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ru:: bottom spikes
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@ -104,6 +104,7 @@ void entity::apply_walls() {
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for(int x = obb.minx; x < obb.maxx; x++) for(int y = obb.maxy; y < jbb.maxy; y++) {
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eWall b = current_room->at(x, y);
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if(walls[b].flags & W_DOWNWARD) continue;
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if(walls[b].flags & blocking) {
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if(walls[b].flags & W_BOUNCY) { vel.y = -vel.y; apply_grav(); apply_grav(); if(vel.y > 0) vel.y = 0; on_bounce = true; goto again; }
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on_floor = true;
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@ -154,6 +155,7 @@ void entity::apply_walls() {
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for(int x = obb.maxx; x < jbb.maxx; x++) for(int y = jbb.miny; y < jbb.maxy; y++) {
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eWall b = current_room->at(x, y);
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if((walls[b].flags & W_DOWNWARD) && b == current_room->at(x-1, y)) continue;
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if(walls[b].flags & W_BLOCK) {
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if(walls[b].flags & W_BOUNCY) { vel.x = -vel.x; on_bounce = true; goto again; }
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if(freezing()) { hit_wall(); }
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@ -170,6 +172,7 @@ void entity::apply_walls() {
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for(int x = jbb.minx; x < obb.minx; x++) for(int y = jbb.miny; y < jbb.maxy; y++) {
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eWall b = current_room->at(x, y);
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if((walls[b].flags & W_DOWNWARD) && b == current_room->at(x+1, y)) continue;
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if(walls[b].flags & W_BLOCK) {
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if(walls[b].flags & W_BOUNCY) { vel.x = -vel.x; on_bounce = true; goto again; }
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if(freezing()) { hit_wall(); }
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@ -58,7 +58,8 @@ struct ruwall {
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enum eWall {
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wAir, wWall, wBouncy, wSpike, wWater, wFrozen, wDoor, wSmashedDoor,
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wLockedDoor, wFountain, wBluePortal, wOrangePortal, wPlatform, wStaircase,
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wColumn, wForge, wWoodWall, wShopDoor, wSecretPassage, wSign, wWallSign, wTimeDoor, wGUARD };
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wColumn, wForge, wWoodWall, wShopDoor, wSecretPassage, wSign, wWallSign, wTimeDoor,
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wBottomSpike, wGUARD };
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flagtype W_BLOCK = 1;
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flagtype W_TRANS = 2;
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@ -69,6 +70,7 @@ flagtype W_BOUNCY = 32;
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flagtype W_FROZEN = 64;
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flagtype W_BLOCKBIRD = 128;
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flagtype W_STABLE = 256;
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flagtype W_DOWNWARD = 512;
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constexpr int qwall = int(wGUARD);
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@ -95,6 +97,7 @@ ruwall walls[qwall] = {
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{"sign", "X", 0xFFFF40FF, W_TRANS, "You need to wait close to this sign to read it."},
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{"wall sign", "X", 0xFFFFC0FF, W_BLOCK, "You need to wait close to this sign to read it."},
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{"time door", "#", 0x8080FFFF, W_BLOCK | W_STABLE, "A powerful door, opened by a mechanism."},
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{"bottom spike", "v", 0xC08080FF, W_TRANS | W_PAIN | W_BLOCKBIRD | W_DOWNWARD, "A downward-pointing spike. You can fall from above through it safely, but otherwise, it is very dangerous."},
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};
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int sel = 1;
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@ -2055,7 +2055,7 @@ ROOM Long Rope I
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A staircase
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. air
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- platform
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^ spike
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^ bottom spike
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MAP
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########....................^.........^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^...
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########------------........^.........^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^....
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@ -2103,7 +2103,7 @@ MOVE 2 Central Cavern Left
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ROOM Long Rope Ib
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# wall
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. air
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^ spike
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^ bottom spike
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MAP
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^^^^...^.......#################################################################
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......^........#################################################################
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@ -2151,7 +2151,7 @@ MOVE 0 Long Rope I
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ROOM Long Rope II
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# wall
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. air
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^ spike
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^ bottom spike
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MAP
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######################......................####################################
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#####################........................###################################
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@ -2201,7 +2201,7 @@ ROOM Long Rope IIb
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# wall
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- staircase
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. air
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^ spike
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^ bottom spike
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MAP
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################################################################################
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################################################################################
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@ -2251,7 +2251,7 @@ ROOM Long Rope IIc
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- platform
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. air
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A bouncy wall
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^ spike
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^ bottom spike
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| column
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MAP
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################################################################################
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