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# Prerequisites | ||
*.d | ||
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# Compiled Object files | ||
*.slo | ||
*.lo | ||
*.o | ||
*.obj | ||
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# Precompiled Headers | ||
*.gch | ||
*.pch | ||
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# Compiled Dynamic libraries | ||
*.so | ||
*.dylib | ||
*.dll | ||
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# Fortran module files | ||
*.mod | ||
*.smod | ||
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# Compiled Static libraries | ||
*.lai | ||
*.la | ||
*.a | ||
*.lib | ||
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# Executables | ||
*.exe | ||
*.out | ||
*.app | ||
*.elf | ||
*.elfbin | ||
*.gba | ||
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# Save files from emulator | ||
*.sav | ||
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/build | ||
/.vscode | ||
/compile_and_run.bat | ||
/tools/TiledMapObjectsToCppHeader/TiledMapObjectsToCppHeader/.vs | ||
/tools/TiledMapObjectsToCppHeader/TiledMapObjectsToCppHeader/TiledMapObjectsToCppHeader/bin | ||
/tools/TiledMapObjectsToCppHeader/TiledMapObjectsToCppHeader/TiledMapObjectsToCppHeader/obj | ||
/make_clean.bat | ||
/generate_mapinfos.bat | ||
/tools/BitmapConverter/BitmapConverter/bin | ||
/tools/BitmapConverter/BitmapConverter/obj | ||
/gba_dev_jam_2021.ss1 |
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Credits: | ||
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This game is made with Butano Engine: https://github.com/GValiente/butano | ||
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Programming: | ||
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fixx | ||
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Graphics: | ||
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missingfox, fixx | ||
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8x8 font created at Sparklin Labs by Pixel-boy: https://github.com/sparklinlabs/superpowers-asset-packs/blob/master/western-fps-2d/font-8x8.png | ||
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Sound: | ||
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fixx | ||
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hero_attacked.wav sound by InspectorJ(freesound.org) | ||
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Music: | ||
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sadness music by THE IMPALER: https://modarchive.org/index.php?request=view_by_moduleid&query=167374 | ||
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forgottenone music vy Zilly Mike https://modarchive.org/index.php?request=view_by_moduleid&query=43235 | ||
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easter music by anonymous author from https://www.mutopiaproject.org/cgibin/piece-info.cgi?id=442 | ||
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absolu music by m0d https://modarchive.org/index.php?request=view_by_moduleid&query=32703 | ||
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#--------------------------------------------------------------------------------------------------------------------- | ||
# TARGET is the name of the output. | ||
# BUILD is the directory where object files & intermediate files will be placed. | ||
# LIBBUTANO is the main directory of butano library (https://github.com/GValiente/butano). | ||
# PYTHON is the path to the python interpreter. | ||
# SOURCES is a list of directories containing source code. | ||
# INCLUDES is a list of directories containing extra header files. | ||
# DATA is a list of directories containing binary data. | ||
# GRAPHICS is a list of directories containing files to be processed by grit. | ||
# AUDIO is a list of directories containing files to be processed by mmutil. | ||
# ROMTITLE is a uppercase ASCII, max 12 characters text string containing the output ROM title. | ||
# ROMCODE is a uppercase ASCII, max 4 characters text string containing the output ROM code. | ||
# USERFLAGS is a list of additional compiler flags: | ||
# Pass -flto to enable link-time optimization. | ||
# Pass -O0 to improve debugging. | ||
# | ||
# All directories are specified relative to the project directory where the makefile is found. | ||
#--------------------------------------------------------------------------------------------------------------------- | ||
TARGET := $(notdir $(CURDIR)) | ||
BUILD := build | ||
LIBBUTANO := ../../butano | ||
PYTHON := python | ||
SOURCES := src src/game_objects | ||
INCLUDES := include include/game_objects | ||
DATA := | ||
GRAPHICS := graphics | ||
AUDIO := audio | ||
ROMTITLE := ROM TITLE | ||
ROMCODE := SBTP | ||
USERFLAGS := -DBN_CFG_MEMORY_MAX_EWRAM_ALLOC_ITEMS=32 | ||
#USERFLAGS := -DBN_CFG_ASSERT_ENABLED=false -flto | ||
EXTTOOL := | ||
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#--------------------------------------------------------------------------------------------------------------------- | ||
# Export absolute butano path: | ||
#--------------------------------------------------------------------------------------------------------------------- | ||
ifndef LIBBUTANOABS | ||
export LIBBUTANOABS := $(realpath $(LIBBUTANO)) | ||
endif | ||
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#--------------------------------------------------------------------------------------------------------------------- | ||
# Include main makefile: | ||
#--------------------------------------------------------------------------------------------------------------------- | ||
include $(LIBBUTANOABS)/butano.mak |
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{ | ||
"type": "sprite", | ||
"height": 32 | ||
} |
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{ | ||
"type": "sprite", | ||
"height": 8 | ||
} |
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{ | ||
"type": "sprite", | ||
"height": 16 | ||
} |
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{ | ||
"type": "sprite", | ||
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} |
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{ | ||
"type": "sprite", | ||
"height": 8 | ||
} |
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{ | ||
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"height": 16 | ||
} |
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{ | ||
"type": "sprite", | ||
"height": 8 | ||
} |
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{ | ||
"type": "regular_bg" | ||
} |
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{ | ||
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"type": "regular_bg" | ||
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"type": "regular_bg" | ||
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"type": "sprite", | ||
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#ifndef DEFINITIONS_H | ||
#define DEFINITIONS_H | ||
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enum class Def{ | ||
null, | ||
bat, | ||
knight, | ||
chest, | ||
tree_boss_minion, | ||
heart, | ||
heart_container, | ||
hero_house_indoor, | ||
overworld, | ||
hero_house, | ||
hero_house_upstairs, | ||
indoor, | ||
hero_house_downstairs, | ||
cave_left, | ||
hero_house_cave, | ||
cave_bottom, | ||
cave, | ||
hero_house_downstairs2, | ||
hero_house_upstairs2, | ||
chest_cave, | ||
cave2, | ||
lumberjack_house, | ||
builder_house, | ||
coins5, | ||
chest2, | ||
coins10, | ||
bed, | ||
lumberjack, | ||
chest_lumberjach_house, | ||
wood, | ||
builder, | ||
tree_boss, | ||
blocking_log, | ||
blocking_log_vertical, | ||
woodmimic, | ||
broken_bridge | ||
}; | ||
#endif |
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#ifndef GT_GAME_OBJECT_H | ||
#define GT_GAME_OBJECT_H | ||
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#include "bn_fixed_point.h" | ||
#include "bn_optional.h" | ||
#include "bn_fixed_rect.h" | ||
#include "definitions.h" | ||
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namespace gt | ||
{ | ||
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class game_object | ||
{ | ||
public: | ||
virtual ~game_object() = default; | ||
virtual void update(); | ||
virtual bn::optional<bn::fixed_point> get_pos(); | ||
virtual bn::optional<bn::fixed_rect> get_collision_rect(); | ||
virtual void do_damage(int amount); | ||
virtual void interact(); | ||
bool is_destroyed(); | ||
void destroy(); | ||
void mark_as_destroyed(); | ||
bool check_map_collision(bn::fixed_point pos); | ||
bool intersects(game_object *other); | ||
bool is_interactive(); | ||
bool intersects(const bn::fixed_point &pos); | ||
virtual Def type(); | ||
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protected: | ||
game_object() = default; | ||
bn::optional<bn::fixed_rect> _local_collision_rect; | ||
bool _is_interactive = false; | ||
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private: | ||
bool _is_destroyed = false; | ||
}; | ||
} | ||
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#endif |
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#ifndef GT_GO_BAT_H | ||
#define GT_GO_BAT_H | ||
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#include "bn_sprite_ptr.h" | ||
#include "bn_sprite_actions.h" | ||
#include "bn_sprite_animate_actions.h" | ||
#include "bn_core.h" | ||
#include "bn_fixed_point.h" | ||
#include "gt_game_object.h" | ||
#include "gt_go_enemy.h" | ||
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namespace gt | ||
{ | ||
class go_bat : public go_enemy | ||
{ | ||
public: | ||
go_bat(const bn::camera_ptr& camera); | ||
virtual void update() override; | ||
virtual bn::optional<bn::fixed_point> get_pos() override; | ||
virtual void do_damage(int amount) override; | ||
void set_pos(bn::fixed_point pos); | ||
protected: | ||
virtual void _die() override; | ||
private: | ||
enum class Movestate | ||
{ | ||
CIRCLES, | ||
ATTACK, | ||
FLEE | ||
}; | ||
void update_circles(); | ||
void update_hero_collision(); | ||
void update_attack(); | ||
bn::sprite_ptr _sprite; | ||
bn::fixed_point _velocity; | ||
bn::sprite_animate_action<6> _action; | ||
bn::fixed _fly_angle; | ||
bool _fly_direction; | ||
uint16_t _fly_time; | ||
Movestate _state; | ||
uint8_t _blinkframes; | ||
}; | ||
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} | ||
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#endif |
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