- added hiss sound when snake shoots
- pill now makes you constantly animate
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parent
6a51fe8b34
commit
8d6a075fd4
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@ -6,8 +6,9 @@ endhelp
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monsters
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0 5 23
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134 35 22
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23 12 19
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6 20 10
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23 12 23
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12 24 19
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endmonsters
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exitdir 1
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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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@ -30,7 +31,7 @@ exitdir 1
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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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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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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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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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4,0,0,0,0,0,0,0,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,0,0,0,0,0,0,0,0,0,0,4,
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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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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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4,0,0,0,0,0,0,0,17,0,0,0,0,0,17,0,0,0,0,0,17,0,0,0,0,0,17,0,0,0,0,17,0,0,0,0,0,0,0,4,
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Binary file not shown.
3
defs.h
3
defs.h
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@ -321,7 +321,7 @@
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/* enums */
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/* sounds */
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#define MAXFX 60
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#define MAXFX 61
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#define FX_SHOOT 0
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#define FX_SLAM 1
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#define FX_KILL 2
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@ -382,6 +382,7 @@
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#define FX_JETPACK 57
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#define FX_CAMERA 58
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#define FX_LASER 59
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#define FX_HISS 60
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// card suits
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#define CS_HEART 1
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2
rc.c
2
rc.c
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@ -4087,6 +4087,7 @@ printf("setting target to y = %d\n",ss->timer2);
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if (shoot) {
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// if our shooting timer is okay
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if (s->timer1 == 0) {
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playfx(FX_HISS);
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ss = addsprite(P_SPIT,s->x,s->y - s->img->h/2,"spit" );
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ss->ys = 0;
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ss->xs = s->dir * (getspeed(s)*2);
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@ -8305,6 +8306,7 @@ int initsound(void) {
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loadfx(FX_JETPACK, "jetpack.wav");
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loadfx(FX_CAMERA, "camera.wav");
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loadfx(FX_LASER, "laser.wav");
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loadfx(FX_HISS, "hiss.wav");
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// load sound effects
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for (i = 0; i < MAXFX; i++) {
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46
shared.c
46
shared.c
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@ -2064,6 +2064,13 @@ void drawsprite(sprite_t *s) {
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frame = F_DEAD;
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} else if (s->id == P_SLUG) {
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frame = F_FALL;
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} else if (s->powerup == PW_PILL) {
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// toggle between walking frames FAST
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if ((timer/3) % 2 == 0) {
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frame = F_WALK1;
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} else {
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frame = F_JUMP;
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}
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} else {
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frame = F_JUMP;
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}
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@ -2079,6 +2086,13 @@ void drawsprite(sprite_t *s) {
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} else {
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frame = F_FALL;
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}
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} else if (s->powerup == PW_PILL) {
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// toggle between walking frames FAST
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if ((timer/3) % 2 == 0) {
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frame = F_WALK1;
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} else {
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frame = F_JUMP;
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}
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} else {
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frame = F_FALL;
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}
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@ -2102,11 +2116,20 @@ void drawsprite(sprite_t *s) {
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// DEFAULT FOR EVERYTHING
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// walking / sliding
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if (s->moved == MV_WALK) {
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// toggle between walking frames
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if ((timer/12) % 2 == 0) {
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frame = F_WALK1;
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if (s->powerup == PW_PILL) {
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// toggle between walking frames FAST
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if ((timer/3) % 2 == 0) {
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frame = F_WALK1;
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} else {
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frame = F_JUMP;
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}
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} else {
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frame = F_JUMP;
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// toggle between walking frames
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if ((timer/12) % 2 == 0) {
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frame = F_WALK1;
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} else {
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frame = F_JUMP;
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}
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}
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} else if (s->moved == MV_FLY) {
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int animspeed;
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@ -2127,10 +2150,19 @@ void drawsprite(sprite_t *s) {
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frame = F_FALL;
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}
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} else if (s->moved == MV_ICE) {
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} else if (s->moved == MV_ICE) { // sliding
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frame = F_FALL;
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} else {
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frame = F_WALK1;
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} else { // standing still
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if (s->powerup == PW_PILL) {
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// toggle between walking frames FAST
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if ((timer/3) % 2 == 0) {
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frame = F_WALK1;
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} else {
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frame = F_JUMP;
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}
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} else {
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frame = F_WALK1;
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}
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}
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}
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