Fixed but with teleporters not working.

This commit is contained in:
Rob Pearce 2016-07-24 20:31:37 +12:00
parent 85370a2dba
commit 846e54e33d
2 changed files with 123 additions and 4 deletions

6
rc.c
View File

@ -3103,6 +3103,9 @@ int movesprite(sprite_t *s) {
} else if (s->teleporting > 0) {
SDL_Surface *ts;
if (timer % 2 == 0) {
int prew,preh;
prew = s->img->w;
preh = s->img->h;
/* shrink */
if (s->teleporting == TP_SHRINKING) {
ts = rotozoomSurfaceXY(s->img,0, 0.9 , 0.9 ,0);
@ -3115,7 +3118,8 @@ int movesprite(sprite_t *s) {
// mark that we've allocated the player's teleport image
s->allocimg = B_TRUE;
if ((s->img->w <= 2) || (s->img->h <= 2)) {
if (((s->img->w <= 2) || (s->img->h <= 2)) ||
((s->img->w == prew) && (s->img->h == preh))) {
/* go to tele dest */
int x,y;
/* find destination */

121
todo
View File

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