an actual
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360 degrees, but it's not an actual
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angle, just linear approximation, so
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angle, just linear approximation, so
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this is okay */
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this is okay. */
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#define RCL_PIXEL_FUNCTION pixelFunc
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#define RCL_PIXEL_FUNCTION pixelFunc
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/* ^ This has to be defined to the name of the function that will render
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/* ^ This has to be defined to the name of the function that will render
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pixels. */
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pixels. */
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@ -29,7 +29,7 @@
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Pokitto::Core pokitto;
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Pokitto::Core pokitto;
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#ifndef FPS
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#ifndef FPS
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#define FPS 30
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#define FPS 255
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#endif
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#endif
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#ifndef PLAYER_SPEED
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#ifndef PLAYER_SPEED
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@ -70,7 +70,7 @@ Pokitto::Core pokitto;
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#define TRANSPARENT_COLOR 0x8f ///< Transparent color for sprites and GUI.
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#define TRANSPARENT_COLOR 0x8f ///< Transparent color for sprites and GUI.
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#define HUE(c) (c * 16 + 8) ///< Gives a middle color of given hue (0 to 15).
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#define HUE(c) (c * 16 + 8) ///< Gives a middle color of given hue (0 to 15).
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RCL_Unit zBuffer[SUBSAMPLED_WIDTH]; ///< 1D z-buffer for visibility determination.
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RCL_Unit zBuffer[SUBSAMPLED_WIDTH]; ///< 1D z-buffer for visibility determination.
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@ -202,7 +202,7 @@ void initPalette()
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Adds given intensity to a color.
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Adds given intensity to a color.
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@param color input color
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@param color input color
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@param intensity intensity to add, 3 bit (0 to 7)
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@param intensity intensity to add, can be negative, will be clamped
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@return new color
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@return new color
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*/
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*/
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inline uint8_t addIntensity(uint8_t color, int16_t intensity)
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inline uint8_t addIntensity(uint8_t color, int16_t intensity)
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@ -236,7 +236,7 @@ inline uint8_t sampleImage(const unsigned char *image, RCL_Unit x, RCL_Unit y)
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/**
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/**
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Draws a scaled sprite on screen in an optimized way. The sprite has to be
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Draws a scaled sprite on screen in an optimized way. The sprite has to be
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square in resolution.
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square in resolution for that.
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*/
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*/
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void inline drawSpriteSquare(const unsigned char *sprite, int16_t x, int16_t y, RCL_Unit depth, int16_t size, int16_t intensity)
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void inline drawSpriteSquare(const unsigned char *sprite, int16_t x, int16_t y, RCL_Unit depth, int16_t size, int16_t intensity)
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{
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{
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@ -298,6 +298,10 @@ void drawImage(const unsigned char *image, int16_t x, int16_t y)
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}
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}
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}
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}
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/**
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General player class stuffed with everything the demos need. You'll probably
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want to write your own.
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*/
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class Player
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class Player
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{
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{
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public:
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public:
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@ -411,6 +415,10 @@ public:
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}
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}
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};
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};
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/**
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Sprite class, again just bare minimum to fit the needs. Prefer writing your
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own.
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*/
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class Sprite
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class Sprite
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{
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{
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public:
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public:
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