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#pragma once
// game
#define TEXTURES 0 // whether to use textures for the level
#define FOG 1
// S3L
#define S3L_NEAR_CROSS_STRATEGY 3
#if TEXTURES
#define S3L_PERSPECTIVE_CORRECTION 2
#else
#define S3L_PERSPECTIVE_CORRECTION 0
#endif
#define S3L_NEAR (S3L_FRACTIONS_PER_UNIT / 5)
#define S3L_USE_WIDER_TYPES 0
#define S3L_FLAT 0
#define S3L_SORT 0
#define S3L_Z_BUFFER 1
#define S3L_MAX_TRIANGES_DRAWN 512
#define S3L_PIXEL_FUNCTION drawPixel
#define S3L_MAX_PIXELS (1024 * 1024)
// Screen
#ifndef SCREEN_MEASURMENTS
#define SCREEN_WIDTH 1920
#define SCREEN_HEIGHT 1080
#endif
#define HALF_SCREEN_WIDTH SCREEN_WIDTH / 2
#define HALF_SCREEN_HEIGHT SCREEN_HEIGHT / 2
const int collisionMap[8 * 10] =
{
1,1,1,1,1,1,1,1,
1,1,1,1,0,0,0,1,
1,1,1,1,0,1,0,1,
2,2,1,0,0,0,0,3,
1,2,1,0,1,1,3,1,
2,0,0,0,1,1,3,3,
1,0,1,0,0,1,1,1,
1,0,0,0,1,1,1,1,
1,1,1,1,1,1,1,1,
1,1,1,1,1,1,1,1
};
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