Make ceiling different
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dbc8c41d05
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c1329c8cf8
1 changed files with 17 additions and 16 deletions
33
game.cpp
33
game.cpp
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@ -86,11 +86,11 @@ const signed char levelFloor[] =
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const signed char levelCeiling[] =
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{
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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,
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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,
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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,
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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,
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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,
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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,
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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,
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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,
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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,
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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,
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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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@ -517,11 +517,11 @@ public:
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Character()
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{
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mCamera.position.x = 961;//UNITS_PER_SQUARE * 1;
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mCamera.position.y = 7381;//UNITS_PER_SQUARE * 5;
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mCamera.direction = -575;//200;
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mCamera.position.x = 27127;//UNITS_PER_SQUARE * 1;
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mCamera.position.y = 1361;//UNITS_PER_SQUARE * 5;
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mCamera.direction = -3400;//200;
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mCamera.fovAngle = UNITS_PER_SQUARE / 4;
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mCamera.height = UNITS_PER_SQUARE / 2;
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mCamera.height = UNITS_PER_SQUARE * 2;
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mCamera.resolution.x = 110 / SUBSAMPLE;
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mCamera.resolution.y = 88;
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}
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@ -563,10 +563,8 @@ inline void pixelFunc(PixelInfo pixel)
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uint8_t c;
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Unit depth = pixel.depth - UNITS_PER_SQUARE;
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if (depth < 0)
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depth = 0;
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Unit depth = pixel.depth - UNITS_PER_SQUARE * 3;
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depth = depth > 0 ? depth : 1;
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int intensity = 7 - (depth * 7) / (UNITS_PER_SQUARE * 5);
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@ -585,7 +583,10 @@ inline void pixelFunc(PixelInfo pixel)
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c = addIntensity(c,intensity - 3);
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}
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else
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c = rgbToIndex(intensity/2,intensity,intensity/3);
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c = pixel.isFloor ?
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rgbToIndex(intensity/2,intensity,intensity/3) :
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rgbToIndex(intensity,intensity/2,0);
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uint8_t *buf = p.display.screenbuffer;
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@ -632,9 +633,9 @@ void draw()
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p.display.setColor(rgbToIndex(7,7,3));
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p.display.setCursor(1,1);
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p.display.print(divRoundDown(player.mCamera.position.x,UNITS_PER_SQUARE));
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p.display.print(player.mCamera.position.x);
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p.display.print(" ");
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p.display.print(divRoundDown(player.mCamera.position.y,UNITS_PER_SQUARE));
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p.display.print(player.mCamera.position.y);
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p.display.print(" ");
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p.display.print(player.mCamera.direction);
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