added more sprites
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Readme.md
23
Readme.md
@ -11,22 +11,21 @@ Cub3D is a simple raycasting game using the mlx library
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- Minimap
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- Animated Sprites
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### Extra
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- Help screen?
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- Levels?
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- Collectables
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- Enemies?
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- Moving Enemies?
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- Weapon Sprite that fires?
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- Zoom with right mouse button?
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- Help screen
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- End level screen
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- Weapon Sprite that fires
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- Zoom with right mouse button
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- Weapon pickups
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- Shooting Enemies
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- Moving Enemies
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- HP system
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- Timer
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- Score system
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- End level screen
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- Skybox?
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- Sounds?
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- Music?
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- A Start Menu?
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- Levels
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- Start Menu // breaks mandatory subject
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- Skybox // Breaks mandatory subject
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- Sounds // need forbidden functions
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- Music // need forbidden functions
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---
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## Features
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@ -7,26 +7,26 @@ SO ./assets/wall/redbrick.png
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WE ./assets/wall/wood.png
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1111111111111111111111111111111111111111111111111111111111111111111111111111111111111111111111
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1G B1 1 1 1 1 1
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1 KH H H H H H D KH K 1 C H D D KHK X 1
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1 1 1 1 1 1 1
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1L B1 p 1 1 1 1 1
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1 Kl l l l l l D KC K 1 &TC D D KCK 1
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1 1V A A 1 1 ] 1 1 1
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1 11111111111 11111111111 111111111111111111111 1 1111111111 1111111111
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1 1B C B1 1 1 1 1 1 D KH K 1 1
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1 1 KH HK 1 1 K H K D 1 C 1 K H K D H 1 1 K K K K K K K K 1
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1 1 1 1 1 1 H 1 1 1111111111 K K K K K K 1
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1 11111 11111 11111111111 D K K K 11111111111 1 1 K K K K 1
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1 1 1 1 K K 1 1 D KH K 1 K K 1
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1 1 K H K D 1 1 K H K D H 1 1 1
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1 1B f $ f B1 1 1 1 17 1 D KC K 1 1
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1 1 Kl T lK 1 1s K l K D 1 9&9 1 K l K D l 1 91 K K K K K K K K 1
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1 13 8 8 21 1 1 1 C 17 1 1111111111 K K K K K K 1
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1 11111 11111 11111111111 D K T K 11111111111 1 1 K K K K 1
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1 A A 1 1 1 K K 1 1 D Kl K 1 K K 1
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1P 1s K l K D 1 1 K l K D l 1 1 1
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1 1 1 11111111111 1 1111111111 1
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1 H H 11111111111 1 11111111111 1 1 1
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1 1 1 D K H K 1 1 D KH K 1 1
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1B 1 K H K D 1 1 K H K D H 1 1 1
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1BB 1 1 11111111111 1 1111111111 1
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1 l l 11111111111 1 11111111111 1 1 1
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1 1 1 D K l K 1 1 D Kl K 1 1
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1B 1s K l K D 1 1 K l K D l 1 1 1
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1BB9 1 1 11111111111 1 1111111111 1
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111111111 11111111111 1 11111111111 1 1 1
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1B1 1 1 1 D K H K 1 1 D HC 1 1
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1 K K K 1 1 K K 1 1 1 KHK D H 1 1 1
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1 1 H 1 H 1 K K K D 11111111111 K K K 1 1111111111 1
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1 1 C 1 N 1 KHK 1 1 1 KHK 1 1 1
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1 1111111 1 C 1 D K H K 1 C 1BH H H 1
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1 1 1BBB1 1 1BB B1 1
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1B1 1 1 1 D K l K 1 1 D l$ 1 1
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1 K K K 1 1 K K 1 1 1 KCK D l 1 1 1
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1 1 l 1 l 1 K T K D 11111111111 K T K 1 1111111111 1
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1 1 # 1P N 1 KCK 1 1 1 KCK 1 1 1
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1 1111111 1 * 1 D K l$K 1 * 1Bl l l b1
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1 b1[ 1BBB1 14 9 1BB B1 bb1
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1111111111111111111111111111111111111111111111111111111111111111111111111111111111111111111111
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@ -6,10 +6,10 @@ EA ./assets/wall/colorstone.png
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SO ./assets/wall/redbrick.png
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WE ./assets/wall/wood.png
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1111111
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1B1B1B1
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1 G G 1
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11111111111111
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1BbLAPpVfTslC1
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1$#*&987[]3421
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1 1
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1 N 1
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1 K N 1
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1 1
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1111111
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11111111111111
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@ -6,7 +6,7 @@
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/* By: houtworm <codam@houtworm.net> +#+ */
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/* +#+ */
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/* Created: 2023/10/26 14:13:07 by houtworm #+# #+# */
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/* Updated: 2023/11/05 11:50:09 by houtworm ######## odam.nl */
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/* Updated: 2023/11/05 12:41:47 by houtworm ######## odam.nl */
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/* */
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/* ************************************************************************** */
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@ -31,8 +31,11 @@ void mainloop(void *param)
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ft_checkpickup(vl);
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ft_drawsprites(vl);
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/*ft_drawweapon(vl);*/
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/*ft_drawminimap(vl);*/
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vl->frametime = vl->mlx->delta_time;
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ft_printstats(vl);
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/*ft_enemyaction(vl);*/
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vl->frametime = vl->mlx->delta_time;
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ft_processinput(vl);
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if (!vl->img || (mlx_image_to_window(vl->mlx, vl->img, 0, 0) < 0))
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ft_errorexit("image to window failed ", "mainloop", 1);
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@ -6,7 +6,7 @@
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/* By: houtworm <codam@houtworm.net> +#+ */
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/* +#+ */
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/* Created: 2023/10/26 17:33:50 by houtworm #+# #+# */
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/* Updated: 2023/11/05 11:50:41 by houtworm ######## odam.nl */
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/* Updated: 2023/11/05 12:56:48 by houtworm ######## odam.nl */
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/* */
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/* ************************************************************************** */
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@ -90,14 +90,52 @@ char **ft_getmap(t_varlist *vl, int fd)
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map[y][x] = 'D';
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else if (line[x] == 'B')
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map[y][x] = ft_addsoliddecor(vl, y, x, 0);
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else if (line[x] == 'G')
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else if (line[x] == 'b')
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map[y][x] = ft_addsoliddecor(vl, y, x, 1);
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else if (line[x] == 'L')
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map[y][x] = ft_addsoliddecor(vl, y, x, 2);
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else if (line[x] == 'H')
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else if (line[x] == 'A')
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map[y][x] = ft_addsoliddecor(vl, y, x, 3);
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else if (line[x] == 'P')
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map[y][x] = ft_addsoliddecor(vl, y, x, 4);
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else if (line[x] == 'p')
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map[y][x] = ft_addsoliddecor(vl, y, x, 5);
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else if (line[x] == 'V')
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map[y][x] = ft_addsoliddecor(vl, y, x, 6);
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else if (line[x] == 'f')
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map[y][x] = ft_addsoliddecor(vl, y, x, 7);
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else if (line[x] == 'T')
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map[y][x] = ft_addsoliddecor(vl, y, x, 8);
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else if (line[x] == 's')
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map[y][x] = ft_addsoliddecor(vl, y, x, 9);
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else if (line[x] == 'l')
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map[y][x] = ft_addwalktroughdecor(vl, y, x, 10);
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else if (line[x] == 'C')
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map[y][x] = ft_addwalktroughdecor(vl, y, x, 11);
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else if (line[x] == '$')
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map[y][x] = ft_addpickup(vl, y, x, 0);
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else if (line[x] == 'X')
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map[y][x] = ft_addenemy(vl, y, x, 0);
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else if (line[x] == '#')
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map[y][x] = ft_addpickup(vl, y, x, 1);
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else if (line[x] == '*')
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map[y][x] = ft_addpickup(vl, y, x, 2);
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else if (line[x] == '&')
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map[y][x] = ft_addpickup(vl, y, x, 3);
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else if (line[x] == '9')
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map[y][x] = ft_addpickup(vl, y, x, 4);
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else if (line[x] == '8')
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map[y][x] = ft_addpickup(vl, y, x, 5);
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else if (line[x] == '7')
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map[y][x] = ft_addpickup(vl, y, x, 6);
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else if (line[x] == '[')
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map[y][x] = ft_addpickup(vl, y, x, 7);
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else if (line[x] == ']')
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map[y][x] = ft_addpickup(vl, y, x, 8);
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else if (line[x] == '3')
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map[y][x] = ft_addpickup(vl, y, x, 9);
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else if (line[x] == '4')
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map[y][x] = ft_addpickup(vl, y, x, 10);
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else if (line[x] == '2')
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map[y][x] = ft_addpickup(vl, y, x, 11);
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else if (line[x] == 'K')
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map[y][x] = ft_addenemy(vl, y, x, 0);
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else
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