@Hexmage960, post #298
Jeżeli macie wskazówki, to proszę o podzielenie się nimi - żeby mnie naprowadzić.
Najlepiej w punktach:
1. Owoce,
2. Skarby,
3. Czaszki.
Z góry dziękuję.
@mschulz, post #301
4. Zrob (dokoncz) najpierw podstawowa gre taka sama jak kazdy inny sokoban. Jak juz bedzie gotowa i dostepna publicznie, zacznij sie zastanawiac jak moglbys ja rozbudowac.
@mschulz, post #301
@selur, post #305
@selur, post #305
@Hexmage960, post #298
@Hexmage960, post #298
porozmawiałbym na temat wykorzystania tych dodatkowych elementów
@rePeter, post #310
@Hexmage960, post #311
@MarcinLP, post #315
; a0: custom ; a3: node @blit: move.l a3,-(a7) lea bqn_bltcon0(a3),a3 move.w (a3)+,bltcon0(a0) move.w (a3)+,bltcon1(a0) moveq #-1,d0 move.w d0,bltadat(a0) move.w d0,bltbdat(a0) move.w d0,bltcdat(a0) move.w d0,bltddat(a0) move.l (a3)+,bltapt(a0) move.l (a3)+,bltbpt(a0) move.l (a3)+,bltcpt(a0) move.l (a3)+,bltdpt(a0) move.w (a3)+,bltamod(a0) move.w (a3)+,bltbmod(a0) move.w (a3)+,bltcmod(a0) move.w (a3)+,bltdmod(a0) move.w (a3)+,bltafwm(a0) move.w (a3)+,bltalwm(a0) move.w (a3)+,bltsizv(a0) move.w (a3),bltsizh(a0) move.l (a7)+,a3 rts _blitterHandler: movem.l a0/a2-a4/a6,-(a7) lea bqi_blitqueue(a1),a2 IFEMPTY a2,.noMoreBlits REMHEADQ a2,a3,a4 bsr.s @blit bra.s .done .noMoreBlits: movea.l 4.w,a6 movea.l bqi_task(a1),a2 move.w bqi_signal(a1),d1 moveq #1,d0 lsl.l d1,d0 exg a2,a1 jsr _LVOSignal(a6) .done: movem.l (a7)+,a0/a2-a4/a6 move.w #INTF_BLIT,intreq(a0) rts
@Hexmage960, post #293
@Hexmage960, post #318
@mailman, post #319
teraz brniemy w wisienki i i czaszki...
@Stoopi, post #320
/* These are tile types used in level constructor */ /* Note: Trap stone always reveals skulls within any box */ /* Map reveals traps for a while */ /* All accumulated flagstones must be pushed in order to reveal contents */ enum ConstructionTiles { CT_BACK, /* Background */ CT_FLOOR, CT_WALL, CT_TREASURE_BOX, /* Box with a treasure within */ CT_GOLD_KEY_BOX, /* Box with a key within */ CT_SILVER_KEY_BOX, CT_TRAP_BOX, /* Box with a skull within (can be detected) */ CT_CHERRY_BOX, /* Box with fruits */ CT_MAP_BOX, /* Box with map (reveals contents and traps for a while) */ CT_FLAGSTONE, /* Flagstone for boxes to place on */ CT_FLAGSTONE_1, /* Flagstone accumulated */ CT_FLAGSTONE_2, CT_FLAGSTONE_3, CT_TRAPSTONE, /* A trap (can be detected using map) */ CT_GOLD_DOOR, /* Locked door */ CT_SILVER_DOOR, CT_EXIT, /* Exit door */ CT_COUNT };
@Hexmage960, post #325
@twardy, post #328