Update map
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8d4b9a4dab
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8595dc6562
1 changed files with 26 additions and 32 deletions
58
game.cpp
58
game.cpp
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@ -68,11 +68,11 @@ const signed char levelFloor[] =
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40,16,12, 8, 4, 0,48, 0, 0, 0, 0, 0,24, 2,24, 8,24, 0, 0, 9, 9, 0,28,32,48, 2, 2, 2,24,
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40,20,48,48,48,48,48, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 9, 9, 0,24,32,40, 0, 0, 0,24,
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40,24,48,40,40,40,40, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,20,32,48, 0, 0, 0,24,
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40,28,32,32,32,32, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 4, 8,16,32,40, 0, 0, 0,24,
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40,28,32,32,32,32, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 4, 8,12,16,32,40, 0, 0, 0,24,
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40,32,32,32,32,32, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,32,32,32,32,32,32,48, 0, 0, 0,24,
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40, 0,48,40,40,40,40, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,32,-3,-8,-8,-5,-2, 0, 0, 0, 0,24,
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40, 0, 3,-8,-8,-8,32, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,32,-3,-8,-8, 0, 0, 0, 0, 0, 0,24,
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40, 0, 6,-8,-8,-8,32, 0, 0, 0,48,48, 0,48,48, 0, 0,36,32,36,-8,-8, 0, 0, 0, 0, 0, 0,24,
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40, 0,-3,-8,-8,-8,32, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,32,-3,-8,-8, 0, 0, 0, 0, 0, 0,24,
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40, 0,-6,-8,-8,-8,32, 0, 0, 0,48,48, 0,48,48, 0, 0,36,32,36,-8,-8, 0, 0, 0, 0, 0, 0,24,
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40, 0,48,-8,-8,-8,32,32,32,32,40, 1, 0, 1,40,32,32,32,32,32,-8,-8, 0, 0, 0, 0, 0, 0,24,
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40, 0,48,-8,-8,-8,-8,-8,-8,-8,-8, 0, 0, 0,-8,-8,-8,36,32,36,-8,-8, 0, 0, 0, 0, 0, 0,24,
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40, 0,48,-8,-8,-8,-8,-8,-8,-8,-8, 0, 0, 0,-8,-8,-8,-8,-8,-8,-8,-8, 0, 0, 0, 0, 0, 0,24,
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@ -95,19 +95,19 @@ const signed char levelCeiling[] =
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40,99,48,99,99,99,99,99,99,99,99,99,99,99,99,99,99,99,99,99,99,99,99,99,99,99,99,99,99,
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40,99,48,99,99,99,99,99,99,99,99,99,99,99,99,99,99,99,99,99,99,99,99,99,99,99,99,99,99,
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40,99,48,99,99,99,99,99,99,99,99,99,99,99,99,99,99,99,99,99,99,99,99,99,99,99,99,99,99,
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40,99,99,99,99,99,99,99,99,99,99,99,99,99,99,99,99,99,99,99,99,99,99,99,99,99,99,99,99,
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40,99,99,99,99,99,99,99,99,99,99,99,99,99,99,99,99,99,99,99,99,99,99,99,99,99,99,99,99,
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40,99,99,99,99,99,99,99,99,99,99,99,99,99,99,99,99,99,99,99,99,99,99,99,99,99,99,99,99,
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40,99,99,99,99,99,99,99,99,99,99,99,99,99,99,99,99,99,99,99,99,99,99,99,99,99,99,99,99,
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40,99,99,99,99,99,99,99,99,99,99,99,99,99,99,99,99,99,99,99,99,99,99,99,99,99,99,99,99,
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40,99,99,99,99,99,99,99,99,99,99,99,99,99,99,99,99,99,99,99,99,99,99,24,24,24,24,24,24,
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40,99,99,99,99,99,99,99,99,99,99,99,99,99,99,99,99,99,99,99,99,99,99,24,24,24,24,24,24,
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40,99,99,99,99,99,99,99,99,99,99,99,99,99,99,99,99,99,99,99,99,99,99,24,24,25,27,29,24,
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40,99,99,99,99,99,99,99,99,99,99,99,99,99,99,99,99,99,99,99,99,99,99,24,24,25,27,29,24,
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40,32,99,99,99,99,99,99,99,99,99,99,99,99,99,99,99,99,99,99,99,99,99,99,99,99,99,99,99,
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40,32,16,99,99,99,99,99,99,99,99,99,99,99,99,99,99,99,99,99,99,99,99,99,99,99,99,99,99,
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40,28,16,99,99,99,99,99,99,99,99,99,99,99,99,99,99,99,99,99,99,99,99,99,99,99,99,99,99,
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40,24,99,99,99,99,99,99,99,99,99,99,99,99,99,99,99,99,99,99,99,99,99,99,99,99,99,99,99,
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40,20,99,99,99,99,99,99,99,99,99,99,99,99,99,99,99,99,99,99,99,99,99,99,99,99,99,99,99,
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40,18,99,99,99,99,99,99,99,99,99,99,99,99,99,99,99,99,99,99,99,99,99,24,24,24,24,24,24,
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40,18,99,99,99,99,99,99,99,99,99,99,99,99,99,99,99,99,99,99,99,99,99,24,24,24,24,24,24,
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40,18,16,99,99,99,99,99,99,99,99,99,99,99,99,99,99,99,99,99,99,99,99,24,24,25,27,29,24,
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40,18,16,99,99,99,99,99,99,99,99,99,99,99,99,99,99,99,99,99,99,99,99,24,24,25,27,29,24,
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40,24,99,99,99,99,99,99,99,99,99,99,99,99,99,99,99,99,99,99,99,99,99,24,24,25,27,29,24,
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99,99,99,99,99,99,99,99,99,99,99,99,99,99,99,99,99,99,99,99,99,99,99,24,24,25,27,29,24,
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99,99,99,99,99,99,99,99,99,99,99,99,99,99,99,99,99,99,99,99,99,99,99,24,24,25,27,29,24,
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99,99,99,99,99,99,99,99,99,99,99,99,99,99,99,99,99,99,99,99,99,99,99,24,24,24,24,24,24
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99,24,99,99,99,99,99,99,99,99,99,99,99,99,99,99,99,99,99,99,99,99,99,24,24,25,27,29,24,
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99,24,99,99,99,99,99,99,99,99,99,99,99,99,99,99,99,99,99,99,99,99,99,24,24,25,27,29,24,
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99,24,99,99,99,99,99,99,99,99,99,99,99,99,99,99,99,99,99,99,99,99,99,24,24,24,24,24,24
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};
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const unsigned char texture1[] =
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@ -679,9 +679,9 @@ public:
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Character()
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{
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mCamera.position.x = 7807;//UNITS_PER_SQUARE * 1;
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mCamera.position.y = 18489;//UNITS_PER_SQUARE * 5;
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mCamera.direction = -3550;//200;
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mCamera.position.x = 23295;//UNITS_PER_SQUARE * 1;
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mCamera.position.y = 14593;//UNITS_PER_SQUARE * 5;
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mCamera.direction = -3350;//200;
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mCamera.height = UNITS_PER_SQUARE * 3;
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mCamera.resolution.x = 110 / SUBSAMPLE;
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mCamera.resolution.y = 88;
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@ -835,7 +835,7 @@ int main()
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p.display.load565Palette(&pal[0]); // load a palette the same way as any other palette in any other screen mode
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p.display.persistence = 1;
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p.setFrameRate(60);
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p.setFrameRate(25);
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p.display.setFont(fontTiny);
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while (p.isRunning())
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@ -844,13 +844,12 @@ int main()
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{
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draw();
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int16_t step = max(1,UNITS_PER_SQUARE / 15);
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const int16_t step2 = max(UNITS_PER_SQUARE / 40,1);
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int16_t step = max(1,UNITS_PER_SQUARE / 7);
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const int16_t step2 = max(UNITS_PER_SQUARE / 25,1);
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Vector2D d = angleToDirection(player.mCamera.direction);
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Vector2D moveOffset;
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Unit heightOffset = player.mVericalSpeed;
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moveOffset.x = 0;
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moveOffset.y = 0;
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@ -869,18 +868,14 @@ int main()
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if (p.upBtn())
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{
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if (strafe)
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heightOffset = step;
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else if (lookUpDown)
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if (lookUpDown)
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player.mCamera.shear = min(player.mCamera.shear + 10,60);
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else
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moveOffset = d;
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}
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else if (p.downBtn())
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{
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if (strafe)
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heightOffset = -step;
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else if (lookUpDown)
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if (lookUpDown)
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player.mCamera.shear = max(player.mCamera.shear - 10,-60);
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else
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{
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@ -914,7 +909,7 @@ int main()
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Unit prevHeight = player.mCamera.height;
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moveCameraWithCollision(&player.mCamera,moveOffset,heightOffset,
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moveCameraWithCollision(&player.mCamera,moveOffset,player.mVericalSpeed,
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floorHeightAt, ceilingHeightAt);
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Unit heightDiff = player.mCamera.height - prevHeight;
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@ -922,7 +917,6 @@ int main()
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if (heightDiff == 0)
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player.mVericalSpeed = 0; // hit floor/ceiling
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if (player.mVericalSpeed == 0 && p.bBtn())
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{
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int16_t camX = divRoundDown(player.mCamera.position.x,UNITS_PER_SQUARE);
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@ -930,10 +924,10 @@ int main()
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if (player.mCamera.height - CAMERA_COLL_HEIGHT_BELOW -
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floorHeightAt(camX,camY) < 2)
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player.mVericalSpeed = 200; // jump
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player.mVericalSpeed = 400; // jump
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}
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player.mVericalSpeed -= 20; // gravity
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player.mVericalSpeed -= 80; // gravity
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}
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}
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