- feature: new tile - Web
- feature: hit P to pause - feature: add sparkles to net - feature: now reading background image file from level.dat (replaced level->tileset with level->bgfile) - feature: added swimming frames for player - feature: show level # at top of screen - feature: added backgrounds for future worlds - feature: new powerup - stop time - feature: new powerup - trophy (all perm powerups) - feature: new powerup - gold ring (points for walking) - feature: new powerup - silver ring (points for jumping) - feature: new powerup - helmet (protects you from dying once) - feature: new powerup - bonus x2 (extends fruit streams) - feature: new powerup - bell (warns when the random powerup is a perm one) - tweak: random powerup now decided at start of level, to allow bell powerup to work - tweak: increase mace powerup image size - tweak: Bombs now kill monsters which you have caught - tweak: All fruits now worth more points - tweak: Moved display of lives down slightly - bugfix: spider movement - bugfix: don't play sound when you try to shoot/jump while climbing - bugfix: fruits shouldn't hold down trampolines - bugfix: mace kills shouldn't give powerups - bugfix: mace slam collision detection now works better
After Width: | Height: | Size: 431 KiB |
After Width: | Height: | Size: 462 KiB |
After Width: | Height: | Size: 402 KiB |
After Width: | Height: | Size: 365 KiB |
After Width: | Height: | Size: 508 KiB |
After Width: | Height: | Size: 494 KiB |
After Width: | Height: | Size: 414 KiB |
After Width: | Height: | Size: 442 KiB |
After Width: | Height: | Size: 521 KiB |
After Width: | Height: | Size: 464 KiB |
52
defs.h
|
@ -26,6 +26,10 @@
|
|||
#define PUFFSPEED 4 // how fast it animates (smaller = faster)
|
||||
#define PUFFAPPEAR 4 // frame at which puff will turn into a gem
|
||||
|
||||
// sparkles
|
||||
#define SPARKLEFRAMES 7
|
||||
//#define SPARKLESPEED 3 // how fast it animates (smaller = faster)
|
||||
|
||||
// text sizes
|
||||
#define TEXTSIZE_POINTS 10
|
||||
#define TEXTSIZE_SCORE 14
|
||||
|
@ -38,6 +42,7 @@
|
|||
#define TEXTSIZE_LIFE 36
|
||||
#define TEXTSIZE_BOMB 36
|
||||
#define TEXTSIZE_HURRY 50
|
||||
#define TEXTSIZE_PAUSED 50
|
||||
#define TEXTSIZE_GAMEOVER 50
|
||||
|
||||
// text delays
|
||||
|
@ -74,7 +79,15 @@
|
|||
#define NETSPEED 9 // how fast the player's net moves
|
||||
#define POWERUPTIME 15 // # secs before a powerup appears
|
||||
|
||||
#define MACEEXPX 4 // X size of mace explosion
|
||||
#define BELLTIME 20 // how long the bell flash lasts
|
||||
#define CLOCKTIME 10 // how many seconds a clock lasts
|
||||
|
||||
|
||||
// bell states
|
||||
#define BELL_DONESOUND 1
|
||||
#define BELL_DONEFLASH 2
|
||||
|
||||
#define MACEEXPX 2 // X size of mace explosion
|
||||
#define MACEEXPY 2 // Y size of mace explosion
|
||||
|
||||
|
||||
|
@ -83,7 +96,7 @@
|
|||
#define MAXMAPPINGS 50
|
||||
#define MAXMONSTERSPERLEVEL 40
|
||||
#define MAXLETTERHEIGHT 100
|
||||
#define MAXFRAMES 16 // max number of frames for sprites
|
||||
#define MAXFRAMES 18 // max number of frames for sprites
|
||||
#define MAXHELP 5
|
||||
#define MAXTILEFRAMES 10 // max number of frames for animated tiles
|
||||
|
||||
|
@ -104,7 +117,7 @@
|
|||
/* enums */
|
||||
|
||||
/* sounds */
|
||||
#define MAXFX 19
|
||||
#define MAXFX 24
|
||||
#define FX_SHOOT 0
|
||||
#define FX_SLAM 1
|
||||
#define FX_KILL 2
|
||||
|
@ -125,6 +138,10 @@
|
|||
#define FX_MACE 17
|
||||
#define FX_LIFE 18
|
||||
#define FX_GAMEOVER 19
|
||||
#define FX_OW 20
|
||||
#define FX_BELL 21
|
||||
#define FX_CLOCK 22
|
||||
#define FX_ARMOR 23
|
||||
|
||||
// Slope types
|
||||
#define S_NOTSOLID 0
|
||||
|
@ -132,7 +149,7 @@
|
|||
#define S_SLOPE 2
|
||||
|
||||
// Sprite types
|
||||
#define MAXPTYPES 33
|
||||
#define MAXPTYPES 43
|
||||
#define P_PLAYER 0
|
||||
#define P_RAT 1
|
||||
#define P_CHEESE 2
|
||||
|
@ -166,12 +183,25 @@
|
|||
#define P_SHIELD 30
|
||||
#define P_MACEPOWERUP 31
|
||||
#define P_MACE 32
|
||||
#define P_SMASH 33 // explosion from a mace smash
|
||||
#define P_HELMET 34 // helmet powerup
|
||||
#define P_ARMOUR 35 // player wearing armour
|
||||
#define P_GEMBOOST 36
|
||||
#define P_TROPHY 37
|
||||
#define P_RINGSILVER 38
|
||||
#define P_RINGGOLD 39
|
||||
#define P_SPARKLE 40
|
||||
#define P_BELL 41
|
||||
#define P_CLOCK 42
|
||||
|
||||
// powerups
|
||||
#define PW_NONE 0
|
||||
#define PW_BOXING 1 // boxing glove
|
||||
#define PW_BOMB 2 // bomb
|
||||
#define PW_MACE 3 // made
|
||||
#define PW_MACE 3 // mace
|
||||
#define PW_RINGWALK 4 // points for walking
|
||||
#define PW_RINGJUMP 5 // points for jumping
|
||||
#define PW_CLOCK 6 // freeze time
|
||||
|
||||
// Frame names
|
||||
#define F_WALK1 0
|
||||
|
@ -190,6 +220,8 @@
|
|||
#define F_SLAM3 13
|
||||
#define F_SLAM4 14
|
||||
#define F_SLAM5 15
|
||||
#define F_SWIM1 16
|
||||
#define F_SWIM2 17
|
||||
|
||||
|
||||
// Level states
|
||||
|
@ -292,7 +324,7 @@ typedef struct text_s {
|
|||
typedef struct level_s {
|
||||
int id;
|
||||
int bgtileid;
|
||||
char *tileset;
|
||||
char bgfile[MIDBUFLEN];
|
||||
char name[SMALLBUFLEN];
|
||||
int map[LEVELW*LEVELH];
|
||||
int map2[LEVELW*LEVELH]; // second map layer
|
||||
|
@ -305,6 +337,7 @@ typedef struct level_s {
|
|||
int powerupx; /* powerup position */
|
||||
int powerupy; /* powerup position */
|
||||
int gotpowerup; /* has the random powerup appeared yet? */
|
||||
int poweruptype;/* what kind of powerup will appear? */
|
||||
int exitdir; /* which way to scroll on level completion */
|
||||
int nummonsters;
|
||||
initialmonster_t initm[MAXMONSTERSPERLEVEL];
|
||||
|
@ -331,6 +364,7 @@ typedef struct sprite_s {
|
|||
|
||||
// player only
|
||||
int lives;
|
||||
int recoiling; // this happens after you get hit while wearing armour
|
||||
int slamming; // are we slamming our net (player only)
|
||||
double slamangle;// are what point around is our net?
|
||||
int netting; // are we shooting our net out?
|
||||
|
@ -341,7 +375,6 @@ typedef struct sprite_s {
|
|||
int netspeed; // how fast does our net shoot out?
|
||||
int netdir; // which way is our net going (left/right)
|
||||
int netlen; // how far our is our net?
|
||||
int netbig; // have we collected a BIG NET powerup?
|
||||
int nety; // y position of end of net (used when shooting >1 net)
|
||||
int netxstart; // x position of start of net
|
||||
int netystart; // y position of start of net
|
||||
|
@ -350,6 +383,11 @@ typedef struct sprite_s {
|
|||
int ontramp; // on a trampoline?
|
||||
int trampx; // x,y coords for trampoline we are/were on
|
||||
int trampy; //
|
||||
// player permenant powerups
|
||||
int armour; // does the player have armour?
|
||||
int gemboost; // how many extra gems do you get in a bonus
|
||||
int netbig; // have we collected a BIG NET powerup?
|
||||
int hasbell; // got a bell ?
|
||||
|
||||
// monster only
|
||||
int willbecome; // what fruit this will become when dead
|
||||
|
|
|
@ -6,5 +6,6 @@
|
|||
- in shared.c: IF NOT AN EFFECT: add entry to chartomonster
|
||||
- in shared.c: update isflower(), isfruit(), isbullet(), iseffect();
|
||||
- in shared.c: IF A GEM: update flowertogem()
|
||||
- in edit.c: update isplacable()
|
||||
- in rc.c: update ismonster()
|
||||
- in rc.c: add monster/effect movement
|
||||
|
|
|
@ -0,0 +1,5 @@
|
|||
- Get photo
|
||||
- Resize to 640x480
|
||||
- layer->colors->brightness, select -127
|
||||
- layer->colors->brightness, select -70
|
||||
- save to backgrounds/
|
21
edit.c
|
@ -99,6 +99,12 @@ int main (int argc, char **argv) {
|
|||
screen = SDL_SetVideoMode(EDITORW,EDITORH,16,SDL_SWSURFACE|SDL_DOUBLEBUF|vidargs);
|
||||
#endif
|
||||
|
||||
/* init tiles */
|
||||
if (loadtiletypes("green.tiles")) {
|
||||
printf("Cannot initialise tiles\n");
|
||||
exit(1);
|
||||
}
|
||||
|
||||
if (loadimagesets()) {
|
||||
return 1;
|
||||
}
|
||||
|
@ -370,9 +376,15 @@ int main (int argc, char **argv) {
|
|||
if (toggletimer == 0) {
|
||||
printf("Skipping to next level.\n");
|
||||
curlevelnum++;
|
||||
if (loadlevel(curworld,curlevelnum)) {
|
||||
printf("creating new level\n");
|
||||
if ((curlevelnum >= numlevels) || loadlevel(curworld,curlevelnum)) {
|
||||
char tempbuf[BUFLEN];
|
||||
clearlevel();
|
||||
numlevels++;
|
||||
sprintf(tempbuf,"new_level%d.dat",curlevelnum);
|
||||
levelentry[curlevelnum].filename = strdup(tempbuf);
|
||||
sprintf(tempbuf,"NEW LEVEL");
|
||||
levelentry[curlevelnum].desc = strdup(tempbuf);
|
||||
printf("created new level '%s'\n",levelentry[curlevelnum].filename);
|
||||
}
|
||||
draweditorlevel();
|
||||
drawsprites();
|
||||
|
@ -594,11 +606,11 @@ int savelevel(int wnum, int lnum) {
|
|||
|
||||
f = fopen(filename,"wt");
|
||||
if (!f) {
|
||||
printf("can't open level file\n");
|
||||
printf("can't open level file '%s'\n",filename);
|
||||
return B_TRUE;
|
||||
}
|
||||
|
||||
fprintf(f, "tileset %s\n",level->tileset);
|
||||
fprintf(f, "bgfile %s\n",level->bgfile);
|
||||
fprintf(f, "bg %d\n",level->bgtileid);
|
||||
fprintf(f, "hurryup %d\n",level->hurryuptime);
|
||||
|
||||
|
@ -699,6 +711,7 @@ int isplacablesprite(int sid) {
|
|||
case P_CLOUD:
|
||||
case P_SPIT:
|
||||
case P_PUFF:
|
||||
case P_SMASH:
|
||||
case P_BOXING:
|
||||
case P_GLOVE:
|
||||
case P_DIAMOND:
|
||||
|
|
|
@ -0,0 +1,208 @@
|
|||
tile blank
|
||||
id 0
|
||||
solid 0
|
||||
file blank.bmp
|
||||
end
|
||||
|
||||
tile land
|
||||
id 1
|
||||
solid 1
|
||||
file newtiles/land.png
|
||||
end
|
||||
|
||||
tile slopeup
|
||||
id 2
|
||||
solid 2
|
||||
lowness 15,14,13,12,11,10,9,8,7,6,5,4,3,2,1,0
|
||||
file newtiles/slopeup.png
|
||||
end
|
||||
|
||||
tile slopedown
|
||||
id 3
|
||||
solid 2
|
||||
lowness 0,1,2,3,4,5,6,7,8,9,10,11,12,13,14,15
|
||||
file newtiles/slopedown.png
|
||||
end
|
||||
|
||||
tile full
|
||||
id 4
|
||||
solid 1
|
||||
file newtiles/full.png
|
||||
end
|
||||
|
||||
tile sky
|
||||
id 5
|
||||
solid 0
|
||||
file newtiles/signright.png
|
||||
end
|
||||
|
||||
tile sky2
|
||||
id 5
|
||||
solid 0
|
||||
file newtiles/signleft.png
|
||||
end
|
||||
|
||||
|
||||
|
||||
tile ladder
|
||||
id 6
|
||||
solid 0
|
||||
file newtiles/ladder.png
|
||||
end
|
||||
|
||||
tile laddertop
|
||||
id 7
|
||||
solid 1
|
||||
file newtiles/laddertop.png
|
||||
end
|
||||
|
||||
tile right
|
||||
id 8
|
||||
solid 1
|
||||
dir newtiles
|
||||
file log1.png log1.5.png log2.png log2.5.png log3.png log3.5.png log4.png log4.5.png
|
||||
animspeed 5
|
||||
end
|
||||
|
||||
tile left
|
||||
id 9
|
||||
solid 1
|
||||
dir newtiles
|
||||
file log4.5.png log4.png log3.5.png log3.png log2.5.png log2.png log1.5.png log1.png
|
||||
animspeed 5
|
||||
end
|
||||
|
||||
tile spikes
|
||||
id 10
|
||||
solid 0
|
||||
spikes 1
|
||||
file newtiles/spikes.png
|
||||
end
|
||||
|
||||
tile teleport
|
||||
id 11
|
||||
solid 0
|
||||
file teleport.bmp
|
||||
end
|
||||
|
||||
tile teleport2
|
||||
id 12
|
||||
solid 0
|
||||
file teleport2.bmp
|
||||
end
|
||||
|
||||
tile teleportdest
|
||||
id 13
|
||||
solid 0
|
||||
file teleexit.bmp
|
||||
end
|
||||
|
||||
tile water
|
||||
id 14
|
||||
solid 0
|
||||
water 1
|
||||
file newtiles/water.png
|
||||
end
|
||||
|
||||
tile watertop
|
||||
id 15
|
||||
water 1
|
||||
solid 0
|
||||
file newtiles/watertop.png
|
||||
end
|
||||
|
||||
tile trampolineup
|
||||
id 18
|
||||
solid 0
|
||||
file newtiles/trampup.png
|
||||
end
|
||||
|
||||
|
||||
tile webleft
|
||||
id 5
|
||||
solid 0
|
||||
file newtiles/webleft.png
|
||||
end
|
||||
|
||||
tile webright
|
||||
id 5
|
||||
solid 0
|
||||
file newtiles/webright.png
|
||||
end
|
||||
|
||||
tile bridge
|
||||
id 17
|
||||
solid 2
|
||||
file newtiles/bridge.png
|
||||
end
|
||||
|
||||
tile bridge2
|
||||
id 17
|
||||
solid 2
|
||||
file newtiles/bridge2.png
|
||||
lowness 1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1
|
||||
end
|
||||
|
||||
tile bridge3
|
||||
id 17
|
||||
solid 2
|
||||
file newtiles/bridge3.png
|
||||
lowness 2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2
|
||||
end
|
||||
|
||||
tile cloudmid
|
||||
id 5
|
||||
solid 0
|
||||
file newtiles/cloudmid.png
|
||||
end
|
||||
|
||||
tile honey
|
||||
id 1
|
||||
solid 1
|
||||
file newtiles/honey.png
|
||||
end
|
||||
|
||||
tile honeytop
|
||||
id 4
|
||||
solid 1
|
||||
file newtiles/honeytop.png
|
||||
end
|
||||
|
||||
tile honeybg
|
||||
id 5
|
||||
solid 0
|
||||
file newtiles/honeybg.png
|
||||
end
|
||||
|
||||
tile cavebg
|
||||
id 5
|
||||
solid 0
|
||||
file newtiles/cavebg.png
|
||||
end
|
||||
|
||||
tile cavebridge
|
||||
id 17
|
||||
solid 2
|
||||
file newtiles/cavebridge.png
|
||||
end
|
||||
|
||||
tile signup
|
||||
id 5
|
||||
solid 0
|
||||
file newtiles/signup.png
|
||||
end
|
||||
|
||||
|
||||
tile signdown
|
||||
id 5
|
||||
solid 0
|
||||
file newtiles/signdown.png
|
||||
end
|
||||
|
||||
|
||||
tile trampolinedown
|
||||
id 19
|
||||
solid 2
|
||||
file newtiles/trampdown.png
|
||||
lowness 9,9,8,8,8,8,8,8,8,8,8,8,8,8,9,9
|
||||
end
|
38
levels.dat
|
@ -1,20 +1,20 @@
|
|||
1,level1.dat,Ratcatching school
|
||||
2,level2.dat,Powerup school
|
||||
3,level3.dat,Spike school
|
||||
4,level4.dat,Bridge school
|
||||
5,level5.dat,Hole in the hill
|
||||
7,level6.dat,Roller school
|
||||
6,level5.5.dat,The Pit
|
||||
8,level7.dat,Platforms and Ladders
|
||||
12,level9.dat,The Garden
|
||||
14,level10.dat,Planks
|
||||
15,level11.dat,The Hive
|
||||
9,level7.5.dat,The Snake Pit
|
||||
16,level11.5.dat,Underground Lakes
|
||||
17,level12.dat,Bee Pods
|
||||
18,level13.dat,Dual Hives
|
||||
19,level14.dat,The Chimney
|
||||
10,level8.dat,Smile!
|
||||
11,level8.5.dat,Look out above...
|
||||
1,level1.dat,Ratcatching School
|
||||
2,level2.dat,Powerup School
|
||||
3,level3.dat,Spike School
|
||||
4,level4.dat,Bridge School
|
||||
5,level5.dat,Hole in the Hill
|
||||
6,level6.dat,Roller School
|
||||
7,level7.dat,Platforms and Ladders
|
||||
8,level9.dat,The Garden
|
||||
9,level10.dat,Planks
|
||||
10,level11.dat,The Hive
|
||||
11,level5.5.dat,Spike Pit
|
||||
12,level7.5.dat,Snake Holes
|
||||
13,level11.5.dat,Underground Lakes
|
||||
14,level12.dat,Bee Pods
|
||||
15,level13.dat,Dual Hives
|
||||
16,level14.dat,The Chimney
|
||||
17,level8.dat,Smile!
|
||||
18,level8.5.dat,Look out above...
|
||||
19,level21.dat,Island
|
||||
99,level99.dat,TEST LEVEL
|
||||
13,level9.5.dat,Back and Forth
|
||||
|
|
After Width: | Height: | Size: 585 B |
After Width: | Height: | Size: 560 B |
485
rc.c
|
@ -28,6 +28,12 @@ Mix_Music *curmusic = NULL; // pointer to currently playing music
|
|||
|
||||
char tempm[BUFLEN];
|
||||
|
||||
int playedbell;
|
||||
int clocktime;
|
||||
|
||||
SDL_Surface *pausedtext, *pausedshadow;
|
||||
int paused;
|
||||
|
||||
tiletype_t fakeblock;
|
||||
|
||||
|
||||
|
@ -45,8 +51,13 @@ int fruittypes[] = {
|
|||
int poweruptypes[] = {
|
||||
P_SPEED,
|
||||
P_NUMNETS,
|
||||
P_BELL,
|
||||
P_BIGNET,
|
||||
P_GEMBOOST,
|
||||
P_NUMNETS,
|
||||
P_GEMBOOST,
|
||||
P_NUMNETS,
|
||||
P_HELMET,
|
||||
-1
|
||||
};
|
||||
|
||||
|
@ -74,6 +85,7 @@ SDL_Color black = {0, 0, 0, 0};
|
|||
SDL_Color blue = {0, 0, 255, 0};
|
||||
SDL_Color cyan = {0, 255, 255, 0};
|
||||
SDL_Color white = {255, 255, 255, 0};
|
||||
SDL_Color grey = {210, 210, 210, 0};
|
||||
SDL_Color green = {0, 255, 0, 0};
|
||||
SDL_Color yellow = {255, 255, 0, 0};
|
||||
|
||||
|
@ -202,6 +214,12 @@ int main (int argc, char **argv) {
|
|||
return 1;
|
||||
}
|
||||
|
||||
/* init tiles */
|
||||
if (loadtiletypes("green.tiles")) {
|
||||
printf("Cannot initialise tiles\n");
|
||||
exit(1);
|
||||
}
|
||||
|
||||
playmusic(normalmusic);
|
||||
if (loadlevel(curworld,curlevelnum)) {
|
||||
return 1;
|
||||
|
@ -220,6 +238,18 @@ int main (int argc, char **argv) {
|
|||
player->score = 0;
|
||||
player->lives = 3;
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
/* generate images for "PAUSED" text */
|
||||
pausedtext = TTF_RenderText_Solid(font[TEXTSIZE_PAUSED], "PAUSED", yellow);
|
||||
pausedshadow = TTF_RenderText_Solid(font[TEXTSIZE_PAUSED], "PAUSED", black);
|
||||
paused = B_FALSE;
|
||||
|
||||
// main loop
|
||||
while (1) {
|
||||
removeall();
|
||||
|
||||
|
@ -287,11 +317,26 @@ int main (int argc, char **argv) {
|
|||
keys = SDL_GetKeyState(NULL);
|
||||
|
||||
|
||||
if (keys[SDLK_p]) {
|
||||
if (toggletimer == 0) {
|
||||
if (paused) {
|
||||
paused = B_FALSE;
|
||||
} else {
|
||||
paused = B_TRUE;
|
||||
}
|
||||
toggletimer = 80;
|
||||
}
|
||||
}
|
||||
if (keys[SDLK_ESCAPE]) {
|
||||
return 1;
|
||||
}
|
||||
|
||||
|
||||
if (!paused) {
|
||||
if (keys[SDLK_q]) {
|
||||
gtime = nexthurryup-1;
|
||||
}
|
||||
if (keys[SDLK_p]) {
|
||||
if (keys[SDLK_l]) {
|
||||
if (toggletimer == 0) {
|
||||
addscore(player, 100001);
|
||||
toggletimer = 80;
|
||||
|
@ -303,9 +348,9 @@ int main (int argc, char **argv) {
|
|||
toggletimer = 50;
|
||||
}
|
||||
}
|
||||
// dump sprites
|
||||
if (keys[SDLK_d]) {
|
||||
if (toggletimer == 0) {
|
||||
// dump sprites
|
||||
dumpsprites();
|
||||
toggletimer = 50;
|
||||
}
|
||||
|
@ -316,9 +361,6 @@ int main (int argc, char **argv) {
|
|||
toggletimer = 50;
|
||||
}
|
||||
}
|
||||
if (keys[SDLK_ESCAPE]) {
|
||||
return 1;
|
||||
}
|
||||
|
||||
if ((!player->dead) && (!player->teleporting)) {
|
||||
if (keys[SDLK_RIGHT]) {
|
||||
|
@ -427,7 +469,7 @@ int main (int argc, char **argv) {
|
|||
player->netxstart = player->x - (player->img->w/2)*player->dir;
|
||||
player->netystart = player->y;
|
||||
|
||||
/* handle boxing glove */
|
||||
/* handle mace */
|
||||
if (player->powerup == PW_MACE) {
|
||||
sprite_t *s;
|
||||
int found;
|
||||
|
@ -436,14 +478,14 @@ int main (int argc, char **argv) {
|
|||
for (s = sprite; s ; s = s->next) {
|
||||
if (s->id == P_MACE) {
|
||||
s->x = player->x;
|
||||
s->y = player->y - (imageset[P_PLAYER].img[F_SHOOT]->h / 2) + 5;
|
||||
s->y = player->y - (imageset[player->id].img[F_SHOOT]->h / 2) + 5;
|
||||
found = B_TRUE;
|
||||
}
|
||||
}
|
||||
|
||||
if (!found) {
|
||||
addsprite(P_MACE, player->x,
|
||||
player->y - (imageset[P_PLAYER].img[F_SHOOT]->h / 2) + 5,
|
||||
player->y - (imageset[player->id].img[F_SHOOT]->h / 2) + 5,
|
||||
"mace");
|
||||
}
|
||||
}
|
||||
|
@ -471,14 +513,14 @@ int main (int argc, char **argv) {
|
|||
for (s = sprite; s ; s = s->next) {
|
||||
if (s->id == P_GLOVE) {
|
||||
s->x = player->x;
|
||||
s->y = player->y - (imageset[P_PLAYER].img[F_SHOOT]->h / 2) + 5;
|
||||
s->y = player->y - (imageset[player->id].img[F_SHOOT]->h / 2) + 5;
|
||||
found = B_TRUE;
|
||||
}
|
||||
}
|
||||
|
||||
if (!found) {
|
||||
addsprite(P_GLOVE, player->x,
|
||||
player->y - (imageset[P_PLAYER].img[F_SHOOT]->h / 2) + 5,
|
||||
player->y - (imageset[player->id].img[F_SHOOT]->h / 2) + 5,
|
||||
"glove");
|
||||
}
|
||||
}
|
||||
|
@ -487,8 +529,11 @@ int main (int argc, char **argv) {
|
|||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
if (!paused) {
|
||||
if (player->powerup != PW_CLOCK) {
|
||||
// for each animated tile on the level...
|
||||
for (animtile = curlevel->animtiles; animtile && *animtile != -1; animtile++) {
|
||||
int offset,numframes;
|
||||
|
@ -512,6 +557,7 @@ int main (int argc, char **argv) {
|
|||
}
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
// move sprites
|
||||
for (s = sprite; s ; s = s->next) {
|
||||
|
@ -536,8 +582,41 @@ int main (int argc, char **argv) {
|
|||
}
|
||||
}
|
||||
|
||||
/* check collisions */
|
||||
checkcollide(player);
|
||||
// bell flash effect
|
||||
if (player->hasbell) {
|
||||
/* check for bell sound */
|
||||
|
||||
/* play a bell sound if the powerup will be a permenant one */
|
||||
if (ispermenant(level->poweruptype)) {
|
||||
// play sound once
|
||||
if (!playedbell) {
|
||||
playfx(FX_BELL);
|
||||
playedbell = BELL_DONESOUND;
|
||||
}
|
||||
if (playedbell != BELL_DONEFLASH) {
|
||||
if (timer >= BELLTIME) {
|
||||
playedbell = BELL_DONEFLASH;
|
||||
} else if (timer % 10 == 0) {
|
||||
SDL_Rect area;
|
||||
area.x = 0;
|
||||
area.y = 0;
|
||||
area.w = 640;
|
||||
area.h = 480;
|
||||
SDL_FillRect(screen, &area, SDL_MapRGB(screen->format,white.r,white.g,white.b));
|
||||
flip();
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/* check collisions for player and effects */
|
||||
for (s = sprite ; s ; s = s->next) {
|
||||
if ((s == player) || needscollisions(s->id)) {
|
||||
checkcollide(s);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
drawscore();
|
||||
|
||||
|
@ -547,13 +626,29 @@ int main (int argc, char **argv) {
|
|||
for (s = sprite ; s ; s = s->next) {
|
||||
if (s->id != P_PUFF) drawsprite(s);
|
||||
}
|
||||
/* draw puffs sprites */
|
||||
/* draw puff sprites */
|
||||
for (s = sprite ; s ; s = s->next) {
|
||||
if (s->id == P_PUFF) drawsprite(s);
|
||||
}
|
||||
/* draw text */
|
||||
drawtext();
|
||||
|
||||
if (paused) {
|
||||
SDL_Rect area;
|
||||
// show that we are paused
|
||||
area.x = (640/2) - (pausedshadow->w/2) - 2;
|
||||
area.y = (480/2) - (pausedshadow->h/2) + 2;
|
||||
area.w = 0;
|
||||
area.h = 0;
|
||||
SDL_BlitSurface(pausedshadow, NULL, screen, &area);
|
||||
area.x = (640/2) - (pausedtext->w/2);
|
||||
area.y = (480/2) - (pausedtext->h/2);
|
||||
area.w = 0;
|
||||
area.h = 0;
|
||||
SDL_BlitSurface(pausedtext, NULL, screen, &area);
|
||||
}
|
||||
|
||||
if (!paused) {
|
||||
/* is screen shaking? */
|
||||
if (player->powerup == PW_BOMB) {
|
||||
if (timer % 5 == 0) {
|
||||
|
@ -580,13 +675,21 @@ int main (int argc, char **argv) {
|
|||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
// Update screen
|
||||
flip();
|
||||
|
||||
if (!paused) {
|
||||
if (++timer == 100) timer = 0;
|
||||
}
|
||||
|
||||
if (toggletimer > 0) toggletimer--;
|
||||
|
||||
if (!paused) {
|
||||
tick();
|
||||
}
|
||||
}
|
||||
|
||||
return 0;
|
||||
|
||||
|
@ -605,12 +708,33 @@ void tick(void) {
|
|||
if (fpsticks - fpsstart >= 1000) {
|
||||
gtime++;
|
||||
|
||||
// handle clock effect
|
||||
if (player->powerup == PW_CLOCK) {
|
||||
char tempm[SMALLBUFLEN];
|
||||
// text
|
||||
if (clocktime > 0) {
|
||||
sprintf(tempm, "%d",clocktime);
|
||||
addoutlinetext(320,120,TEXTSIZE_LEVEL, tempm, &yellow,&black,15);
|
||||
// sound effect
|
||||
playfx(FX_CLOCK);
|
||||
}
|
||||
// never reach hurryup time
|
||||
nexthurryup++;
|
||||
// decrement counter
|
||||
clocktime--;
|
||||
if (clocktime < 0) {
|
||||
// finished!
|
||||
Mix_ResumeMusic();
|
||||
player->powerup = B_FALSE;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
/* check for hurryup*/
|
||||
if (gtime == nexthurryup) {
|
||||
if (!levelcomplete) {
|
||||
for (s = sprite; s; s = s->next) {
|
||||
if ((s != player) && (!isfruit(s->id))) {
|
||||
if ((s != player) && (ismonster(s->id))) {
|
||||
s->angry = B_TRUE;
|
||||
}
|
||||
}
|
||||
|
@ -633,9 +757,11 @@ void tick(void) {
|
|||
if (gtime == curlevel->poweruptime) {
|
||||
if (!levelcomplete) {
|
||||
/* add a random powerup at the right position */
|
||||
/* the type of powerup is randomly determined when the level is
|
||||
loaded */
|
||||
/* IMPORTANT: the name 'random_up' is important as it tells addsprite() to
|
||||
give it a higher doomcount */
|
||||
puffin(randompowerup(),
|
||||
puffin(level->poweruptype,
|
||||
curlevel->powerupx*TILEW + (TILEW/2),
|
||||
curlevel->powerupy*TILEH + TILEH - 1,
|
||||
"random_up",0);
|
||||
|
@ -666,7 +792,6 @@ void nextlevel(void) {
|
|||
// remove the player
|
||||
removesprite(player);
|
||||
|
||||
|
||||
/* in case we skipped the level due to a powerup etc */
|
||||
levelcomplete = LV_NEXTLEV;
|
||||
|
||||
|
@ -693,8 +818,14 @@ void nextlevel(void) {
|
|||
/* reset level stats */
|
||||
level->gotpowerup = B_FALSE;
|
||||
|
||||
if (player->hasbell) {
|
||||
playedbell = B_FALSE;
|
||||
} else {
|
||||
playedbell = BELL_DONEFLASH;
|
||||
}
|
||||
|
||||
sprintf(msg, "Level %d-%d",curworld, curlevelnum);
|
||||
addoutlinetext(320,240-18,TEXTSIZE_LEVEL,msg,&red,&black,LEVELDELAY);
|
||||
addoutlinetext(320,240-18,TEXTSIZE_LEVEL,msg,&white,&black,LEVELDELAY);
|
||||
|
||||
|
||||
sprintf(msg, "%s", curlevel->name);
|
||||
|
@ -706,12 +837,20 @@ void nextlevel(void) {
|
|||
player->jumping = B_FALSE;
|
||||
player->powerup = B_FALSE;
|
||||
|
||||
|
||||
|
||||
if (cheat) {
|
||||
player->speed = 2;
|
||||
}
|
||||
|
||||
// reset timer
|
||||
timer = 0;
|
||||
}
|
||||
|
||||
void jump(sprite_t *s, int dir) {
|
||||
// if we've just been hit with armour, bypass all these checks)
|
||||
if (!s->recoiling) {
|
||||
// can't jump if already jumping
|
||||
if (s->jumping) return;
|
||||
if (s->jumptimer) return;
|
||||
|
||||
|
@ -719,8 +858,9 @@ void jump(sprite_t *s, int dir) {
|
|||
if (s->climbing && (dir == 0)) {
|
||||
return;
|
||||
}
|
||||
}
|
||||
|
||||
if (isonground(s) || isinwater(s) || isonladder(s)) {
|
||||
if (s->recoiling || isonground(s) || isinwater(s) || isonladder(s)) {
|
||||
if (ismonster(s->id)) {
|
||||
s->jumpdir = dir;
|
||||
if (s->jumpdir != 0) {
|
||||
|
@ -743,6 +883,9 @@ void jump(sprite_t *s, int dir) {
|
|||
}
|
||||
// stop climbing
|
||||
s->climbing = B_FALSE;
|
||||
// stop recoiling
|
||||
s->recoiling = B_FALSE;
|
||||
// play a sound effect if this is the player
|
||||
if (s == player) {
|
||||
if (player->ontramp) {
|
||||
playfx(FX_SPRING);
|
||||
|
@ -762,16 +905,35 @@ void die(sprite_t *s) {
|
|||
// We already do this in the cloud movement routine, but
|
||||
// this handles cases where the cloud hasn't appeared yet.
|
||||
if (s == player) {
|
||||
// if we have armour, we lose it instead of dying
|
||||
if (player->armour) {
|
||||
// lose armour
|
||||
player->armour = B_FALSE;
|
||||
player->id = P_PLAYER;
|
||||
// become invulnerable temporarily
|
||||
player->invuln = INVULNTIME;
|
||||
// bounce back
|
||||
player->recoiling = B_TRUE;
|
||||
jump(player, -player->dir);
|
||||
// play sound
|
||||
playfx(FX_OW);
|
||||
// don't process rest of the death code
|
||||
return;
|
||||
} else {
|
||||
int tnum;
|
||||
|
||||
if (player->powerup == PW_CLOCK) {
|
||||
Mix_ResumeMusic();
|
||||
}
|
||||
player->powerup = B_FALSE;
|
||||
|
||||
nexthurryup = gtime + level->hurryuptime;
|
||||
if (curmusic == fastmusic) {
|
||||
playmusic(normalmusic);
|
||||
}
|
||||
// reset powerup types
|
||||
curpoweruptype = 0;
|
||||
}
|
||||
|
||||
if (s == player) {
|
||||
int tnum;
|
||||
/* lose a life */
|
||||
player->lives--;
|
||||
|
||||
|
@ -782,6 +944,7 @@ void die(sprite_t *s) {
|
|||
tnum = rand() % MAXDEATHTEXT;
|
||||
addoutlinetext(player->x,player->y,TEXTSIZE_DEATH,deathtext[tnum],&red,&black,DIEDELAY);
|
||||
}
|
||||
}
|
||||
|
||||
/* release anything we've caught */
|
||||
for (s2 = sprite->next ; s2 ; s2 = s2->next) {
|
||||
|
@ -824,6 +987,8 @@ void countmonsters(void) {
|
|||
|
||||
void cleanup(void) {
|
||||
int i;
|
||||
SDL_FreeSurface(pausedtext);
|
||||
SDL_FreeSurface(pausedshadow);
|
||||
Mix_HaltMusic();
|
||||
Mix_CloseAudio();
|
||||
for (i = 1; i < MAXLETTERHEIGHT; i++) {
|
||||
|
@ -840,6 +1005,7 @@ void checkcollide(sprite_t *s) {
|
|||
int ythresh;
|
||||
int netsleft;
|
||||
|
||||
// for all other sprites
|
||||
for (s2 = sprite ; s2 ; s2 = s2->next) {
|
||||
|
||||
if (s2 == s) continue;
|
||||
|
@ -924,8 +1090,8 @@ void checkcollide(sprite_t *s) {
|
|||
(ydiff <= s->img->h/2 + s2->img->h/2)) {
|
||||
/* COLLISION! */
|
||||
|
||||
// was it with the player?
|
||||
if (s == player) { // TODO: redundant - we only ever call checkcollide() for the player!
|
||||
// are we the player?
|
||||
if (s == player) {
|
||||
//if (isfruit(s2->id) && (s2->teleporting == 0)) {
|
||||
if (isfruit(s2->id)) {
|
||||
int gotscore = s2->score;
|
||||
|
@ -945,6 +1111,13 @@ void checkcollide(sprite_t *s) {
|
|||
die(s);
|
||||
}
|
||||
}
|
||||
} else if (s->id == P_SMASH) { // smash from mace slam
|
||||
if (ismonster(s2->id)) {
|
||||
// monster dies
|
||||
die(s2);
|
||||
// become something special
|
||||
s2->willbecome = P_DIAMOND;
|
||||
}
|
||||
}
|
||||
}
|
||||
} // end for each sprite
|
||||
|
@ -994,13 +1167,21 @@ void movesprite(sprite_t *s) {
|
|||
|
||||
if (levelcomplete == LV_INIT) {
|
||||
// most things can't move in this state
|
||||
if ((s->id != P_PUFF) && (s->id != P_PLAYER)) {
|
||||
//if ((s->id != P_PUFF) && (s != player)) {
|
||||
if (!iseffect(s->id) && (s != player)) {
|
||||
// caught or dead sprites can move, in case
|
||||
// the player catches something before level start time
|
||||
if ((!s->caughtby) && (!s->dead)) return;
|
||||
}
|
||||
}
|
||||
|
||||
// only player can move if you have a clock
|
||||
if (player->powerup == PW_CLOCK) {
|
||||
if (!iseffect(s->id) && (s != player) && !s->caughtby && !s->dead) {
|
||||
return;
|
||||
}
|
||||
}
|
||||
|
||||
/* timer */
|
||||
if (s->doomcount) {
|
||||
s->doomcount--;
|
||||
|
@ -1196,7 +1377,7 @@ void movesprite(sprite_t *s) {
|
|||
} else if (s->jumptimer % 20 == 0) {
|
||||
s->dir = -s->dir;
|
||||
}
|
||||
} else if (s->id == P_PUFF) {
|
||||
} else if ((s->id == P_PUFF) || (s->id == P_SMASH) || (s->id == P_SPARKLE)) {
|
||||
/* SUMMARY:
|
||||
timer1:
|
||||
indicates current frame. if < 0, don't draw.
|
||||
|
@ -1225,9 +1406,11 @@ void movesprite(sprite_t *s) {
|
|||
// finished animating
|
||||
if (s->timer1 == PUFFAPPEAR) {
|
||||
// create a gem/fruit/etc
|
||||
if (s->id == P_PUFF) {
|
||||
if (s->timer3 >= 0) {
|
||||
addsprite(s->timer3, s->x,s->y,s->name );
|
||||
}
|
||||
}
|
||||
} else if (s->timer1 >= PUFFFRAMES) {
|
||||
s->dead = D_FINAL;
|
||||
}
|
||||
|
@ -1610,16 +1793,16 @@ void movesprite(sprite_t *s) {
|
|||
if (xdiff < 0) xdiff =-xdiff;
|
||||
|
||||
if ((player->y > s->y) && (xdiff <= (TILEW*2)) && (s->timer1 == 0)) {
|
||||
s->timer1 = 100;
|
||||
s->timer1 = 200;
|
||||
s->flies = B_FALSE;
|
||||
s->falling = B_TRUE;
|
||||
s->fallspeed = 8;
|
||||
} else {
|
||||
|
||||
int tx,ty;
|
||||
s->flies = B_TRUE;
|
||||
|
||||
/* if there's a hole in front of us */
|
||||
tt = gettileat(s->x + s->dir*((s->img->w/2)+2),s->y - s->img->h - 2,NULL,NULL);
|
||||
tt = gettileat(s->x + s->dir*((s->img->w/2)+2),s->y - s->img->h - 4,&tx,&ty);
|
||||
if (tt->solid == S_NOTSOLID) {
|
||||
move = B_FALSE;
|
||||
} else {
|
||||
|
@ -1716,7 +1899,7 @@ void dotileeffects(sprite_t *s) {
|
|||
|
||||
// teleporters
|
||||
if ((tt->id == T_TELEPORT) || (tt->id == T_TELEPORT2)) {
|
||||
if (s->id == P_PLAYER || ismonster(s->id)) {
|
||||
if (s == player || ismonster(s->id)) {
|
||||
if (s->id != P_CLOUD) {
|
||||
if (!s->teleporting) {
|
||||
playfx(FX_TELEPORT);
|
||||
|
@ -1736,13 +1919,17 @@ void dotileeffects(sprite_t *s) {
|
|||
|
||||
if (tt->id == T_RIGHT) {
|
||||
if (!ismonster(s->id) && !isfruit(s->id)) {
|
||||
if (player->powerup != PW_CLOCK) {
|
||||
movex(s, 1.5);
|
||||
}
|
||||
}
|
||||
finished = B_TRUE;
|
||||
} else if (tt->id == T_LEFT) {
|
||||
if (!ismonster(s->id) && !isfruit(s->id)) {
|
||||
if (player->powerup != PW_CLOCK) {
|
||||
movex(s, -1.5);
|
||||
}
|
||||
}
|
||||
finished = B_TRUE;
|
||||
} else if (tt->spikes) {
|
||||
if (!isfruit(s->id) && !iseffect(s->id) && !isbullet(s->id)) {
|
||||
|
@ -1821,7 +2008,7 @@ void drawlevel(void) {
|
|||
SDL_DisplayFormat(temps);
|
||||
|
||||
// change player to floating image
|
||||
player->img = imageset[P_PLAYER].img[F_SHOOT];
|
||||
player->img = imageset[player->id].img[F_SHOOT];
|
||||
|
||||
// create buffer for player background
|
||||
playerbg = SDL_CreateRGBSurface(SDL_SWSURFACE,
|
||||
|
@ -2079,7 +2266,7 @@ double getspeed(sprite_t *s ) {
|
|||
int id = s->id;
|
||||
double speed = 1;
|
||||
|
||||
if (id == P_PLAYER) {
|
||||
if (s == player) {
|
||||
speed = s->speed;
|
||||
} else if (id == P_RAT) {
|
||||
if (s->angry) speed = 1.5;
|
||||
|
@ -2091,8 +2278,8 @@ double getspeed(sprite_t *s ) {
|
|||
if (s->angry) speed = 2;
|
||||
else speed = 1;
|
||||
} else if (id == P_SPIDER) {
|
||||
if (s->angry) speed = 1.5;
|
||||
else speed = 2;
|
||||
if (s->angry) speed = 2;
|
||||
else speed = 1.5;
|
||||
} else if (id == P_CHEESE) {
|
||||
speed = 0;
|
||||
}
|
||||
|
@ -2195,35 +2382,35 @@ void drawscore(void) {
|
|||
SDL_FreeSurface(score);
|
||||
|
||||
// lives
|
||||
/*
|
||||
sprintf(livestext, "x %d",3);
|
||||
|
||||
|
||||
score = TTF_RenderText_Solid(font[TEXTSIZE_SCORE], livestext, black);
|
||||
area.x = 38;
|
||||
area.y = 27;
|
||||
area.w = 0;
|
||||
area.h = 0;
|
||||
SDL_BlitSurface(score, NULL, screen, &area);
|
||||
SDL_FreeSurface(score);
|
||||
score = TTF_RenderText_Solid(font[TEXTSIZE_SCORE], livestext, red);
|
||||
area.x = 40;
|
||||
area.y = 25;
|
||||
area.w = 0;
|
||||
area.h = 0;
|
||||
SDL_BlitSurface(score, NULL, screen, &area);
|
||||
SDL_FreeSurface(score);
|
||||
*/
|
||||
|
||||
// lives - show 1 less than lives
|
||||
area.x = 20;
|
||||
area.y = 20;
|
||||
area.y = 25;
|
||||
area.w = 0;
|
||||
area.h = 0;
|
||||
for (i = 1; i < player->lives; i++) {
|
||||
SDL_BlitSurface(head, NULL, screen, &area);
|
||||
area.x += (head->w + 3);
|
||||
}
|
||||
|
||||
// level #
|
||||
sprintf(tempm, "Level %d-%d",curworld, curlevelnum);
|
||||
/* shadow */
|
||||
score = TTF_RenderText_Solid(font[TEXTSIZE_SCORE], tempm, black);
|
||||
area.x = 320-(score->w/2)-2;
|
||||
area.y = 7;
|
||||
area.w = 0;
|
||||
area.h = 0;
|
||||
SDL_BlitSurface(score, NULL, screen, &area);
|
||||
SDL_FreeSurface(score);
|
||||
/* score */
|
||||
score = TTF_RenderText_Solid(font[TEXTSIZE_SCORE], tempm, white);
|
||||
area.x = 320-(score->w/2);
|
||||
area.y = 5;
|
||||
area.w = 0;
|
||||
area.h = 0;
|
||||
SDL_BlitSurface(score, NULL, screen, &area);
|
||||
SDL_FreeSurface(score);
|
||||
}
|
||||
|
||||
void drawtext(void) {
|
||||
|
@ -2279,6 +2466,7 @@ void removeall(void) {
|
|||
|
||||
void drawnetting(sprite_t *s) {
|
||||
int sx;
|
||||
int xx;
|
||||
SDL_Rect area;
|
||||
|
||||
if (s->netting) {
|
||||
|
@ -2311,7 +2499,12 @@ void drawnetting(sprite_t *s) {
|
|||
for (y = dis; y < s->img->h; y += dis) {
|
||||
yy = s->y - s->img->h;
|
||||
yy += y;
|
||||
drawline16(screen,sx,s->nety,s->x + s->netdir*s->netlen,yy,white);
|
||||
|
||||
xx = s->x + s->netdir*s->netlen;
|
||||
drawline16(screen,sx,s->nety,xx,yy,white);
|
||||
// add sparkle
|
||||
xx = s->x + s->netdir*s->netlen;
|
||||
addsprite(P_SPARKLE, xx + (rand() % 14) - 7, yy + (rand() % 8) - 4, "sparkle");
|
||||
}
|
||||
|
||||
//drawline16(screen,sx,s->nety,s->x + s->netdir*s->netlen,s->nety-3,white);
|
||||
|
@ -2320,6 +2513,7 @@ void drawnetting(sprite_t *s) {
|
|||
} else if (s->slamming) {
|
||||
double dist;
|
||||
int x,y;
|
||||
int ii;
|
||||
dist = (s->slamangle * (180/M_PI))/2;
|
||||
|
||||
s->netxstart = s->x + cos(s->slamangle-(180*(M_PI/180)))*dist*s->dir;
|
||||
|
@ -2332,10 +2526,16 @@ void drawnetting(sprite_t *s) {
|
|||
x = s->x + cos(s->slamangle-(5*(M_PI/180))-(180*(M_PI/180)))*dist*s->dir;
|
||||
y = s->y + sin(s->slamangle-(5*(M_PI/180))-(180*(M_PI/180)))*dist;
|
||||
drawline16(screen,s->x,s->y - s->img->h/2,x, y, white);
|
||||
|
||||
/* right line */
|
||||
x = s->x + cos(s->slamangle+(5*(M_PI/180))-(180*(M_PI/180)))*dist*s->dir;
|
||||
y = s->y + sin(s->slamangle+(5*(M_PI/180))-(180*(M_PI/180)))*dist;
|
||||
drawline16(screen,s->x,s->y - s->img->h/2,x, y, white);
|
||||
|
||||
// add sparkles
|
||||
for (ii = 0 ; ii < player->netmax; ii++) {
|
||||
addsprite(P_SPARKLE, s->netxstart + (rand() % 8) - 4, s->netystart + (rand() % 8) - 4, "sparkle");
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
|
@ -2569,6 +2769,12 @@ void dogravity(sprite_t *s) {
|
|||
tiletype_t *tt;
|
||||
int tilex,tiley;
|
||||
|
||||
// only player can move if you have a clock
|
||||
if (player->powerup == PW_CLOCK) {
|
||||
if (!iseffect(s->id) && (s != player) && !s->caughtby && !s->dead) {
|
||||
return;
|
||||
}
|
||||
}
|
||||
|
||||
// if we were on a trampoline and are now not, it releases */
|
||||
tt = gettileat(s->x,s->y,&tilex,&tiley);
|
||||
|
@ -2652,6 +2858,22 @@ void dogravity(sprite_t *s) {
|
|||
}
|
||||
}
|
||||
|
||||
// handle ring
|
||||
if (s == player) {
|
||||
if (player->powerup == PW_RINGJUMP) {
|
||||
if (timer % 2 == 0) {
|
||||
int xx,yy;
|
||||
// add sparkle
|
||||
xx = player->x + (rand() % player->img->w) - (player->img->w/2);
|
||||
yy = player->y - (rand() % (player->img->h/2));
|
||||
addsprite(P_SPARKLE, xx, yy, "sparkle");
|
||||
|
||||
// gain points
|
||||
addscore(player, 20);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/* have we hit a roof ? */
|
||||
/* can jump through one tile, but not two or more */
|
||||
if (isroofabove(s) && isroofnabove(s,2)) {
|
||||
|
@ -2688,6 +2910,7 @@ void dogravity(sprite_t *s) {
|
|||
if (s->netting % 2 == 0) {
|
||||
if (s->netspeed > -NETSPEED) s->netspeed--;
|
||||
else {
|
||||
if (s->netlen <= 0) {
|
||||
s->netting = 0;
|
||||
for (s2 = sprite ; s2 ; s2 = s2->next) {
|
||||
if ((s2->caughtby == s) && (s2->caughtstate == C_NETTING)) {
|
||||
|
@ -2696,6 +2919,7 @@ void dogravity(sprite_t *s) {
|
|||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
} else if (s->slamming) {
|
||||
int netx;
|
||||
double dist;
|
||||
|
@ -2745,11 +2969,20 @@ void dogravity(sprite_t *s) {
|
|||
macey = s2->y - s2->img->h/2;
|
||||
|
||||
// add explosion
|
||||
puffin(-1, macex, macey, "nothing", 0);
|
||||
for (yy = 0; yy < MACEEXPY; yy++) {
|
||||
for (xx = 0; xx < MACEEXPX; xx++) {
|
||||
puffin(-1, macex+xx*TILEW, macey-yy*TILEH, "nothing", 0);
|
||||
puffin(-1, macex-xx*TILEW, macey-yy*TILEH, "nothing", 0);
|
||||
//puffin(-1, macex, macey, "nothing", 0);
|
||||
addsprite(P_SMASH, macex, macey, "smash");
|
||||
addsprite(P_SMASH, macex+TILEW, macey, "smash");
|
||||
addsprite(P_SMASH, macex-TILEW, macey, "smash");
|
||||
addsprite(P_SMASH, macex, macey+TILEH, "smash");
|
||||
addsprite(P_SMASH, macex, macey-TILEH, "smash");
|
||||
for (yy = 1; yy <= MACEEXPY; yy++) {
|
||||
for (xx = 1; xx <= MACEEXPX; xx++) {
|
||||
addsprite(P_SMASH, macex+xx*TILEW, macey-yy*TILEH, "smash");
|
||||
addsprite(P_SMASH, macex-xx*TILEW, macey-yy*TILEH, "smash");
|
||||
addsprite(P_SMASH, macex+xx*TILEW, macey+yy*TILEH, "smash");
|
||||
addsprite(P_SMASH, macex-xx*TILEW, macey+yy*TILEH, "smash");
|
||||
//puffin(-1, macex+xx*TILEW, macey-yy*TILEH, "nothing", 0);
|
||||
//puffin(-1, macex-xx*TILEW, macey-yy*TILEH, "nothing", 0);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -2805,21 +3038,36 @@ void dogravity(sprite_t *s) {
|
|||
ydiff = (s2->y - s2->img->h/2) - ynet;
|
||||
if (ydiff < 0) ydiff =-ydiff;
|
||||
|
||||
/*
|
||||
if (player->powerup == PW_MACE) {
|
||||
xthresh = TILEW*MACEEXPX*2;
|
||||
ythresh = TILEW*MACEEXPY*2;
|
||||
} else {
|
||||
*/
|
||||
xthresh = s2->img->w;
|
||||
ythresh = s2->img->h;
|
||||
}
|
||||
//}
|
||||
|
||||
if ((xdiff <= xthresh) && (ydiff <= ythresh)) {
|
||||
if (s2->id != P_CLOUD) {
|
||||
/* dies and becomes a powerup */
|
||||
// if we were holding something, we can get a powerup
|
||||
// if we used a mace, it becomes a diamon.
|
||||
if (gotsomething) {
|
||||
s2->willbecome = poweruptypes[curpoweruptype];
|
||||
if (poweruptypes[++curpoweruptype] == -1) {
|
||||
curpoweruptype = 0;
|
||||
}
|
||||
} else if (player->powerup == PW_MACE) {
|
||||
s2->willbecome = P_DIAMOND;
|
||||
} else { // should never happen
|
||||
/* will become a fruit when it finishes dying */
|
||||
s2->willbecome = fruittypes[curfruittype];
|
||||
/* increment fruit type */
|
||||
if (fruittypes[++curfruittype] == -1) {
|
||||
curfruittype = 0;
|
||||
}
|
||||
}
|
||||
die(s2);
|
||||
pointsinc *= 2;
|
||||
psize += 10;
|
||||
|
@ -2932,6 +3180,23 @@ int movex(sprite_t *s,double amt) {
|
|||
}
|
||||
|
||||
s->moved = B_TRUE;
|
||||
|
||||
// rings
|
||||
if (s == player) {
|
||||
if (player->powerup == PW_RINGWALK) {
|
||||
if (isonground(player)) {
|
||||
int xx,yy;
|
||||
// add sparkle
|
||||
xx = player->x + (rand() % player->img->w) - (player->img->w/2);
|
||||
yy = player->y - (rand() % (player->img->h/2));
|
||||
addsprite(P_SPARKLE, xx, yy, "sparkle");
|
||||
|
||||
// gain points
|
||||
addscore(player, 3);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
return B_FALSE;
|
||||
}
|
||||
|
||||
|
@ -2978,6 +3243,36 @@ int dofruiteffect(sprite_t *s) {
|
|||
sprintf(tempm, "Big net!");
|
||||
addoutlinetext(s->x,s->y - s->img->h/2, TEXTSIZE_POINTS, tempm,&white,&black,POINTSDELAY);
|
||||
return B_TRUE;
|
||||
} else if (s->id == P_TROPHY) {
|
||||
// all powerups
|
||||
playfx(FX_POWERUP);
|
||||
player->netmax = 4; // all nets
|
||||
player->netbig = B_TRUE; // big net
|
||||
player->speed = 2; // fast
|
||||
sprintf(tempm, "Full power!");
|
||||
addoutlinetext(s->x,s->y - s->img->h/2, TEXTSIZE_POINTS, tempm,&white,&black,POINTSDELAY);
|
||||
return B_TRUE;
|
||||
} else if (s->id == P_BELL) {
|
||||
// all powerups
|
||||
playfx(FX_BELL); // different sound effect
|
||||
player->hasbell = B_TRUE;
|
||||
sprintf(tempm, "Powerup Detector!");
|
||||
addoutlinetext(s->x,s->y - s->img->h/2, TEXTSIZE_POINTS, tempm,&white,&black,POINTSDELAY);
|
||||
return B_TRUE;
|
||||
} else if (s->id == P_RINGGOLD) {
|
||||
// points for walking
|
||||
playfx(FX_POWERUP);
|
||||
player->powerup = PW_RINGWALK;
|
||||
sprintf(tempm, "Walk Ring!");
|
||||
addoutlinetext(s->x,s->y - s->img->h/2, TEXTSIZE_POINTS, tempm,&white,&black,POINTSDELAY);
|
||||
return B_TRUE;
|
||||
} else if (s->id == P_RINGSILVER) {
|
||||
// points for walking
|
||||
playfx(FX_POWERUP);
|
||||
player->powerup = PW_RINGJUMP;
|
||||
sprintf(tempm, "Jump Ring!");
|
||||
addoutlinetext(s->x,s->y - s->img->h/2, TEXTSIZE_POINTS, tempm,&white,&black,POINTSDELAY);
|
||||
return B_TRUE;
|
||||
} else if (s->id == P_MACEPOWERUP) {
|
||||
playfx(FX_POWERUP);
|
||||
player->powerup = PW_MACE;
|
||||
|
@ -2990,6 +3285,30 @@ int dofruiteffect(sprite_t *s) {
|
|||
sprintf(tempm, "Boxing Glove!");
|
||||
addoutlinetext(s->x,s->y - s->img->h/2, TEXTSIZE_POINTS, tempm,&white,&black,POINTSDELAY);
|
||||
return B_TRUE;
|
||||
} else if (s->id == P_HELMET) {
|
||||
int xx,yy;
|
||||
playfx(FX_ARMOR);
|
||||
player->id = P_ARMOUR; // change how the player looks
|
||||
player->armour = B_TRUE;
|
||||
sprintf(tempm, "Armour!");
|
||||
addoutlinetext(s->x,s->y - s->img->h/2, TEXTSIZE_POINTS, tempm,&white,&black,POINTSDELAY);
|
||||
// add puffs
|
||||
for (xx = s->x - TILEW; xx <= s->x + TILEW; xx += TILEW) {
|
||||
for (yy = s->y - TILEW*2; yy <= s->y; yy += TILEH) {
|
||||
puffin(-1, xx, yy, "nothing", 0);
|
||||
}
|
||||
}
|
||||
return B_TRUE;
|
||||
} else if (s->id == P_GEMBOOST) {
|
||||
playfx(FX_POWERUP);
|
||||
if (player->gemboost <= 1) {
|
||||
player->gemboost = 2;
|
||||
} else {
|
||||
player->gemboost = 3;
|
||||
}
|
||||
sprintf(tempm, "Bonus x%d!",player->gemboost);
|
||||
addoutlinetext(s->x,s->y - s->img->h/2, TEXTSIZE_POINTS, tempm,&white,&black,POINTSDELAY);
|
||||
return B_TRUE;
|
||||
} else if (s->id == P_FTODIAMOND) {
|
||||
sprite_t *s2, *nexts;
|
||||
// convert all flowers to diamonds
|
||||
|
@ -3069,6 +3388,16 @@ int dofruiteffect(sprite_t *s) {
|
|||
puffdelay += 1;
|
||||
}
|
||||
return B_TRUE;
|
||||
} else if (s->id == P_CLOCK) {
|
||||
// Freeze monsters
|
||||
playfx(FX_POWERUP);
|
||||
player->powerup = PW_CLOCK;
|
||||
clocktime = CLOCKTIME;
|
||||
sprintf(tempm, "Freeze time!");
|
||||
addoutlinetext(s->x,s->y - s->img->h/2, TEXTSIZE_POINTS, tempm,&white,&black,POINTSDELAY);
|
||||
// pause music
|
||||
Mix_PauseMusic();
|
||||
return B_TRUE;
|
||||
} else if (s->id == P_BOMB) {
|
||||
sprite_t *s2, *nexts;
|
||||
|
||||
|
@ -3086,6 +3415,8 @@ int dofruiteffect(sprite_t *s) {
|
|||
s2->dead = D_FINAL;
|
||||
} else if (ismonster(s2->id)) {
|
||||
s2->willbecome = P_DIAMOND;
|
||||
|
||||
s2->caughtby = NULL;
|
||||
die(s2);
|
||||
}
|
||||
}
|
||||
|
@ -3118,7 +3449,7 @@ int dofruiteffect(sprite_t *s) {
|
|||
}
|
||||
/* if so, create a left/right stream of flowers */
|
||||
if (!found) {
|
||||
int howmany = STREAMWID + 1;
|
||||
int howmany = (STREAMWID + 1) * player->gemboost;
|
||||
int puffdelay;
|
||||
|
||||
// RIGHT
|
||||
|
@ -3229,6 +3560,10 @@ int initsound(void) {
|
|||
loadfx(FX_MACE, "mace.wav");
|
||||
loadfx(FX_LIFE, "life.wav");
|
||||
loadfx(FX_GAMEOVER, "gameover.wav");
|
||||
loadfx(FX_OW, "ow.wav");
|
||||
loadfx(FX_BELL, "bell.wav");
|
||||
loadfx(FX_CLOCK, "clock.wav");
|
||||
loadfx(FX_ARMOR, "armor.wav");
|
||||
|
||||
|
||||
// load sound effects
|
||||
|
@ -3328,34 +3663,6 @@ SDL_Surface *grabbehind(sprite_t *s, SDL_Surface *surf) {
|
|||
return surf;
|
||||
}
|
||||
|
||||
// returns a random powerup
|
||||
int randompowerup(void) {
|
||||
int num;
|
||||
num = rand() % 9;
|
||||
|
||||
switch (num) {
|
||||
case 0:
|
||||
default:
|
||||
return P_SPEED;
|
||||
case 1:
|
||||
return P_BIGNET;
|
||||
case 2:
|
||||
return P_NUMNETS;
|
||||
case 3:
|
||||
return P_BOXING;
|
||||
case 4:
|
||||
return P_FTODIAMOND;
|
||||
case 5:
|
||||
return P_FTOGEM;
|
||||
case 6:
|
||||
return P_BOMB;
|
||||
case 7:
|
||||
return P_SHIELD;
|
||||
case 8:
|
||||
return P_MACEPOWERUP;
|
||||
}
|
||||
}
|
||||
|
||||
void dumpsprites(void) {
|
||||
sprite_t *s;
|
||||
int i = 0;
|
||||
|
|
1
rc.h
|
@ -42,7 +42,6 @@ void stopmusic(void);
|
|||
void channeldone(int channel);
|
||||
void movetostart(sprite_t *p, int dstx, int dsty, double xspeed,double yspeed);
|
||||
SDL_Surface *grabbehind(sprite_t *s, SDL_Surface *surf);
|
||||
int randompowerup(void);
|
||||
void dumpsprites(void);
|
||||
void countmonsters(void);
|
||||
int getpoints(int id);
|
||||
|
|
269
shared.c
|
@ -69,6 +69,9 @@ int loadlevel(int wnum, int lnum) {
|
|||
|
||||
if (!level) level = malloc(sizeof(level_t));
|
||||
|
||||
/* set current level pointer */
|
||||
curlevel = level;
|
||||
|
||||
if (level->animtiles) free(level->animtiles);
|
||||
|
||||
level->id = levelentry[lnum].id;
|
||||
|
@ -77,11 +80,6 @@ int loadlevel(int wnum, int lnum) {
|
|||
level->prev = NULL;
|
||||
level->next = NULL;
|
||||
|
||||
/* load background image */
|
||||
// TODO: read this from the level file rather than hardcoding
|
||||
if (levelbg) SDL_FreeSurface(levelbg);
|
||||
|
||||
levelbg = IMG_Load("backgrounds/forest.png");
|
||||
|
||||
/* default */
|
||||
level->hurryuptime = 30;
|
||||
|
@ -96,23 +94,6 @@ int loadlevel(int wnum, int lnum) {
|
|||
|
||||
|
||||
|
||||
/* clear tiletype linked list */
|
||||
while (tiletype != NULL) {
|
||||
int i;
|
||||
tiletype_t *tt;
|
||||
|
||||
/* kill first tile */
|
||||
for (i = 0; i < tiletype->numframes; i++) {
|
||||
if (tiletype->img[i]) {
|
||||
SDL_FreeSurface(tiletype->img[i]);
|
||||
tiletype->img[i] = NULL;
|
||||
}
|
||||
}
|
||||
tt = tiletype->next;
|
||||
free(tiletype);
|
||||
tiletype = tt;
|
||||
}
|
||||
|
||||
/* remove all onscreen text */
|
||||
while (text) {
|
||||
killtext(text);
|
||||
|
@ -126,12 +107,13 @@ int loadlevel(int wnum, int lnum) {
|
|||
}
|
||||
|
||||
/* read tileset */
|
||||
/*
|
||||
fgets(buf, BUFLEN, f);
|
||||
if (strstr(buf, "tileset") == buf) {
|
||||
p = strtok(buf, " ");
|
||||
p = strtok(NULL, " ");
|
||||
|
||||
/* strip newline */
|
||||
// strip newline
|
||||
p[strlen(p)-1] = '\0';
|
||||
|
||||
|
||||
|
@ -150,6 +132,36 @@ int loadlevel(int wnum, int lnum) {
|
|||
printf("invalid tileset file in line: '%s'\n",buf);
|
||||
return B_TRUE;
|
||||
}
|
||||
*/
|
||||
/* load background image */
|
||||
fgets(buf, BUFLEN, f);
|
||||
if (strstr(buf, "bgfile") == buf) {
|
||||
p = strtok(buf, " ");
|
||||
p = strtok(NULL, " ");
|
||||
|
||||
// strip newline
|
||||
p[strlen(p)-1] = '\0';
|
||||
|
||||
|
||||
|
||||
if (levelbg) SDL_FreeSurface(levelbg);
|
||||
sprintf(level->bgfile, "%s",p);
|
||||
levelbg = IMG_Load(level->bgfile);
|
||||
if (!levelbg) {
|
||||
printf("Cannot load background file: %s\n", level->bgfile);
|
||||
// default to forest
|
||||
levelbg = IMG_Load("backgrounds/forest.png");
|
||||
}
|
||||
|
||||
} else {
|
||||
// default to forest
|
||||
if (levelbg) SDL_FreeSurface(levelbg);
|
||||
levelbg = IMG_Load("backgrounds/forest.png");
|
||||
}
|
||||
|
||||
|
||||
//if (levelbg) SDL_FreeSurface(levelbg);
|
||||
//levelbg = IMG_Load("backgrounds/forest.png");
|
||||
|
||||
/* read background tile */
|
||||
fgets(buf, BUFLEN, f);
|
||||
|
@ -182,6 +194,7 @@ int loadlevel(int wnum, int lnum) {
|
|||
level->nummonsters = 0;
|
||||
|
||||
/* read tile defs */
|
||||
// TODO: remove all of this, don't need it with new level format
|
||||
nmappings = 0;
|
||||
fgets(buf, BUFLEN, f);
|
||||
while (!strstr(buf, "endmaps")) {
|
||||
|
@ -264,6 +277,7 @@ int loadlevel(int wnum, int lnum) {
|
|||
} else if (monid == P_POWERUPPOS) {
|
||||
level->powerupx = x;
|
||||
level->powerupy = y;
|
||||
level->poweruptype = randompowerup();
|
||||
} else {
|
||||
/* place the monster */
|
||||
level->initm[level->nummonsters].startx = x*TILEW+(TILEW/2);
|
||||
|
@ -609,8 +623,6 @@ int loadlevel(int wnum, int lnum) {
|
|||
free(help[i]);
|
||||
}
|
||||
|
||||
/* set current level pointer */
|
||||
curlevel = level;
|
||||
|
||||
/* add player if required */
|
||||
if (player == NULL) {
|
||||
|
@ -677,34 +689,41 @@ printf(".\n");
|
|||
|
||||
|
||||
void setdefaults(sprite_t *s) {
|
||||
// player powerup stats
|
||||
s->speed = 1;
|
||||
s->hasbell = B_FALSE;
|
||||
s->armour = B_FALSE;
|
||||
s->gemboost = 1;
|
||||
s->powerup = 0;
|
||||
s->netbig = 0;
|
||||
// player-only states
|
||||
s->recoiling = B_FALSE;
|
||||
s->netting = 0;
|
||||
s->netmax = 1;
|
||||
s->netcaught = 0;
|
||||
s->slamming = 0;
|
||||
s->invuln = 0;
|
||||
// states
|
||||
s->teleporting = 0;
|
||||
s->climbing = 0;
|
||||
s->powerup = 0;
|
||||
s->jumping = 0;
|
||||
s->jumpspeed = 0;
|
||||
s->jumpdir = 1;
|
||||
s->timer1 = 0;
|
||||
s->timer2 = 0;
|
||||
s->timer3 = 0;
|
||||
s->netting = 0;
|
||||
s->netmax = 1;
|
||||
s->netcaught = 0;
|
||||
s->netbig = 0;
|
||||
s->dropping = 0;
|
||||
s->dropx = -1;
|
||||
s->dropy = -1;
|
||||
s->ontramp = B_FALSE;
|
||||
s->trampx = -1;
|
||||
s->trampy = -1;
|
||||
s->quickdie = B_FALSE;
|
||||
s->dropy = -1;
|
||||
s->falling = 0;
|
||||
s->fallspeed = 0;
|
||||
s->dir = 1;
|
||||
s->slamming = 0;
|
||||
s->dead = 0;
|
||||
s->angry = 0;
|
||||
s->invuln = 0;
|
||||
s->jumptimer = 0;
|
||||
|
||||
s->bullet = NULL;
|
||||
|
@ -715,6 +734,7 @@ void setdefaults(sprite_t *s) {
|
|||
switch (s->id) {
|
||||
case P_BEE:
|
||||
case P_CLOUD:
|
||||
case P_SPIDER:
|
||||
s->flies = B_TRUE;
|
||||
break;
|
||||
default:
|
||||
|
@ -834,6 +854,23 @@ int loadtiletypes(char *filename) {
|
|||
|
||||
int uniq = 0 ;
|
||||
|
||||
/* clear tiletype linked list */
|
||||
while (tiletype != NULL) {
|
||||
int i;
|
||||
tiletype_t *tt;
|
||||
|
||||
/* kill first tile */
|
||||
for (i = 0; i < tiletype->numframes; i++) {
|
||||
if (tiletype->img[i]) {
|
||||
SDL_FreeSurface(tiletype->img[i]);
|
||||
tiletype->img[i] = NULL;
|
||||
}
|
||||
}
|
||||
tt = tiletype->next;
|
||||
free(tiletype);
|
||||
tiletype = tt;
|
||||
}
|
||||
|
||||
state = 0;
|
||||
f = fopen(filename,"rt");
|
||||
if (!f) {
|
||||
|
@ -993,7 +1030,28 @@ int loadimagesets(void) {
|
|||
loadspriteimage(P_PLAYER,F_SLAM3, "sprites/dslam3.png");
|
||||
loadspriteimage(P_PLAYER,F_SLAM4, "sprites/dslam4.png");
|
||||
loadspriteimage(P_PLAYER,F_SLAM5, "sprites/dslam5.png");
|
||||
imageset[P_PLAYER].numimages = 16;
|
||||
loadspriteimage(P_PLAYER,F_SWIM1, "sprites/dswim1.png");
|
||||
loadspriteimage(P_PLAYER,F_SWIM2, "sprites/dswim2.png");
|
||||
imageset[P_PLAYER].numimages = 18;
|
||||
|
||||
loadspriteimage(P_ARMOUR,F_WALK1, "sprites/armor.png");
|
||||
loadspriteimage(P_ARMOUR,F_JUMP, "sprites/armorjump.png");
|
||||
loadspriteimage(P_ARMOUR,F_FALL, "sprites/armorfall.png");
|
||||
loadspriteimage(P_ARMOUR,F_CAUGHT, "sprites/armor.png");
|
||||
loadspriteimage(P_ARMOUR,F_DEAD, "sprites/dwarfdie.png");
|
||||
/* next 3 are auto generated */
|
||||
loadspriteimage(P_ARMOUR,F_CLIMB1, "sprites/armorclimb1.png");
|
||||
loadspriteimage(P_ARMOUR,F_CLIMB2, "sprites/armorclimb2.png");
|
||||
loadspriteimage(P_ARMOUR,F_SHOOT, "sprites/armorshoot.png");
|
||||
loadspriteimage(P_ARMOUR,F_SLAM1, "sprites/armorslam1.png");
|
||||
loadspriteimage(P_ARMOUR,F_SLAM2, "sprites/armorslam2.png");
|
||||
loadspriteimage(P_ARMOUR,F_SLAM3, "sprites/armorslam3.png");
|
||||
loadspriteimage(P_ARMOUR,F_SLAM4, "sprites/armorslam4.png");
|
||||
loadspriteimage(P_ARMOUR,F_SLAM5, "sprites/armorslam5.png");
|
||||
loadspriteimage(P_ARMOUR,F_SWIM1, "sprites/armorswim1.png");
|
||||
loadspriteimage(P_ARMOUR,F_SWIM2, "sprites/armorswim2.png");
|
||||
imageset[P_ARMOUR].numimages = 18;
|
||||
|
||||
|
||||
loadspriteimage(P_SNAKE,F_WALK1, "sprites/snake.png");
|
||||
loadspriteimage(P_SNAKE,F_JUMP, "sprites/snakejump.png");
|
||||
|
@ -1064,9 +1122,16 @@ int loadimagesets(void) {
|
|||
loadspriteimage(P_BIGNET,F_WALK1, "sprites/bignet.png");
|
||||
imageset[P_BIGNET].numimages = 1;
|
||||
|
||||
loadspriteimage(P_GEMBOOST,F_WALK1, "sprites/gemboost.png");
|
||||
imageset[P_GEMBOOST].numimages = 1;
|
||||
|
||||
|
||||
loadspriteimage(P_HELP,F_WALK1, "sprites/help.png");
|
||||
imageset[P_HELP].numimages = 1;
|
||||
|
||||
loadspriteimage(P_HELMET,F_WALK1, "sprites/helmet.png");
|
||||
imageset[P_HELMET].numimages = 1;
|
||||
|
||||
loadspriteimage(P_FLOWERYELLOW,F_WALK1, "sprites/flower-yellow.png");
|
||||
imageset[P_FLOWERRED].numimages = 1;
|
||||
|
||||
|
@ -1116,12 +1181,39 @@ int loadimagesets(void) {
|
|||
loadspriteimage(P_MACE,F_WALK1, "sprites/mace.png");
|
||||
imageset[P_MACE].numimages = 1;
|
||||
|
||||
loadspriteimage(P_TROPHY,F_WALK1, "sprites/trophy.png");
|
||||
imageset[P_TROPHY].numimages = 1;
|
||||
|
||||
loadspriteimage(P_RINGSILVER,F_WALK1, "sprites/ring-silver.png");
|
||||
imageset[P_RINGSILVER].numimages = 1;
|
||||
|
||||
loadspriteimage(P_RINGGOLD,F_WALK1, "sprites/ring-gold.png");
|
||||
imageset[P_RINGGOLD].numimages = 1;
|
||||
|
||||
loadspriteimage(P_BELL,F_WALK1, "sprites/bell.png");
|
||||
imageset[P_BELL].numimages = 1;
|
||||
|
||||
loadspriteimage(P_CLOCK,F_WALK1, "sprites/clock.png");
|
||||
imageset[P_CLOCK].numimages = 1;
|
||||
|
||||
// puffs and mace smashes
|
||||
for (i = 0; i < PUFFFRAMES; i++) {
|
||||
char name[SMALLBUFLEN];
|
||||
sprintf(name, "sprites/puff%d.png",i);
|
||||
loadspriteimage(P_PUFF,i, name);
|
||||
sprintf(name, "sprites/puff%d.png",i);
|
||||
loadspriteimage(P_SMASH,i, name);
|
||||
}
|
||||
imageset[P_PUFF].numimages = PUFFFRAMES;
|
||||
imageset[P_SMASH].numimages = PUFFFRAMES;
|
||||
|
||||
// sparkles
|
||||
for (i = 0; i < SPARKLEFRAMES; i++) {
|
||||
char name[SMALLBUFLEN];
|
||||
sprintf(name, "sprites/sparkle%d.png",i);
|
||||
loadspriteimage(P_SPARKLE,i, name);
|
||||
}
|
||||
imageset[P_SPARKLE].numimages = SPARKLEFRAMES;
|
||||
|
||||
/* bullets */
|
||||
loadspriteimage(P_SPIT,F_WALK1, "sprites/spit.png");
|
||||
|
@ -1134,7 +1226,7 @@ int loadimagesets(void) {
|
|||
for (p = 0; p < MAXPTYPES; p++) {
|
||||
int fr;
|
||||
int angle = 90;
|
||||
/* rotated */
|
||||
/* rotated death images */
|
||||
// TODO: need to free tempimg ? */
|
||||
if (!isfruit(p) && !isbullet(p) && !iseffect(p)) {
|
||||
for (fr = F_DEAD2; fr <= F_DEAD4; fr++) {
|
||||
|
@ -1148,6 +1240,7 @@ int loadimagesets(void) {
|
|||
|
||||
for (i = 0; i < imageset[p].numimages; i++) {
|
||||
SDL_Surface *origi;
|
||||
if (!isfruit(p) && !iseffect(p)) {
|
||||
|
||||
SDL_SetColorKey(imageset[p].img[i],
|
||||
SDL_SRCCOLORKEY, SDL_MapRGB(screen->format, 0, 0, 0));
|
||||
|
@ -1218,7 +1311,7 @@ int loadimagesets(void) {
|
|||
SDL_SetColorKey(imageset[p].img[MAXFRAMES*3+i],
|
||||
SDL_SRCCOLORKEY, SDL_MapRGB(imageset[p].img[MAXFRAMES*3+i]->format, 101, 0, 0));
|
||||
*/
|
||||
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -1239,9 +1332,9 @@ void drawsprite(sprite_t *s) {
|
|||
} else if (isbullet(s->id)) {
|
||||
frame = F_WALK1;
|
||||
} else if (iseffect(s->id)) {
|
||||
if (s->id == P_PUFF) {
|
||||
if (s->timer1 >= PUFFFRAMES) {
|
||||
frame = PUFFFRAMES-1;
|
||||
if ((s->id == P_PUFF) || (s->id == P_SMASH) || (s->id == P_SPARKLE)) {
|
||||
if (s->timer1 >= imageset[s->id].numimages) {
|
||||
frame = imageset[s->id].numimages - 1;
|
||||
} else if (s->timer1 < 0) {
|
||||
// don't draw
|
||||
return;
|
||||
|
@ -1272,6 +1365,12 @@ void drawsprite(sprite_t *s) {
|
|||
} else {
|
||||
frame = F_CLIMB1;
|
||||
}
|
||||
} else if ((s->swimming) && (s == player) && !s->slamming) {
|
||||
if ((timer/12) % 2 == 0) {
|
||||
frame = F_SWIM1;
|
||||
} else {
|
||||
frame = F_SWIM2;
|
||||
}
|
||||
} else if (s->netting) {
|
||||
frame = F_SHOOT;
|
||||
} else if (s->jumping) {
|
||||
|
@ -1310,9 +1409,11 @@ void drawsprite(sprite_t *s) {
|
|||
}
|
||||
|
||||
/* x-flip if required */
|
||||
if (!isfruit(s->id) && !iseffect(s->id)) {
|
||||
if (s->dir == -1) {
|
||||
frame += MAXFRAMES;
|
||||
}
|
||||
}
|
||||
/* make red if required */
|
||||
if (s->angry) {
|
||||
frame += (MAXFRAMES*2);
|
||||
|
@ -1460,18 +1561,25 @@ int isfruit(int id) {
|
|||
case P_CHIPS:
|
||||
case P_BURGER:
|
||||
case P_DIAMOND:
|
||||
/* normal powerups */
|
||||
/* permenant powerups */
|
||||
case P_SPEED:
|
||||
case P_NUMNETS:
|
||||
case P_BIGNET:
|
||||
case P_HELP:
|
||||
/* random powerups */
|
||||
case P_GEMBOOST:
|
||||
case P_BELL:
|
||||
/* one-off level only powerups */
|
||||
case P_BOXING:
|
||||
case P_MACEPOWERUP:
|
||||
case P_FTODIAMOND:
|
||||
case P_FTOGEM:
|
||||
case P_BOMB:
|
||||
case P_HELMET:
|
||||
case P_SHIELD:
|
||||
case P_TROPHY:
|
||||
case P_RINGSILVER:
|
||||
case P_RINGGOLD:
|
||||
case P_CLOCK:
|
||||
/* flowers */
|
||||
case P_FLOWERYELLOW:
|
||||
case P_FLOWERRED:
|
||||
|
@ -1497,6 +1605,8 @@ int isbullet(int id) {
|
|||
|
||||
int iseffect(int id) {
|
||||
if (id == P_PUFF) return B_TRUE;
|
||||
if (id == P_SPARKLE) return B_TRUE;
|
||||
if (id == P_SMASH) return B_TRUE;
|
||||
if (id == P_POWERUPPOS) return B_TRUE;
|
||||
if (id == P_GLOVE) return B_TRUE;
|
||||
if (id == P_MACE) return B_TRUE;
|
||||
|
@ -1504,6 +1614,12 @@ int iseffect(int id) {
|
|||
return B_FALSE;
|
||||
}
|
||||
|
||||
int needscollisions(int id) {
|
||||
if (id == P_SMASH) return B_TRUE;
|
||||
|
||||
return B_FALSE;
|
||||
}
|
||||
|
||||
#ifdef OPENGL
|
||||
inline void drawpixel16(SDL_Surface *screen, int x, int y, SDL_Color c)
|
||||
{
|
||||
|
@ -1878,7 +1994,9 @@ void killtext(text_t *t) {
|
|||
the level announcement. That means that we can start
|
||||
moving.
|
||||
*/
|
||||
if (levelcomplete == LV_INIT) levelcomplete = LV_INPROGRESS;
|
||||
if (levelcomplete == LV_INIT) {
|
||||
levelcomplete = LV_INPROGRESS;
|
||||
}
|
||||
}
|
||||
|
||||
// returns score of given fruit type
|
||||
|
@ -1886,19 +2004,19 @@ int getpoints(int id) {
|
|||
int points;
|
||||
switch (id) {
|
||||
case P_CHEESE:
|
||||
points = 100;
|
||||
points = 1000;
|
||||
break;
|
||||
case P_ICECREAM:
|
||||
points = 200;
|
||||
points = 1500;
|
||||
break;
|
||||
case P_CHIPS:
|
||||
points = 300;
|
||||
points = 2000;
|
||||
break;
|
||||
case P_BURGER:
|
||||
points = 400;
|
||||
points = 2500;
|
||||
break;
|
||||
case P_DIAMOND:
|
||||
points = 500;
|
||||
points = 3000;
|
||||
break;
|
||||
case P_FLOWERYELLOW:
|
||||
points = 5;
|
||||
|
@ -1970,3 +2088,60 @@ int loadlevellist(void) {
|
|||
|
||||
return B_FALSE;
|
||||
}
|
||||
|
||||
int randompowerup(void) {
|
||||
int num;
|
||||
num = rand() % 16;
|
||||
|
||||
switch (num) {
|
||||
case 0:
|
||||
default:
|
||||
return P_SPEED;
|
||||
case 1:
|
||||
return P_BIGNET;
|
||||
case 2:
|
||||
return P_NUMNETS;
|
||||
case 3:
|
||||
return P_BOXING;
|
||||
case 4:
|
||||
return P_FTODIAMOND;
|
||||
case 5:
|
||||
return P_FTOGEM;
|
||||
case 6:
|
||||
return P_BOMB;
|
||||
case 7:
|
||||
return P_SHIELD;
|
||||
case 8:
|
||||
return P_MACEPOWERUP;
|
||||
case 9:
|
||||
return P_HELMET;
|
||||
case 10:
|
||||
return P_GEMBOOST;
|
||||
case 11:
|
||||
return P_TROPHY;
|
||||
case 12:
|
||||
return P_RINGSILVER;
|
||||
case 13:
|
||||
return P_RINGGOLD;
|
||||
case 14:
|
||||
return P_BELL;
|
||||
case 15:
|
||||
return P_CLOCK;
|
||||
}
|
||||
}
|
||||
|
||||
// returns true if the given powerup id is a permenant one
|
||||
int ispermenant(int pid) {
|
||||
switch (pid) {
|
||||
case P_SPEED:
|
||||
case P_NUMNETS:
|
||||
case P_BIGNET:
|
||||
case P_HELP:
|
||||
case P_TROPHY:
|
||||
case P_HELMET:
|
||||
case P_BELL:
|
||||
case P_GEMBOOST:
|
||||
return B_TRUE;
|
||||
}
|
||||
return B_FALSE;
|
||||
}
|
||||
|
|
3
shared.h
|
@ -19,6 +19,7 @@ int gettileframecount(int tid);
|
|||
int isfruit(int id);
|
||||
int isflower(int id);
|
||||
int iseffect(int id);
|
||||
int needscollisions(int id);
|
||||
int candoslopes(int sid);
|
||||
int flowertogem(int id);
|
||||
inline void drawpixel16(SDL_Surface *screen, int x, int y, SDL_Color c);
|
||||
|
@ -37,6 +38,8 @@ int ismonster(int id);
|
|||
void puffin(int willbecome, int x, int y, char *name, int delay);
|
||||
SDL_Surface *loadspriteimage(int spriteid, int frame, char *filename);
|
||||
int getpoints(int id);
|
||||
int randompowerup(void);
|
||||
int loadlevellist(void);
|
||||
int ispermenant(int pid);
|
||||
#endif
|
||||
|
||||
|
|
After Width: | Height: | Size: 655 B |
After Width: | Height: | Size: 465 B |
After Width: | Height: | Size: 541 B |
After Width: | Height: | Size: 611 B |
After Width: | Height: | Size: 631 B |
After Width: | Height: | Size: 895 B |
After Width: | Height: | Size: 761 B |
After Width: | Height: | Size: 582 B |
After Width: | Height: | Size: 540 B |
After Width: | Height: | Size: 716 B |
After Width: | Height: | Size: 697 B |
After Width: | Height: | Size: 831 B |
After Width: | Height: | Size: 696 B |
After Width: | Height: | Size: 1.1 KiB |
Before Width: | Height: | Size: 185 B After Width: | Height: | Size: 195 B |
After Width: | Height: | Size: 1.1 KiB |
Before Width: | Height: | Size: 1.0 KiB After Width: | Height: | Size: 1.0 KiB |
After Width: | Height: | Size: 1.4 KiB |
After Width: | Height: | Size: 1.4 KiB |
After Width: | Height: | Size: 228 B |
After Width: | Height: | Size: 1005 B |
BIN
sprites/help.png
Before Width: | Height: | Size: 218 B After Width: | Height: | Size: 217 B |
Before Width: | Height: | Size: 191 B After Width: | Height: | Size: 196 B |
After Width: | Height: | Size: 973 B |
After Width: | Height: | Size: 837 B |
After Width: | Height: | Size: 175 B |
After Width: | Height: | Size: 184 B |
After Width: | Height: | Size: 205 B |
After Width: | Height: | Size: 216 B |
After Width: | Height: | Size: 205 B |
After Width: | Height: | Size: 184 B |
After Width: | Height: | Size: 175 B |
Before Width: | Height: | Size: 185 B After Width: | Height: | Size: 204 B |
After Width: | Height: | Size: 2.0 KiB |
|
@ -1,4 +1,4 @@
|
|||
tileset green
|
||||
bgfile backgrounds/forest.png
|
||||
bg 0
|
||||
hurryup 30
|
||||
endmaps
|
||||
|
|
|
@ -1,4 +1,4 @@
|
|||
tileset green
|
||||
bgfile backgrounds/forest2.png
|
||||
bg 0
|
||||
hurryup 60
|
||||
endmaps
|
||||
|
@ -33,6 +33,7 @@ P 36 24
|
|||
P 38 24
|
||||
S 31 24
|
||||
r 20 21
|
||||
s 37 9
|
||||
endmonsters
|
||||
exitdir 1
|
||||
4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,
|
||||
|
@ -43,7 +44,7 @@ exitdir 1
|
|||
4,27,27,27,27,27,27,27,27,27,27,27,27,27,27,27,27,27,27,27,27,27,27,27,27,27,27,27,27,27,27,27,27,27,27,27,27,27,27,4,
|
||||
4,27,27,27,27,27,1,1,27,27,27,27,27,27,27,27,27,27,27,27,27,27,27,27,27,1,1,27,27,27,27,27,27,27,27,27,27,27,27,4,
|
||||
4,27,27,27,27,27,27,27,27,27,27,27,27,27,27,27,27,27,27,27,27,27,27,27,27,27,27,27,27,27,27,27,27,27,27,27,27,27,27,4,
|
||||
4,1,1,27,27,27,27,27,27,27,27,27,27,27,27,27,27,27,27,27,27,27,27,27,27,27,27,27,27,1,1,27,27,27,27,27,27,27,1,4,
|
||||
4,1,1,27,27,27,27,27,27,27,27,27,27,27,27,27,27,27,27,27,27,27,27,27,27,27,27,27,27,1,1,1,1,1,1,1,1,1,1,4,
|
||||
4,27,27,27,27,27,27,27,27,27,27,27,27,27,27,27,27,27,27,27,27,27,27,27,27,27,27,27,27,27,27,27,27,27,27,27,27,27,27,4,
|
||||
4,27,27,27,27,27,1,1,27,27,27,27,27,27,27,27,27,27,27,27,27,27,27,27,27,1,1,27,27,27,27,27,27,27,27,27,27,27,27,4,
|
||||
4,27,27,27,27,27,27,27,27,27,27,27,27,27,27,27,27,27,27,27,27,27,27,27,27,27,27,27,27,27,27,27,27,27,27,27,27,27,27,4,
|
||||
|
@ -64,8 +65,10 @@ exitdir 1
|
|||
4,27,27,27,27,27,27,27,27,27,27,27,27,27,27,27,27,27,27,27,27,27,27,27,27,27,27,27,27,27,27,27,27,27,27,27,27,27,27,4,
|
||||
4,27,27,27,27,27,27,27,27,27,27,27,27,27,27,27,27,27,27,27,27,27,27,27,27,27,27,27,27,27,27,27,27,27,27,27,27,27,27,4,
|
||||
4,27,27,27,27,27,27,27,27,27,27,27,27,27,27,27,27,27,27,27,27,27,27,27,27,27,27,27,27,27,27,27,27,27,27,27,27,27,27,4,
|
||||
1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,
|
||||
1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,4,
|
||||
layer2
|
||||
1,1,19
|
||||
38,1,18
|
||||
8,6,28
|
||||
9,6,28
|
||||
10,6,28
|
||||
|
@ -88,19 +91,14 @@ layer2
|
|||
17,7,27
|
||||
18,7,27
|
||||
19,7,27
|
||||
31,8,28
|
||||
32,8,28
|
||||
33,8,28
|
||||
34,8,28
|
||||
35,8,28
|
||||
36,8,28
|
||||
37,8,28
|
||||
1,9,19
|
||||
15,9,27
|
||||
16,9,27
|
||||
17,9,27
|
||||
18,9,27
|
||||
19,9,27
|
||||
20,9,27
|
||||
38,9,18
|
||||
8,10,28
|
||||
9,10,28
|
||||
10,10,28
|
||||
|
@ -118,6 +116,7 @@ layer2
|
|||
22,10,28
|
||||
23,10,28
|
||||
24,10,28
|
||||
1,14,19
|
||||
8,14,28
|
||||
9,14,28
|
||||
10,14,28
|
||||
|
@ -144,6 +143,7 @@ layer2
|
|||
19,15,27
|
||||
22,15,27
|
||||
23,15,27
|
||||
38,17,18
|
||||
5,18,28
|
||||
6,18,28
|
||||
7,18,28
|
||||
|
@ -204,8 +204,10 @@ layer2
|
|||
33,25,28
|
||||
34,25,28
|
||||
35,25,28
|
||||
1,26,19
|
||||
26,26,27
|
||||
27,26,27
|
||||
28,26,27
|
||||
29,26,27
|
||||
30,26,27
|
||||
38,26,18
|
||||
|
|
|
@ -0,0 +1,97 @@
|
|||
bgfile backgrounds/forest2.png
|
||||
bg 0
|
||||
hurryup 60
|
||||
endmaps
|
||||
help
|
||||
endhelp
|
||||
monsters
|
||||
1 1 2
|
||||
! 19 2
|
||||
r 33 7
|
||||
r 13 10
|
||||
@ 6 28
|
||||
@ 6 28
|
||||
@ 6 28
|
||||
@ 6 28
|
||||
@ 2 28
|
||||
@ 2 28
|
||||
@ 2 28
|
||||
@ 2 28
|
||||
@ 2 28
|
||||
@ 15 28
|
||||
@ 15 28
|
||||
@ 15 28
|
||||
@ 15 28
|
||||
@ 15 28
|
||||
Y 35 5
|
||||
Y 28 5
|
||||
@ 20 2
|
||||
Y 21 2
|
||||
Y 18 2
|
||||
Y 6 10
|
||||
Y 10 10
|
||||
r 11 18
|
||||
C 9 28
|
||||
S 30 5
|
||||
S 30 5
|
||||
S 30 5
|
||||
P 30 28
|
||||
P 31 28
|
||||
@ 28 14
|
||||
@ 31 14
|
||||
Y 20 15
|
||||
@ 19 12
|
||||
P 11 18
|
||||
P 7 18
|
||||
@ 9 18
|
||||
@ 13 18
|
||||
Y 4 2
|
||||
Y 6 2
|
||||
P 8 10
|
||||
P 12 10
|
||||
Y 14 10
|
||||
endmonsters
|
||||
exitdir 1
|
||||
4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,
|
||||
4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4,
|
||||
4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4,
|
||||
4,1,1,1,1,1,1,1,3,0,0,0,0,0,0,0,0,2,1,1,1,1,3,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4,
|
||||
4,4,4,4,4,4,4,4,4,3,0,0,0,0,0,0,2,4,4,4,4,4,4,3,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4,
|
||||
4,4,4,4,4,4,4,4,4,4,3,0,0,0,0,2,4,4,4,4,4,4,4,4,3,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4,
|
||||
4,4,4,4,4,4,4,4,4,4,4,3,0,0,2,4,4,4,4,4,4,4,4,4,4,1,1,1,1,1,1,1,0,0,0,1,16,16,16,4,
|
||||
4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4,4,4,4,4,4,4,4,0,0,0,0,0,0,0,0,4,15,15,15,4,
|
||||
4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4,4,4,4,4,4,4,4,16,16,16,16,16,1,1,1,4,15,15,15,4,
|
||||
4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4,4,4,4,4,4,4,4,15,15,15,15,15,4,4,4,4,15,15,15,4,
|
||||
4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,5,0,0,0,0,0,0,4,4,4,4,15,15,15,15,15,4,4,4,4,15,15,15,4,
|
||||
4,1,1,8,1,1,1,1,1,1,1,1,1,1,1,1,1,16,16,16,16,16,16,4,4,4,4,15,15,15,15,15,4,4,4,4,15,15,15,4,
|
||||
4,4,4,7,4,4,4,4,4,4,4,4,4,4,4,4,4,1,1,15,15,15,15,4,4,4,15,15,15,15,15,15,15,4,4,4,15,15,15,4,
|
||||
4,4,4,7,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,1,15,15,15,15,15,15,15,15,15,15,15,15,15,15,15,15,15,15,15,4,
|
||||
4,4,4,7,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,15,15,15,15,15,15,15,15,15,15,15,15,15,15,15,15,15,15,15,4,
|
||||
4,4,4,7,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,15,15,15,15,15,15,15,1,1,1,1,1,1,15,15,15,15,15,15,4,
|
||||
4,4,4,7,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,1,15,15,15,15,15,15,4,0,0,0,0,4,15,15,15,15,15,15,4,
|
||||
4,4,4,7,0,0,0,0,0,0,0,0,0,0,0,4,4,4,4,4,4,15,15,15,15,15,15,4,0,0,0,0,4,15,15,15,15,15,15,4,
|
||||
4,4,4,7,0,0,0,0,0,0,0,0,0,0,0,4,4,4,4,4,4,15,15,15,15,15,15,4,12,0,0,0,4,15,15,15,15,15,15,4,
|
||||
4,4,4,8,1,1,1,1,1,1,1,1,1,1,1,4,4,4,4,4,4,15,15,15,15,15,15,4,13,0,0,0,4,15,15,15,15,15,15,4,
|
||||
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4,0,0,7,0,0,0,0,0,0,0,0,0,0,0,0,0,0,14,4,4,4,4,4,4,4,1,15,15,15,15,15,15,15,1,4,4,4,4,4,
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layer2
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22,23,11
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38,23,11
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23,24,11
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37,24,11
|
||||
24,25,11
|
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36,25,11
|
||||
25,26,11
|
||||
35,26,11
|
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26,27,11
|
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34,27,11
|
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27,28,11
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|
@ -0,0 +1,68 @@
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tileset green
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bg 0
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hurryup 60
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endmaps
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help
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endhelp
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monsters
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1 19 18
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! 19 21
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a 13 9
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a 23 9
|
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a 27 17
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a 8 18
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a 13 24
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a 23 23
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a 32 24
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a 3 23
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C 22 11
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C 12 11
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P 26 7
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P 10 7
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@ 31 14
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@ 6 14
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Y 2 21
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Y 34 21
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Y 7 21
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Y 29 21
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@ 25 21
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@ 20 21
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@ 11 21
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@ 16 21
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Y 25 14
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Y 12 14
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P 21 14
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P 16 14
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4,0,24,26,26,26,26,24,0,0,0,24,26,26,26,26,24,0,0,0,24,26,26,26,26,24,0,0,0,24,26,26,26,26,24,0,0,0,0,4,
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4,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,4,
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layer2
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@ -0,0 +1,92 @@
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tileset green
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bg 0
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hurryup 232
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endmaps
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help
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endhelp
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monsters
|
||||
1 2 24
|
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! 28 6
|
||||
a 11 12
|
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a 28 24
|
||||
a 29 18
|
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a 6 11
|
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C 9 5
|
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C 31 23
|
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S 24 28
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a 21 2
|
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a 37 10
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P 8 5
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P 9 5
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P 10 5
|
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P 11 5
|
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P 27 15
|
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P 28 15
|
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P 30 15
|
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P 29 15
|
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@ 35 27
|
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@ 37 25
|
||||
Y 36 26
|
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Y 34 28
|
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Y 4 26
|
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@ 3 25
|
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Y 9 25
|
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@ 10 25
|
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Y 7 14
|
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Y 12 14
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P 14 12
|
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P 5 12
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@ 13 13
|
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@ 6 13
|
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@ 28 11
|
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@ 28 7
|
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@ 5 7
|
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@ 3 9
|
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Y 6 6
|
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Y 4 8
|
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Y 13 6
|
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Y 15 8
|
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@ 16 8
|
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@ 14 7
|
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@ 30 11
|
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@ 30 7
|
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Y 29 11
|
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Y 29 7
|
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S 32 7
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endmonsters
|
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24,20,0,0,24,24,26,26,26,26,26,26,26,26,24,24,24,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,20,24,
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24,0,0,24,24,26,26,26,26,26,26,26,26,26,26,26,26,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,24,
|
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24,0,0,24,24,26,26,26,26,26,26,26,26,26,26,26,26,0,6,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,24,
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24,20,0,24,24,26,26,26,26,26,26,26,26,26,26,25,25,20,20,20,20,20,20,20,20,20,25,25,25,25,25,25,25,0,0,0,0,0,20,24,
|
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24,0,0,0,24,25,26,26,26,26,26,26,26,26,25,24,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,24,
|
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24,0,0,0,0,24,25,26,26,26,26,26,26,25,24,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,24,
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24,20,0,0,0,0,24,25,26,26,26,26,25,24,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,20,24,
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24,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,24,24,26,26,26,26,24,24,0,0,0,0,0,0,24,
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24,20,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,24,24,26,26,26,26,26,26,24,24,0,0,0,0,20,24,
|
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24,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,24,24,26,26,26,26,26,26,26,26,24,24,0,0,0,0,24,
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24,0,0,0,0,0,0,25,25,25,25,25,25,20,20,20,20,20,20,20,20,20,25,25,25,26,26,26,26,26,26,26,26,25,25,25,0,0,0,24,
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|
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24,24,24,25,0,0,0,25,25,25,25,25,25,0,0,0,0,0,0,0,0,0,0,0,0,0,24,25,25,25,25,24,0,0,0,0,0,25,24,24,
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24,24,24,24,25,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,25,24,24,24,
|
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24,24,24,24,24,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,25,24,24,24,24,
|
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24,24,24,24,24,25,25,25,25,25,25,25,25,25,25,25,25,25,25,25,25,25,25,25,25,25,25,25,25,25,25,25,25,25,25,24,24,24,24,24,
|
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layer2
|
||||
27,25,11
|
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28,25,11
|
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29,25,11
|
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30,25,11
|
|
@ -0,0 +1,73 @@
|
|||
bgfile
|
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bg 0
|
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hurryup 232
|
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endmaps
|
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help
|
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endhelp
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monsters
|
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1 20 28
|
||||
! 16 4
|
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a 22 22
|
||||
a 17 19
|
||||
a 21 17
|
||||
a 19 20
|
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a 24 20
|
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C 4 13
|
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C 37 13
|
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a 17 23
|
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Y 26 13
|
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Y 14 13
|
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Y 12 13
|
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Y 28 13
|
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Y 31 13
|
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Y 9 13
|
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@ 36 13
|
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@ 3 13
|
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@ 7 13
|
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@ 33 13
|
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P 30 20
|
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P 10 20
|
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P 24 4
|
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P 17 4
|
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P 16 4
|
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P 23 4
|
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@ 25 5
|
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@ 15 5
|
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@ 18 8
|
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@ 22 8
|
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P 20 23
|
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P 23 23
|
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P 17 23
|
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endmonsters
|
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exitdir 1
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|
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|
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|
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|
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|
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|
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||||
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|
||||
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|
||||
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||||
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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||||
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|
||||
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||||
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|
||||
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|
||||
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|
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|
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|
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|
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|
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|
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|
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||||
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|
||||
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|
||||
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|
||||
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|
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|
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|
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|
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|
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|
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|
||||
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|
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|
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|
||||
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|
||||
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|
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
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||||
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|
||||
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||||
1,28,15
|
||||
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|
||||
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
||||
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|
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
36,28,15
|
||||
37,28,15
|
||||
38,28,15
|
|
@ -1,4 +1,4 @@
|
|||
tileset green
|
||||
bgfile backgrounds/forest2.png
|
||||
bg 0
|
||||
hurryup 40
|
||||
endmaps
|
||||
|
|
|
@ -1,4 +1,4 @@
|
|||
tileset green
|
||||
bgfile backgrounds/forest2.png
|
||||
bg 0
|
||||
hurryup 120
|
||||
endmaps
|
||||
|
|
|
@ -0,0 +1,66 @@
|
|||
bgfile backgrounds/forest2.png
|
||||
bg 0
|
||||
hurryup 30
|
||||
endmaps
|
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help
|
||||
endhelp
|
||||
monsters
|
||||
1 1 17
|
||||
! 20 15
|
||||
Y 36 9
|
||||
s 29 1
|
||||
r 17 16
|
||||
r 21 20
|
||||
Y 15 16
|
||||
Y 24 16
|
||||
@ 23 20
|
||||
@ 16 20
|
||||
P 25 12
|
||||
P 14 12
|
||||
@ 23 6
|
||||
@ 16 6
|
||||
r 21 12
|
||||
C 33 9
|
||||
C 26 9
|
||||
C 4 9
|
||||
s 13 1
|
||||
P 27 9
|
||||
@ 32 9
|
||||
@ 7 9
|
||||
Y 3 9
|
||||
P 12 9
|
||||
endmonsters
|
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exitdir 1
|
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|
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@ 5 18
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@ 7 18
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@ 9 18
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P 34 13
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P 36 13
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P 7 13
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P 5 13
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P 3 13
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@ 34 8
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@ 36 8
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@ 3 8
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@ 5 8
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layer2
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@ -1,4 +1,4 @@
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tileset green
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bg 0
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hurryup 30
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endmaps
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|
@ -0,0 +1,48 @@
|
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bgfile
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bg 0
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hurryup 30
|
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endmaps
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help
|
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endhelp
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monsters
|
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|
||||
! 21 23
|
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a 36 7
|
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a 2 9
|
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a 21 15
|
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a 29 23
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|
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|
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|
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layer2
|
|
@ -1,4 +1,4 @@
|
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tileset green
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endmaps
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|
@ -0,0 +1,67 @@
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tileset green
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hurryup 60
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endmaps
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help
|
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endhelp
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monsters
|
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1 1 2
|
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r 33 7
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r 13 10
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@ 6 28
|
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@ 6 28
|
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@ 6 28
|
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@ 6 28
|
||||
@ 2 28
|
||||
@ 2 28
|
||||
@ 2 28
|
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@ 2 28
|
||||
@ 2 28
|
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@ 15 28
|
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@ 15 28
|
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@ 15 28
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@ 15 28
|
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@ 15 28
|
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Y 35 5
|
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Y 28 5
|
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@ 20 2
|
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Y 21 2
|
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Y 18 2
|
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Y 6 10
|
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Y 10 10
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r 11 18
|
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C 9 28
|
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S 30 5
|
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S 30 5
|
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S 30 5
|
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endmonsters
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4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,
|
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4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4,
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|
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14,19,28
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|
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|
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21,19,28
|
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22,19,28
|
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23,19,28
|
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|
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25,19,28
|
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26,19,28
|
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27,19,28
|
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28,19,28
|
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|
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10,23,28
|
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11,23,28
|
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12,23,28
|
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13,23,28
|
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14,23,28
|
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15,23,28
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16,23,28
|
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17,23,28
|
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18,23,28
|
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19,23,28
|
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20,23,28
|
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21,23,28
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22,23,28
|
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23,23,28
|
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24,23,28
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25,23,28
|
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26,23,28
|
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27,23,28
|
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28,23,28
|
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29,23,28
|
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37,23,7
|
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37,24,7
|
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37,25,7
|
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37,26,7
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@ -1,57 +1,51 @@
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tileset green
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monsters
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r 37 3
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P 7 13
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s 5 1
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r 17 13
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r 37 12
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4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4,
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|
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|
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|
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|
||||
4,4,4,4,4,4,4,4,15,15,15,15,15,15,15,15,15,15,15,15,15,15,15,15,15,4,4,4,4,4,4,4,4,4,4,4,0,0,0,4,
|
||||
4,4,4,4,4,4,4,4,15,15,15,15,15,15,15,15,15,15,15,15,15,15,15,15,15,4,4,4,4,4,4,4,4,4,4,4,0,0,0,4,
|
||||
4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,1,1,1,4,
|
||||
4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,
|
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4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,
|
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4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,
|
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4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,
|
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layer2
|
||||
19,6,1
|
||||
22,6,1
|
||||
13,7,8
|
||||
17,7,8
|
||||
13,13,8
|
||||
17,13,8
|
||||
11,24,11
|
||||
|
|