Fixed but with teleporters not working.
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parent
85370a2dba
commit
846e54e33d
6
rc.c
6
rc.c
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@ -3103,6 +3103,9 @@ int movesprite(sprite_t *s) {
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} else if (s->teleporting > 0) {
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SDL_Surface *ts;
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if (timer % 2 == 0) {
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int prew,preh;
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prew = s->img->w;
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preh = s->img->h;
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/* shrink */
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if (s->teleporting == TP_SHRINKING) {
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ts = rotozoomSurfaceXY(s->img,0, 0.9 , 0.9 ,0);
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@ -3115,7 +3118,8 @@ int movesprite(sprite_t *s) {
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// mark that we've allocated the player's teleport image
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s->allocimg = B_TRUE;
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if ((s->img->w <= 2) || (s->img->h <= 2)) {
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if (((s->img->w <= 2) || (s->img->h <= 2)) ||
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((s->img->w == prew) && (s->img->h == preh))) {
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/* go to tele dest */
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int x,y;
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/* find destination */
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121
todo
121
todo
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@ -1,14 +1,99 @@
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- fullscreen mode not working with open
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- Make level editor work again in opengl
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- add help to level editor!
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- Add a level with an 'animspike' to test it.
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- get it working not super slow while in non-fullscreen mode.
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might have to convert to opengl.
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- top left tile is always blank??
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- New powerups:
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- until end of level
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- [ ] treasure map- chest falls at end of level and shoots
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out powerups
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- [ ] pipe? - bubbles rise from bottom to top
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- [ ] bubble bobble potion - shoot bubbles ala bubble bobble!
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- [ ] snowman - throw snowballs ala snow bros!
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(or a snowbros powerup image)
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- permenant:
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- [ ] wand - ladders ala rodland ?
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- Draw graphics for between-level sequences.
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- draw and scan ?
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- had a plan for this somewhere, i think in an old omnioutliner doc
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CODE:
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- [ ] instrad of cloud coming, wipe screen
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- [ ] moviescript():
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- [ ] picture filename
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- [ ] pause secs
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- [ ] caption ID "balh blah" x,y secs
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- [ ] stopcaption ID
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- [ ] fadeout
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- [ ] picture newfilename
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- [ ] ...
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forest
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- standing on dead king rat
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- he: on rat
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- she: punching air
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- "yeah!"
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- "right! now where's our dinner..."
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- find footsteps and breadcrumbs
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- "??"
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- peer through bushes...
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- zoom out to see it leads
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out of forest to beach!
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beach
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- whacking king snail, shell exploding...
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- he: whacking
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- she: stomping
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- find note: "deliver the goods to king cat's kitchen/factory" (or note?)
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- shot of outside factory...
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kitchen
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- on building roof, king fly dead on ground
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- she: hitting with swatter
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- he: leaning on wall? - "where to now?"
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- look up, see henchman flying up with cake
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- scroll across/up to snowy mountain...
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snow
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- top of mountain, king ant dead (and smoking)
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- he: crossed arms
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- she: standing on corpse, flexing.
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- look down off mountain...
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- "uh oh"
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- "while we've been away...."
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- "they've gone back to the castle for more!!"
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- Shot of castle with "king cat and rats" flag flying.
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- Compose original music tracks.
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- ingame (plus fast version)
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- Diff styles for diff levels?
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- [ ] forest - norm
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- [ ] sand - egyptian
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- [ ] kitchen - jazz
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- [ ] ice - plunks
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- [ ] castle - march
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- boss
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- hiscore
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- Credits
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- giant cookie = karen
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- code = rob
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- graphics = rob
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- music = ???
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- New features
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- pipes
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nonsolid
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when you are fully inside one
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transport you along the pipe to the other end
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then auto-jump
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(or use teleporter linking)
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- Review difficulty curve over all levels.
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1-5 little room in the middle is a bit tricky for level 5
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@ -16,3 +101,33 @@
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maybe move it slightly later
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- New tiles
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- destroyable tile
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- when a net hits it, it explodes into 4 pieces. don't come back.
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- (net stops)
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- (maybe have a "strong net" powerup which makes it keep going?
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- only worth doing if i add lots of tese kind of tiles.
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- same if you SLAM onto it.
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- Tapestry (castle)
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- falling icicle (regrows)
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- secret levels/worlds
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- totally underwater with currents towards spikes
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- all moving platforms
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- Make 'credits' let you continue... but from the start of the world and with 0 points
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- sound delays after long play
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- new level ideas
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- [ ] scales
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- [ ] box you jump in?
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- [ ] monsters come down from top
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- [ ] pipes
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- [ ] laundry
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- [ ] kitchen
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- [ ] level with traps
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