Make ceiling different

This commit is contained in:
Miloslav Číž 2018-09-05 19:08:22 +02:00
parent dbc8c41d05
commit c1329c8cf8

View file

@ -86,11 +86,11 @@ const signed char levelFloor[] =
const signed char levelCeiling[] =
{
40,40,40,40,40,40,40,99,99,99,99,99,40,40,40,40,40,40,99,99,99,99,99,99,99,99,99,99,99,
40,99,99,99,99,99,20,99,99,99,99,99,40,99,99,99,99,40,99,99,99,99,99,99,99,99,99,99,99,
40,99,99,99,99,99,20,99,99,99,99,99,40,99,99,99,99,40,99,99,99,99,99,99,99,99,99,99,99,
40,99,99,99,99,99,48,99,99,99,99,99,24,24,24,24,24,40,99,99,99,99,99,99,99,99,99,99,99,
40,99,48,48,48,48,48,99,99,99,99,99,42,42,42,42,42,99,99,99,99,99,99,99,99,99,99,99,99,
40,40,40,40,40,40,40,99,99,99,99,36,40,40,40,40,40,36,99,99,99,99,99,99,99,99,99,99,99,
40,99,99,99,99,99,20,99,99,99,99,36,40,99,99,99,99,36,99,99,99,99,99,99,99,99,99,99,99,
40,99,99,99,99,99,20,99,99,99,99,36,40,99,99,99,99,36,99,99,99,99,99,99,99,99,99,99,99,
40,99,99,99,99,99,48,99,99,99,99,36,24,24,24,24,24,36,99,99,99,99,99,99,99,99,99,99,99,
40,99,48,48,48,48,47,99,99,99,99,36,36,36,36,36,36,36,99,99,99,99,99,99,99,99,99,99,99,
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,
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,
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,
@ -517,11 +517,11 @@ public:
Character()
{
mCamera.position.x = 961;//UNITS_PER_SQUARE * 1;
mCamera.position.y = 7381;//UNITS_PER_SQUARE * 5;
mCamera.direction = -575;//200;
mCamera.position.x = 27127;//UNITS_PER_SQUARE * 1;
mCamera.position.y = 1361;//UNITS_PER_SQUARE * 5;
mCamera.direction = -3400;//200;
mCamera.fovAngle = UNITS_PER_SQUARE / 4;
mCamera.height = UNITS_PER_SQUARE / 2;
mCamera.height = UNITS_PER_SQUARE * 2;
mCamera.resolution.x = 110 / SUBSAMPLE;
mCamera.resolution.y = 88;
}
@ -563,10 +563,8 @@ inline void pixelFunc(PixelInfo pixel)
uint8_t c;
Unit depth = pixel.depth - UNITS_PER_SQUARE;
if (depth < 0)
depth = 0;
Unit depth = pixel.depth - UNITS_PER_SQUARE * 3;
depth = depth > 0 ? depth : 1;
int intensity = 7 - (depth * 7) / (UNITS_PER_SQUARE * 5);
@ -585,7 +583,10 @@ inline void pixelFunc(PixelInfo pixel)
c = addIntensity(c,intensity - 3);
}
else
c = rgbToIndex(intensity/2,intensity,intensity/3);
c = pixel.isFloor ?
rgbToIndex(intensity/2,intensity,intensity/3) :
rgbToIndex(intensity,intensity/2,0);
uint8_t *buf = p.display.screenbuffer;
@ -632,9 +633,9 @@ void draw()
p.display.setColor(rgbToIndex(7,7,3));
p.display.setCursor(1,1);
p.display.print(divRoundDown(player.mCamera.position.x,UNITS_PER_SQUARE));
p.display.print(player.mCamera.position.x);
p.display.print(" ");
p.display.print(divRoundDown(player.mCamera.position.y,UNITS_PER_SQUARE));
p.display.print(player.mCamera.position.y);
p.display.print(" ");
p.display.print(player.mCamera.direction);