Compare commits
No commits in common. "master" and "master" have entirely different histories.
|
@ -1,9 +0,0 @@
|
|||
[submodule "assets-cg"]
|
||||
path = assets-cg
|
||||
url = https://gitea.planet-casio.com/KikooDX/jtmm2-assets-cg
|
||||
[submodule "assets-fx"]
|
||||
path = assets-fx
|
||||
url = https://gitea.planet-casio.com/KikooDX/jtmm2-assets-fx
|
||||
[submodule "levels"]
|
||||
path = levels
|
||||
url = https://gitea.planet-casio.com/KikooDX/jtmm2-levels
|
674
COPYING
674
COPYING
|
@ -1,674 +0,0 @@
|
|||
GNU GENERAL PUBLIC LICENSE
|
||||
Version 3, 29 June 2007
|
||||
|
||||
Copyright (C) 2007 Free Software Foundation, Inc. <https://fsf.org/>
|
||||
Everyone is permitted to copy and distribute verbatim copies
|
||||
of this license document, but changing it is not allowed.
|
||||
|
||||
Preamble
|
||||
|
||||
The GNU General Public License is a free, copyleft license for
|
||||
software and other kinds of works.
|
||||
|
||||
The licenses for most software and other practical works are designed
|
||||
to take away your freedom to share and change the works. By contrast,
|
||||
the GNU General Public License is intended to guarantee your freedom to
|
||||
share and change all versions of a program--to make sure it remains free
|
||||
software for all its users. We, the Free Software Foundation, use the
|
||||
GNU General Public License for most of our software; it applies also to
|
||||
any other work released this way by its authors. You can apply it to
|
||||
your programs, too.
|
||||
|
||||
When we speak of free software, we are referring to freedom, not
|
||||
price. Our General Public Licenses are designed to make sure that you
|
||||
have the freedom to distribute copies of free software (and charge for
|
||||
them if you wish), that you receive source code or can get it if you
|
||||
want it, that you can change the software or use pieces of it in new
|
||||
free programs, and that you know you can do these things.
|
||||
|
||||
To protect your rights, we need to prevent others from denying you
|
||||
these rights or asking you to surrender the rights. Therefore, you have
|
||||
certain responsibilities if you distribute copies of the software, or if
|
||||
you modify it: responsibilities to respect the freedom of others.
|
||||
|
||||
For example, if you distribute copies of such a program, whether
|
||||
gratis or for a fee, you must pass on to the recipients the same
|
||||
freedoms that you received. You must make sure that they, too, receive
|
||||
or can get the source code. And you must show them these terms so they
|
||||
know their rights.
|
||||
|
||||
Developers that use the GNU GPL protect your rights with two steps:
|
||||
(1) assert copyright on the software, and (2) offer you this License
|
||||
giving you legal permission to copy, distribute and/or modify it.
|
||||
|
||||
For the developers' and authors' protection, the GPL clearly explains
|
||||
that there is no warranty for this free software. For both users' and
|
||||
authors' sake, the GPL requires that modified versions be marked as
|
||||
changed, so that their problems will not be attributed erroneously to
|
||||
authors of previous versions.
|
||||
|
||||
Some devices are designed to deny users access to install or run
|
||||
modified versions of the software inside them, although the manufacturer
|
||||
can do so. This is fundamentally incompatible with the aim of
|
||||
protecting users' freedom to change the software. The systematic
|
||||
pattern of such abuse occurs in the area of products for individuals to
|
||||
use, which is precisely where it is most unacceptable. Therefore, we
|
||||
have designed this version of the GPL to prohibit the practice for those
|
||||
products. If such problems arise substantially in other domains, we
|
||||
stand ready to extend this provision to those domains in future versions
|
||||
of the GPL, as needed to protect the freedom of users.
|
||||
|
||||
Finally, every program is threatened constantly by software patents.
|
||||
States should not allow patents to restrict development and use of
|
||||
software on general-purpose computers, but in those that do, we wish to
|
||||
avoid the special danger that patents applied to a free program could
|
||||
make it effectively proprietary. To prevent this, the GPL assures that
|
||||
patents cannot be used to render the program non-free.
|
||||
|
||||
The precise terms and conditions for copying, distribution and
|
||||
modification follow.
|
||||
|
||||
TERMS AND CONDITIONS
|
||||
|
||||
0. Definitions.
|
||||
|
||||
"This License" refers to version 3 of the GNU General Public License.
|
||||
|
||||
"Copyright" also means copyright-like laws that apply to other kinds of
|
||||
works, such as semiconductor masks.
|
||||
|
||||
"The Program" refers to any copyrightable work licensed under this
|
||||
License. Each licensee is addressed as "you". "Licensees" and
|
||||
"recipients" may be individuals or organizations.
|
||||
|
||||
To "modify" a work means to copy from or adapt all or part of the work
|
||||
in a fashion requiring copyright permission, other than the making of an
|
||||
exact copy. The resulting work is called a "modified version" of the
|
||||
earlier work or a work "based on" the earlier work.
|
||||
|
||||
A "covered work" means either the unmodified Program or a work based
|
||||
on the Program.
|
||||
|
||||
To "propagate" a work means to do anything with it that, without
|
||||
permission, would make you directly or secondarily liable for
|
||||
infringement under applicable copyright law, except executing it on a
|
||||
computer or modifying a private copy. Propagation includes copying,
|
||||
distribution (with or without modification), making available to the
|
||||
public, and in some countries other activities as well.
|
||||
|
||||
To "convey" a work means any kind of propagation that enables other
|
||||
parties to make or receive copies. Mere interaction with a user through
|
||||
a computer network, with no transfer of a copy, is not conveying.
|
||||
|
||||
An interactive user interface displays "Appropriate Legal Notices"
|
||||
to the extent that it includes a convenient and prominently visible
|
||||
feature that (1) displays an appropriate copyright notice, and (2)
|
||||
tells the user that there is no warranty for the work (except to the
|
||||
extent that warranties are provided), that licensees may convey the
|
||||
work under this License, and how to view a copy of this License. If
|
||||
the interface presents a list of user commands or options, such as a
|
||||
menu, a prominent item in the list meets this criterion.
|
||||
|
||||
1. Source Code.
|
||||
|
||||
The "source code" for a work means the preferred form of the work
|
||||
for making modifications to it. "Object code" means any non-source
|
||||
form of a work.
|
||||
|
||||
A "Standard Interface" means an interface that either is an official
|
||||
standard defined by a recognized standards body, or, in the case of
|
||||
interfaces specified for a particular programming language, one that
|
||||
is widely used among developers working in that language.
|
||||
|
||||
The "System Libraries" of an executable work include anything, other
|
||||
than the work as a whole, that (a) is included in the normal form of
|
||||
packaging a Major Component, but which is not part of that Major
|
||||
Component, and (b) serves only to enable use of the work with that
|
||||
Major Component, or to implement a Standard Interface for which an
|
||||
implementation is available to the public in source code form. A
|
||||
"Major Component", in this context, means a major essential component
|
||||
(kernel, window system, and so on) of the specific operating system
|
||||
(if any) on which the executable work runs, or a compiler used to
|
||||
produce the work, or an object code interpreter used to run it.
|
||||
|
||||
The "Corresponding Source" for a work in object code form means all
|
||||
the source code needed to generate, install, and (for an executable
|
||||
work) run the object code and to modify the work, including scripts to
|
||||
control those activities. However, it does not include the work's
|
||||
System Libraries, or general-purpose tools or generally available free
|
||||
programs which are used unmodified in performing those activities but
|
||||
which are not part of the work. For example, Corresponding Source
|
||||
includes interface definition files associated with source files for
|
||||
the work, and the source code for shared libraries and dynamically
|
||||
linked subprograms that the work is specifically designed to require,
|
||||
such as by intimate data communication or control flow between those
|
||||
subprograms and other parts of the work.
|
||||
|
||||
The Corresponding Source need not include anything that users
|
||||
can regenerate automatically from other parts of the Corresponding
|
||||
Source.
|
||||
|
||||
The Corresponding Source for a work in source code form is that
|
||||
same work.
|
||||
|
||||
2. Basic Permissions.
|
||||
|
||||
All rights granted under this License are granted for the term of
|
||||
copyright on the Program, and are irrevocable provided the stated
|
||||
conditions are met. This License explicitly affirms your unlimited
|
||||
permission to run the unmodified Program. The output from running a
|
||||
covered work is covered by this License only if the output, given its
|
||||
content, constitutes a covered work. This License acknowledges your
|
||||
rights of fair use or other equivalent, as provided by copyright law.
|
||||
|
||||
You may make, run and propagate covered works that you do not
|
||||
convey, without conditions so long as your license otherwise remains
|
||||
in force. You may convey covered works to others for the sole purpose
|
||||
of having them make modifications exclusively for you, or provide you
|
||||
with facilities for running those works, provided that you comply with
|
||||
the terms of this License in conveying all material for which you do
|
||||
not control copyright. Those thus making or running the covered works
|
||||
for you must do so exclusively on your behalf, under your direction
|
||||
and control, on terms that prohibit them from making any copies of
|
||||
your copyrighted material outside their relationship with you.
|
||||
|
||||
Conveying under any other circumstances is permitted solely under
|
||||
the conditions stated below. Sublicensing is not allowed; section 10
|
||||
makes it unnecessary.
|
||||
|
||||
3. Protecting Users' Legal Rights From Anti-Circumvention Law.
|
||||
|
||||
No covered work shall be deemed part of an effective technological
|
||||
measure under any applicable law fulfilling obligations under article
|
||||
11 of the WIPO copyright treaty adopted on 20 December 1996, or
|
||||
similar laws prohibiting or restricting circumvention of such
|
||||
measures.
|
||||
|
||||
When you convey a covered work, you waive any legal power to forbid
|
||||
circumvention of technological measures to the extent such circumvention
|
||||
is effected by exercising rights under this License with respect to
|
||||
the covered work, and you disclaim any intention to limit operation or
|
||||
modification of the work as a means of enforcing, against the work's
|
||||
users, your or third parties' legal rights to forbid circumvention of
|
||||
technological measures.
|
||||
|
||||
4. Conveying Verbatim Copies.
|
||||
|
||||
You may convey verbatim copies of the Program's source code as you
|
||||
receive it, in any medium, provided that you conspicuously and
|
||||
appropriately publish on each copy an appropriate copyright notice;
|
||||
keep intact all notices stating that this License and any
|
||||
non-permissive terms added in accord with section 7 apply to the code;
|
||||
keep intact all notices of the absence of any warranty; and give all
|
||||
recipients a copy of this License along with the Program.
|
||||
|
||||
You may charge any price or no price for each copy that you convey,
|
||||
and you may offer support or warranty protection for a fee.
|
||||
|
||||
5. Conveying Modified Source Versions.
|
||||
|
||||
You may convey a work based on the Program, or the modifications to
|
||||
produce it from the Program, in the form of source code under the
|
||||
terms of section 4, provided that you also meet all of these conditions:
|
||||
|
||||
a) The work must carry prominent notices stating that you modified
|
||||
it, and giving a relevant date.
|
||||
|
||||
b) The work must carry prominent notices stating that it is
|
||||
released under this License and any conditions added under section
|
||||
7. This requirement modifies the requirement in section 4 to
|
||||
"keep intact all notices".
|
||||
|
||||
c) You must license the entire work, as a whole, under this
|
||||
License to anyone who comes into possession of a copy. This
|
||||
License will therefore apply, along with any applicable section 7
|
||||
additional terms, to the whole of the work, and all its parts,
|
||||
regardless of how they are packaged. This License gives no
|
||||
permission to license the work in any other way, but it does not
|
||||
invalidate such permission if you have separately received it.
|
||||
|
||||
d) If the work has interactive user interfaces, each must display
|
||||
Appropriate Legal Notices; however, if the Program has interactive
|
||||
interfaces that do not display Appropriate Legal Notices, your
|
||||
work need not make them do so.
|
||||
|
||||
A compilation of a covered work with other separate and independent
|
||||
works, which are not by their nature extensions of the covered work,
|
||||
and which are not combined with it such as to form a larger program,
|
||||
in or on a volume of a storage or distribution medium, is called an
|
||||
"aggregate" if the compilation and its resulting copyright are not
|
||||
used to limit the access or legal rights of the compilation's users
|
||||
beyond what the individual works permit. Inclusion of a covered work
|
||||
in an aggregate does not cause this License to apply to the other
|
||||
parts of the aggregate.
|
||||
|
||||
6. Conveying Non-Source Forms.
|
||||
|
||||
You may convey a covered work in object code form under the terms
|
||||
of sections 4 and 5, provided that you also convey the
|
||||
machine-readable Corresponding Source under the terms of this License,
|
||||
in one of these ways:
|
||||
|
||||
a) Convey the object code in, or embodied in, a physical product
|
||||
(including a physical distribution medium), accompanied by the
|
||||
Corresponding Source fixed on a durable physical medium
|
||||
customarily used for software interchange.
|
||||
|
||||
b) Convey the object code in, or embodied in, a physical product
|
||||
(including a physical distribution medium), accompanied by a
|
||||
written offer, valid for at least three years and valid for as
|
||||
long as you offer spare parts or customer support for that product
|
||||
model, to give anyone who possesses the object code either (1) a
|
||||
copy of the Corresponding Source for all the software in the
|
||||
product that is covered by this License, on a durable physical
|
||||
medium customarily used for software interchange, for a price no
|
||||
more than your reasonable cost of physically performing this
|
||||
conveying of source, or (2) access to copy the
|
||||
Corresponding Source from a network server at no charge.
|
||||
|
||||
c) Convey individual copies of the object code with a copy of the
|
||||
written offer to provide the Corresponding Source. This
|
||||
alternative is allowed only occasionally and noncommercially, and
|
||||
only if you received the object code with such an offer, in accord
|
||||
with subsection 6b.
|
||||
|
||||
d) Convey the object code by offering access from a designated
|
||||
place (gratis or for a charge), and offer equivalent access to the
|
||||
Corresponding Source in the same way through the same place at no
|
||||
further charge. You need not require recipients to copy the
|
||||
Corresponding Source along with the object code. If the place to
|
||||
copy the object code is a network server, the Corresponding Source
|
||||
may be on a different server (operated by you or a third party)
|
||||
that supports equivalent copying facilities, provided you maintain
|
||||
clear directions next to the object code saying where to find the
|
||||
Corresponding Source. Regardless of what server hosts the
|
||||
Corresponding Source, you remain obligated to ensure that it is
|
||||
available for as long as needed to satisfy these requirements.
|
||||
|
||||
e) Convey the object code using peer-to-peer transmission, provided
|
||||
you inform other peers where the object code and Corresponding
|
||||
Source of the work are being offered to the general public at no
|
||||
charge under subsection 6d.
|
||||
|
||||
A separable portion of the object code, whose source code is excluded
|
||||
from the Corresponding Source as a System Library, need not be
|
||||
included in conveying the object code work.
|
||||
|
||||
A "User Product" is either (1) a "consumer product", which means any
|
||||
tangible personal property which is normally used for personal, family,
|
||||
or household purposes, or (2) anything designed or sold for incorporation
|
||||
into a dwelling. In determining whether a product is a consumer product,
|
||||
doubtful cases shall be resolved in favor of coverage. For a particular
|
||||
product received by a particular user, "normally used" refers to a
|
||||
typical or common use of that class of product, regardless of the status
|
||||
of the particular user or of the way in which the particular user
|
||||
actually uses, or expects or is expected to use, the product. A product
|
||||
is a consumer product regardless of whether the product has substantial
|
||||
commercial, industrial or non-consumer uses, unless such uses represent
|
||||
the only significant mode of use of the product.
|
||||
|
||||
"Installation Information" for a User Product means any methods,
|
||||
procedures, authorization keys, or other information required to install
|
||||
and execute modified versions of a covered work in that User Product from
|
||||
a modified version of its Corresponding Source. The information must
|
||||
suffice to ensure that the continued functioning of the modified object
|
||||
code is in no case prevented or interfered with solely because
|
||||
modification has been made.
|
||||
|
||||
If you convey an object code work under this section in, or with, or
|
||||
specifically for use in, a User Product, and the conveying occurs as
|
||||
part of a transaction in which the right of possession and use of the
|
||||
User Product is transferred to the recipient in perpetuity or for a
|
||||
fixed term (regardless of how the transaction is characterized), the
|
||||
Corresponding Source conveyed under this section must be accompanied
|
||||
by the Installation Information. But this requirement does not apply
|
||||
if neither you nor any third party retains the ability to install
|
||||
modified object code on the User Product (for example, the work has
|
||||
been installed in ROM).
|
||||
|
||||
The requirement to provide Installation Information does not include a
|
||||
requirement to continue to provide support service, warranty, or updates
|
||||
for a work that has been modified or installed by the recipient, or for
|
||||
the User Product in which it has been modified or installed. Access to a
|
||||
network may be denied when the modification itself materially and
|
||||
adversely affects the operation of the network or violates the rules and
|
||||
protocols for communication across the network.
|
||||
|
||||
Corresponding Source conveyed, and Installation Information provided,
|
||||
in accord with this section must be in a format that is publicly
|
||||
documented (and with an implementation available to the public in
|
||||
source code form), and must require no special password or key for
|
||||
unpacking, reading or copying.
|
||||
|
||||
7. Additional Terms.
|
||||
|
||||
"Additional permissions" are terms that supplement the terms of this
|
||||
License by making exceptions from one or more of its conditions.
|
||||
Additional permissions that are applicable to the entire Program shall
|
||||
be treated as though they were included in this License, to the extent
|
||||
that they are valid under applicable law. If additional permissions
|
||||
apply only to part of the Program, that part may be used separately
|
||||
under those permissions, but the entire Program remains governed by
|
||||
this License without regard to the additional permissions.
|
||||
|
||||
When you convey a copy of a covered work, you may at your option
|
||||
remove any additional permissions from that copy, or from any part of
|
||||
it. (Additional permissions may be written to require their own
|
||||
removal in certain cases when you modify the work.) You may place
|
||||
additional permissions on material, added by you to a covered work,
|
||||
for which you have or can give appropriate copyright permission.
|
||||
|
||||
Notwithstanding any other provision of this License, for material you
|
||||
add to a covered work, you may (if authorized by the copyright holders of
|
||||
that material) supplement the terms of this License with terms:
|
||||
|
||||
a) Disclaiming warranty or limiting liability differently from the
|
||||
terms of sections 15 and 16 of this License; or
|
||||
|
||||
b) Requiring preservation of specified reasonable legal notices or
|
||||
author attributions in that material or in the Appropriate Legal
|
||||
Notices displayed by works containing it; or
|
||||
|
||||
c) Prohibiting misrepresentation of the origin of that material, or
|
||||
requiring that modified versions of such material be marked in
|
||||
reasonable ways as different from the original version; or
|
||||
|
||||
d) Limiting the use for publicity purposes of names of licensors or
|
||||
authors of the material; or
|
||||
|
||||
e) Declining to grant rights under trademark law for use of some
|
||||
trade names, trademarks, or service marks; or
|
||||
|
||||
f) Requiring indemnification of licensors and authors of that
|
||||
material by anyone who conveys the material (or modified versions of
|
||||
it) with contractual assumptions of liability to the recipient, for
|
||||
any liability that these contractual assumptions directly impose on
|
||||
those licensors and authors.
|
||||
|
||||
All other non-permissive additional terms are considered "further
|
||||
restrictions" within the meaning of section 10. If the Program as you
|
||||
received it, or any part of it, contains a notice stating that it is
|
||||
governed by this License along with a term that is a further
|
||||
restriction, you may remove that term. If a license document contains
|
||||
a further restriction but permits relicensing or conveying under this
|
||||
License, you may add to a covered work material governed by the terms
|
||||
of that license document, provided that the further restriction does
|
||||
not survive such relicensing or conveying.
|
||||
|
||||
If you add terms to a covered work in accord with this section, you
|
||||
must place, in the relevant source files, a statement of the
|
||||
additional terms that apply to those files, or a notice indicating
|
||||
where to find the applicable terms.
|
||||
|
||||
Additional terms, permissive or non-permissive, may be stated in the
|
||||
form of a separately written license, or stated as exceptions;
|
||||
the above requirements apply either way.
|
||||
|
||||
8. Termination.
|
||||
|
||||
You may not propagate or modify a covered work except as expressly
|
||||
provided under this License. Any attempt otherwise to propagate or
|
||||
modify it is void, and will automatically terminate your rights under
|
||||
this License (including any patent licenses granted under the third
|
||||
paragraph of section 11).
|
||||
|
||||
However, if you cease all violation of this License, then your
|
||||
license from a particular copyright holder is reinstated (a)
|
||||
provisionally, unless and until the copyright holder explicitly and
|
||||
finally terminates your license, and (b) permanently, if the copyright
|
||||
holder fails to notify you of the violation by some reasonable means
|
||||
prior to 60 days after the cessation.
|
||||
|
||||
Moreover, your license from a particular copyright holder is
|
||||
reinstated permanently if the copyright holder notifies you of the
|
||||
violation by some reasonable means, this is the first time you have
|
||||
received notice of violation of this License (for any work) from that
|
||||
copyright holder, and you cure the violation prior to 30 days after
|
||||
your receipt of the notice.
|
||||
|
||||
Termination of your rights under this section does not terminate the
|
||||
licenses of parties who have received copies or rights from you under
|
||||
this License. If your rights have been terminated and not permanently
|
||||
reinstated, you do not qualify to receive new licenses for the same
|
||||
material under section 10.
|
||||
|
||||
9. Acceptance Not Required for Having Copies.
|
||||
|
||||
You are not required to accept this License in order to receive or
|
||||
run a copy of the Program. Ancillary propagation of a covered work
|
||||
occurring solely as a consequence of using peer-to-peer transmission
|
||||
to receive a copy likewise does not require acceptance. However,
|
||||
nothing other than this License grants you permission to propagate or
|
||||
modify any covered work. These actions infringe copyright if you do
|
||||
not accept this License. Therefore, by modifying or propagating a
|
||||
covered work, you indicate your acceptance of this License to do so.
|
||||
|
||||
10. Automatic Licensing of Downstream Recipients.
|
||||
|
||||
Each time you convey a covered work, the recipient automatically
|
||||
receives a license from the original licensors, to run, modify and
|
||||
propagate that work, subject to this License. You are not responsible
|
||||
for enforcing compliance by third parties with this License.
|
||||
|
||||
An "entity transaction" is a transaction transferring control of an
|
||||
organization, or substantially all assets of one, or subdividing an
|
||||
organization, or merging organizations. If propagation of a covered
|
||||
work results from an entity transaction, each party to that
|
||||
transaction who receives a copy of the work also receives whatever
|
||||
licenses to the work the party's predecessor in interest had or could
|
||||
give under the previous paragraph, plus a right to possession of the
|
||||
Corresponding Source of the work from the predecessor in interest, if
|
||||
the predecessor has it or can get it with reasonable efforts.
|
||||
|
||||
You may not impose any further restrictions on the exercise of the
|
||||
rights granted or affirmed under this License. For example, you may
|
||||
not impose a license fee, royalty, or other charge for exercise of
|
||||
rights granted under this License, and you may not initiate litigation
|
||||
(including a cross-claim or counterclaim in a lawsuit) alleging that
|
||||
any patent claim is infringed by making, using, selling, offering for
|
||||
sale, or importing the Program or any portion of it.
|
||||
|
||||
11. Patents.
|
||||
|
||||
A "contributor" is a copyright holder who authorizes use under this
|
||||
License of the Program or a work on which the Program is based. The
|
||||
work thus licensed is called the contributor's "contributor version".
|
||||
|
||||
A contributor's "essential patent claims" are all patent claims
|
||||
owned or controlled by the contributor, whether already acquired or
|
||||
hereafter acquired, that would be infringed by some manner, permitted
|
||||
by this License, of making, using, or selling its contributor version,
|
||||
but do not include claims that would be infringed only as a
|
||||
consequence of further modification of the contributor version. For
|
||||
purposes of this definition, "control" includes the right to grant
|
||||
patent sublicenses in a manner consistent with the requirements of
|
||||
this License.
|
||||
|
||||
Each contributor grants you a non-exclusive, worldwide, royalty-free
|
||||
patent license under the contributor's essential patent claims, to
|
||||
make, use, sell, offer for sale, import and otherwise run, modify and
|
||||
propagate the contents of its contributor version.
|
||||
|
||||
In the following three paragraphs, a "patent license" is any express
|
||||
agreement or commitment, however denominated, not to enforce a patent
|
||||
(such as an express permission to practice a patent or covenant not to
|
||||
sue for patent infringement). To "grant" such a patent license to a
|
||||
party means to make such an agreement or commitment not to enforce a
|
||||
patent against the party.
|
||||
|
||||
If you convey a covered work, knowingly relying on a patent license,
|
||||
and the Corresponding Source of the work is not available for anyone
|
||||
to copy, free of charge and under the terms of this License, through a
|
||||
publicly available network server or other readily accessible means,
|
||||
then you must either (1) cause the Corresponding Source to be so
|
||||
available, or (2) arrange to deprive yourself of the benefit of the
|
||||
patent license for this particular work, or (3) arrange, in a manner
|
||||
consistent with the requirements of this License, to extend the patent
|
||||
license to downstream recipients. "Knowingly relying" means you have
|
||||
actual knowledge that, but for the patent license, your conveying the
|
||||
covered work in a country, or your recipient's use of the covered work
|
||||
in a country, would infringe one or more identifiable patents in that
|
||||
country that you have reason to believe are valid.
|
||||
|
||||
If, pursuant to or in connection with a single transaction or
|
||||
arrangement, you convey, or propagate by procuring conveyance of, a
|
||||
covered work, and grant a patent license to some of the parties
|
||||
receiving the covered work authorizing them to use, propagate, modify
|
||||
or convey a specific copy of the covered work, then the patent license
|
||||
you grant is automatically extended to all recipients of the covered
|
||||
work and works based on it.
|
||||
|
||||
A patent license is "discriminatory" if it does not include within
|
||||
the scope of its coverage, prohibits the exercise of, or is
|
||||
conditioned on the non-exercise of one or more of the rights that are
|
||||
specifically granted under this License. You may not convey a covered
|
||||
work if you are a party to an arrangement with a third party that is
|
||||
in the business of distributing software, under which you make payment
|
||||
to the third party based on the extent of your activity of conveying
|
||||
the work, and under which the third party grants, to any of the
|
||||
parties who would receive the covered work from you, a discriminatory
|
||||
patent license (a) in connection with copies of the covered work
|
||||
conveyed by you (or copies made from those copies), or (b) primarily
|
||||
for and in connection with specific products or compilations that
|
||||
contain the covered work, unless you entered into that arrangement,
|
||||
or that patent license was granted, prior to 28 March 2007.
|
||||
|
||||
Nothing in this License shall be construed as excluding or limiting
|
||||
any implied license or other defenses to infringement that may
|
||||
otherwise be available to you under applicable patent law.
|
||||
|
||||
12. No Surrender of Others' Freedom.
|
||||
|
||||
If conditions are imposed on you (whether by court order, agreement or
|
||||
otherwise) that contradict the conditions of this License, they do not
|
||||
excuse you from the conditions of this License. If you cannot convey a
|
||||
covered work so as to satisfy simultaneously your obligations under this
|
||||
License and any other pertinent obligations, then as a consequence you may
|
||||
not convey it at all. For example, if you agree to terms that obligate you
|
||||
to collect a royalty for further conveying from those to whom you convey
|
||||
the Program, the only way you could satisfy both those terms and this
|
||||
License would be to refrain entirely from conveying the Program.
|
||||
|
||||
13. Use with the GNU Affero General Public License.
|
||||
|
||||
Notwithstanding any other provision of this License, you have
|
||||
permission to link or combine any covered work with a work licensed
|
||||
under version 3 of the GNU Affero General Public License into a single
|
||||
combined work, and to convey the resulting work. The terms of this
|
||||
License will continue to apply to the part which is the covered work,
|
||||
but the special requirements of the GNU Affero General Public License,
|
||||
section 13, concerning interaction through a network will apply to the
|
||||
combination as such.
|
||||
|
||||
14. Revised Versions of this License.
|
||||
|
||||
The Free Software Foundation may publish revised and/or new versions of
|
||||
the GNU General Public License from time to time. Such new versions will
|
||||
be similar in spirit to the present version, but may differ in detail to
|
||||
address new problems or concerns.
|
||||
|
||||
Each version is given a distinguishing version number. If the
|
||||
Program specifies that a certain numbered version of the GNU General
|
||||
Public License "or any later version" applies to it, you have the
|
||||
option of following the terms and conditions either of that numbered
|
||||
version or of any later version published by the Free Software
|
||||
Foundation. If the Program does not specify a version number of the
|
||||
GNU General Public License, you may choose any version ever published
|
||||
by the Free Software Foundation.
|
||||
|
||||
If the Program specifies that a proxy can decide which future
|
||||
versions of the GNU General Public License can be used, that proxy's
|
||||
public statement of acceptance of a version permanently authorizes you
|
||||
to choose that version for the Program.
|
||||
|
||||
Later license versions may give you additional or different
|
||||
permissions. However, no additional obligations are imposed on any
|
||||
author or copyright holder as a result of your choosing to follow a
|
||||
later version.
|
||||
|
||||
15. Disclaimer of Warranty.
|
||||
|
||||
THERE IS NO WARRANTY FOR THE PROGRAM, TO THE EXTENT PERMITTED BY
|
||||
APPLICABLE LAW. EXCEPT WHEN OTHERWISE STATED IN WRITING THE COPYRIGHT
|
||||
HOLDERS AND/OR OTHER PARTIES PROVIDE THE PROGRAM "AS IS" WITHOUT WARRANTY
|
||||
OF ANY KIND, EITHER EXPRESSED OR IMPLIED, INCLUDING, BUT NOT LIMITED TO,
|
||||
THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
|
||||
PURPOSE. THE ENTIRE RISK AS TO THE QUALITY AND PERFORMANCE OF THE PROGRAM
|
||||
IS WITH YOU. SHOULD THE PROGRAM PROVE DEFECTIVE, YOU ASSUME THE COST OF
|
||||
ALL NECESSARY SERVICING, REPAIR OR CORRECTION.
|
||||
|
||||
16. Limitation of Liability.
|
||||
|
||||
IN NO EVENT UNLESS REQUIRED BY APPLICABLE LAW OR AGREED TO IN WRITING
|
||||
WILL ANY COPYRIGHT HOLDER, OR ANY OTHER PARTY WHO MODIFIES AND/OR CONVEYS
|
||||
THE PROGRAM AS PERMITTED ABOVE, BE LIABLE TO YOU FOR DAMAGES, INCLUDING ANY
|
||||
GENERAL, SPECIAL, INCIDENTAL OR CONSEQUENTIAL DAMAGES ARISING OUT OF THE
|
||||
USE OR INABILITY TO USE THE PROGRAM (INCLUDING BUT NOT LIMITED TO LOSS OF
|
||||
DATA OR DATA BEING RENDERED INACCURATE OR LOSSES SUSTAINED BY YOU OR THIRD
|
||||
PARTIES OR A FAILURE OF THE PROGRAM TO OPERATE WITH ANY OTHER PROGRAMS),
|
||||
EVEN IF SUCH HOLDER OR OTHER PARTY HAS BEEN ADVISED OF THE POSSIBILITY OF
|
||||
SUCH DAMAGES.
|
||||
|
||||
17. Interpretation of Sections 15 and 16.
|
||||
|
||||
If the disclaimer of warranty and limitation of liability provided
|
||||
above cannot be given local legal effect according to their terms,
|
||||
reviewing courts shall apply local law that most closely approximates
|
||||
an absolute waiver of all civil liability in connection with the
|
||||
Program, unless a warranty or assumption of liability accompanies a
|
||||
copy of the Program in return for a fee.
|
||||
|
||||
END OF TERMS AND CONDITIONS
|
||||
|
||||
How to Apply These Terms to Your New Programs
|
||||
|
||||
If you develop a new program, and you want it to be of the greatest
|
||||
possible use to the public, the best way to achieve this is to make it
|
||||
free software which everyone can redistribute and change under these terms.
|
||||
|
||||
To do so, attach the following notices to the program. It is safest
|
||||
to attach them to the start of each source file to most effectively
|
||||
state the exclusion of warranty; and each file should have at least
|
||||
the "copyright" line and a pointer to where the full notice is found.
|
||||
|
||||
<one line to give the program's name and a brief idea of what it does.>
|
||||
Copyright (C) <year> <name of author>
|
||||
|
||||
This program is free software: you can redistribute it and/or modify
|
||||
it under the terms of the GNU General Public License as published by
|
||||
the Free Software Foundation, either version 3 of the License, or
|
||||
(at your option) any later version.
|
||||
|
||||
This program is distributed in the hope that it will be useful,
|
||||
but WITHOUT ANY WARRANTY; without even the implied warranty of
|
||||
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
|
||||
GNU General Public License for more details.
|
||||
|
||||
You should have received a copy of the GNU General Public License
|
||||
along with this program. If not, see <https://www.gnu.org/licenses/>.
|
||||
|
||||
Also add information on how to contact you by electronic and paper mail.
|
||||
|
||||
If the program does terminal interaction, make it output a short
|
||||
notice like this when it starts in an interactive mode:
|
||||
|
||||
<program> Copyright (C) <year> <name of author>
|
||||
This program comes with ABSOLUTELY NO WARRANTY; for details type `show w'.
|
||||
This is free software, and you are welcome to redistribute it
|
||||
under certain conditions; type `show c' for details.
|
||||
|
||||
The hypothetical commands `show w' and `show c' should show the appropriate
|
||||
parts of the General Public License. Of course, your program's commands
|
||||
might be different; for a GUI interface, you would use an "about box".
|
||||
|
||||
You should also get your employer (if you work as a programmer) or school,
|
||||
if any, to sign a "copyright disclaimer" for the program, if necessary.
|
||||
For more information on this, and how to apply and follow the GNU GPL, see
|
||||
<https://www.gnu.org/licenses/>.
|
||||
|
||||
The GNU General Public License does not permit incorporating your program
|
||||
into proprietary programs. If your program is a subroutine library, you
|
||||
may consider it more useful to permit linking proprietary applications with
|
||||
the library. If this is what you want to do, use the GNU Lesser General
|
||||
Public License instead of this License. But first, please read
|
||||
<https://www.gnu.org/licenses/why-not-lgpl.html>.
|
14
Makefile
14
Makefile
|
@ -65,7 +65,7 @@ BIN_CG := $(ELF_CG:.elf=.bin)
|
|||
src := $(wildcard src/*.[csS] \
|
||||
src/*/*.[csS] \
|
||||
src/*/*/*.[csS] \
|
||||
src/*/*/*/*.[csS] \)
|
||||
src/*/*/*/*.[csS])
|
||||
assets-fx := $(wildcard assets-fx/*/*)
|
||||
assets-cg := $(wildcard assets-cg/*/*)
|
||||
|
||||
|
@ -92,9 +92,6 @@ endif
|
|||
# Build rules
|
||||
#
|
||||
|
||||
levels/level_%.lua: levels/level_%.tmx
|
||||
tiled --export-map $< $@
|
||||
|
||||
all: $(all)
|
||||
|
||||
all-fx: $(TARGET_FX)
|
||||
|
@ -160,15 +157,6 @@ build-cg/assets/bin/%.o: assets-cg/bin/%
|
|||
@ mkdir -p $(dir $@)
|
||||
fxconv -b $< -o $@ $(FXCONVCG) name:bin_$(basename $*) $(BIN.$*)
|
||||
|
||||
levels/level_%.lua: levels/level_%.tmx
|
||||
tiled --export-map $< $@
|
||||
|
||||
levels_tmx := $(wildcard levels/level_*.tmx)
|
||||
levels_lua := $(levels_tmx:tmx=lua)
|
||||
|
||||
src/gen_levels.c: $(levels_lua)
|
||||
./make_levels.sh
|
||||
|
||||
#
|
||||
# Cleaning and utilities
|
||||
#
|
||||
|
|
13
README.md
13
README.md
|
@ -1,16 +1,13 @@
|
|||
# Clone this repository
|
||||
```sh
|
||||
$ git clone --recursive https://gitea.planet-casio.com/KikooDX/jtmm2
|
||||
```
|
||||
|
||||
# Build instructions
|
||||
Using the `fxsdk` and latest version of `gint`. Requires `lua`.
|
||||
Using the `fxsdk` and latest version of `gint`. Requires `luajit`.
|
||||
|
||||
For CG
|
||||
```sh
|
||||
```bash
|
||||
$ ./make_levels.sh
|
||||
$ fxsdk build-cg
|
||||
```
|
||||
For FX
|
||||
```sh
|
||||
```bash
|
||||
$ ./make_levels.sh
|
||||
$ fxsdk build-fx
|
||||
```
|
||||
|
|
|
@ -1 +0,0 @@
|
|||
Subproject commit 1bfb53822cf113d6566d53dbf67d9d1333377f64
|
Binary file not shown.
After Width: | Height: | Size: 7.3 KiB |
Binary file not shown.
After Width: | Height: | Size: 3.6 KiB |
|
@ -1 +0,0 @@
|
|||
Subproject commit bc1e99c2db0a5c85f68b2be6c1638debb061b6ab
|
Binary file not shown.
After Width: | Height: | Size: 359 B |
|
@ -6,12 +6,10 @@
|
|||
|
||||
#include "conf.h"
|
||||
#include "level.h"
|
||||
#include "tiles.h"
|
||||
|
||||
/* Return tile flags at the given position.
|
||||
* P_AIR is out of bound or empty. */
|
||||
Tile collide_point(Vec point, const Level *level);
|
||||
Tile_flags player_collide_or(Player *player, Vec position, const Level *level);
|
||||
Tile_flags player_collide_and(Player *player, Vec position, const Level *level);
|
||||
/* Return tile at the given position.
|
||||
* 0 is out of bound or empty. */
|
||||
uint8_t collide_point(Vec point, const Level *level, uint layer);
|
||||
bool player_collide(Player *player, Vec position, const Level *level, uint layer_id);
|
||||
|
||||
#endif /* _DEF_PLAYER_COLLIDE */
|
||||
|
|
|
@ -1,4 +1,4 @@
|
|||
#define VEC_PRECISION 16384
|
||||
#define VEC_PRECISION 4096
|
||||
#define UPS 256
|
||||
#define PXS (VEC_PRECISION / UPS)
|
||||
#define TILE_SIZE (8 * VEC_PRECISION)
|
||||
|
@ -13,5 +13,4 @@
|
|||
#define FPS 32
|
||||
#endif /* FXCG50 */
|
||||
|
||||
#define TILE_PX_SIZE (8 * SCALE)
|
||||
#define VEC_SCALED_DCENTER (Vec){DWIDTH / (2 * SCALE), DHEIGHT / (2 * SCALE)}
|
||||
|
|
|
@ -1 +1 @@
|
|||
/* #define DEBUG */
|
||||
//#define DEBUG
|
||||
|
|
|
@ -3,15 +3,10 @@
|
|||
|
||||
#include <gint/defs/types.h>
|
||||
|
||||
#include "tiles.h"
|
||||
#include "vec.h"
|
||||
|
||||
typedef struct Level {
|
||||
uint8_t width; /* in tiles */
|
||||
uint8_t height; /* in tiles */
|
||||
Vec start_pos; /* player starting position */
|
||||
uint16_t bg_color; /* background color */
|
||||
const Tile **layers; /* points toward the level content */
|
||||
uint width; /* in tiles */
|
||||
uint height; /* in tiles */
|
||||
const uint8_t **layers; /* points toward the level content */
|
||||
uint8_t layers_count;
|
||||
uint8_t solid_layer; /* id of the solid layer */
|
||||
} Level;
|
||||
|
|
|
@ -3,7 +3,6 @@
|
|||
#include "camera.h"
|
||||
#include "input.h"
|
||||
|
||||
/* returns true if player died */
|
||||
int play_level(uint level_id);
|
||||
/* callback used for UPS control */
|
||||
int callback(volatile void *arg);
|
||||
|
|
|
@ -1,10 +1,7 @@
|
|||
#ifndef _DEF_PLAYER
|
||||
#define _DEF_PLAYER
|
||||
|
||||
#include <stdbool.h>
|
||||
|
||||
#include "vec.h"
|
||||
#include "player_vars.h"
|
||||
|
||||
typedef struct Player {
|
||||
Vec pos;
|
||||
|
@ -12,21 +9,16 @@ typedef struct Player {
|
|||
Vec hbox; /* the bottom left corner of the player's hitbox */
|
||||
Vec vbox; /* the bottom left corner of the player's visual box */
|
||||
Vec origin; /* the origin of the sprite (offset) */
|
||||
unsigned int grace; /* coyot jump */
|
||||
bool jump_held; /* used to control jump height */
|
||||
bool dead; /* set to true the player will die */
|
||||
Player_vars vars;
|
||||
uint grace; /* coyot jump */
|
||||
} Player;
|
||||
|
||||
#include "level.h"
|
||||
#include "camera.h"
|
||||
#include "input.h"
|
||||
|
||||
void player_init(Player *player, const Level *level);
|
||||
void player_set_vars(Player *player, const Level *level);
|
||||
void player_move(Player *player, const Level *level);
|
||||
void player_step(Player *player, Input *input, const Level *level, uint step);
|
||||
void player_draw(Player *player, Camera *camera);
|
||||
void player_draw_debug(Player *player, uint step, const Level *level);
|
||||
void player_draw_debug(Player *player, uint step, const Level *level, uint layer_id);
|
||||
|
||||
#endif /* _DEF_PLAYER */
|
||||
|
|
|
@ -1,17 +0,0 @@
|
|||
/* tile modifiers on player vars */
|
||||
#ifndef _DEF_PLAYER_MODIFIERS
|
||||
#define _DEF_PLAYER_MODIFIERS
|
||||
|
||||
#define D_LEFT 0b1
|
||||
#define D_RIGHT 0b10
|
||||
#define D_FLOOR 0b100
|
||||
#define D_CEIL 0b1000
|
||||
#define D_WALL (D_LEFT | D_RIGHT)
|
||||
#define D_ANY (D_LEFT | D_RIGHT | D_FLOOR | D_CEIL)
|
||||
|
||||
#include "player.h"
|
||||
|
||||
void player_mod_water(Player *player, uint8_t sides);
|
||||
void player_mod_ice(Player *player, uint8_t sides);
|
||||
void player_mod_glue(Player *player, uint8_t sides);
|
||||
#endif
|
|
@ -1,12 +0,0 @@
|
|||
#ifndef _DEF_PLAYER_VARS
|
||||
#define _DEF_PLAYER_VARS
|
||||
|
||||
typedef struct Player_vars {
|
||||
float friction;
|
||||
int acceleration;
|
||||
int jump_spd;
|
||||
int gravity;
|
||||
int gravity_scalar;
|
||||
} Player_vars;
|
||||
|
||||
#endif /* _DEF_PLAYER_VARS */
|
|
@ -1,62 +0,0 @@
|
|||
#ifndef _DEF_TILES
|
||||
#define _DEF_TILES
|
||||
#define TILESET_WIDTH 16
|
||||
#define TILE_AT(x, y) (x + y * TILESET_WIDTH)
|
||||
|
||||
typedef unsigned char Tile; /* the tile ID */
|
||||
typedef unsigned char Tile_flags; /* the tile properties (bitmask) */
|
||||
|
||||
/* flags enum and defines */
|
||||
enum {
|
||||
I_SOLID,
|
||||
I_SPIKY,
|
||||
I_WATER,
|
||||
I_ICE,
|
||||
I_GLUE
|
||||
};
|
||||
#define F_SOLID (1 << I_SOLID)
|
||||
#define F_SPIKY (1 << I_SPIKY)
|
||||
#define F_WATER (1 << I_WATER)
|
||||
#define F_ICE (1 << I_ICE)
|
||||
#define F_GLUE (1 << I_GLUE)
|
||||
|
||||
/* define properties */
|
||||
#define P_AIR (0)
|
||||
#define P_BASE (F_SOLID)
|
||||
#define P_SPIKE (F_SPIKY)
|
||||
#define P_WATER (F_WATER)
|
||||
#define P_ICE (F_SOLID | F_ICE)
|
||||
#define P_GLUE (F_SOLID | F_GLUE)
|
||||
#define P_UNKNOWN (0)
|
||||
|
||||
enum {
|
||||
ID_AIR = TILE_AT(0, 0),
|
||||
ID_SPIKE = TILE_AT(1, 0),
|
||||
ID_ICE_0 = TILE_AT(0, 1),
|
||||
ID_ICE_1 = TILE_AT(0, 2),
|
||||
ID_ICE_2 = TILE_AT(1, 2),
|
||||
ID_ICE_3 = TILE_AT(0, 3),
|
||||
ID_ICE_4 = TILE_AT(1, 3),
|
||||
ID_WATER = TILE_AT(2, 1),
|
||||
ID_GLUE = TILE_AT(1, 1),
|
||||
ID_SLIME = TILE_AT(3, 1),
|
||||
ID_BASE_0 = TILE_AT(0, 12),
|
||||
ID_BASE_1 = TILE_AT(1, 12),
|
||||
ID_BASE_2 = TILE_AT(2, 12),
|
||||
ID_BASE_3 = TILE_AT(3, 12),
|
||||
ID_BASE_4 = TILE_AT(0, 13),
|
||||
ID_BASE_5 = TILE_AT(1, 13),
|
||||
ID_BASE_6 = TILE_AT(2, 13),
|
||||
ID_BASE_7 = TILE_AT(3, 13),
|
||||
ID_BASE_8 = TILE_AT(0, 14),
|
||||
ID_BASE_9 = TILE_AT(1, 14),
|
||||
ID_BASE_10 = TILE_AT(2, 14),
|
||||
ID_BASE_11 = TILE_AT(3, 14),
|
||||
ID_BASE_12 = TILE_AT(0, 15),
|
||||
ID_BASE_13 = TILE_AT(1, 15),
|
||||
ID_BASE_14 = TILE_AT(2, 15),
|
||||
ID_BASE_15 = TILE_AT(3, 15),
|
||||
};
|
||||
|
||||
Tile_flags tile_get_flags(Tile tile);
|
||||
#endif /* _DEF_TILES */
|
|
@ -1,5 +1,5 @@
|
|||
#ifndef _DEF_TILE_PROPS
|
||||
#define _DEF_TILE_PROPS
|
||||
#ifndef _DEF_VEC
|
||||
#define _DEF_VEC
|
||||
|
||||
typedef struct {
|
||||
int x;
|
||||
|
@ -33,4 +33,4 @@ void vec_clamp(Vec *to_limit, Vec min, Vec max);
|
|||
/* Draw a rectangle using two Vec as coordinates */
|
||||
void vec_drect(Vec top_left, Vec bottom_right, int color);
|
||||
|
||||
#endif /* _DEF_TILE_PROPS */
|
||||
#endif /* _DEF_VEC */
|
||||
|
|
1
levels
1
levels
|
@ -1 +0,0 @@
|
|||
Subproject commit 0e22bf97a652337dd18e5d71dd947d63baab4d30
|
|
@ -0,0 +1,18 @@
|
|||
#!/usr/bin/env luajit
|
||||
|
||||
math.randomseed(os.time()) --set randomseed
|
||||
local function create_random_level(width, height, layers)
|
||||
io.write(width, "\n")
|
||||
io.write(height, "\n")
|
||||
for i = 1, layers, 1 do
|
||||
for r = 1, width * height, 1 do
|
||||
io.write(math.floor(math.random() * 1.5)) --random 0 (2/3) or 1 (1/3)
|
||||
io.write("\n")
|
||||
end
|
||||
if i ~= layers then
|
||||
io.write("n\n")
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
create_random_level(64, 64, 1)
|
|
@ -0,0 +1,84 @@
|
|||
#!/usr/bin/env luajit
|
||||
|
||||
local function create_includes_c()
|
||||
io.write[[#include "level.h"
|
||||
]]
|
||||
end
|
||||
|
||||
local function read_level(id)
|
||||
local file = io.open(id..".jtmm2")
|
||||
if not file then
|
||||
return nil
|
||||
else
|
||||
local content = {width = nil, height = nil, layers = {{}}}
|
||||
local line_nb = 0
|
||||
local layer_nb = 1
|
||||
for line in file:lines() do
|
||||
line_nb = line_nb + 1
|
||||
if line_nb < 3 then
|
||||
if content.width then
|
||||
content.height = tonumber(line)
|
||||
else
|
||||
content.width = tonumber(line)
|
||||
end
|
||||
else
|
||||
if line == "n" then
|
||||
layer_nb = layer_nb + 1
|
||||
table.insert(content.layers, {})
|
||||
else
|
||||
table.insert(content.layers[layer_nb], line)
|
||||
end
|
||||
end
|
||||
end
|
||||
file:close()
|
||||
return content
|
||||
end
|
||||
end
|
||||
|
||||
local function create_structure_c(id)
|
||||
local content = read_level(id)
|
||||
if content then
|
||||
-- layers
|
||||
for i, layer in ipairs(content.layers) do
|
||||
io.write("const uint8_t tiles_", id, "_", i, "[] = {\n\t")
|
||||
for i, v in ipairs(layer) do
|
||||
io.write(v, ", ")
|
||||
if i % 14 == 0 and i ~= #layer then
|
||||
io.write("\n\t")
|
||||
end
|
||||
end
|
||||
io.write("\n};\n");
|
||||
end
|
||||
-- array
|
||||
io.write("const uint8_t *layers_", id, "[] = {")
|
||||
for i = 1, #content.layers, 1 do
|
||||
io.write("tiles_", id, "_", i, ", ")
|
||||
end
|
||||
io.write("};\n")
|
||||
-- structure
|
||||
io.write("const Level level_", id, " = {\n")
|
||||
io.write("\t.width = ", content.width, ",\n")
|
||||
io.write("\t.height = ", content.height, ",\n")
|
||||
io.write("\t.layers = layers_", id, ",\n")
|
||||
io.write("\t.layers_count = ", #content.layers, ",\n")
|
||||
io.write("\t.solid_layer = 0\n")
|
||||
io.write("};\n")
|
||||
end
|
||||
end
|
||||
|
||||
local function create_function_c(max)
|
||||
io.write("void level_set(const Level **level, uint level_id)\n")
|
||||
io.write("{\n")
|
||||
io.write("\tswitch(level_id)\n")
|
||||
io.write("\t{\n")
|
||||
io.write()
|
||||
for i = 0, max, 1 do
|
||||
io.write("\t\tcase ", i, ": ")
|
||||
io.write("*level = &level_", i, "; break;\n")
|
||||
end
|
||||
io.write("\t}\n}\n")
|
||||
end
|
||||
|
||||
create_includes_c()
|
||||
create_structure_c(0)
|
||||
create_function_c(0)
|
|
@ -1,3 +1,4 @@
|
|||
#!/bin/sh
|
||||
cd levels
|
||||
lua build_levels.lua > ../src/gen_levels.c
|
||||
./create_demo.lua > 0.jtmm2
|
||||
./generate_c.lua > ../src/gen_levels.c
|
||||
|
|
|
@ -51,7 +51,7 @@ CFLAGS_FX := -D FX9860G -m3
|
|||
CFLAGS_CG := -D FXCG50 -m4-nofpu
|
||||
|
||||
# Additional compiler flags, change to your own taste!
|
||||
CFLAGS += -Wall -Wextra -Wno-missing-field-initializers -O3
|
||||
CFLAGS += -Wall -Wextra -Wno-missing-field-initializers -Os
|
||||
|
||||
# Include paths. Add one -I option for each folder from which you want to
|
||||
# be able to include files with #include<>.
|
||||
|
|
|
@ -19,10 +19,6 @@ void camera_step(Camera *camera) {
|
|||
}
|
||||
|
||||
void camera_init(Camera *camera, Player *player, const Level *level) {
|
||||
/* initialize struct */
|
||||
camera->pos = (Vec){ DWIDTH * VEC_PRECISION, DHEIGHT * VEC_PRECISION };
|
||||
camera->target = &player->pos;
|
||||
camera->speed = 0.04;
|
||||
/* NOTE: This system doesn't totally works, but it's good enough
|
||||
* for now. TODO: Add informations about what isn't working
|
||||
* correctly and/or fix the issues.
|
||||
|
|
|
@ -4,54 +4,37 @@
|
|||
#include "collide.h"
|
||||
#include "conf.h"
|
||||
#include "level.h"
|
||||
#include "tiles.h"
|
||||
|
||||
Tile_flags collide_point(Vec point, const Level *level) {
|
||||
uint8_t collide_point(Vec point, const Level *level, uint layer_id) {
|
||||
Vec cursor; /* the final position to test */
|
||||
vec_cpy(&cursor, point);
|
||||
vec_div(&cursor, TILE_SIZE); /* get the expected tile ID */
|
||||
if (point.x < 0 || point.y < 0 ||
|
||||
cursor.x >= level->width || cursor.y >= level->height) {
|
||||
return P_AIR; /* the point is out of bounds */
|
||||
return 0; /* the point is out of bounds */
|
||||
}
|
||||
else {
|
||||
const Tile tile_id = level->layers[level->solid_layer][cursor.x + cursor.y * level->width];
|
||||
return tile_get_flags(tile_id);
|
||||
return level->layers[layer_id][cursor.x + cursor.y * level->width];
|
||||
}
|
||||
}
|
||||
|
||||
Tile_flags player_collide_or(Player *player, Vec position, const Level *level) {
|
||||
bool player_collide(Player *player, Vec position, const Level *level, uint layer_id) {
|
||||
Vec pos;
|
||||
vec_cpy(&pos, position);
|
||||
Tile_flags flags = 0;
|
||||
flags |= collide_point(pos, level);
|
||||
pos.x += player->hbox.x;
|
||||
flags |= collide_point(pos, level);
|
||||
pos.y += player->hbox.y;
|
||||
flags |= collide_point(pos, level);
|
||||
pos.x -= player->hbox.x;
|
||||
flags |= collide_point(pos, level);
|
||||
return flags;
|
||||
}
|
||||
|
||||
Tile_flags player_collide_and(Player *player, Vec position, const Level *level) {
|
||||
/* DRY, get the collision flags and do &= on flags if there is
|
||||
* any. */
|
||||
void process_flags(Player *player, const Level *level, Vec pos, Tile_flags *flags) {
|
||||
Tile tile_flags = collide_point(pos, level);
|
||||
if (tile_flags) {
|
||||
*flags &= tile_flags;
|
||||
}
|
||||
if (collide_point(pos, level, layer_id)) {
|
||||
return true;
|
||||
}
|
||||
Vec pos;
|
||||
vec_cpy(&pos, position);
|
||||
Tile_flags flags = -1; /* since unsigned, max value */
|
||||
process_flags(player, level, pos, &flags);
|
||||
pos.x += player->hbox.x;
|
||||
process_flags(player, level, pos, &flags);
|
||||
if (collide_point(pos, level, layer_id)) {
|
||||
return true;
|
||||
}
|
||||
pos.y += player->hbox.y;
|
||||
process_flags(player, level, pos, &flags);
|
||||
if (collide_point(pos, level, layer_id)) {
|
||||
return true;
|
||||
}
|
||||
pos.x -= player->hbox.x;
|
||||
process_flags(player, level, pos, &flags);
|
||||
return flags;
|
||||
if (collide_point(pos, level, layer_id)) {
|
||||
return true;
|
||||
}
|
||||
return false;
|
||||
}
|
||||
|
|
File diff suppressed because one or more lines are too long
46
src/level.c
46
src/level.c
|
@ -3,7 +3,6 @@
|
|||
#include "conf.h"
|
||||
#include "level.h"
|
||||
#include "camera.h"
|
||||
#include "tiles.h"
|
||||
|
||||
#define VEC_PRECISE_HALF_DISP (Vec){DWIDTH * VEC_PRECISION / (2 * SCALE), DHEIGHT * VEC_PRECISION / (2 * SCALE)}
|
||||
|
||||
|
@ -17,15 +16,7 @@ void level_draw(const Level *level, Camera *camera) {
|
|||
}
|
||||
|
||||
void layer_draw(const Level *level, Camera *camera, uint layer_id) {
|
||||
/* Include tileset. */
|
||||
extern bopti_image_t img_tileset;
|
||||
const Tile *layer = level->layers[layer_id];
|
||||
#ifdef FX9860G
|
||||
const int color = C_LIGHT;
|
||||
#endif /* FX9860G */
|
||||
#ifdef FXCG50
|
||||
const int color = C_GREEN;
|
||||
#endif /* FXCG50 */
|
||||
const uint8_t *layer = level->layers[layer_id];
|
||||
Vec display_tl, display_br;
|
||||
vec_cpy(&display_tl, camera->pos);
|
||||
vec_cpy(&display_br, display_tl);
|
||||
|
@ -33,21 +24,30 @@ void layer_draw(const Level *level, Camera *camera, uint layer_id) {
|
|||
vec_add(&display_br, VEC_PRECISE_HALF_DISP);
|
||||
vec_div(&display_tl, TILE_SIZE);
|
||||
vec_div(&display_br, TILE_SIZE);
|
||||
int start_x = (display_tl.x > 0) ? (display_tl.x) : (0);
|
||||
int start_y = (display_tl.y > 0) ? (display_tl.y) : (0);
|
||||
int end_x = (display_br.x < level->width) ? (display_br.x + 1) : (level->width);
|
||||
int end_y = (display_br.y < level->height) ? (display_br.y + 1) : (level->height);
|
||||
int start_x = (display_tl.x > 0) ? display_tl.x : 0;
|
||||
int start_y = (display_tl.y > 0) ? display_tl.y : 0;
|
||||
int end_x = (display_br.x < level->width) ? display_br.x + 1 : level->width;
|
||||
int end_y = (display_br.y < level->height) ? display_br.y + 1 : level->height;
|
||||
for (int y = start_y; y < end_y; ++y) {
|
||||
for (int x = start_x; x < end_x; ++x) {
|
||||
const Tile tile = layer[x + y * level->width];
|
||||
if (tile) {
|
||||
const Vec tl = {
|
||||
(x * TILE_SIZE / VEC_PRECISION - camera->offset.x) * SCALE,
|
||||
(y * TILE_SIZE / VEC_PRECISION - camera->offset.y) * SCALE };
|
||||
dsubimage(tl.x, tl.y, &img_tileset,
|
||||
tile % TILESET_WIDTH * TILE_PX_SIZE,
|
||||
tile / TILESET_WIDTH * TILE_PX_SIZE,
|
||||
TILE_PX_SIZE, TILE_PX_SIZE, 0);
|
||||
const uint8_t cell = layer[x + y * level->width];
|
||||
#ifdef FX9860G
|
||||
const int color = C_LIGHT;
|
||||
#endif /* FX9860G */
|
||||
#ifdef FXCG50
|
||||
const int color = C_GREEN;
|
||||
#endif /* FXCG50 */
|
||||
if (cell == 1) {
|
||||
Vec tl = {x, y};
|
||||
Vec br;
|
||||
vec_mul(&tl, TILE_SIZE);
|
||||
vec_div(&tl, VEC_PRECISION);
|
||||
vec_sub(&tl, camera->offset);
|
||||
vec_mul(&tl, SCALE);
|
||||
vec_cpy(&br, tl);
|
||||
vec_add(&br, (Vec){TILE_SIZE / VEC_PRECISION * SCALE - 1,
|
||||
TILE_SIZE / VEC_PRECISION * SCALE - 1});
|
||||
vec_drect(tl, br, color);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
41
src/main.c
41
src/main.c
|
@ -20,23 +20,34 @@ int main(void) {
|
|||
init(); /* initialize gint */
|
||||
|
||||
/* main game loop */
|
||||
while (play_level(1)) {};
|
||||
play_level(0);
|
||||
|
||||
/* return to menu */
|
||||
return 1;
|
||||
}
|
||||
|
||||
int play_level(uint level_id) {
|
||||
/* create player */
|
||||
Player player = {
|
||||
//.pos = {TILE_SIZE, TILE_SIZE},
|
||||
.spd = {0, 0},
|
||||
.hbox = {TILE_SIZE - 1, TILE_SIZE - 1},
|
||||
.vbox = {7, 7},
|
||||
.origin = {0 * VEC_PRECISION, 0 * VEC_PRECISION},
|
||||
.grace = 0
|
||||
};
|
||||
vec_cpy(&player.pos, (Vec){0, 0}); /* place the player at "0/0"*/
|
||||
|
||||
/* set level */
|
||||
const Level *level;
|
||||
level_set(&level, level_id);
|
||||
|
||||
/* create player */
|
||||
Player player;
|
||||
player_init(&player, level);
|
||||
|
||||
/* create camera */
|
||||
Camera camera;
|
||||
Camera camera = {
|
||||
.pos = {DWIDTH * VEC_PRECISION, DHEIGHT * VEC_PRECISION},
|
||||
.target = &player.pos,
|
||||
.speed = 0.02
|
||||
};
|
||||
camera_init(&camera, &player, level);
|
||||
|
||||
/* create input manager */
|
||||
|
@ -45,8 +56,7 @@ int play_level(uint level_id) {
|
|||
|
||||
/* UPS control */
|
||||
volatile int has_ticked = 1;
|
||||
int timer = timer_setup(TIMER_ANY, 1000000/UPS, callback, &has_ticked);
|
||||
timer_start(timer);
|
||||
timer_start(timer_setup(TIMER_ANY, 1000000/UPS, callback, &has_ticked));
|
||||
|
||||
uint step = 0;
|
||||
|
||||
|
@ -59,17 +69,11 @@ int play_level(uint level_id) {
|
|||
/* step event is where all the logic happens */
|
||||
step += 1;
|
||||
step_event(&player, level, &camera, &input, step);
|
||||
/* player death check */
|
||||
if(player.dead) {
|
||||
timer_stop(timer);
|
||||
return 1;
|
||||
}
|
||||
}
|
||||
/* draw event just draws stuff */
|
||||
draw_event(&player, level, &camera, &input, step);
|
||||
}
|
||||
timer_stop(timer);
|
||||
return 0;
|
||||
return 1;
|
||||
}
|
||||
|
||||
int callback(volatile void *arg) {
|
||||
|
@ -79,6 +83,7 @@ int callback(volatile void *arg) {
|
|||
}
|
||||
|
||||
void step_event(Player *player, const Level *level, Camera *camera, Input *input, uint step) {
|
||||
//getkey();
|
||||
input_step(input, step);
|
||||
player_step(player, input, level, step);
|
||||
level_step(level);
|
||||
|
@ -86,11 +91,13 @@ void step_event(Player *player, const Level *level, Camera *camera, Input *input
|
|||
}
|
||||
|
||||
void draw_event(Player *player, const Level *level, Camera *camera, Input *input, uint step) {
|
||||
dclear(level->bg_color);
|
||||
dclear(C_WHITE);
|
||||
level_draw(level, camera);
|
||||
player_draw(player, camera);
|
||||
#ifdef DEBUG
|
||||
/* put your debug code here */
|
||||
//camera_draw_debug(camera);
|
||||
//input_draw_debug(input);
|
||||
//player_draw_debug(player, step, level, 0);
|
||||
#endif
|
||||
dupdate();
|
||||
}
|
||||
|
|
144
src/player.c
144
src/player.c
|
@ -2,123 +2,47 @@
|
|||
#include <stdbool.h>
|
||||
|
||||
#include "player.h"
|
||||
#include "player_vars.h"
|
||||
#include "player_modifiers.h"
|
||||
#include "vec.h"
|
||||
#include "conf.h"
|
||||
#include "camera.h"
|
||||
#include "input.h"
|
||||
#include "collide.h"
|
||||
#include "tiles.h"
|
||||
|
||||
/* TODO: Determine FRICTION and ACCELERATION from UPS. */
|
||||
#define MAX_SPD (128 * PXS)
|
||||
#define FRICTION 0.01
|
||||
#define ACCELERATION (int)(MAX_SPD * FRICTION)
|
||||
#define GRAVITY_SCALAR 16
|
||||
#define GRAVITY (PXS / GRAVITY_SCALAR)
|
||||
#define FAST_FALL_FACTOR 3
|
||||
#define FRICTION 0.99
|
||||
#define ACCELERATION (int)(MAX_SPD * (1 - FRICTION))
|
||||
#define GRAVITY PXS
|
||||
#define JUMP_SPD (-128 * PXS)
|
||||
#define GRACE_UNITS (int)(UPS / 10)
|
||||
#define GRACE_UNITS (int)(UPS / 5)
|
||||
#define EARLY_UNITS (int)(UPS / 5)
|
||||
#define H_CLIP_MARGIN (TILE_SIZE / 4)
|
||||
#define V_CLIP_MARGIN (TILE_SIZE / 3)
|
||||
#define SGN(x) (((x) > 0) ? (1) : (((x) < 0) ? (-1) : (0)))
|
||||
#define PLAYER_COLLIDE_SOLID(pos) (player_collide_or(player, pos, level) & F_SOLID)
|
||||
|
||||
void player_init(Player *player, const Level *level) {
|
||||
vec_cpy(&player->pos, level->start_pos);
|
||||
player->spd.x = 0;
|
||||
player->spd.y = 0;
|
||||
player->hbox.x = TILE_SIZE - 1;
|
||||
player->hbox.y = TILE_SIZE - 1;
|
||||
player->vbox.x = 7;
|
||||
player->vbox.y = 7;
|
||||
player->origin.x = 0;
|
||||
player->origin.y = 0;
|
||||
player->grace = 0;
|
||||
player->jump_held = false;
|
||||
player->dead = false;
|
||||
}
|
||||
|
||||
void player_set_vars(Player *player, const Level *level) {
|
||||
player->vars.friction = FRICTION;
|
||||
player->vars.acceleration = ACCELERATION;
|
||||
player->vars.jump_spd = JUMP_SPD;
|
||||
player->vars.gravity = GRAVITY;
|
||||
player->vars.gravity_scalar = GRAVITY_SCALAR;
|
||||
/* collide on all sides */
|
||||
Vec pos = { player->pos.x - 1, player->pos.y };
|
||||
Tile_flags flags_left;
|
||||
Tile_flags flags_right;
|
||||
Tile_flags flags_floor;
|
||||
Tile_flags flags_ceil;
|
||||
flags_left = player_collide_or(player, pos, level);
|
||||
pos.x += 2;
|
||||
flags_right = player_collide_or(player, pos, level);
|
||||
pos.x -= 1;
|
||||
pos.y += 1;
|
||||
flags_floor = player_collide_or(player, pos, level);
|
||||
pos.y -= 2;
|
||||
flags_ceil = player_collide_or(player, pos, level);
|
||||
uint8_t side_flags[sizeof(Tile_flags) * 8];
|
||||
/* make sum for each flag */
|
||||
for (uint i = 0; i < sizeof(Tile_flags) * 8; i++) {
|
||||
Tile_flags cur_flag = 1 << i;
|
||||
side_flags[i] = 0;
|
||||
if (flags_left & cur_flag)
|
||||
side_flags[i] |= D_LEFT;
|
||||
if (flags_right & cur_flag)
|
||||
side_flags[i] |= D_RIGHT;
|
||||
if (flags_floor & cur_flag)
|
||||
side_flags[i] |= D_FLOOR;
|
||||
if (flags_ceil & cur_flag)
|
||||
side_flags[i] |= D_CEIL;
|
||||
}
|
||||
/* apply modifiers */
|
||||
player_mod_water(player, side_flags[I_WATER]);
|
||||
player_mod_ice(player, side_flags[I_ICE]);
|
||||
player_mod_glue(player, side_flags[I_GLUE]);
|
||||
/* fix wrong values */
|
||||
if (player->vars.friction > 1)
|
||||
player->vars.friction = 1;
|
||||
}
|
||||
#define SGN(x) ((x > 0) ? (1) : ((x < 0) ? (-1) : (0)))
|
||||
#define PLAYER_COLLIDE(pos) player_collide(player, pos, level, level->solid_layer)
|
||||
|
||||
void player_move(Player *player, const Level *level) {
|
||||
/* TODO: Take into account player's hitbox */
|
||||
/* TODO: Take into account player's hitbox */
|
||||
const int sgn_spd_x = SGN(player->spd.x);
|
||||
const int sgn_spd_y = SGN(player->spd.y);
|
||||
Vec destination;
|
||||
vec_cpy(&destination, player->pos);
|
||||
/* snap the player to the grid if they hit a wall */
|
||||
destination.x += player->spd.x;
|
||||
if (PLAYER_COLLIDE_SOLID(destination)) {
|
||||
/* Used for clipping and positionning. */
|
||||
int offset = destination.y % TILE_SIZE;
|
||||
/* If player is rising or offset is too high then don't clip. */
|
||||
if (player->spd.y < 0 || offset > H_CLIP_MARGIN) {
|
||||
offset = 0;
|
||||
}
|
||||
destination.y -= offset;
|
||||
if (PLAYER_COLLIDE_SOLID(destination))
|
||||
{
|
||||
destination.y += offset;
|
||||
destination.x = player->pos.x - player->pos.x % TILE_SIZE;
|
||||
/* Move the player tile per tile until it enters an
|
||||
* occupied tile. */
|
||||
while (!PLAYER_COLLIDE_SOLID(destination)) {
|
||||
destination.x += TILE_SIZE * sgn_spd_x;
|
||||
}
|
||||
/* then, move it back one tile */
|
||||
destination.x -= TILE_SIZE * sgn_spd_x;
|
||||
player->spd.x = 0;
|
||||
if (PLAYER_COLLIDE(destination)) {
|
||||
destination.x = player->pos.x - player->pos.x % TILE_SIZE;
|
||||
/* Move the player tile per tile until it enters an
|
||||
* occuped tile. */
|
||||
while (!PLAYER_COLLIDE(destination)) {
|
||||
destination.x += TILE_SIZE * sgn_spd_x;
|
||||
}
|
||||
/* then, move it back one tile */
|
||||
destination.x -= TILE_SIZE * sgn_spd_x;
|
||||
player->spd.x = 0;
|
||||
}
|
||||
/* do the same for y */
|
||||
destination.y += player->spd.y;
|
||||
if (PLAYER_COLLIDE_SOLID(destination)) {
|
||||
if (PLAYER_COLLIDE(destination)) {
|
||||
destination.y = player->pos.y - player->pos.y % TILE_SIZE;
|
||||
while (!PLAYER_COLLIDE_SOLID(destination)) {
|
||||
while (!PLAYER_COLLIDE(destination)) {
|
||||
destination.y += TILE_SIZE * sgn_spd_y;
|
||||
}
|
||||
destination.y -= TILE_SIZE * sgn_spd_y;
|
||||
|
@ -132,7 +56,6 @@ void player_move(Player *player, const Level *level) {
|
|||
}
|
||||
|
||||
void player_step(Player *player, Input *input, const Level *level, uint step) {
|
||||
player_set_vars(player, level);
|
||||
/* Get directionnal input and assign it to move.x/move.y:
|
||||
* i.e., if the player hold left and down move will have
|
||||
* move.x = -1 and move.y = 1. */
|
||||
|
@ -142,18 +65,10 @@ void player_step(Player *player, Input *input, const Level *level, uint step) {
|
|||
};
|
||||
/* other keys */
|
||||
bool k_jump = INPUT_DOWN(K_JUMP);
|
||||
int xacc = move.x * player->vars.acceleration; /* calculate horizontal acceleration */
|
||||
player->spd.x *= 1 - player->vars.friction; /* apply horizontal friction */
|
||||
int xacc = move.x * ACCELERATION; /* calculate horizontal acceleration */
|
||||
player->spd.x *= FRICTION; /* apply horizontal friction */
|
||||
player->spd.x += xacc; /* apply horizontal acceleration */
|
||||
/* apply gravity */
|
||||
if (player->spd.y < 0 && !player->jump_held) {
|
||||
/* The player is rising and let go the jump key,
|
||||
* accelerate gravity until they reach 0. */
|
||||
player->spd.y += player->vars.gravity * FAST_FALL_FACTOR *
|
||||
player->vars.gravity_scalar;
|
||||
} else {
|
||||
player->spd.y += player->vars.gravity * player->vars.gravity_scalar;
|
||||
}
|
||||
player->spd.y += GRAVITY; /* apply gravity */
|
||||
/* Grace frames allow the player to jump a short
|
||||
* time after leaving a platform. */
|
||||
if (player->grace) {
|
||||
|
@ -163,21 +78,10 @@ void player_step(Player *player, Input *input, const Level *level, uint step) {
|
|||
* them to do it again and assign them the
|
||||
* corresponding y speed. */
|
||||
player->grace = 0;
|
||||
player->spd.y = player->vars.jump_spd;
|
||||
player->jump_held = true;
|
||||
input->last_press[K_JUMP] = 0;
|
||||
player->spd.y = JUMP_SPD;
|
||||
}
|
||||
}
|
||||
/* See if the player is still holding their jump button, this is
|
||||
* usefull for jump height and gravity manipulation. */
|
||||
if (player->jump_held && !k_jump) {
|
||||
player->jump_held = false;
|
||||
}
|
||||
player_move(player, level); /* move the player according to their speed */
|
||||
/* player death */
|
||||
if (player_collide_or(player, player->pos, level) & F_SPIKY) {
|
||||
player->dead = true;
|
||||
}
|
||||
}
|
||||
|
||||
void player_draw(Player *player, Camera *camera) {
|
||||
|
@ -200,7 +104,7 @@ void player_draw(Player *player, Camera *camera) {
|
|||
vec_drect(tl, br, C_BLACK);
|
||||
}
|
||||
|
||||
void player_draw_debug(Player *player, uint step, const Level *level) {
|
||||
void player_draw_debug(Player *player, uint step, const Level *level, uint layer_id) {
|
||||
/* This debug function displays more or less usefull
|
||||
* informations for debugging player movement. */
|
||||
dprint(0, 0, C_BLACK, "x: %d", player->pos.x);
|
||||
|
@ -209,6 +113,6 @@ void player_draw_debug(Player *player, uint step, const Level *level) {
|
|||
dprint(0, 30, C_BLACK, "st: %u", step);
|
||||
dprint(0, 40, C_BLACK, "cx: %d", player->pos.x / TILE_SIZE);
|
||||
dprint(0, 50, C_BLACK, "cy: %d", player->pos.y / TILE_SIZE);
|
||||
dprint(0, 60, C_BLACK, "cl: %d", collide_point(player->pos, level));
|
||||
dprint(0, 60, C_BLACK, "cl: %d", collide_point(player->pos, level, layer_id));
|
||||
}
|
||||
|
||||
|
|
|
@ -1,45 +0,0 @@
|
|||
#include "player_modifiers.h"
|
||||
#include "player.h"
|
||||
#include "conf.h"
|
||||
|
||||
void player_mod_water(Player *player, uint8_t sides) {
|
||||
if (sides & D_ANY & ~(D_FLOOR)) {
|
||||
/* precise and slow movement */
|
||||
player->vars.acceleration *= 4;
|
||||
player->vars.friction *= 16;
|
||||
/* low jump and super slow fall */
|
||||
player->vars.jump_spd /= 4;
|
||||
player->vars.gravity_scalar /= 8;
|
||||
/* allow the player to jump midair */
|
||||
player->grace = 1;
|
||||
}
|
||||
}
|
||||
|
||||
void player_mod_ice(Player *player, uint8_t sides) {
|
||||
if (sides & D_FLOOR) {
|
||||
player->vars.acceleration /= 4;
|
||||
player->vars.friction /= 4;
|
||||
}
|
||||
}
|
||||
|
||||
void player_mod_glue(Player *player, uint8_t sides) {
|
||||
if (sides & D_FLOOR) {
|
||||
player->vars.acceleration = 1;
|
||||
player->vars.friction = 1;
|
||||
}
|
||||
if (sides & D_CEIL) {
|
||||
player->spd.y = 0;
|
||||
player->vars.gravity = 0;
|
||||
player->vars.friction *= 2;
|
||||
/* jump to drop of the ceiling */
|
||||
player->vars.jump_spd = 1;
|
||||
player->grace = 1;
|
||||
}
|
||||
if (sides & (D_LEFT | D_RIGHT)) {
|
||||
player->spd.y = 0;
|
||||
player->vars.gravity = 0;
|
||||
/* wall jump */
|
||||
player->grace = UPS / 5;
|
||||
}
|
||||
}
|
||||
|
45
src/tiles.c
45
src/tiles.c
|
@ -1,45 +0,0 @@
|
|||
#include "tiles.h"
|
||||
|
||||
Tile_flags tile_get_flags(Tile tile) {
|
||||
switch (tile) {
|
||||
case ID_AIR:
|
||||
return P_AIR;
|
||||
break;
|
||||
case ID_SPIKE:
|
||||
return P_SPIKE;
|
||||
break;
|
||||
case ID_WATER:
|
||||
return P_WATER;
|
||||
break;
|
||||
case ID_ICE_0:
|
||||
case ID_ICE_1:
|
||||
case ID_ICE_2:
|
||||
case ID_ICE_3:
|
||||
case ID_ICE_4:
|
||||
return P_ICE;
|
||||
break;
|
||||
case ID_GLUE:
|
||||
return P_GLUE;
|
||||
break;
|
||||
case ID_SLIME:
|
||||
case ID_BASE_0:
|
||||
case ID_BASE_1:
|
||||
case ID_BASE_2:
|
||||
case ID_BASE_3:
|
||||
case ID_BASE_4:
|
||||
case ID_BASE_5:
|
||||
case ID_BASE_6:
|
||||
case ID_BASE_7:
|
||||
case ID_BASE_8:
|
||||
case ID_BASE_9:
|
||||
case ID_BASE_10:
|
||||
case ID_BASE_11:
|
||||
case ID_BASE_12:
|
||||
case ID_BASE_13:
|
||||
case ID_BASE_14:
|
||||
case ID_BASE_15:
|
||||
return P_BASE;
|
||||
break;
|
||||
default: return P_UNKNOWN; break;
|
||||
}
|
||||
}
|
34
src/vec.c
34
src/vec.c
|
@ -2,57 +2,65 @@
|
|||
|
||||
#include "vec.h"
|
||||
|
||||
extern inline void vec_cpy(Vec *destination, Vec source) {
|
||||
void vec_cpy(Vec *destination, Vec source) {
|
||||
/* memcpy for vectors */
|
||||
destination->x = source.x;
|
||||
destination->y = source.y;
|
||||
}
|
||||
|
||||
extern inline void vec_add(Vec *vector, Vec force) {
|
||||
void vec_add(Vec *vector, Vec force) {
|
||||
/* addition */
|
||||
vector->x += force.x;
|
||||
vector->y += force.y;
|
||||
}
|
||||
|
||||
extern inline void vec_sub(Vec *vector, Vec force) {
|
||||
void vec_sub(Vec *vector, Vec force) {
|
||||
/* substraction */
|
||||
vector->x -= force.x;
|
||||
vector->y -= force.y;
|
||||
}
|
||||
|
||||
extern inline void vec_mul(Vec *vector, int scale) {
|
||||
void vec_mul(Vec *vector, int scale) {
|
||||
/* multiplication */
|
||||
vector->x *= scale;
|
||||
vector->y *= scale;
|
||||
}
|
||||
|
||||
extern inline void vec_mulf(Vec *vector, float scale) {
|
||||
void vec_mulf(Vec *vector, float scale) {
|
||||
/* floating point multiplication */
|
||||
vector->x *= scale;
|
||||
vector->y *= scale;
|
||||
}
|
||||
|
||||
extern inline void vec_div(Vec *vector, int scale) {
|
||||
void vec_div(Vec *vector, int scale) {
|
||||
/* division */
|
||||
vector->x /= scale;
|
||||
vector->y /= scale;
|
||||
}
|
||||
|
||||
extern inline void vec_divf(Vec *vector, float scale) {
|
||||
void vec_divf(Vec *vector, float scale) {
|
||||
/* floating point division */
|
||||
vector->x /= scale;
|
||||
vector->y /= scale;
|
||||
}
|
||||
|
||||
extern inline void vec_lerp(Vec *from, Vec to, float scale) {
|
||||
void vec_lerp(Vec *from, Vec to, float scale) {
|
||||
/* A linear interpolation function, can be used for camera and
|
||||
* animations. 'scale' is the transformation speed, 1 being
|
||||
* instant. */
|
||||
from->x = from->x * (1 - scale) + to.x * scale;
|
||||
from->y = from->y * (1 - scale) + to.y * scale;
|
||||
* instant.
|
||||
*/
|
||||
/* from * (1 - scale) + temp * scale */
|
||||
Vec temp;
|
||||
vec_cpy(&temp, to);
|
||||
/* from * (1 - scale) */
|
||||
vec_mulf(from, 1 - scale);
|
||||
/* temp * scale */
|
||||
vec_mulf(&temp, scale);
|
||||
/* add */
|
||||
vec_add(from, temp);
|
||||
}
|
||||
|
||||
extern inline void vec_clamp(Vec *to_limit, Vec min, Vec max) {
|
||||
void vec_clamp(Vec *to_limit, Vec min, Vec max) {
|
||||
/* clamp a vector between two points */
|
||||
if (to_limit->x < min.x) to_limit->x = min.x;
|
||||
if (to_limit->y < min.y) to_limit->y = min.y;
|
||||
|
@ -60,7 +68,7 @@ extern inline void vec_clamp(Vec *to_limit, Vec min, Vec max) {
|
|||
if (to_limit->y > max.y) to_limit->y = max.y;
|
||||
}
|
||||
|
||||
extern inline void vec_drect(Vec top_left, Vec bottom_right, int color) {
|
||||
void vec_drect(Vec top_left, Vec bottom_right, int color) {
|
||||
/* Draw a rectangle corresponding to two vectors position with
|
||||
* given 'color'.
|
||||
*/
|
||||
|
|
Reference in New Issue