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101 Commits
Author SHA1 Message Date
JailDesigner 7d5a4cee8e chore(version): bump 0.34.0 -> 0.35.0 2026-05-07 14:07:44 +02:00
JailDesigner d560623e00 merge: feature/logo-scanline-reveal 2026-05-07 14:07:26 +02:00
JailDesigner 3f88dfaaee feat(logo): afegit data/sounds/glitch.wav 2026-05-07 14:07:21 +02:00
JailDesigner e1bd75e00d feat(logo): so glitch.wav sincronitzat amb el scanline reveal 2026-05-07 14:04:48 +02:00
JailDesigner e32cff9dac feat(logo): scanline reveal CRT amb glitch, bursts VHS i pulse de banda 2026-05-07 13:52:57 +02:00
JailDesigner 243ced7498 feat(title): seqüència d'intro temporitzada amb slide-in del peu 2026-05-07 13:08:13 +02:00
JailDesigner fceeb11cdd feat(title): cosmètics i posicions a YAML, font Tiny5 al copyright 2026-05-07 11:51:00 +02:00
JailDesigner 233fcb8226 feat(title): game_logo.gif al lloc del text i font PixeloidSans-Bold per al copyright 2026-05-06 22:35:27 +02:00
JailDesigner 8bc45ccedc feat(logo): FSM amb fade-in/middle/fade-out (500/5000/500 ms) i música del títol a 2,5 s del centre 2026-05-06 20:01:31 +02:00
JailDesigner f7ab6a641a feat(logo,menu): reiniciar des de servei → LOGO amb reset (atura música) i logo_jailgames.gif centrat 2026-05-06 19:54:30 +02:00
JailDesigner 8eaa91f309 chore(version): bump 0.33.0 -> 0.34.0 2026-05-06 19:38:46 +02:00
JailDesigner 23fdf6e1bd merge: refactor escena → flux centralitzat (SceneId/ExitRequest), timeline pur a RoomFsm, FadeToBlack reutilitzat i fade-in inicial a TITLE 2026-05-06 19:36:09 +02:00
JailDesigner 1431f27cfa feat(title): fade-in inicial de negre a escena (500 ms, configurable a ui.yaml) 2026-05-06 19:34:59 +02:00
JailDesigner 29cb4c2211 refactor(room-fsm): timeline pur amb music_tail; fades INTRO/OUTRO via Transitions::FadeToBlack i sense callbacks de fi de música 2026-05-06 19:25:19 +02:00
JailDesigner 3f09858203 refactor(audio,transitions): durada de música pre-calculada al loadMusic i Direction (FADE_IN/FADE_OUT) a FadeToBlack 2026-05-06 19:10:18 +02:00
JailDesigner b6d6ee471c refactor(scenes): flux centralitzat amb SceneId+ExitRequest; TitleScene attract → LOGO amb fade-to-black 2026-05-06 18:33:31 +02:00
JailDesigner 25ce524470 merge: feat/scene-title — TITLE com a escena jugable amb música, SFX i FSM IDLE/STARTING 2026-05-06 18:15:17 +02:00
JailDesigner 921e10bbb3 feat(title): música title.ogg amb fade-out, SFX player_start al START i bombament continu del stream sortint per evitar talls quan SDL drena a 2x 2026-05-06 17:44:30 +02:00
JailDesigner 36fc496226 feat(title): parpadeig STARTING amb cicle 50/50 i període configurable 2026-05-06 14:04:27 +02:00
JailDesigner 0618452224 feat(transitions): mosaic dissolve fade-out al final de la fase STARTING (configurable a ui.yaml) 2026-05-06 13:54:09 +02:00
JailDesigner ca64115bfe feat(title): FSM IDLE/STARTING amb START per jugador i propagació de StartingPlayers 2026-05-06 13:28:34 +02:00
JailDesigner 1fc3ab8e31 feat(effects): heat-haze sinusoidal al fons del títol (configurable a ui.yaml) 2026-05-06 11:48:29 +02:00
JailDesigner 9233bd8d75 feat(title): fons title_bg.gif i outline 4-dir off-white als textos taronges 2026-05-06 11:27:45 +02:00
JailDesigner e7a024bcdb fix(fonts): regenerar ari amb box_height auto (14, no 11) — el override forçat tallava els glifos 2026-05-06 10:15:49 +02:00
JailDesigner 158968e2c2 feat(title): peu amb minilogo i copyright; fonts ari regenerades amb © 2026-05-06 10:00:30 +02:00
JailDesigner dadbee9bad feat(title): primera passada — fons casi negre, títol+ARCADE i prompt START intermitent (configurable a ui.yaml) 2026-05-06 09:01:28 +02:00
JailDesigner 5710568af8 feat(input): binding START per jugador (teclat 1/2 fix, mando remapejable; pausa només per F11) 2026-05-06 08:23:01 +02:00
JailDesigner 165499b9d4 Merge branch 'feat/player-immunity' 2026-05-05 13:19:56 +02:00
JailDesigner 093d9b49b5 chore: bump v0.33.0 — immunitat post-spawn al jugador (3 s amb blink) 2026-05-05 13:19:53 +02:00
JailDesigner 7956a1382a feat(immunity): blink al render alternant paleta normal i pal·la del bloc immunity 2026-05-05 13:07:22 +02:00
JailDesigner 0db2195404 feat(immunity): timer al tick, gates a enterHurt/enterDying i trigger al respawn 2026-05-05 13:05:29 +02:00
JailDesigner 2e3816783f feat(immunity): API setImmunity/isImmune i lectura del bloc immunity 2026-05-05 13:01:22 +02:00
JailDesigner 3985e66b94 feat(immunity): pal blanc al 85% + bloc immunity als YAML del jugador 2026-05-05 12:57:07 +02:00
JailDesigner f248ae316a edit(map): primer mapa 2026-05-05 12:23:08 +02:00
JailDesigner 4536deee47 chore: títol de la finestra amb ARCADE 2026-05-05 12:18:17 +02:00
JailDesigner f9e09d968d fix(build): silenciats warnings en Release 2026-05-05 12:16:18 +02:00
JailDesigner 1ba17f5225 feat(release): nou target make release — empaquetat per Linux/Windows/macOS 2026-05-05 11:42:32 +02:00
JailDesigner 3442b9b481 chore: bump v0.32.0 — Notifier configurable, F5/F6 gatejades i CRTPI passthrough 2026-05-02 15:16:40 +02:00
JailDesigner 8746ee9ec9 Merge fix/shader-keys-and-service-menu — passthrough real i F5/F6 gatejades 2026-05-02 15:13:41 +02:00
JailDesigner ef7fbf4027 fix(shader): force passthrough quan està apagat; F5/F6 ignorats sense shader actiu 2026-05-02 15:12:58 +02:00
JailDesigner 964c32dd0d Merge feat/notifier-polish — geometria i animació del Notifier al ui.yaml 2026-05-02 14:59:28 +02:00
JailDesigner 970fe2b4db feat(notifier): entrada/eixida per temps amb easing, configurable a ui.yaml 2026-05-02 14:58:25 +02:00
JailDesigner f816e75cc0 feat(input): KP_2 dispara notificació llarga per a provar multilinia 2026-05-02 14:51:29 +02:00
JailDesigner 2e8df45b38 feat(notifier): geometria al ui.yaml; +1px alçada, text 1px més avall, marge superior 3 2026-05-02 14:43:04 +02:00
JailDesigner 643e5442c3 Merge fix/lane-snap-and-door-corridor — snap a lane i corridor amb porta oberta 2026-05-02 14:31:57 +02:00
JailDesigner 82ccf65ce1 fix(player): no snap a lane si pica contra mur extern; corridor només si porta oberta 2026-05-02 14:30:09 +02:00
JailDesigner 1ae6912be5 Merge feat/entity-editor — editor d'entitats complet 2026-05-02 13:36:34 +02:00
JailDesigner c003e6665e feat(editor): mou la porta i persisteix geometry.door_col 2026-05-02 13:35:01 +02:00
JailDesigner a254fdd669 feat(editor): hand pick per base, z-sort, amaga entitats en TILE, HUD 2-files centrat 2026-05-02 12:42:47 +02:00
JailDesigner c0362abf67 fix(editor): inverteix posició des del collision_rect i restaura mòmies r1 2026-05-02 12:22:14 +02:00
JailDesigner d13313503c fix(editor): preferDisk en Debug + reload de sala al entrar i sortir 2026-05-02 12:20:16 +02:00
JailDesigner 2a78c78e77 feat(editor): franja HUD amb mode, brush/sel, cursor i recompte de constraints 2026-05-02 11:41:25 +02:00
JailDesigner 10e16d7905 feat(editor): valida 1 porta i ≥1 sarc en sortida i en borrar 2026-05-02 11:37:57 +02:00
JailDesigner ecb4625465 feat(editor): EntityWriter — persisteix el bloc entities: al sortir 2026-05-02 11:35:10 +02:00
JailDesigner b4e36944d7 feat(editor): mode mà — selecció, mou, borra i marc d'entitats 2026-05-02 11:28:41 +02:00
JailDesigner 9b09ccb765 feat(editor): col·locació d'entitats amb snap per tipus i bloqueig de solapaments 2026-05-02 11:21:05 +02:00
JailDesigner 94213f9fd6 feat(editor): entity picker amb noms del factory i flag editable per plantilla 2026-05-02 11:07:02 +02:00
JailDesigner f591aa82fd fix(whip_attack): treure entity_manager_ duplicat (ja viu a Entity) 2026-05-02 11:01:53 +02:00
JailDesigner 2ef5968e0d feat(editor): màquina d'estats Mode {TILE,ENTITY,HAND} + Picker 2026-05-02 10:58:24 +02:00
JailDesigner ca03a1307e feat(editor): bindings per E (entity picker), H (mà), Supr (borrar) 2026-05-02 10:53:50 +02:00
JailDesigner fe916d263f Merge feat/controls — sticks al menú, accept/cancel remappable, facing real 2026-05-01 10:25:06 +02:00
JailDesigner de7233a012 fix(player): facing del sprite des del desplaçament real, no de l'input 2026-05-01 10:24:13 +02:00
JailDesigner d26ecec04f feat(menu): acceptar amb ATTACK i cancel·lar amb JUMP del mando 2026-05-01 09:07:22 +02:00
JailDesigner fddea0c449 feat(menu): navegació del menú de servei amb sticks 2026-05-01 09:03:20 +02:00
JailDesigner 2c1c1a442b Merge feat/notifier-tweaks — vora externa al notificador 2026-05-01 08:57:02 +02:00
JailDesigner d1948afe4b feat(notifier): vora externa del color del text 2026-05-01 08:56:53 +02:00
JailDesigner ac06b05332 chore(audio): defaults a música 100% i so 20% 2026-04-30 20:45:03 +02:00
JailDesigner 7d11dde0b1 Merge feat/menu-pause — pausa del món i sons al menú de servei 2026-04-30 20:40:04 +02:00
JailDesigner 73add013dd art: stun de sam/morcus refinat i mòmia més baixa per saltar millor 2026-04-30 20:22:09 +02:00
JailDesigner 4e2ba827e3 Merge feat/mummy-ai — generalització del filtre de cruces de la mòmia 2026-04-30 20:06:54 +02:00
JailDesigner 9ac0c0cb74 refactor(mummy): generalitza el filtre de cruces a isBlockedAheadInDir 2026-04-30 20:05:36 +02:00
JailDesigner 11a909b58d Merge feat/hazard-hole — hazard Hole, evitació per mòmies i broadcast de decals al load 2026-04-30 19:29:57 +02:00
JailDesigner 17cf6e0636 chore: bump v0.31.0 — hazard Hole, IA d'evitació de mòmies i broadcast de decals 2026-04-30 19:29:53 +02:00
JailDesigner 7d0aca506a feat(decals): tiles de decal de sòl compten com a pintats des del load 2026-04-30 19:16:21 +02:00
JailDesigner 7cd7b4dc4f chore(hole): neteja de comentaris obsolets i notes sobre riscos latents 2026-04-30 18:52:49 +02:00
JailDesigner 6d4f606eeb feat(mummy): evita forats per detecció reactiva al canvi de tile 2026-04-30 18:30:03 +02:00
JailDesigner 1ccd444aad fix(hazard): el jugador només cau al Hole si la hit-box hi cap del tot 2026-04-30 16:56:56 +02:00
JailDesigner 3bfca35f3a feat(mummy): evita tiles amb decal trigger (Hole) en decidir direcció 2026-04-30 16:50:26 +02:00
JailDesigner 3e5217066f fix(hazard): aterrar damunt d'un Hole salta el LANDING_STUN 2026-04-30 13:53:26 +02:00
JailDesigner 4da50571eb feat(hazard): nou hazard Hole — caiguda per forat amb clip rect 2026-04-30 13:32:17 +02:00
JailDesigner d4593d0686 Merge feat/tilepicker-layout — tilepicker amb editor.yaml 2026-04-30 09:52:51 +02:00
JailDesigner a53cf4b797 feat(editor): spacing, border i centrat vertical del tilepicker via editor.yaml 2026-04-30 09:51:30 +02:00
JailDesigner bcbf990a5f feat(editor): tilepicker respecta l'amplada del tileset si hi cap 2026-04-30 09:36:24 +02:00
JailDesigner 45514ae2f4 feat(menu): sons de navegació i acceptació al menú de servei 2026-04-29 20:27:01 +02:00
JailDesigner 0847e9c544 feat(menu): congela el món mentre el menú de servei està obert 2026-04-29 20:19:20 +02:00
JailDesigner 27cf2f032d chore(audio): normalitzat el volum dels efectes 2026-04-29 20:00:07 +02:00
JailDesigner 6f6aa182f7 Merge feat/control-remapping — redefinició de tecles i botons del mando 2026-04-29 19:58:25 +02:00
JailDesigner b65eeb7aaa chore: bump v0.30.0 — redefinició de controls 2026-04-29 19:58:20 +02:00
JailDesigner 37fdcb4751 feat(controls): redefinició de tecles i botons del mando des del menú de servei 2026-04-29 19:54:47 +02:00
JailDesigner 4739354875 feat(maps): tileset propi per piràmide + reload de tilemap a loadRoom 2026-04-29 13:30:39 +02:00
JailDesigner 2879cbdb17 merge feat/player-death-respawn — mort + respawn (DYING + death_spinning + cinemàtica aèria) 2026-04-29 12:16:48 +02:00
JailDesigner 38070b33aa feat(player): so de hurt al morir + respawn cinemàtic amb limbo invisible 2026-04-29 12:15:52 +02:00
JailDesigner 9f0a566ffb feat(player): mort i respawn (DYING + death_spinning + lives counter) 2026-04-29 11:40:05 +02:00
JailDesigner 6397f9d4eb Merge branch 'feat/animation-flip' — flip H/V al motor i cardinals N/S/E/W 2026-04-29 10:17:46 +02:00
JailDesigner 72384c3113 feat(anim): cardinal WEST i flip totalment governat pel motor d'animació 2026-04-29 10:11:27 +02:00
JailDesigner 9dc7ff0da3 refactor(anim): direccions cardinals (north/south/east) en YAML i codi 2026-04-29 08:59:01 +02:00
JailDesigner 1d43a77800 feat(anim): suport de flip H/V per frame i per animació 2026-04-29 08:30:08 +02:00
JailDesigner 39eda56c9d docs(player): neteja comentaris dels YAMLs (sense documentar el motor) 2026-04-28 20:31:35 +02:00
JailDesigner a351f920ba Merge branch 'chore/audio-reorg' — cicle de música per estat (INTRO/PLAYING/OUTRO) i sons de làtigo/HURT 2026-04-28 19:56:32 +02:00
JailDesigner 72642dc10e feat(player): so del swing del làtigo i de l'entrada a HURT 2026-04-28 19:55:53 +02:00
JailDesigner 404db74889 feat(audio): cicle de música per estat (INTRO/PLAYING/OUTRO) amb callback de fi i spawn escalonat 2026-04-28 19:41:38 +02:00
254 changed files with 87235 additions and 1761 deletions

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+1
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@@ -1,4 +1,5 @@
build/
dist/
*.o
*.obj
*.a
+39 -1
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@@ -50,6 +50,7 @@ set(ENTITY_SOURCES_BASE
source/game/entities/concrete/rolling_rock.cpp
source/game/entities/concrete/wall_trap.cpp
source/game/entities/concrete/floor_trap.cpp
source/game/entities/concrete/hole.cpp
source/game/entities/concrete/dust.cpp
)
@@ -74,6 +75,8 @@ set(APP_SOURCES
source/core/input/global_inputs.cpp
source/core/input/input_state.cpp
source/core/input/gamepad_manager.cpp
source/core/input/gamepad_bindings.cpp
source/core/input/define_buttons.cpp
source/core/input/mouse.cpp
source/core/rendering/screen.cpp
source/core/rendering/canvas.cpp
@@ -88,6 +91,11 @@ set(APP_SOURCES
source/core/rendering/sprite/sprite.cpp
source/core/rendering/sprite/moving_sprite.cpp
source/core/rendering/sprite/animated_sprite.cpp
source/core/rendering/sprite/animated_sprite_parser.cpp
source/core/rendering/effects/heat_haze.cpp
source/core/rendering/effects/scan_reveal.cpp
source/core/rendering/transitions/mosaic.cpp
source/core/rendering/transitions/fade_to_black.cpp
source/core/rendering/sdl3gpu/sdl3gpu_shader.cpp
source/core/rendering/sdl3gpu/viewport.cpp
source/core/rendering/sdl3gpu/pipelines/crtpi_pipeline.cpp
@@ -112,12 +120,19 @@ set(APP_SOURCES
source/game/map/map.cpp
source/game/map/tilemap.cpp
source/game/map/tilemap_writer.cpp
# Writer surgical de claus dins de `geometry:` (door_col), paral·lel
# al TilemapWriter. Només Debug.
source/game/map/map_writer.cpp
source/game/map/paint_layer.cpp
source/game/levels/level_manager.cpp
# Mòdul editor (només activa contingut en Debug via `#ifdef _DEBUG`).
# En Release el fitxer compila a un object buit i l'enllaçador no
# En Release els fitxers compilen a object buit i l'enllaçador no
# arrossega cap símbol del joc final.
source/game/editor/editor.cpp
source/game/editor/editor_config.cpp
# Writer del bloc `entities:` del YAML del nivell, paral·lel al
# TilemapWriter pero per a la persistència de l'editor d'entitats.
source/game/entities/entity_writer.cpp
${ENTITY_SOURCES}
# Fitxer només del binari principal: `loadFromLevel` depèn de
# Resource::Cache (→ Surface → GIF → àudio). Separat per no arrossegar
@@ -345,6 +360,7 @@ option(BUILD_TESTS "Build smoke tests" ON)
if(BUILD_TESTS)
add_executable(test_entities_smoke
tests/test_entities_smoke.cpp
tests/hole_player_stubs.cpp
source/core/resources/resource_helper.cpp
source/core/resources/resource_pack.cpp
source/game/map/map.cpp
@@ -356,6 +372,10 @@ if(BUILD_TESTS)
)
target_link_libraries(test_entities_smoke PRIVATE SDL3::SDL3)
target_compile_options(test_entities_smoke PRIVATE -Wall -Wextra -Wpedantic)
# GCC 14 + -O3 + fkyaml header-only inlinia profundament std::map::clear i
# dispara fals positius -Warray-bounds dins <bits/stl_tree.h>. El warning és
# del codi de tercers (libstdc++ vist a través de fkyaml), no del test.
target_compile_options(test_entities_smoke PRIVATE -Wno-array-bounds)
enable_testing()
add_test(NAME entities_smoke
COMMAND test_entities_smoke
@@ -368,6 +388,7 @@ if(BUILD_TESTS)
add_executable(test_whip_attack
tests/test_whip_attack.cpp
tests/whip_attack_player_stubs.cpp
tests/hole_player_stubs.cpp
source/core/resources/resource_helper.cpp
source/core/resources/resource_pack.cpp
source/game/map/map.cpp
@@ -444,4 +465,21 @@ if(BUILD_TESTS)
add_test(NAME game_fsm
COMMAND test_game_fsm
WORKING_DIRECTORY ${CMAKE_SOURCE_DIR})
# Smoke del parser d'animacions amb suport de flip H/V. Stand-alone:
# només enllaça `animated_sprite_parser.cpp`, que és la part del motor
# que NO depèn de Resource::Cache ni de Surface — el parser és pure
# YAML-in / dades-out, així que no cal arrossegar tot l'stack.
add_executable(test_animated_sprite_flip
tests/test_animated_sprite_flip.cpp
source/core/rendering/sprite/animated_sprite_parser.cpp
)
target_include_directories(test_animated_sprite_flip PRIVATE
"${CMAKE_SOURCE_DIR}/source"
)
target_link_libraries(test_animated_sprite_flip PRIVATE SDL3::SDL3)
target_compile_options(test_animated_sprite_flip PRIVATE -Wall -Wextra -Wpedantic)
add_test(NAME animated_sprite_flip
COMMAND test_animated_sprite_flip
WORKING_DIRECTORY ${CMAKE_SOURCE_DIR})
endif()
+21
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@@ -0,0 +1,21 @@
Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International License
Copyright (c) 2026 Aventures en Egipte ARCADE - JailDesigner
This work is licensed under the Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International License.
You are free to:
- Share — copy and redistribute the material in any medium or format
- Adapt — remix, transform, and build upon the material
Under the following terms:
- Attribution — You must give appropriate credit, provide a link to the license, and indicate if changes were made. You may do so in any reasonable manner, but not in any way that suggests the licensor endorses you or your use.
- NonCommercial — You may not use the material for commercial purposes.
- ShareAlike — If you remix, transform, or build upon the material, you must distribute your contributions under the same license as the original.
No additional restrictions — You may not apply legal terms or technological measures that legally restrict others from doing anything the license permits.
To view a copy of this license, visit:
https://creativecommons.org/licenses/by-nc-sa/4.0/
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
+215 -8
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@@ -44,7 +44,47 @@ endif
CMAKE_DEFS := -DGIT_HASH=$(GIT_HASH)
.PHONY: all debug release run run-debug clean rebuild show-version pack controllerdb format format-check tidy tidy-fix cppcheck hooks-install help
# ==============================================================================
# RELEASE — variables d'empaquetat per distribució
# ==============================================================================
APP_NAME := Aventures en Egipte ARCADE
DIST_DIR := dist
RELEASE_FOLDER := $(DIST_DIR)/_tmp
TARGET_FILE := $(BUILDDIR)/$(PROJECT)
RELEASE_FILE := $(RELEASE_FOLDER)/$(PROJECT)
# Noms dels artefactes finals (amb VERSION i PROJECT)
WINDOWS_RELEASE := $(DIST_DIR)/$(PROJECT)-$(VERSION)-win32-x64.zip
MACOS_INTEL_RELEASE := $(DIST_DIR)/$(PROJECT)-$(VERSION)-macos-intel.dmg
MACOS_APPLE_SILICON_RELEASE := $(DIST_DIR)/$(PROJECT)-$(VERSION)-macos-apple-silicon.dmg
LINUX_RELEASE := $(DIST_DIR)/$(PROJECT)-$(VERSION)-linux.tar.gz
# Variables específiques de Windows (PowerShell). El subst escapa apòstrofs
# (' → '') perquè APP_NAMEs amb apòstrof no trenquen el parser de PowerShell.
ifeq ($(OS),Windows_NT)
WIN_TARGET_FILE := $(BUILDDIR)/$(APP_NAME)
WIN_RELEASE_FILE := $(RELEASE_FOLDER)/$(APP_NAME)
WIN_RELEASE_FILE_PS := $(subst ','',$(WIN_RELEASE_FILE))
UNAME_S :=
else
WIN_TARGET_FILE := $(TARGET_FILE)
WIN_RELEASE_FILE := $(RELEASE_FILE)
WIN_RELEASE_FILE_PS := $(WIN_RELEASE_FILE)
UNAME_S := $(shell uname -s)
endif
# Helpers cross-platform per crear/esborrar directoris als sub-targets release.
ifeq ($(OS),Windows_NT)
RMFILE := del /Q
RMDIR := rmdir /S /Q
MKDIR := mkdir
else
RMFILE := rm -f
RMDIR := rm -rdf
MKDIR := mkdir -p
endif
.PHONY: all debug release _windows_release _macos_release _linux_release run run-debug clean rebuild show-version pack controllerdb format format-check tidy tidy-fix cppcheck hooks-install help
# ==============================================================================
# COMPILACIÓ
@@ -52,7 +92,7 @@ CMAKE_DEFS := -DGIT_HASH=$(GIT_HASH)
# Convenció alineada amb ../aee i ../projecte_2026:
# make → Release (binari d'ús normal)
# make debug → Debug (flux complet + `debug.yaml` per triar escena inicial)
# make release → Release + empaquetat per a distribució (TODO, pendent)
# make release → Release + empaquetat per a distribució (zip/dmg/tar.gz segons SO)
# ==============================================================================
all:
@@ -69,11 +109,178 @@ run: all
run-debug: debug
@./$(BUILDDIR)/$(PROJECT)
# Release + empaquetat per distribució (zip/dmg/tar.gz). De moment només
# compila amb CMAKE_BUILD_TYPE=Release; l'empaquetat OS-specific està
# pendent (veure Makefile de ../aee com a referència).
release: all
@echo "TODO: empaquetat per a distribució (zip/dmg/tar.gz) — pendent"
# Release + empaquetat per a distribució: detecta el SO i delega al
# sub-target corresponent. Cada sub-target compila Release, copia
# resources.pack + binari + assets al RELEASE_FOLDER, i empaqueta el
# resultat a $(DIST_DIR)/.
release:
ifeq ($(OS),Windows_NT)
@"$(MAKE)" _windows_release
else
ifeq ($(UNAME_S),Darwin)
@$(MAKE) _macos_release
else
@$(MAKE) _linux_release
endif
endif
# ==============================================================================
# RELEASE — Linux (.tar.gz)
# ==============================================================================
_linux_release:
@echo "Creando release para Linux - Version: $(VERSION)"
# Compila Release (genera shaders, resources.pack i binari)
@cmake -S . -B $(BUILDDIR) $(CMAKE_GEN) -DCMAKE_BUILD_TYPE=Release $(CMAKE_DEFS)
@cmake --build $(BUILDDIR) -j$(JOBS)
# Recrea la carpeta temporal (i $(DIST_DIR) si no existeix)
@$(MKDIR) "$(DIST_DIR)" 2>/dev/null || true
@$(RMDIR) "$(RELEASE_FOLDER)" 2>/dev/null || true
$(MKDIR) "$(RELEASE_FOLDER)"
# Còpia de fitxers (LICENSE condicional — encara no existeix al repo)
cp $(BUILDDIR)/resources.pack "$(RELEASE_FOLDER)"
cp README.md "$(RELEASE_FOLDER)"
cp gamecontrollerdb.txt "$(RELEASE_FOLDER)"
@[ -f LICENSE ] && cp LICENSE "$(RELEASE_FOLDER)" || true
cp "$(TARGET_FILE)" "$(RELEASE_FILE)"
strip -s -R .comment -R .gnu.version "$(RELEASE_FILE)" --strip-unneeded
# Empaqueta a .tar.gz
$(RMFILE) "$(LINUX_RELEASE)"
tar -czvf "$(LINUX_RELEASE)" -C "$(RELEASE_FOLDER)" .
@echo "Release creado: $(LINUX_RELEASE)"
# Neteja la carpeta temporal
$(RMDIR) "$(RELEASE_FOLDER)"
# ==============================================================================
# RELEASE — Windows (.zip)
# ==============================================================================
_windows_release:
@echo off
@echo Creando release para Windows - Version: $(VERSION)
# Compila Release
@cmake -S . -B $(BUILDDIR) $(CMAKE_GEN) -DCMAKE_BUILD_TYPE=Release $(CMAKE_DEFS)
@cmake --build $(BUILDDIR) -j$(JOBS)
# Crea $(DIST_DIR) i recrea la carpeta temporal
@powershell -Command "if (-not (Test-Path '$(DIST_DIR)')) {New-Item '$(DIST_DIR)' -ItemType Directory}"
@powershell -Command "if (Test-Path '$(RELEASE_FOLDER)') {Remove-Item '$(RELEASE_FOLDER)' -Recurse -Force}"
@powershell -Command "if (-not (Test-Path '$(RELEASE_FOLDER)')) {New-Item '$(RELEASE_FOLDER)' -ItemType Directory}"
# Còpia de fitxers (LICENSE condicional)
@powershell -Command "Copy-Item -Path '$(BUILDDIR)/resources.pack' -Destination '$(RELEASE_FOLDER)'"
@powershell -Command "if (Test-Path 'LICENSE') { Copy-Item 'LICENSE' -Destination '$(RELEASE_FOLDER)' }"
@powershell -Command "Copy-Item 'README.md' -Destination '$(RELEASE_FOLDER)'"
@powershell -Command "Copy-Item 'gamecontrollerdb.txt' -Destination '$(RELEASE_FOLDER)'"
@powershell -Command "Copy-Item 'release\windows\dll\*.dll' -Destination '$(RELEASE_FOLDER)'"
@powershell -Command "Copy-Item -Path '$(TARGET_FILE).exe' -Destination '$(WIN_RELEASE_FILE_PS).exe'"
strip -s -R .comment -R .gnu.version "$(WIN_RELEASE_FILE).exe" --strip-unneeded
# Empaqueta a .zip
@powershell -Command "if (Test-Path '$(WINDOWS_RELEASE)') {Remove-Item '$(WINDOWS_RELEASE)'}"
@powershell -Command "Compress-Archive -Path '$(RELEASE_FOLDER)/*' -DestinationPath '$(WINDOWS_RELEASE)'"
@echo Release creado: $(WINDOWS_RELEASE)
# Neteja la carpeta temporal
@powershell -Command "if (Test-Path '$(RELEASE_FOLDER)') {Remove-Item '$(RELEASE_FOLDER)' -Recurse -Force}"
# ==============================================================================
# RELEASE — macOS (.dmg per Intel + Apple Silicon)
# ==============================================================================
_macos_release:
@echo "Creando release para macOS - Version: $(VERSION)"
# Verificar/instal·lar create-dmg si cal
@which create-dmg > /dev/null || (echo "Instalando create-dmg..." && brew install create-dmg)
# Compila la versió Intel (genera shaders, resources.pack i binari)
@cmake -S . -B $(BUILDDIR)/intel -DCMAKE_BUILD_TYPE=Release -DCMAKE_OSX_ARCHITECTURES=x86_64 -DCMAKE_OSX_DEPLOYMENT_TARGET=10.15 -DMACOS_BUNDLE=ON $(CMAKE_DEFS)
@cmake --build $(BUILDDIR)/intel -j$(JOBS)
# Neteja artefactes anteriors
$(RMDIR) "$(RELEASE_FOLDER)" 2>/dev/null || true
$(RMFILE) tmp.dmg
$(RMFILE) "$(DIST_DIR)"/rw.* 2>/dev/null || true
$(RMFILE) "$(MACOS_INTEL_RELEASE)"
$(RMFILE) "$(MACOS_APPLE_SILICON_RELEASE)"
# Crea l'estructura del bundle .app
$(MKDIR) "$(RELEASE_FOLDER)/$(APP_NAME).app/Contents/Frameworks"
$(MKDIR) "$(RELEASE_FOLDER)/$(APP_NAME).app/Contents/MacOS"
$(MKDIR) "$(RELEASE_FOLDER)/$(APP_NAME).app/Contents/Resources"
# Còpia de recursos i metadades del bundle
cp $(BUILDDIR)/intel/resources.pack "$(RELEASE_FOLDER)/$(APP_NAME).app/Contents/Resources"
cp gamecontrollerdb.txt "$(RELEASE_FOLDER)/$(APP_NAME).app/Contents/Resources"
cp -R release/macos/frameworks/SDL3.xcframework/macos-arm64_x86_64/SDL3.framework "$(RELEASE_FOLDER)/$(APP_NAME).app/Contents/Frameworks"
cp release/icons/*.icns "$(RELEASE_FOLDER)/$(APP_NAME).app/Contents/Resources"
cp release/macos/Info.plist "$(RELEASE_FOLDER)/$(APP_NAME).app/Contents"
@[ -f LICENSE ] && cp LICENSE "$(RELEASE_FOLDER)" || true
cp README.md "$(RELEASE_FOLDER)"
# Sobreescriu CFBundleShortVersionString i CFBundleVersion al Info.plist amb la VERSION actual
@echo "Actualizando Info.plist con versión $(VERSION)..."
@RAW_VERSION=$$(echo "$(VERSION)" | sed 's/^v//'); \
sed -i '' '/<key>CFBundleShortVersionString<\/key>/{n;s|<string>.*</string>|<string>'"$$RAW_VERSION"'</string>|;}' "$(RELEASE_FOLDER)/$(APP_NAME).app/Contents/Info.plist"; \
sed -i '' '/<key>CFBundleVersion<\/key>/{n;s|<string>.*</string>|<string>'"$$RAW_VERSION"'</string>|;}' "$(RELEASE_FOLDER)/$(APP_NAME).app/Contents/Info.plist"
# Còpia del binari Intel al bundle
cp "$(BUILDDIR)/intel/$(PROJECT)" "$(RELEASE_FOLDER)/$(APP_NAME).app/Contents/MacOS/$(PROJECT)"
# Firma ad-hoc del bundle Intel
codesign --deep --force --sign - --timestamp=none "$(RELEASE_FOLDER)/$(APP_NAME).app"
# Empaqueta el .dmg Intel
@echo "Creando DMG Intel con iconos de 96x96..."
create-dmg \
--volname "$(APP_NAME)" \
--window-pos 200 120 \
--window-size 720 300 \
--icon-size 96 \
--text-size 12 \
--icon "$(APP_NAME).app" 278 102 \
--icon "LICENSE" 441 102 \
--icon "README.md" 604 102 \
--app-drop-link 115 102 \
--hide-extension "$(APP_NAME).app" \
"$(MACOS_INTEL_RELEASE)" \
"$(RELEASE_FOLDER)" || true
@echo "Release Intel creado: $(MACOS_INTEL_RELEASE)"
# Compila la versió Apple Silicon i la posa al mateix bundle
@cmake -S . -B $(BUILDDIR)/arm -DCMAKE_BUILD_TYPE=Release -DCMAKE_OSX_ARCHITECTURES=arm64 -DCMAKE_OSX_DEPLOYMENT_TARGET=11.0 -DMACOS_BUNDLE=ON $(CMAKE_DEFS)
@cmake --build $(BUILDDIR)/arm -j$(JOBS)
cp "$(BUILDDIR)/arm/$(PROJECT)" "$(RELEASE_FOLDER)/$(APP_NAME).app/Contents/MacOS/$(PROJECT)"
# Re-firma amb el binari arm64
codesign --deep --force --sign - --timestamp=none "$(RELEASE_FOLDER)/$(APP_NAME).app"
# Empaqueta el .dmg Apple Silicon
@echo "Creando DMG Apple Silicon con iconos de 96x96..."
create-dmg \
--volname "$(APP_NAME)" \
--window-pos 200 120 \
--window-size 720 300 \
--icon-size 96 \
--text-size 12 \
--icon "$(APP_NAME).app" 278 102 \
--icon "LICENSE" 441 102 \
--icon "README.md" 604 102 \
--app-drop-link 115 102 \
--hide-extension "$(APP_NAME).app" \
"$(MACOS_APPLE_SILICON_RELEASE)" \
"$(RELEASE_FOLDER)" || true
@echo "Release Apple Silicon creado: $(MACOS_APPLE_SILICON_RELEASE)"
# Neteja temporals
$(RMDIR) "$(RELEASE_FOLDER)"
$(RMDIR) $(BUILDDIR)/intel
$(RMDIR) $(BUILDDIR)/arm
$(RMFILE) "$(DIST_DIR)"/rw.* 2>/dev/null || true
show-version:
@echo "$(PROJECT) $(VERSION) ($(GIT_HASH))"
@@ -145,7 +352,7 @@ help:
@echo " make run-debug - Compilar (Debug) i executar"
@echo ""
@echo " Release:"
@echo " make release - Release + empaquetat (TODO pendent)"
@echo " make release - Release + empaquetat (zip/dmg/tar.gz segons SO)"
@echo ""
@echo " Recursos:"
@echo " make pack - Empaquetar data/ a $(BUILDDIR)/resources.pack (format AE26)"
+13
View File
@@ -0,0 +1,13 @@
# Tema visual de l'editor de tilemap (només Debug). Carregat per
# EditorConfig a l'arrencada; les claus absents cauen als valors compilats
# a Defaults::Editor (veure source/utils/defaults.hpp).
picker:
margin: 8 # px entre canvas i caixa del picker
spacing: 1 # px de separació entre tiles dins del picker
# Colors ARGB en hex. Accepta enter (0xFF2244FF) o cadena ("#FF2244FF").
colors:
border: "0xFF2244FF" # vora 1 px que envolta canvas i picker
picker_bg: "0xFF101824" # fons del picker
picker_hover: "0xFFFFFFFF" # vora 1 px del tile sota el cursor
+1
View File
@@ -1,5 +1,6 @@
name: door
type: interactable
editable: true
sprite:
path: door.gif
size: [48, 32]
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+27
View File
@@ -0,0 +1,27 @@
name: hole
type: static_hazard
editable: true
sprite:
path: hole.gif
size: [16, 16]
tile_size: [1, 1]
collision:
# Forat: ocupa el tile sencer (16×16). `height: 0` deixa que un salt
# AIRBORNE el creui sense disparar el contacte (el filtre d'altura de
# `checkPlayerCollisions` el descarta quan `jump_z_ > height`). El
# bucle de contacte admet l'entitat per `flags.triggers_on_overlap`,
# encara que `flags.collides` sigui false.
size: [16, 16]
height: 0
flags:
collides: false
interactable: false
# Avui el loader no llig el bloc `flags:` (és declaratiu); el flag
# real es fixa al constructor C++ de `Hole`. Mantenim el camp per
# coherència amb la resta de plantilles i per quan es cablege la
# lectura genèrica de flags.
triggers_on_overlap: true
animations:
idle: { frames: [0], fps: 1, loop: true }
stats:
damage: 0
+18 -8
View File
@@ -1,5 +1,6 @@
name: mummy
type: dynamic_hazard
editable: true
sprite:
path: mummy.gif
size: [16, 32]
@@ -18,26 +19,35 @@ collision:
# jugador amb jump_z > height no col·lisiona amb la momia (la salta
# per damunt). Amb impulse=240 + gravity=600 el pic ronda els 48 px,
# així que 24 deixa marge per esquivar amb un salt no perfecte.
height: 24
height: 12
flags:
collides: true
interactable: false
# Strip de 12 frames en graella 4×3 (mateix esquema que el jugador):
# 0..3 → walk_down (cara avall)
# 4..7 → walk_up (cara amunt)
# 8..11 → walk (lateral; flip horitzontal segons el sentit)
# 0..3 → walk_south (cara avall)
# 4..7 → walk_north (cara amunt)
# 8..11 → walk_east (lateral cap a l'est)
# La variant `walk_west` reaprofita els frames de l'est amb `flip_h: true`:
# el motor d'animació aplica el flip al sprite, així el codi de la mòmia
# no decideix flip per direcció (només selecciona quina animació mostrar).
# La momia no té variants `stand_*` perquè mai no para.
animations:
walk_down: { frames: [0, 1, 2, 3], fps: 8, loop: true }
walk_up: { frames: [4, 5, 6, 7], fps: 8, loop: true }
walk: { frames: [8, 9, 10, 11], fps: 8, loop: true }
walk_south: { frames: [0, 1, 2, 3], fps: 8, loop: true }
walk_north: { frames: [4, 5, 6, 7], fps: 8, loop: true }
walk_east: { frames: [8, 9, 10, 11], fps: 8, loop: true }
walk_west: { frames: [8, 9, 10, 11], fps: 8, loop: true, flip_h: true }
ai:
type: corridor_wanderer
direction_choice: random
initial_direction: right
initial_direction: east
stats:
speed: 30
damage: 1
# Quan true, el contacte amb el jugador no aplica `hurt` ni knockback:
# mata d'un sol toc i dispara el cicle DYING → respawn. El path `hurt`
# del jugador segueix funcionant per a futurs hazards no-letals (avui
# no n'hi ha cap que el dispari).
kills_outright: true
# Estat HURT: post-fuetada, fugint en línia recta. Si la direcció
# preferida (la del whip) està bloquejada, prova perpendiculars; si totes
@@ -1,5 +1,6 @@
name: sarcophagus
type: interactable
editable: true
sprite:
path: sarcophagus.gif
size: [48, 32]
+1
View File
@@ -1,5 +1,6 @@
name: torch
type: decoration
editable: true
sprite:
path: torch.gif
size: [16, 16]
+133
View File
@@ -0,0 +1,133 @@
# Font: Tiny5-Regular — generado desde Tiny5-Regular.ttf size 8
# Generado con font_gen.py
box_width 6
box_height 9
columns 15
# codepoint_decimal ancho_visual
32 2 # U+0020
33 1 # !
34 3 # "
35 5 # #
36 3 # $
37 4 # %
38 4 # &
39 1 # '
40 2 # (
41 2 # )
42 3 # *
43 3 # +
44 2 # ,
45 3 # -
46 1 # .
47 2 # /
48 3 # 0
49 2 # 1
50 3 # 2
51 3 # 3
52 3 # 4
53 3 # 5
54 3 # 6
55 3 # 7
56 3 # 8
57 3 # 9
58 1 # :
59 2 # ;
60 3 # <
61 3 # =
62 3 # >
63 3 # ?
64 4 # @
65 4 # A
66 4 # B
67 4 # C
68 4 # D
69 4 # E
70 4 # F
71 4 # G
72 4 # H
73 1 # I
74 3 # J
75 4 # K
76 3 # L
77 5 # M
78 4 # N
79 4 # O
80 4 # P
81 4 # Q
82 4 # R
83 4 # S
84 3 # T
85 4 # U
86 3 # V
87 5 # W
88 3 # X
89 3 # Y
90 3 # Z
91 2 # [
92 2 # \
93 2 # ]
94 3 # ^
95 3 # _
96 2 # `
97 3 # a
98 3 # b
99 3 # c
100 3 # d
101 3 # e
102 2 # f
103 3 # g
104 3 # h
105 1 # i
106 1 # j
107 3 # k
108 1 # l
109 5 # m
110 3 # n
111 3 # o
112 3 # p
113 3 # q
114 2 # r
115 3 # s
116 2 # t
117 3 # u
118 3 # v
119 5 # w
120 3 # x
121 3 # y
122 3 # z
123 3 # {
124 1 # |
125 3 # }
126 2 # ~
192 4 # À
193 4 # Á
200 4 # È
201 4 # É
204 2 # Ì
205 2 # Í
210 4 # Ò
211 4 # Ó
217 4 # Ù
218 4 # Ú
209 4 # Ñ
199 4 # Ç
224 3 # à
225 3 # á
232 3 # è
233 3 # é
236 2 # ì
237 2 # í
242 3 # ò
243 3 # ó
249 3 # ù
250 3 # ú
241 3 # ñ
231 3 # ç
161 1 # ¡
191 3 # ¿
171 5 # «
187 5 # »
183 1 # ·
169 3 # ©
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+6 -5
View File
@@ -1,8 +1,8 @@
# Font: ari-w9500-condensed-display — generado desde ari-w9500-condensed-display.ttf size 11
# Generado con tools/font_gen/font_gen.py
# Generado con font_gen.py
box_width 12
box_height 11
box_height 14
columns 15
# codepoint_decimal ancho_visual
@@ -105,8 +105,8 @@ columns 15
193 8 # Á
200 7 # È
201 7 # É
204 3 # Ì
205 3 # Í
204 4 # Ì
205 4 # Í
210 9 # Ò
211 9 # Ó
217 7 # Ù
@@ -118,7 +118,7 @@ columns 15
232 7 # è
233 7 # é
236 4 # ì
237 3 # í
237 4 # í
242 7 # ò
243 7 # ó
249 7 # ù
@@ -130,3 +130,4 @@ columns 15
171 10 # «
187 10 # »
183 3 # ·
169 10 # ©
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+6 -5
View File
@@ -1,8 +1,8 @@
# Font: ari-w9500-display — generado desde ari-w9500-display.ttf size 11
# Generado con tools/font_gen/font_gen.py
# Generado con font_gen.py
box_width 12
box_height 11
box_height 14
columns 15
# codepoint_decimal ancho_visual
@@ -105,8 +105,8 @@ columns 15
193 9 # Á
200 8 # È
201 8 # É
204 3 # Ì
205 3 # Í
204 4 # Ì
205 4 # Í
210 10 # Ò
211 10 # Ó
217 8 # Ù
@@ -118,7 +118,7 @@ columns 15
232 8 # è
233 8 # é
236 4 # ì
237 3 # í
237 4 # í
242 8 # ò
243 8 # ó
249 8 # ù
@@ -130,3 +130,4 @@ columns 15
171 10 # «
187 10 # »
183 3 # ·
169 10 # ©
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+10 -1
View File
@@ -44,9 +44,18 @@ keys:
- id: editor_toggle
code: "9"
desc: "Entra/surt del mode editor (només Debug)"
- id: editor_picker
- id: editor_tile_picker
code: "T"
desc: "Obri/tanca el tilepicker dins de l'editor"
- id: editor_entity_picker
code: "E"
desc: "Obri/tanca l'entity picker dins de l'editor"
- id: editor_hand
code: "H"
desc: "Activa el mode mà de l'editor (selecciona/mou/borra entitats)"
- id: editor_delete
code: "Delete"
desc: "Esborra l'entitat seleccionada en mode mà"
- id: prev_room
code: "["
desc: "Salta a la sala anterior del levels.yaml (només Debug)"
+17
View File
@@ -27,6 +27,9 @@ input:
editor_on: "Editor ON"
editor_off: "Editor OFF"
editor_save_error: "Editor: error guardant el mapa"
editor_keep_door: "Editor: cal almenys una porta"
editor_keep_sarc: "Editor: cal almenys un sarcòfag"
editor_invalid_level: "Editor: nivell incomplet (porta i sarcs)"
hud:
p1: "P1"
@@ -36,6 +39,10 @@ hud:
pyramid: "Piramide"
room: "Sala"
# Textos de l'escena TITLE.
title:
press_start: "Polsa START per a començar"
# Textos de la transició d'entrada/sortida de sala (FSM de GameScene).
# Tant l'INTRO com l'OUTRO es renderitzen com a dues línies separades
# (cadascuna amb la seua animació). L'INTRO accepta els placeholders
@@ -71,8 +78,14 @@ menu:
move_down: "Avall"
move_left: "Esquerra"
move_right: "Dreta"
jump: "Saltar"
attack: "Atacar"
start: "Start"
service: "Opcions"
gamepad_p1: "Comandament P1"
gamepad_p2: "Comandament P2"
define_buttons_p1: "Definir botons P1"
define_buttons_p2: "Definir botons P2"
zoom: "Zoom"
screen: "Pantalla completa"
vsync: "VSync"
@@ -104,3 +117,7 @@ menu:
render_info_bottom: "Baix"
gamepad_none: "Cap"
gamepad_disconnected: "Desconnectat"
press_key: "Polsa una tecla"
press_button: "Polsa un botó"
define_buttons_complete: "Configuració completa"
define_buttons_no_pad: "Cap mando assignat"
+22
View File
@@ -27,6 +27,9 @@ input:
editor_on: "Editor ON"
editor_off: "Editor OFF"
editor_save_error: "Editor: map save failed"
editor_keep_door: "Editor: at least one door required"
editor_keep_sarc: "Editor: at least one sarcophagus required"
editor_invalid_level: "Editor: level incomplete (door and sarcs)"
hud:
p1: "P1"
@@ -36,6 +39,10 @@ hud:
pyramid: "Pyramid"
room: "Room"
# Texts of the TITLE scene.
title:
press_start: "Press START to begin"
# Room transition texts (GameScene FSM intro/outro). Both INTRO and
# OUTRO render as two independent lines with their own animation.
# INTRO uses `{p}` (pyramid) and `{r}` (room) placeholders; OUTRO has
@@ -57,6 +64,7 @@ menu:
system: "System"
labels:
player_1: "Player 1"
player_2: "Player 2"
gamepad_unavailable: "Not available"
items:
video_submenu: "Video"
@@ -69,6 +77,14 @@ menu:
move_down: "Down"
move_left: "Left"
move_right: "Right"
jump: "Jump"
attack: "Attack"
start: "Start"
service: "Options"
gamepad_p1: "Gamepad P1"
gamepad_p2: "Gamepad P2"
define_buttons_p1: "Define buttons P1"
define_buttons_p2: "Define buttons P2"
zoom: "Zoom"
screen: "Fullscreen"
vsync: "VSync"
@@ -98,3 +114,9 @@ menu:
render_info_off: "Off"
render_info_top: "Top"
render_info_bottom: "Bottom"
gamepad_none: "None"
gamepad_disconnected: "Disconnected"
press_key: "Press a key"
press_button: "Press a button"
define_buttons_complete: "Configuration complete"
define_buttons_no_pad: "No gamepad assigned"
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+21 -26
View File
@@ -1,4 +1,4 @@
# Mapa de la piràmide: graella 21×15 de tiles 16×16 sobre tomb.gif.
# Mapa de la piràmide: graella 21×15 de tiles 16×16 sobre pyramid_1.gif.
# Overscan horitzontal: 8 px per banda (les parets laterals ocupen 2 tiles
# en el tilemap però només 1.5 visibles al canvas, així que la textura es
# dibuixa amb un origen de x=-8). Vertical no cal overscan: 15·16 = 240.
@@ -11,7 +11,7 @@
pyramid: 1
room: 1
tileset: data/tilesets/tomb.gif
tileset: data/tilesets/pyramid_1.gif
tile_size: 16
origin: [-8, 0]
@@ -21,7 +21,7 @@ origin: [-8, 0]
# estigui definit; canviar aquí l'índex és tot el que cal. Omet el camp
# per desactivar el pintat per a aquest jugador.
player1_paint_tile: 0
player2_paint_tile: 4
player2_paint_tile: 1
# Física del contacte entre jugadors. Quan un jugador està quiet i l'altre
# el topa, el segon l'empenta a aquesta fracció de la velocitat normal (i
@@ -52,21 +52,21 @@ geometry:
door_col: 10
data:
- [ 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1]
- [ 1, 91,105,105,105,105,105,105,105,105,105,105,105,105,105,105,105,105,105, 92, 1]
- [ 1, 98,113,113, 95,113, 94,113,113,113,113,113,113,113, 94,113,102,113,113, 96, 1]
- [ 1, 98, 8, 8, 6, 8, 17, 8, 10, 8, 17, 8, 8, 8, 17, 8, 8, 8, 8, 96, 1]
- [ 1, 98, 8, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8, 96, 1]
- [ 1, 98, 17, 8, 9, 2, 8, 10, 8, 8, 8, 8, 10, 8, 8, 26, 8, 8, 17, 96, 1]
- [ 1, 98, 8, 2, 2, 2, 2, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8, 96, 1]
- [ 1, 98, 17, 8, 8, 26, 8, 8, 9, 8, 8, 8, 8, 8, 10, 8, 6, 8, 17, 96, 1]
- [ 1, 98, 8, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8, 96, 1]
- [ 1, 98, 17, 8, 10, 8, 8, 8, 2, 8, 8, 8, 9, 8, 8, 8, 10, 8, 17, 96, 1]
- [ 1, 98, 8, 2, 2, 2, 8, 2, 2, 2, 6, 2, 2, 2, 8, 2, 2, 2, 8, 96, 1]
- [ 1, 98, 17, 8, 10, 8, 8, 10, 2, 8, 8, 26, 8, 8, 8, 8, 10, 8, 17, 96, 1]
- [ 1, 98, 8, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8, 96, 1]
- [ 1, 98, 8, 10, 6, 6, 17, 8, 8, 8, 17, 8, 9, 8, 17, 8, 2, 8, 8, 96, 1]
- [ 1, 99, 89, 89, 89, 89, 89, 89, 89, 89, 89, 89, 89, 89, 89, 89, 89, 89, 89,100, 1]
- [11,12,12,12,12,12,12,12,12,12,12,12,12,12,12,12,12,12,12,12,13]
- [11,30,20,20,20,20,20,20,20,20,20,20,20,20,20,20,20,20,20,31,13]
- [11,13,27,28,15,22,28,28,28,28,28,28,28,28,28,28,15,28, 6,11,13]
- [11,13, 8, 8,16, 8,17, 8,10, 8,17, 8, 8, 8,17, 8, 8, 8, 8,11,13]
- [11,13, 8, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8,11,13]
- [11,13,17, 8, 9, 2, 8,10, 8, 8, 8, 8,10, 8, 8,26, 8, 8,17,11,13]
- [11,13, 8, 2, 2, 2, 2, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8,11,13]
- [11,13,17, 8, 8,26, 8, 8, 9, 8, 8, 8, 8, 8,10, 8,16, 8,17,11,13]
- [11,13, 8, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8,11,13]
- [11,13,17, 8,10, 8, 8, 8, 2, 8, 8, 8, 9, 8, 8, 8,10, 8,17,11,13]
- [11,13, 8, 2, 2, 2, 8, 2, 2, 2,16, 2, 2, 2, 8, 2, 2, 2, 8,11,13]
- [11,13,17, 8,10, 8, 8,10, 2, 8, 8,26, 8, 8, 8, 8,10, 8,17,11,13]
- [11,13, 8, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8,11,13]
- [11,13, 8,10,16,16,17, 8, 8, 8,17, 8, 9, 8,17, 8, 2, 8, 8,11,13]
- [11,38, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4,39,13]
# Spawns d'entitats per a aquest nivell. Es llegeixen des de
# EntityManager::loadFromLevel al GameScene. Convencions:
@@ -82,8 +82,6 @@ data:
# d'obertura (262/263). La momia al corredor central. L'antorxa al costat
# superior esquerre per verificar render d'una entitat decorativa.
entities:
- type: torch
position: [4, 2]
- type: torch
position: [8, 2]
- type: torch
@@ -130,11 +128,8 @@ entities:
sarc_position: [2, 4]
- type: sarcophagus
sarc_position: [3, 4]
- type: torch
position: [4, 2]
- type: door
# Sense `position`: la porta sempre viu al mur trasser. La columna
# transitable la dicta `geometry.door_col`; el render i la caixa
# de col·lisió es deriven d'aquesta dada al loadFromLevel.
- type: mummy
position: [10, 7]
- type: mummy
position: [7, 9]
position: [10, 11]
+18 -18
View File
@@ -1,4 +1,4 @@
# Mapa de la piràmide: graella 21×15 de tiles 16×16 sobre tomb.gif.
# Mapa de la piràmide: graella 21×15 de tiles 16×16 sobre pyramid_1.gif.
# Overscan horitzontal: 8 px per banda (les parets laterals ocupen 2 tiles
# en el tilemap però només 1.5 visibles al canvas, així que la textura es
# dibuixa amb un origen de x=-8). Vertical no cal overscan: 15·16 = 240.
@@ -11,7 +11,7 @@
pyramid: 1
room: 2
tileset: data/tilesets/tomb.gif
tileset: data/tilesets/pyramid_1.gif
tile_size: 16
origin: [-8, 0]
@@ -21,7 +21,7 @@ origin: [-8, 0]
# estigui definit; canviar aquí l'índex és tot el que cal. Omet el camp
# per desactivar el pintat per a aquest jugador.
player1_paint_tile: 0
player2_paint_tile: 4
player2_paint_tile: 1
# Física del contacte entre jugadors. Quan un jugador està quiet i l'altre
# el topa, el segon l'empenta a aquesta fracció de la velocitat normal (i
@@ -52,21 +52,21 @@ geometry:
door_col: 10
data:
- [ 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1]
- [ 1, 91,105,105,105,105,105,105,105,105,105,105,105,105,105,105,105,105,105, 92, 1]
- [ 1, 98,113,113, 95,113, 94,113,113,113,113,113,113,113, 94,113,102,113,113, 96, 1]
- [ 1, 98, 8, 8, 6, 8, 17, 8, 10, 8, 17, 8, 8, 8, 17, 8, 8, 8, 8, 96, 1]
- [ 1, 98, 8, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8, 96, 1]
- [ 1, 98, 17, 8, 9, 2, 8, 10, 8, 8, 8, 8, 10, 8, 8, 26, 8, 8, 17, 96, 1]
- [ 1, 98, 8, 2, 2, 2, 2, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8, 96, 1]
- [ 1, 98, 17, 8, 8, 26, 8, 8, 9, 8, 8, 8, 8, 8, 10, 8, 6, 8, 17, 96, 1]
- [ 1, 98, 8, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8, 96, 1]
- [ 1, 98, 17, 8, 10, 8, 8, 8, 2, 8, 8, 8, 9, 8, 8, 8, 10, 8, 17, 96, 1]
- [ 1, 98, 8, 2, 2, 2, 8, 2, 2, 2, 6, 2, 2, 2, 8, 2, 2, 2, 8, 96, 1]
- [ 1, 98, 17, 8, 10, 8, 8, 10, 2, 8, 8, 26, 8, 8, 8, 8, 10, 8, 17, 96, 1]
- [ 1, 98, 8, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8, 96, 1]
- [ 1, 98, 8, 10, 6, 6, 17, 8, 8, 8, 17, 8, 9, 8, 17, 8, 2, 8, 8, 96, 1]
- [ 1, 99, 89, 89, 89, 89, 89, 89, 89, 89, 89, 89, 89, 89, 89, 89, 89, 89, 89,100, 1]
- [11,12,12,12,12,12,12,12,12,12,12,12,12,12,12,12,12,12,12,12,13]
- [11,30,20,20,20,20,20,20,20,20,20,20,20,20,20,20,20,20,20,31,13]
- [11,13,27,28,15,22,28,28,28,28,28,28,28,28,28,28,15,28, 6,11,13]
- [11,13, 8, 8,16, 8,17, 8,10, 8,17, 8, 8, 8,17, 8, 8, 8, 8,11,13]
- [11,13, 8, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8,11,13]
- [11,13,17, 8, 9, 2, 8,10, 8, 8, 8, 8,10, 8, 8,26, 8, 8,17,11,13]
- [11,13, 8, 2, 2, 2, 2, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8,11,13]
- [11,13,17, 8, 8,26, 8, 8, 9, 8, 8, 8, 8, 8,10, 8,16, 8,17,11,13]
- [11,13, 8, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8,11,13]
- [11,13,17, 8,10, 8, 8, 8, 2, 8, 8, 8, 9, 8, 8, 8,10, 8,17,11,13]
- [11,13, 8, 2, 2, 2, 8, 2, 2, 2,16, 2, 2, 2, 8, 2, 2, 2, 8,11,13]
- [11,13,17, 8,10, 8, 8,10, 2, 8, 8,26, 8, 8, 8, 8,10, 8,17,11,13]
- [11,13, 8, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8,11,13]
- [11,13, 8,10,16,16,17, 8, 8, 8,17, 8, 9, 8,17, 8, 2, 8, 8,11,13]
- [11,38, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4,39,13]
# Spawns d'entitats per a aquest nivell. Es llegeixen des de
# EntityManager::loadFromLevel al GameScene. Convencions:
+18 -18
View File
@@ -1,4 +1,4 @@
# Mapa de la piràmide: graella 21×15 de tiles 16×16 sobre tomb.gif.
# Mapa de la piràmide: graella 21×15 de tiles 16×16 sobre pyramid_1.gif.
# Overscan horitzontal: 8 px per banda (les parets laterals ocupen 2 tiles
# en el tilemap però només 1.5 visibles al canvas, així que la textura es
# dibuixa amb un origen de x=-8). Vertical no cal overscan: 15·16 = 240.
@@ -11,7 +11,7 @@
pyramid: 1
room: 3
tileset: data/tilesets/tomb.gif
tileset: data/tilesets/pyramid_1.gif
tile_size: 16
origin: [-8, 0]
@@ -21,7 +21,7 @@ origin: [-8, 0]
# estigui definit; canviar aquí l'índex és tot el que cal. Omet el camp
# per desactivar el pintat per a aquest jugador.
player1_paint_tile: 0
player2_paint_tile: 4
player2_paint_tile: 1
# Física del contacte entre jugadors. Quan un jugador està quiet i l'altre
# el topa, el segon l'empenta a aquesta fracció de la velocitat normal (i
@@ -52,21 +52,21 @@ geometry:
door_col: 10
data:
- [ 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1]
- [ 1, 91,105,105,105,105,105,105,105,105,105,105,105,105,105,105,105,105,105, 92, 1]
- [ 1, 98,113,113, 95,113, 94,113,113,113,113,113,113,113, 94,113,102,113,113, 96, 1]
- [ 1, 98, 8, 8, 6, 8, 17, 8, 10, 8, 17, 8, 8, 8, 17, 8, 8, 8, 8, 96, 1]
- [ 1, 98, 8, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8, 96, 1]
- [ 1, 98, 17, 8, 9, 2, 8, 10, 8, 8, 8, 8, 10, 8, 8, 26, 8, 8, 17, 96, 1]
- [ 1, 98, 8, 2, 2, 2, 2, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8, 96, 1]
- [ 1, 98, 17, 8, 8, 26, 8, 8, 9, 8, 8, 8, 8, 8, 10, 8, 6, 8, 17, 96, 1]
- [ 1, 98, 8, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8, 96, 1]
- [ 1, 98, 17, 8, 10, 8, 8, 8, 2, 8, 8, 8, 9, 8, 8, 8, 10, 8, 17, 96, 1]
- [ 1, 98, 8, 2, 2, 2, 8, 2, 2, 2, 6, 2, 2, 2, 8, 2, 2, 2, 8, 96, 1]
- [ 1, 98, 17, 8, 10, 8, 8, 10, 2, 8, 8, 26, 8, 8, 8, 8, 10, 8, 17, 96, 1]
- [ 1, 98, 8, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8, 96, 1]
- [ 1, 98, 8, 10, 6, 6, 17, 8, 8, 8, 17, 8, 9, 8, 17, 8, 2, 8, 8, 96, 1]
- [ 1, 99, 89, 89, 89, 89, 89, 89, 89, 89, 89, 89, 89, 89, 89, 89, 89, 89, 89,100, 1]
- [11,12,12,12,12,12,12,12,12,12,12,12,12,12,12,12,12,12,12,12,13]
- [11,30,20,20,20,20,20,20,20,20,20,20,20,20,20,20,20,20,20,31,13]
- [11,13,27,28,15,22,28,28,28,28,28,28,28,28,28,28,15,28, 6,11,13]
- [11,13, 8, 8,16, 8,17, 8,10, 8,17, 8, 8, 8,17, 8, 8, 8, 8,11,13]
- [11,13, 8, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8,11,13]
- [11,13,17, 8, 9, 2, 8,10, 8, 8, 8, 8,10, 8, 8,26, 8, 8,17,11,13]
- [11,13, 8, 2, 2, 2, 2, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8,11,13]
- [11,13,17, 8, 8,26, 8, 8, 9, 8, 8, 8, 8, 8,10, 8,16, 8,17,11,13]
- [11,13, 8, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8,11,13]
- [11,13,17, 8,10, 8, 8, 8, 2, 8, 8, 8, 9, 8, 8, 8,10, 8,17,11,13]
- [11,13, 8, 2, 2, 2, 8, 2, 2, 2,16, 2, 2, 2, 8, 2, 2, 2, 8,11,13]
- [11,13,17, 8,10, 8, 8,10, 2, 8, 8,26, 8, 8, 8, 8,10, 8,17,11,13]
- [11,13, 8, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8,11,13]
- [11,13, 8,10,16,16,17, 8, 8, 8,17, 8, 9, 8,17, 8, 2, 8, 8,11,13]
- [11,38, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4,39,13]
# Spawns d'entitats per a aquest nivell. Es llegeixen des de
# EntityManager::loadFromLevel al GameScene. Convencions:
+18 -18
View File
@@ -1,4 +1,4 @@
# Mapa de la piràmide: graella 21×15 de tiles 16×16 sobre tomb.gif.
# Mapa de la piràmide: graella 21×15 de tiles 16×16 sobre pyramid_1.gif.
# Overscan horitzontal: 8 px per banda (les parets laterals ocupen 2 tiles
# en el tilemap però només 1.5 visibles al canvas, així que la textura es
# dibuixa amb un origen de x=-8). Vertical no cal overscan: 15·16 = 240.
@@ -11,7 +11,7 @@
pyramid: 1
room: 4
tileset: data/tilesets/tomb.gif
tileset: data/tilesets/pyramid_1.gif
tile_size: 16
origin: [-8, 0]
@@ -21,7 +21,7 @@ origin: [-8, 0]
# estigui definit; canviar aquí l'índex és tot el que cal. Omet el camp
# per desactivar el pintat per a aquest jugador.
player1_paint_tile: 0
player2_paint_tile: 4
player2_paint_tile: 1
# Física del contacte entre jugadors. Quan un jugador està quiet i l'altre
# el topa, el segon l'empenta a aquesta fracció de la velocitat normal (i
@@ -52,21 +52,21 @@ geometry:
door_col: 10
data:
- [ 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1]
- [ 1, 91,105,105,105,105,105,105,105,105,105,105,105,105,105,105,105,105,105, 92, 1]
- [ 1, 98,113,113, 95,113, 94,113,113,113,113,113,113,113, 94,113,102,113,113, 96, 1]
- [ 1, 98, 8, 8, 6, 8, 17, 8, 10, 8, 17, 8, 8, 8, 17, 8, 8, 8, 8, 96, 1]
- [ 1, 98, 8, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8, 96, 1]
- [ 1, 98, 17, 8, 9, 2, 8, 10, 8, 8, 8, 8, 10, 8, 8, 26, 8, 8, 17, 96, 1]
- [ 1, 98, 8, 2, 2, 2, 2, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8, 96, 1]
- [ 1, 98, 17, 8, 8, 26, 8, 8, 9, 8, 8, 8, 8, 8, 10, 8, 6, 8, 17, 96, 1]
- [ 1, 98, 8, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8, 96, 1]
- [ 1, 98, 17, 8, 10, 8, 8, 8, 2, 8, 8, 8, 9, 8, 8, 8, 10, 8, 17, 96, 1]
- [ 1, 98, 8, 2, 2, 2, 8, 2, 2, 2, 6, 2, 2, 2, 8, 2, 2, 2, 8, 96, 1]
- [ 1, 98, 17, 8, 10, 8, 8, 10, 2, 8, 8, 26, 8, 8, 8, 8, 10, 8, 17, 96, 1]
- [ 1, 98, 8, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8, 96, 1]
- [ 1, 98, 8, 10, 6, 6, 17, 8, 8, 8, 17, 8, 9, 8, 17, 8, 2, 8, 8, 96, 1]
- [ 1, 99, 89, 89, 89, 89, 89, 89, 89, 89, 89, 89, 89, 89, 89, 89, 89, 89, 89,100, 1]
- [11,12,12,12,12,12,12,12,12,12,12,12,12,12,12,12,12,12,12,12,13]
- [11,30,20,20,20,20,20,20,20,20,20,20,20,20,20,20,20,20,20,31,13]
- [11,13,27,28,15,22,28,28,28,28,28,28,28,28,28,28,15,28, 6,11,13]
- [11,13, 8, 8,16, 8,17, 8,10, 8,17, 8, 8, 8,17, 8, 8, 8, 8,11,13]
- [11,13, 8, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8,11,13]
- [11,13,17, 8, 9, 2, 8,10, 8, 8, 8, 8,10, 8, 8,26, 8, 8,17,11,13]
- [11,13, 8, 2, 2, 2, 2, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8,11,13]
- [11,13,17, 8, 8,26, 8, 8, 9, 8, 8, 8, 8, 8,10, 8,16, 8,17,11,13]
- [11,13, 8, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8,11,13]
- [11,13,17, 8,10, 8, 8, 8, 2, 8, 8, 8, 9, 8, 8, 8,10, 8,17,11,13]
- [11,13, 8, 2, 2, 2, 8, 2, 2, 2,16, 2, 2, 2, 8, 2, 2, 2, 8,11,13]
- [11,13,17, 8,10, 8, 8,10, 2, 8, 8,26, 8, 8, 8, 8,10, 8,17,11,13]
- [11,13, 8, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8,11,13]
- [11,13, 8,10,16,16,17, 8, 8, 8,17, 8, 9, 8,17, 8, 2, 8, 8,11,13]
- [11,38, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4,39,13]
# Spawns d'entitats per a aquest nivell. Es llegeixen des de
# EntityManager::loadFromLevel al GameScene. Convencions:
+18 -18
View File
@@ -1,4 +1,4 @@
# Mapa de la piràmide: graella 21×15 de tiles 16×16 sobre tomb.gif.
# Mapa de la piràmide: graella 21×15 de tiles 16×16 sobre pyramid_1.gif.
# Overscan horitzontal: 8 px per banda (les parets laterals ocupen 2 tiles
# en el tilemap però només 1.5 visibles al canvas, així que la textura es
# dibuixa amb un origen de x=-8). Vertical no cal overscan: 15·16 = 240.
@@ -11,7 +11,7 @@
pyramid: 1
room: 5
tileset: data/tilesets/tomb.gif
tileset: data/tilesets/pyramid_1.gif
tile_size: 16
origin: [-8, 0]
@@ -21,7 +21,7 @@ origin: [-8, 0]
# estigui definit; canviar aquí l'índex és tot el que cal. Omet el camp
# per desactivar el pintat per a aquest jugador.
player1_paint_tile: 0
player2_paint_tile: 4
player2_paint_tile: 1
# Física del contacte entre jugadors. Quan un jugador està quiet i l'altre
# el topa, el segon l'empenta a aquesta fracció de la velocitat normal (i
@@ -52,21 +52,21 @@ geometry:
door_col: 10
data:
- [ 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1]
- [ 1, 91,105,105,105,105,105,105,105,105,105,105,105,105,105,105,105,105,105, 92, 1]
- [ 1, 98,113,113, 95,113, 94,113,113,113,113,113,113,113, 94,113,102,113,113, 96, 1]
- [ 1, 98, 8, 8, 6, 8, 17, 8, 10, 8, 17, 8, 8, 8, 17, 8, 8, 8, 8, 96, 1]
- [ 1, 98, 8, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8, 96, 1]
- [ 1, 98, 17, 8, 9, 2, 8, 10, 8, 8, 8, 8, 10, 8, 8, 26, 8, 8, 17, 96, 1]
- [ 1, 98, 8, 2, 2, 2, 2, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8, 96, 1]
- [ 1, 98, 17, 8, 8, 26, 8, 8, 9, 8, 8, 8, 8, 8, 10, 8, 6, 8, 17, 96, 1]
- [ 1, 98, 8, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8, 96, 1]
- [ 1, 98, 17, 8, 10, 8, 8, 8, 2, 8, 8, 8, 9, 8, 8, 8, 10, 8, 17, 96, 1]
- [ 1, 98, 8, 2, 2, 2, 8, 2, 2, 2, 6, 2, 2, 2, 8, 2, 2, 2, 8, 96, 1]
- [ 1, 98, 17, 8, 10, 8, 8, 10, 2, 8, 8, 26, 8, 8, 8, 8, 10, 8, 17, 96, 1]
- [ 1, 98, 8, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8, 96, 1]
- [ 1, 98, 8, 10, 6, 6, 17, 8, 8, 8, 17, 8, 9, 8, 17, 8, 2, 8, 8, 96, 1]
- [ 1, 99, 89, 89, 89, 89, 89, 89, 89, 89, 89, 89, 89, 89, 89, 89, 89, 89, 89,100, 1]
- [11,12,12,12,12,12,12,12,12,12,12,12,12,12,12,12,12,12,12,12,13]
- [11,30,20,20,20,20,20,20,20,20,20,20,20,20,20,20,20,20,20,31,13]
- [11,13,27,28,15,22,28,28,28,28,28,28,28,28,28,28,15,28, 6,11,13]
- [11,13, 8, 8,16, 8,17, 8,10, 8,17, 8, 8, 8,17, 8, 8, 8, 8,11,13]
- [11,13, 8, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8,11,13]
- [11,13,17, 8, 9, 2, 8,10, 8, 8, 8, 8,10, 8, 8,26, 8, 8,17,11,13]
- [11,13, 8, 2, 2, 2, 2, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8,11,13]
- [11,13,17, 8, 8,26, 8, 8, 9, 8, 8, 8, 8, 8,10, 8,16, 8,17,11,13]
- [11,13, 8, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8,11,13]
- [11,13,17, 8,10, 8, 8, 8, 2, 8, 8, 8, 9, 8, 8, 8,10, 8,17,11,13]
- [11,13, 8, 2, 2, 2, 8, 2, 2, 2,16, 2, 2, 2, 8, 2, 2, 2, 8,11,13]
- [11,13,17, 8,10, 8, 8,10, 2, 8, 8,26, 8, 8, 8, 8,10, 8,17,11,13]
- [11,13, 8, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8,11,13]
- [11,13, 8,10,16,16,17, 8, 8, 8,17, 8, 9, 8,17, 8, 2, 8, 8,11,13]
- [11,38, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4,39,13]
# Spawns d'entitats per a aquest nivell. Es llegeixen des de
# EntityManager::loadFromLevel al GameScene. Convencions:
+18 -18
View File
@@ -1,4 +1,4 @@
# Mapa de la piràmide: graella 21×15 de tiles 16×16 sobre tomb.gif.
# Mapa de la piràmide: graella 21×15 de tiles 16×16 sobre pyramid_1.gif.
# Overscan horitzontal: 8 px per banda (les parets laterals ocupen 2 tiles
# en el tilemap però només 1.5 visibles al canvas, així que la textura es
# dibuixa amb un origen de x=-8). Vertical no cal overscan: 15·16 = 240.
@@ -11,7 +11,7 @@
pyramid: 1
room: 6
tileset: data/tilesets/tomb.gif
tileset: data/tilesets/pyramid_1.gif
tile_size: 16
origin: [-8, 0]
@@ -21,7 +21,7 @@ origin: [-8, 0]
# estigui definit; canviar aquí l'índex és tot el que cal. Omet el camp
# per desactivar el pintat per a aquest jugador.
player1_paint_tile: 0
player2_paint_tile: 4
player2_paint_tile: 1
# Física del contacte entre jugadors. Quan un jugador està quiet i l'altre
# el topa, el segon l'empenta a aquesta fracció de la velocitat normal (i
@@ -52,21 +52,21 @@ geometry:
door_col: 10
data:
- [ 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1]
- [ 1, 91,105,105,105,105,105,105,105,105,105,105,105,105,105,105,105,105,105, 92, 1]
- [ 1, 98,113,113, 95,113, 94,113,113,113,113,113,113,113, 94,113,102,113,113, 96, 1]
- [ 1, 98, 8, 8, 6, 8, 17, 8, 10, 8, 17, 8, 8, 8, 17, 8, 8, 8, 8, 96, 1]
- [ 1, 98, 8, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8, 96, 1]
- [ 1, 98, 17, 8, 9, 2, 8, 10, 8, 8, 8, 8, 10, 8, 8, 26, 8, 8, 17, 96, 1]
- [ 1, 98, 8, 2, 2, 2, 2, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8, 96, 1]
- [ 1, 98, 17, 8, 8, 26, 8, 8, 9, 8, 8, 8, 8, 8, 10, 8, 6, 8, 17, 96, 1]
- [ 1, 98, 8, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8, 96, 1]
- [ 1, 98, 17, 8, 10, 8, 8, 8, 2, 8, 8, 8, 9, 8, 8, 8, 10, 8, 17, 96, 1]
- [ 1, 98, 8, 2, 2, 2, 8, 2, 2, 2, 6, 2, 2, 2, 8, 2, 2, 2, 8, 96, 1]
- [ 1, 98, 17, 8, 10, 8, 8, 10, 2, 8, 8, 26, 8, 8, 8, 8, 10, 8, 17, 96, 1]
- [ 1, 98, 8, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8, 96, 1]
- [ 1, 98, 8, 10, 6, 6, 17, 8, 8, 8, 17, 8, 9, 8, 17, 8, 2, 8, 8, 96, 1]
- [ 1, 99, 89, 89, 89, 89, 89, 89, 89, 89, 89, 89, 89, 89, 89, 89, 89, 89, 89,100, 1]
- [11,12,12,12,12,12,12,12,12,12,12,12,12,12,12,12,12,12,12,12,13]
- [11,30,20,20,20,20,20,20,20,20,20,20,20,20,20,20,20,20,20,31,13]
- [11,13,27,28,15,22,28,28,28,28,28,28,28,28,28,28,15,28, 6,11,13]
- [11,13, 8, 8,16, 8,17, 8,10, 8,17, 8, 8, 8,17, 8, 8, 8, 8,11,13]
- [11,13, 8, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8,11,13]
- [11,13,17, 8, 9, 2, 8,10, 8, 8, 8, 8,10, 8, 8,26, 8, 8,17,11,13]
- [11,13, 8, 2, 2, 2, 2, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8,11,13]
- [11,13,17, 8, 8,26, 8, 8, 9, 8, 8, 8, 8, 8,10, 8,16, 8,17,11,13]
- [11,13, 8, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8,11,13]
- [11,13,17, 8,10, 8, 8, 8, 2, 8, 8, 8, 9, 8, 8, 8,10, 8,17,11,13]
- [11,13, 8, 2, 2, 2, 8, 2, 2, 2,16, 2, 2, 2, 8, 2, 2, 2, 8,11,13]
- [11,13,17, 8,10, 8, 8,10, 2, 8, 8,26, 8, 8, 8, 8,10, 8,17,11,13]
- [11,13, 8, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8,11,13]
- [11,13, 8,10,16,16,17, 8, 8, 8,17, 8, 9, 8,17, 8, 2, 8, 8,11,13]
- [11,38, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4,39,13]
# Spawns d'entitats per a aquest nivell. Es llegeixen des de
# EntityManager::loadFromLevel al GameScene. Convencions:
+18 -18
View File
@@ -1,4 +1,4 @@
# Mapa de la piràmide: graella 21×15 de tiles 16×16 sobre tomb.gif.
# Mapa de la piràmide: graella 21×15 de tiles 16×16 sobre pyramid_2.gif.
# Overscan horitzontal: 8 px per banda (les parets laterals ocupen 2 tiles
# en el tilemap però només 1.5 visibles al canvas, així que la textura es
# dibuixa amb un origen de x=-8). Vertical no cal overscan: 15·16 = 240.
@@ -11,7 +11,7 @@
pyramid: 2
room: 1
tileset: data/tilesets/tomb.gif
tileset: data/tilesets/pyramid_2.gif
tile_size: 16
origin: [-8, 0]
@@ -21,7 +21,7 @@ origin: [-8, 0]
# estigui definit; canviar aquí l'índex és tot el que cal. Omet el camp
# per desactivar el pintat per a aquest jugador.
player1_paint_tile: 0
player2_paint_tile: 4
player2_paint_tile: 1
# Física del contacte entre jugadors. Quan un jugador està quiet i l'altre
# el topa, el segon l'empenta a aquesta fracció de la velocitat normal (i
@@ -52,21 +52,21 @@ geometry:
door_col: 10
data:
- [ 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1]
- [ 1, 91,105,105,105,105,105,105,105,105,105,105,105,105,105,105,105,105,105, 92, 1]
- [ 1, 98,113,113, 95,113, 94,113,113,113,113,113,113,113, 94,113,102,113,113, 96, 1]
- [ 1, 98, 8, 8, 6, 8, 17, 8, 10, 8, 17, 8, 8, 8, 17, 8, 8, 8, 8, 96, 1]
- [ 1, 98, 8, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8, 96, 1]
- [ 1, 98, 17, 8, 9, 2, 8, 10, 8, 8, 8, 8, 10, 8, 8, 26, 8, 8, 17, 96, 1]
- [ 1, 98, 8, 2, 2, 2, 2, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8, 96, 1]
- [ 1, 98, 17, 8, 8, 26, 8, 8, 9, 8, 8, 8, 8, 8, 10, 8, 6, 8, 17, 96, 1]
- [ 1, 98, 8, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8, 96, 1]
- [ 1, 98, 17, 8, 10, 8, 8, 8, 2, 8, 8, 8, 9, 8, 8, 8, 10, 8, 17, 96, 1]
- [ 1, 98, 8, 2, 2, 2, 8, 2, 2, 2, 6, 2, 2, 2, 8, 2, 2, 2, 8, 96, 1]
- [ 1, 98, 17, 8, 10, 8, 8, 10, 2, 8, 8, 26, 8, 8, 8, 8, 10, 8, 17, 96, 1]
- [ 1, 98, 8, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8, 96, 1]
- [ 1, 98, 8, 10, 6, 6, 17, 8, 8, 8, 17, 8, 9, 8, 17, 8, 2, 8, 8, 96, 1]
- [ 1, 99, 89, 89, 89, 89, 89, 89, 89, 89, 89, 89, 89, 89, 89, 89, 89, 89, 89,100, 1]
- [11,12,12,12,12,12,12,12,12,12,12,12,12,12,12,12,12,12,12,12,13]
- [11,30,20,20,20,20,20,20,20,20,20,20,20,20,20,20,20,20,20,31,13]
- [11,13,27,28,15,22,28,28,28,28,28,28,28,28,28,28,15,28, 6,11,13]
- [11,13, 8, 8,16, 8,17, 8,10, 8,17, 8, 8, 8,17, 8, 8, 8, 8,11,13]
- [11,13, 8, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8,11,13]
- [11,13,17, 8, 9, 2, 8,10, 8, 8, 8, 8,10, 8, 8,26, 8, 8,17,11,13]
- [11,13, 8, 2, 2, 2, 2, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8,11,13]
- [11,13,17, 8, 8,26, 8, 8, 9, 8, 8, 8, 8, 8,10, 8,16, 8,17,11,13]
- [11,13, 8, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8,11,13]
- [11,13,17, 8,10, 8, 8, 8, 2, 8, 8, 8, 9, 8, 8, 8,10, 8,17,11,13]
- [11,13, 8, 2, 2, 2, 8, 2, 2, 2,16, 2, 2, 2, 8, 2, 2, 2, 8,11,13]
- [11,13,17, 8,10, 8, 8,10, 2, 8, 8,26, 8, 8, 8, 8,10, 8,17,11,13]
- [11,13, 8, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8,11,13]
- [11,13, 8,10,16,16,17, 8, 8, 8,17, 8, 9, 8,17, 8, 2, 8, 8,11,13]
- [11,38, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4,39,13]
# Spawns d'entitats per a aquest nivell. Es llegeixen des de
# EntityManager::loadFromLevel al GameScene. Convencions:
+18 -18
View File
@@ -1,4 +1,4 @@
# Mapa de la piràmide: graella 21×15 de tiles 16×16 sobre tomb.gif.
# Mapa de la piràmide: graella 21×15 de tiles 16×16 sobre pyramid_2.gif.
# Overscan horitzontal: 8 px per banda (les parets laterals ocupen 2 tiles
# en el tilemap però només 1.5 visibles al canvas, així que la textura es
# dibuixa amb un origen de x=-8). Vertical no cal overscan: 15·16 = 240.
@@ -11,7 +11,7 @@
pyramid: 2
room: 2
tileset: data/tilesets/tomb.gif
tileset: data/tilesets/pyramid_2.gif
tile_size: 16
origin: [-8, 0]
@@ -21,7 +21,7 @@ origin: [-8, 0]
# estigui definit; canviar aquí l'índex és tot el que cal. Omet el camp
# per desactivar el pintat per a aquest jugador.
player1_paint_tile: 0
player2_paint_tile: 4
player2_paint_tile: 1
# Física del contacte entre jugadors. Quan un jugador està quiet i l'altre
# el topa, el segon l'empenta a aquesta fracció de la velocitat normal (i
@@ -52,21 +52,21 @@ geometry:
door_col: 10
data:
- [ 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1]
- [ 1, 91,105,105,105,105,105,105,105,105,105,105,105,105,105,105,105,105,105, 92, 1]
- [ 1, 98,113,113, 95,113, 94,113,113,113,113,113,113,113, 94,113,102,113,113, 96, 1]
- [ 1, 98, 8, 8, 6, 8, 17, 8, 10, 8, 17, 8, 8, 8, 17, 8, 8, 8, 8, 96, 1]
- [ 1, 98, 8, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8, 96, 1]
- [ 1, 98, 17, 8, 9, 2, 8, 10, 8, 8, 8, 8, 10, 8, 8, 26, 8, 8, 17, 96, 1]
- [ 1, 98, 8, 2, 2, 2, 2, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8, 96, 1]
- [ 1, 98, 17, 8, 8, 26, 8, 8, 9, 8, 8, 8, 8, 8, 10, 8, 6, 8, 17, 96, 1]
- [ 1, 98, 8, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8, 96, 1]
- [ 1, 98, 17, 8, 10, 8, 8, 8, 2, 8, 8, 8, 9, 8, 8, 8, 10, 8, 17, 96, 1]
- [ 1, 98, 8, 2, 2, 2, 8, 2, 2, 2, 6, 2, 2, 2, 8, 2, 2, 2, 8, 96, 1]
- [ 1, 98, 17, 8, 10, 8, 8, 10, 2, 8, 8, 26, 8, 8, 8, 8, 10, 8, 17, 96, 1]
- [ 1, 98, 8, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8, 96, 1]
- [ 1, 98, 8, 10, 6, 6, 17, 8, 8, 8, 17, 8, 9, 8, 17, 8, 2, 8, 8, 96, 1]
- [ 1, 99, 89, 89, 89, 89, 89, 89, 89, 89, 89, 89, 89, 89, 89, 89, 89, 89, 89,100, 1]
- [11,12,12,12,12,12,12,12,12,12,12,12,12,12,12,12,12,12,12,12,13]
- [11,30,20,20,20,20,20,20,20,20,20,20,20,20,20,20,20,20,20,31,13]
- [11,13,27,28,15,22,28,28,28,28,28,28,28,28,28,28,15,28, 6,11,13]
- [11,13, 8, 8,16, 8,17, 8,10, 8,17, 8, 8, 8,17, 8, 8, 8, 8,11,13]
- [11,13, 8, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8,11,13]
- [11,13,17, 8, 9, 2, 8,10, 8, 8, 8, 8,10, 8, 8,26, 8, 8,17,11,13]
- [11,13, 8, 2, 2, 2, 2, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8,11,13]
- [11,13,17, 8, 8,26, 8, 8, 9, 8, 8, 8, 8, 8,10, 8,16, 8,17,11,13]
- [11,13, 8, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8,11,13]
- [11,13,17, 8,10, 8, 8, 8, 2, 8, 8, 8, 9, 8, 8, 8,10, 8,17,11,13]
- [11,13, 8, 2, 2, 2, 8, 2, 2, 2,16, 2, 2, 2, 8, 2, 2, 2, 8,11,13]
- [11,13,17, 8,10, 8, 8,10, 2, 8, 8,26, 8, 8, 8, 8,10, 8,17,11,13]
- [11,13, 8, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8,11,13]
- [11,13, 8,10,16,16,17, 8, 8, 8,17, 8, 9, 8,17, 8, 2, 8, 8,11,13]
- [11,38, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4,39,13]
# Spawns d'entitats per a aquest nivell. Es llegeixen des de
# EntityManager::loadFromLevel al GameScene. Convencions:
+18 -18
View File
@@ -1,4 +1,4 @@
# Mapa de la piràmide: graella 21×15 de tiles 16×16 sobre tomb.gif.
# Mapa de la piràmide: graella 21×15 de tiles 16×16 sobre pyramid_2.gif.
# Overscan horitzontal: 8 px per banda (les parets laterals ocupen 2 tiles
# en el tilemap però només 1.5 visibles al canvas, així que la textura es
# dibuixa amb un origen de x=-8). Vertical no cal overscan: 15·16 = 240.
@@ -11,7 +11,7 @@
pyramid: 2
room: 3
tileset: data/tilesets/tomb.gif
tileset: data/tilesets/pyramid_2.gif
tile_size: 16
origin: [-8, 0]
@@ -21,7 +21,7 @@ origin: [-8, 0]
# estigui definit; canviar aquí l'índex és tot el que cal. Omet el camp
# per desactivar el pintat per a aquest jugador.
player1_paint_tile: 0
player2_paint_tile: 4
player2_paint_tile: 1
# Física del contacte entre jugadors. Quan un jugador està quiet i l'altre
# el topa, el segon l'empenta a aquesta fracció de la velocitat normal (i
@@ -52,21 +52,21 @@ geometry:
door_col: 10
data:
- [ 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1]
- [ 1, 91,105,105,105,105,105,105,105,105,105,105,105,105,105,105,105,105,105, 92, 1]
- [ 1, 98,113,113, 95,113, 94,113,113,113,113,113,113,113, 94,113,102,113,113, 96, 1]
- [ 1, 98, 8, 8, 6, 8, 17, 8, 10, 8, 17, 8, 8, 8, 17, 8, 8, 8, 8, 96, 1]
- [ 1, 98, 8, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8, 96, 1]
- [ 1, 98, 17, 8, 9, 2, 8, 10, 8, 8, 8, 8, 10, 8, 8, 26, 8, 8, 17, 96, 1]
- [ 1, 98, 8, 2, 2, 2, 2, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8, 96, 1]
- [ 1, 98, 17, 8, 8, 26, 8, 8, 9, 8, 8, 8, 8, 8, 10, 8, 6, 8, 17, 96, 1]
- [ 1, 98, 8, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8, 96, 1]
- [ 1, 98, 17, 8, 10, 8, 8, 8, 2, 8, 8, 8, 9, 8, 8, 8, 10, 8, 17, 96, 1]
- [ 1, 98, 8, 2, 2, 2, 8, 2, 2, 2, 6, 2, 2, 2, 8, 2, 2, 2, 8, 96, 1]
- [ 1, 98, 17, 8, 10, 8, 8, 10, 2, 8, 8, 26, 8, 8, 8, 8, 10, 8, 17, 96, 1]
- [ 1, 98, 8, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8, 96, 1]
- [ 1, 98, 8, 10, 6, 6, 17, 8, 8, 8, 17, 8, 9, 8, 17, 8, 2, 8, 8, 96, 1]
- [ 1, 99, 89, 89, 89, 89, 89, 89, 89, 89, 89, 89, 89, 89, 89, 89, 89, 89, 89,100, 1]
- [11,12,12,12,12,12,12,12,12,12,12,12,12,12,12,12,12,12,12,12,13]
- [11,30,20,20,20,20,20,20,20,20,20,20,20,20,20,20,20,20,20,31,13]
- [11,13,27,28,15,22,28,28,28,28,28,28,28,28,28,28,15,28, 6,11,13]
- [11,13, 8, 8,16, 8,17, 8,10, 8,17, 8, 8, 8,17, 8, 8, 8, 8,11,13]
- [11,13, 8, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8,11,13]
- [11,13,17, 8, 9, 2, 8,10, 8, 8, 8, 8,10, 8, 8,26, 8, 8,17,11,13]
- [11,13, 8, 2, 2, 2, 2, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8,11,13]
- [11,13,17, 8, 8,26, 8, 8, 9, 8, 8, 8, 8, 8,10, 8,16, 8,17,11,13]
- [11,13, 8, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8,11,13]
- [11,13,17, 8,10, 8, 8, 8, 2, 8, 8, 8, 9, 8, 8, 8,10, 8,17,11,13]
- [11,13, 8, 2, 2, 2, 8, 2, 2, 2,16, 2, 2, 2, 8, 2, 2, 2, 8,11,13]
- [11,13,17, 8,10, 8, 8,10, 2, 8, 8,26, 8, 8, 8, 8,10, 8,17,11,13]
- [11,13, 8, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8,11,13]
- [11,13, 8,10,16,16,17, 8, 8, 8,17, 8, 9, 8,17, 8, 2, 8, 8,11,13]
- [11,38, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4,39,13]
# Spawns d'entitats per a aquest nivell. Es llegeixen des de
# EntityManager::loadFromLevel al GameScene. Convencions:
+18 -18
View File
@@ -1,4 +1,4 @@
# Mapa de la piràmide: graella 21×15 de tiles 16×16 sobre tomb.gif.
# Mapa de la piràmide: graella 21×15 de tiles 16×16 sobre pyramid_2.gif.
# Overscan horitzontal: 8 px per banda (les parets laterals ocupen 2 tiles
# en el tilemap però només 1.5 visibles al canvas, així que la textura es
# dibuixa amb un origen de x=-8). Vertical no cal overscan: 15·16 = 240.
@@ -11,7 +11,7 @@
pyramid: 2
room: 4
tileset: data/tilesets/tomb.gif
tileset: data/tilesets/pyramid_2.gif
tile_size: 16
origin: [-8, 0]
@@ -21,7 +21,7 @@ origin: [-8, 0]
# estigui definit; canviar aquí l'índex és tot el que cal. Omet el camp
# per desactivar el pintat per a aquest jugador.
player1_paint_tile: 0
player2_paint_tile: 4
player2_paint_tile: 1
# Física del contacte entre jugadors. Quan un jugador està quiet i l'altre
# el topa, el segon l'empenta a aquesta fracció de la velocitat normal (i
@@ -52,21 +52,21 @@ geometry:
door_col: 10
data:
- [ 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1]
- [ 1, 91,105,105,105,105,105,105,105,105,105,105,105,105,105,105,105,105,105, 92, 1]
- [ 1, 98,113,113, 95,113, 94,113,113,113,113,113,113,113, 94,113,102,113,113, 96, 1]
- [ 1, 98, 8, 8, 6, 8, 17, 8, 10, 8, 17, 8, 8, 8, 17, 8, 8, 8, 8, 96, 1]
- [ 1, 98, 8, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8, 96, 1]
- [ 1, 98, 17, 8, 9, 2, 8, 10, 8, 8, 8, 8, 10, 8, 8, 26, 8, 8, 17, 96, 1]
- [ 1, 98, 8, 2, 2, 2, 2, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8, 96, 1]
- [ 1, 98, 17, 8, 8, 26, 8, 8, 9, 8, 8, 8, 8, 8, 10, 8, 6, 8, 17, 96, 1]
- [ 1, 98, 8, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8, 96, 1]
- [ 1, 98, 17, 8, 10, 8, 8, 8, 2, 8, 8, 8, 9, 8, 8, 8, 10, 8, 17, 96, 1]
- [ 1, 98, 8, 2, 2, 2, 8, 2, 2, 2, 6, 2, 2, 2, 8, 2, 2, 2, 8, 96, 1]
- [ 1, 98, 17, 8, 10, 8, 8, 10, 2, 8, 8, 26, 8, 8, 8, 8, 10, 8, 17, 96, 1]
- [ 1, 98, 8, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8, 96, 1]
- [ 1, 98, 8, 10, 6, 6, 17, 8, 8, 8, 17, 8, 9, 8, 17, 8, 2, 8, 8, 96, 1]
- [ 1, 99, 89, 89, 89, 89, 89, 89, 89, 89, 89, 89, 89, 89, 89, 89, 89, 89, 89,100, 1]
- [11,12,12,12,12,12,12,12,12,12,12,12,12,12,12,12,12,12,12,12,13]
- [11,30,20,20,20,20,20,20,20,20,20,20,20,20,20,20,20,20,20,31,13]
- [11,13,27,28,15,22,28,28,28,28,28,28,28,28,28,28,15,28, 6,11,13]
- [11,13, 8, 8,16, 8,17, 8,10, 8,17, 8, 8, 8,17, 8, 8, 8, 8,11,13]
- [11,13, 8, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8,11,13]
- [11,13,17, 8, 9, 2, 8,10, 8, 8, 8, 8,10, 8, 8,26, 8, 8,17,11,13]
- [11,13, 8, 2, 2, 2, 2, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8,11,13]
- [11,13,17, 8, 8,26, 8, 8, 9, 8, 8, 8, 8, 8,10, 8,16, 8,17,11,13]
- [11,13, 8, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8,11,13]
- [11,13,17, 8,10, 8, 8, 8, 2, 8, 8, 8, 9, 8, 8, 8,10, 8,17,11,13]
- [11,13, 8, 2, 2, 2, 8, 2, 2, 2,16, 2, 2, 2, 8, 2, 2, 2, 8,11,13]
- [11,13,17, 8,10, 8, 8,10, 2, 8, 8,26, 8, 8, 8, 8,10, 8,17,11,13]
- [11,13, 8, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8,11,13]
- [11,13, 8,10,16,16,17, 8, 8, 8,17, 8, 9, 8,17, 8, 2, 8, 8,11,13]
- [11,38, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4,39,13]
# Spawns d'entitats per a aquest nivell. Es llegeixen des de
# EntityManager::loadFromLevel al GameScene. Convencions:
+18 -18
View File
@@ -1,4 +1,4 @@
# Mapa de la piràmide: graella 21×15 de tiles 16×16 sobre tomb.gif.
# Mapa de la piràmide: graella 21×15 de tiles 16×16 sobre pyramid_2.gif.
# Overscan horitzontal: 8 px per banda (les parets laterals ocupen 2 tiles
# en el tilemap però només 1.5 visibles al canvas, així que la textura es
# dibuixa amb un origen de x=-8). Vertical no cal overscan: 15·16 = 240.
@@ -11,7 +11,7 @@
pyramid: 2
room: 5
tileset: data/tilesets/tomb.gif
tileset: data/tilesets/pyramid_2.gif
tile_size: 16
origin: [-8, 0]
@@ -21,7 +21,7 @@ origin: [-8, 0]
# estigui definit; canviar aquí l'índex és tot el que cal. Omet el camp
# per desactivar el pintat per a aquest jugador.
player1_paint_tile: 0
player2_paint_tile: 4
player2_paint_tile: 1
# Física del contacte entre jugadors. Quan un jugador està quiet i l'altre
# el topa, el segon l'empenta a aquesta fracció de la velocitat normal (i
@@ -52,21 +52,21 @@ geometry:
door_col: 10
data:
- [ 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1]
- [ 1, 91,105,105,105,105,105,105,105,105,105,105,105,105,105,105,105,105,105, 92, 1]
- [ 1, 98,113,113, 95,113, 94,113,113,113,113,113,113,113, 94,113,102,113,113, 96, 1]
- [ 1, 98, 8, 8, 6, 8, 17, 8, 10, 8, 17, 8, 8, 8, 17, 8, 8, 8, 8, 96, 1]
- [ 1, 98, 8, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8, 96, 1]
- [ 1, 98, 17, 8, 9, 2, 8, 10, 8, 8, 8, 8, 10, 8, 8, 26, 8, 8, 17, 96, 1]
- [ 1, 98, 8, 2, 2, 2, 2, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8, 96, 1]
- [ 1, 98, 17, 8, 8, 26, 8, 8, 9, 8, 8, 8, 8, 8, 10, 8, 6, 8, 17, 96, 1]
- [ 1, 98, 8, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8, 96, 1]
- [ 1, 98, 17, 8, 10, 8, 8, 8, 2, 8, 8, 8, 9, 8, 8, 8, 10, 8, 17, 96, 1]
- [ 1, 98, 8, 2, 2, 2, 8, 2, 2, 2, 6, 2, 2, 2, 8, 2, 2, 2, 8, 96, 1]
- [ 1, 98, 17, 8, 10, 8, 8, 10, 2, 8, 8, 26, 8, 8, 8, 8, 10, 8, 17, 96, 1]
- [ 1, 98, 8, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8, 96, 1]
- [ 1, 98, 8, 10, 6, 6, 17, 8, 8, 8, 17, 8, 9, 8, 17, 8, 2, 8, 8, 96, 1]
- [ 1, 99, 89, 89, 89, 89, 89, 89, 89, 89, 89, 89, 89, 89, 89, 89, 89, 89, 89,100, 1]
- [11,12,12,12,12,12,12,12,12,12,12,12,12,12,12,12,12,12,12,12,13]
- [11,30,20,20,20,20,20,20,20,20,20,20,20,20,20,20,20,20,20,31,13]
- [11,13,27,28,15,22,28,28,28,28,28,28,28,28,28,28,15,28, 6,11,13]
- [11,13, 8, 8,16, 8,17, 8,10, 8,17, 8, 8, 8,17, 8, 8, 8, 8,11,13]
- [11,13, 8, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8,11,13]
- [11,13,17, 8, 9, 2, 8,10, 8, 8, 8, 8,10, 8, 8,26, 8, 8,17,11,13]
- [11,13, 8, 2, 2, 2, 2, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8,11,13]
- [11,13,17, 8, 8,26, 8, 8, 9, 8, 8, 8, 8, 8,10, 8,16, 8,17,11,13]
- [11,13, 8, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8,11,13]
- [11,13,17, 8,10, 8, 8, 8, 2, 8, 8, 8, 9, 8, 8, 8,10, 8,17,11,13]
- [11,13, 8, 2, 2, 2, 8, 2, 2, 2,16, 2, 2, 2, 8, 2, 2, 2, 8,11,13]
- [11,13,17, 8,10, 8, 8,10, 2, 8, 8,26, 8, 8, 8, 8,10, 8,17,11,13]
- [11,13, 8, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8,11,13]
- [11,13, 8,10,16,16,17, 8, 8, 8,17, 8, 9, 8,17, 8, 2, 8, 8,11,13]
- [11,38, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4,39,13]
# Spawns d'entitats per a aquest nivell. Es llegeixen des de
# EntityManager::loadFromLevel al GameScene. Convencions:
+18 -18
View File
@@ -1,4 +1,4 @@
# Mapa de la piràmide: graella 21×15 de tiles 16×16 sobre tomb.gif.
# Mapa de la piràmide: graella 21×15 de tiles 16×16 sobre pyramid_2.gif.
# Overscan horitzontal: 8 px per banda (les parets laterals ocupen 2 tiles
# en el tilemap però només 1.5 visibles al canvas, així que la textura es
# dibuixa amb un origen de x=-8). Vertical no cal overscan: 15·16 = 240.
@@ -11,7 +11,7 @@
pyramid: 2
room: 6
tileset: data/tilesets/tomb.gif
tileset: data/tilesets/pyramid_2.gif
tile_size: 16
origin: [-8, 0]
@@ -21,7 +21,7 @@ origin: [-8, 0]
# estigui definit; canviar aquí l'índex és tot el que cal. Omet el camp
# per desactivar el pintat per a aquest jugador.
player1_paint_tile: 0
player2_paint_tile: 4
player2_paint_tile: 1
# Física del contacte entre jugadors. Quan un jugador està quiet i l'altre
# el topa, el segon l'empenta a aquesta fracció de la velocitat normal (i
@@ -52,21 +52,21 @@ geometry:
door_col: 10
data:
- [ 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1]
- [ 1, 91,105,105,105,105,105,105,105,105,105,105,105,105,105,105,105,105,105, 92, 1]
- [ 1, 98,113,113, 95,113, 94,113,113,113,113,113,113,113, 94,113,102,113,113, 96, 1]
- [ 1, 98, 8, 8, 6, 8, 17, 8, 10, 8, 17, 8, 8, 8, 17, 8, 8, 8, 8, 96, 1]
- [ 1, 98, 8, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8, 96, 1]
- [ 1, 98, 17, 8, 9, 2, 8, 10, 8, 8, 8, 8, 10, 8, 8, 26, 8, 8, 17, 96, 1]
- [ 1, 98, 8, 2, 2, 2, 2, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8, 96, 1]
- [ 1, 98, 17, 8, 8, 26, 8, 8, 9, 8, 8, 8, 8, 8, 10, 8, 6, 8, 17, 96, 1]
- [ 1, 98, 8, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8, 96, 1]
- [ 1, 98, 17, 8, 10, 8, 8, 8, 2, 8, 8, 8, 9, 8, 8, 8, 10, 8, 17, 96, 1]
- [ 1, 98, 8, 2, 2, 2, 8, 2, 2, 2, 6, 2, 2, 2, 8, 2, 2, 2, 8, 96, 1]
- [ 1, 98, 17, 8, 10, 8, 8, 10, 2, 8, 8, 26, 8, 8, 8, 8, 10, 8, 17, 96, 1]
- [ 1, 98, 8, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8, 96, 1]
- [ 1, 98, 8, 10, 6, 6, 17, 8, 8, 8, 17, 8, 9, 8, 17, 8, 2, 8, 8, 96, 1]
- [ 1, 99, 89, 89, 89, 89, 89, 89, 89, 89, 89, 89, 89, 89, 89, 89, 89, 89, 89,100, 1]
- [11,12,12,12,12,12,12,12,12,12,12,12,12,12,12,12,12,12,12,12,13]
- [11,30,20,20,20,20,20,20,20,20,20,20,20,20,20,20,20,20,20,31,13]
- [11,13,27,28,15,22,28,28,28,28,28,28,28,28,28,28,15,28, 6,11,13]
- [11,13, 8, 8,16, 8,17, 8,10, 8,17, 8, 8, 8,17, 8, 8, 8, 8,11,13]
- [11,13, 8, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8,11,13]
- [11,13,17, 8, 9, 2, 8,10, 8, 8, 8, 8,10, 8, 8,26, 8, 8,17,11,13]
- [11,13, 8, 2, 2, 2, 2, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8,11,13]
- [11,13,17, 8, 8,26, 8, 8, 9, 8, 8, 8, 8, 8,10, 8,16, 8,17,11,13]
- [11,13, 8, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8,11,13]
- [11,13,17, 8,10, 8, 8, 8, 2, 8, 8, 8, 9, 8, 8, 8,10, 8,17,11,13]
- [11,13, 8, 2, 2, 2, 8, 2, 2, 2,16, 2, 2, 2, 8, 2, 2, 2, 8,11,13]
- [11,13,17, 8,10, 8, 8,10, 2, 8, 8,26, 8, 8, 8, 8,10, 8,17,11,13]
- [11,13, 8, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8,11,13]
- [11,13, 8,10,16,16,17, 8, 8, 8,17, 8, 9, 8,17, 8, 2, 8, 8,11,13]
- [11,38, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4,39,13]
# Spawns d'entitats per a aquest nivell. Es llegeixen des de
# EntityManager::loadFromLevel al GameScene. Convencions:
+18 -18
View File
@@ -1,4 +1,4 @@
# Mapa de la piràmide: graella 21×15 de tiles 16×16 sobre tomb.gif.
# Mapa de la piràmide: graella 21×15 de tiles 16×16 sobre pyramid_3.gif.
# Overscan horitzontal: 8 px per banda (les parets laterals ocupen 2 tiles
# en el tilemap però només 1.5 visibles al canvas, així que la textura es
# dibuixa amb un origen de x=-8). Vertical no cal overscan: 15·16 = 240.
@@ -11,7 +11,7 @@
pyramid: 3
room: 1
tileset: data/tilesets/tomb.gif
tileset: data/tilesets/pyramid_3.gif
tile_size: 16
origin: [-8, 0]
@@ -21,7 +21,7 @@ origin: [-8, 0]
# estigui definit; canviar aquí l'índex és tot el que cal. Omet el camp
# per desactivar el pintat per a aquest jugador.
player1_paint_tile: 0
player2_paint_tile: 4
player2_paint_tile: 1
# Física del contacte entre jugadors. Quan un jugador està quiet i l'altre
# el topa, el segon l'empenta a aquesta fracció de la velocitat normal (i
@@ -52,21 +52,21 @@ geometry:
door_col: 10
data:
- [ 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1]
- [ 1, 91,105,105,105,105,105,105,105,105,105,105,105,105,105,105,105,105,105, 92, 1]
- [ 1, 98,113,113, 95,113, 94,113,113,113,113,113,113,113, 94,113,102,113,113, 96, 1]
- [ 1, 98, 8, 8, 6, 8, 17, 8, 10, 8, 17, 8, 8, 8, 17, 8, 8, 8, 8, 96, 1]
- [ 1, 98, 8, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8, 96, 1]
- [ 1, 98, 17, 8, 9, 2, 8, 10, 8, 8, 8, 8, 10, 8, 8, 26, 8, 8, 17, 96, 1]
- [ 1, 98, 8, 2, 2, 2, 2, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8, 96, 1]
- [ 1, 98, 17, 8, 8, 26, 8, 8, 9, 8, 8, 8, 8, 8, 10, 8, 6, 8, 17, 96, 1]
- [ 1, 98, 8, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8, 96, 1]
- [ 1, 98, 17, 8, 10, 8, 8, 8, 2, 8, 8, 8, 9, 8, 8, 8, 10, 8, 17, 96, 1]
- [ 1, 98, 8, 2, 2, 2, 8, 2, 2, 2, 6, 2, 2, 2, 8, 2, 2, 2, 8, 96, 1]
- [ 1, 98, 17, 8, 10, 8, 8, 10, 2, 8, 8, 26, 8, 8, 8, 8, 10, 8, 17, 96, 1]
- [ 1, 98, 8, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8, 96, 1]
- [ 1, 98, 8, 10, 6, 6, 17, 8, 8, 8, 17, 8, 9, 8, 17, 8, 2, 8, 8, 96, 1]
- [ 1, 99, 89, 89, 89, 89, 89, 89, 89, 89, 89, 89, 89, 89, 89, 89, 89, 89, 89,100, 1]
- [11,12,12,12,12,12,12,12,12,12,12,12,12,12,12,12,12,12,12,12,13]
- [11,30,20,20,20,20,20,20,20,20,20,20,20,20,20,20,20,20,20,31,13]
- [11,13,27,28,15,22,28,28,28,28,28,28,28,28,28,28,15,28, 6,11,13]
- [11,13, 8, 8,16, 8,17, 8,10, 8,17, 8, 8, 8,17, 8, 8, 8, 8,11,13]
- [11,13, 8, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8,11,13]
- [11,13,17, 8, 9, 2, 8,10, 8, 8, 8, 8,10, 8, 8,26, 8, 8,17,11,13]
- [11,13, 8, 2, 2, 2, 2, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8,11,13]
- [11,13,17, 8, 8,26, 8, 8, 9, 8, 8, 8, 8, 8,10, 8,16, 8,17,11,13]
- [11,13, 8, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8,11,13]
- [11,13,17, 8,10, 8, 8, 8, 2, 8, 8, 8, 9, 8, 8, 8,10, 8,17,11,13]
- [11,13, 8, 2, 2, 2, 8, 2, 2, 2,16, 2, 2, 2, 8, 2, 2, 2, 8,11,13]
- [11,13,17, 8,10, 8, 8,10, 2, 8, 8,26, 8, 8, 8, 8,10, 8,17,11,13]
- [11,13, 8, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8,11,13]
- [11,13, 8,10,16,16,17, 8, 8, 8,17, 8, 9, 8,17, 8, 2, 8, 8,11,13]
- [11,38, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4,39,13]
# Spawns d'entitats per a aquest nivell. Es llegeixen des de
# EntityManager::loadFromLevel al GameScene. Convencions:
+18 -18
View File
@@ -1,4 +1,4 @@
# Mapa de la piràmide: graella 21×15 de tiles 16×16 sobre tomb.gif.
# Mapa de la piràmide: graella 21×15 de tiles 16×16 sobre pyramid_3.gif.
# Overscan horitzontal: 8 px per banda (les parets laterals ocupen 2 tiles
# en el tilemap però només 1.5 visibles al canvas, així que la textura es
# dibuixa amb un origen de x=-8). Vertical no cal overscan: 15·16 = 240.
@@ -11,7 +11,7 @@
pyramid: 3
room: 2
tileset: data/tilesets/tomb.gif
tileset: data/tilesets/pyramid_3.gif
tile_size: 16
origin: [-8, 0]
@@ -21,7 +21,7 @@ origin: [-8, 0]
# estigui definit; canviar aquí l'índex és tot el que cal. Omet el camp
# per desactivar el pintat per a aquest jugador.
player1_paint_tile: 0
player2_paint_tile: 4
player2_paint_tile: 1
# Física del contacte entre jugadors. Quan un jugador està quiet i l'altre
# el topa, el segon l'empenta a aquesta fracció de la velocitat normal (i
@@ -52,21 +52,21 @@ geometry:
door_col: 10
data:
- [ 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1]
- [ 1, 91,105,105,105,105,105,105,105,105,105,105,105,105,105,105,105,105,105, 92, 1]
- [ 1, 98,113,113, 95,113, 94,113,113,113,113,113,113,113, 94,113,102,113,113, 96, 1]
- [ 1, 98, 8, 8, 6, 8, 17, 8, 10, 8, 17, 8, 8, 8, 17, 8, 8, 8, 8, 96, 1]
- [ 1, 98, 8, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8, 96, 1]
- [ 1, 98, 17, 8, 9, 2, 8, 10, 8, 8, 8, 8, 10, 8, 8, 26, 8, 8, 17, 96, 1]
- [ 1, 98, 8, 2, 2, 2, 2, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8, 96, 1]
- [ 1, 98, 17, 8, 8, 26, 8, 8, 9, 8, 8, 8, 8, 8, 10, 8, 6, 8, 17, 96, 1]
- [ 1, 98, 8, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8, 96, 1]
- [ 1, 98, 17, 8, 10, 8, 8, 8, 2, 8, 8, 8, 9, 8, 8, 8, 10, 8, 17, 96, 1]
- [ 1, 98, 8, 2, 2, 2, 8, 2, 2, 2, 6, 2, 2, 2, 8, 2, 2, 2, 8, 96, 1]
- [ 1, 98, 17, 8, 10, 8, 8, 10, 2, 8, 8, 26, 8, 8, 8, 8, 10, 8, 17, 96, 1]
- [ 1, 98, 8, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8, 96, 1]
- [ 1, 98, 8, 10, 6, 6, 17, 8, 8, 8, 17, 8, 9, 8, 17, 8, 2, 8, 8, 96, 1]
- [ 1, 99, 89, 89, 89, 89, 89, 89, 89, 89, 89, 89, 89, 89, 89, 89, 89, 89, 89,100, 1]
- [11,12,12,12,12,12,12,12,12,12,12,12,12,12,12,12,12,12,12,12,13]
- [11,30,20,20,20,20,20,20,20,20,20,20,20,20,20,20,20,20,20,31,13]
- [11,13,27,28,15,22,28,28,28,28,28,28,28,28,28,28,15,28, 6,11,13]
- [11,13, 8, 8,16, 8,17, 8,10, 8,17, 8, 8, 8,17, 8, 8, 8, 8,11,13]
- [11,13, 8, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8,11,13]
- [11,13,17, 8, 9, 2, 8,10, 8, 8, 8, 8,10, 8, 8,26, 8, 8,17,11,13]
- [11,13, 8, 2, 2, 2, 2, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8,11,13]
- [11,13,17, 8, 8,26, 8, 8, 9, 8, 8, 8, 8, 8,10, 8,16, 8,17,11,13]
- [11,13, 8, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8,11,13]
- [11,13,17, 8,10, 8, 8, 8, 2, 8, 8, 8, 9, 8, 8, 8,10, 8,17,11,13]
- [11,13, 8, 2, 2, 2, 8, 2, 2, 2,16, 2, 2, 2, 8, 2, 2, 2, 8,11,13]
- [11,13,17, 8,10, 8, 8,10, 2, 8, 8,26, 8, 8, 8, 8,10, 8,17,11,13]
- [11,13, 8, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8,11,13]
- [11,13, 8,10,16,16,17, 8, 8, 8,17, 8, 9, 8,17, 8, 2, 8, 8,11,13]
- [11,38, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4,39,13]
# Spawns d'entitats per a aquest nivell. Es llegeixen des de
# EntityManager::loadFromLevel al GameScene. Convencions:
+18 -18
View File
@@ -1,4 +1,4 @@
# Mapa de la piràmide: graella 21×15 de tiles 16×16 sobre tomb.gif.
# Mapa de la piràmide: graella 21×15 de tiles 16×16 sobre pyramid_3.gif.
# Overscan horitzontal: 8 px per banda (les parets laterals ocupen 2 tiles
# en el tilemap però només 1.5 visibles al canvas, així que la textura es
# dibuixa amb un origen de x=-8). Vertical no cal overscan: 15·16 = 240.
@@ -11,7 +11,7 @@
pyramid: 3
room: 3
tileset: data/tilesets/tomb.gif
tileset: data/tilesets/pyramid_3.gif
tile_size: 16
origin: [-8, 0]
@@ -21,7 +21,7 @@ origin: [-8, 0]
# estigui definit; canviar aquí l'índex és tot el que cal. Omet el camp
# per desactivar el pintat per a aquest jugador.
player1_paint_tile: 0
player2_paint_tile: 4
player2_paint_tile: 1
# Física del contacte entre jugadors. Quan un jugador està quiet i l'altre
# el topa, el segon l'empenta a aquesta fracció de la velocitat normal (i
@@ -52,21 +52,21 @@ geometry:
door_col: 10
data:
- [ 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1]
- [ 1, 91,105,105,105,105,105,105,105,105,105,105,105,105,105,105,105,105,105, 92, 1]
- [ 1, 98,113,113, 95,113, 94,113,113,113,113,113,113,113, 94,113,102,113,113, 96, 1]
- [ 1, 98, 8, 8, 6, 8, 17, 8, 10, 8, 17, 8, 8, 8, 17, 8, 8, 8, 8, 96, 1]
- [ 1, 98, 8, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8, 96, 1]
- [ 1, 98, 17, 8, 9, 2, 8, 10, 8, 8, 8, 8, 10, 8, 8, 26, 8, 8, 17, 96, 1]
- [ 1, 98, 8, 2, 2, 2, 2, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8, 96, 1]
- [ 1, 98, 17, 8, 8, 26, 8, 8, 9, 8, 8, 8, 8, 8, 10, 8, 6, 8, 17, 96, 1]
- [ 1, 98, 8, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8, 96, 1]
- [ 1, 98, 17, 8, 10, 8, 8, 8, 2, 8, 8, 8, 9, 8, 8, 8, 10, 8, 17, 96, 1]
- [ 1, 98, 8, 2, 2, 2, 8, 2, 2, 2, 6, 2, 2, 2, 8, 2, 2, 2, 8, 96, 1]
- [ 1, 98, 17, 8, 10, 8, 8, 10, 2, 8, 8, 26, 8, 8, 8, 8, 10, 8, 17, 96, 1]
- [ 1, 98, 8, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8, 96, 1]
- [ 1, 98, 8, 10, 6, 6, 17, 8, 8, 8, 17, 8, 9, 8, 17, 8, 2, 8, 8, 96, 1]
- [ 1, 99, 89, 89, 89, 89, 89, 89, 89, 89, 89, 89, 89, 89, 89, 89, 89, 89, 89,100, 1]
- [11,12,12,12,12,12,12,12,12,12,12,12,12,12,12,12,12,12,12,12,13]
- [11,30,20,20,20,20,20,20,20,20,20,20,20,20,20,20,20,20,20,31,13]
- [11,13,27,28,15,22,28,28,28,28,28,28,28,28,28,28,15,28, 6,11,13]
- [11,13, 8, 8,16, 8,17, 8,10, 8,17, 8, 8, 8,17, 8, 8, 8, 8,11,13]
- [11,13, 8, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8,11,13]
- [11,13,17, 8, 9, 2, 8,10, 8, 8, 8, 8,10, 8, 8,26, 8, 8,17,11,13]
- [11,13, 8, 2, 2, 2, 2, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8,11,13]
- [11,13,17, 8, 8,26, 8, 8, 9, 8, 8, 8, 8, 8,10, 8,16, 8,17,11,13]
- [11,13, 8, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8,11,13]
- [11,13,17, 8,10, 8, 8, 8, 2, 8, 8, 8, 9, 8, 8, 8,10, 8,17,11,13]
- [11,13, 8, 2, 2, 2, 8, 2, 2, 2,16, 2, 2, 2, 8, 2, 2, 2, 8,11,13]
- [11,13,17, 8,10, 8, 8,10, 2, 8, 8,26, 8, 8, 8, 8,10, 8,17,11,13]
- [11,13, 8, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8,11,13]
- [11,13, 8,10,16,16,17, 8, 8, 8,17, 8, 9, 8,17, 8, 2, 8, 8,11,13]
- [11,38, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4,39,13]
# Spawns d'entitats per a aquest nivell. Es llegeixen des de
# EntityManager::loadFromLevel al GameScene. Convencions:
+18 -18
View File
@@ -1,4 +1,4 @@
# Mapa de la piràmide: graella 21×15 de tiles 16×16 sobre tomb.gif.
# Mapa de la piràmide: graella 21×15 de tiles 16×16 sobre pyramid_3.gif.
# Overscan horitzontal: 8 px per banda (les parets laterals ocupen 2 tiles
# en el tilemap però només 1.5 visibles al canvas, així que la textura es
# dibuixa amb un origen de x=-8). Vertical no cal overscan: 15·16 = 240.
@@ -11,7 +11,7 @@
pyramid: 3
room: 4
tileset: data/tilesets/tomb.gif
tileset: data/tilesets/pyramid_3.gif
tile_size: 16
origin: [-8, 0]
@@ -21,7 +21,7 @@ origin: [-8, 0]
# estigui definit; canviar aquí l'índex és tot el que cal. Omet el camp
# per desactivar el pintat per a aquest jugador.
player1_paint_tile: 0
player2_paint_tile: 4
player2_paint_tile: 1
# Física del contacte entre jugadors. Quan un jugador està quiet i l'altre
# el topa, el segon l'empenta a aquesta fracció de la velocitat normal (i
@@ -52,21 +52,21 @@ geometry:
door_col: 10
data:
- [ 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1]
- [ 1, 91,105,105,105,105,105,105,105,105,105,105,105,105,105,105,105,105,105, 92, 1]
- [ 1, 98,113,113, 95,113, 94,113,113,113,113,113,113,113, 94,113,102,113,113, 96, 1]
- [ 1, 98, 8, 8, 6, 8, 17, 8, 10, 8, 17, 8, 8, 8, 17, 8, 8, 8, 8, 96, 1]
- [ 1, 98, 8, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8, 96, 1]
- [ 1, 98, 17, 8, 9, 2, 8, 10, 8, 8, 8, 8, 10, 8, 8, 26, 8, 8, 17, 96, 1]
- [ 1, 98, 8, 2, 2, 2, 2, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8, 96, 1]
- [ 1, 98, 17, 8, 8, 26, 8, 8, 9, 8, 8, 8, 8, 8, 10, 8, 6, 8, 17, 96, 1]
- [ 1, 98, 8, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8, 96, 1]
- [ 1, 98, 17, 8, 10, 8, 8, 8, 2, 8, 8, 8, 9, 8, 8, 8, 10, 8, 17, 96, 1]
- [ 1, 98, 8, 2, 2, 2, 8, 2, 2, 2, 6, 2, 2, 2, 8, 2, 2, 2, 8, 96, 1]
- [ 1, 98, 17, 8, 10, 8, 8, 10, 2, 8, 8, 26, 8, 8, 8, 8, 10, 8, 17, 96, 1]
- [ 1, 98, 8, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8, 96, 1]
- [ 1, 98, 8, 10, 6, 6, 17, 8, 8, 8, 17, 8, 9, 8, 17, 8, 2, 8, 8, 96, 1]
- [ 1, 99, 89, 89, 89, 89, 89, 89, 89, 89, 89, 89, 89, 89, 89, 89, 89, 89, 89,100, 1]
- [11,12,12,12,12,12,12,12,12,12,12,12,12,12,12,12,12,12,12,12,13]
- [11,30,20,20,20,20,20,20,20,20,20,20,20,20,20,20,20,20,20,31,13]
- [11,13,27,28,15,22,28,28,28,28,28,28,28,28,28,28,15,28, 6,11,13]
- [11,13, 8, 8,16, 8,17, 8,10, 8,17, 8, 8, 8,17, 8, 8, 8, 8,11,13]
- [11,13, 8, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8,11,13]
- [11,13,17, 8, 9, 2, 8,10, 8, 8, 8, 8,10, 8, 8,26, 8, 8,17,11,13]
- [11,13, 8, 2, 2, 2, 2, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8,11,13]
- [11,13,17, 8, 8,26, 8, 8, 9, 8, 8, 8, 8, 8,10, 8,16, 8,17,11,13]
- [11,13, 8, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8,11,13]
- [11,13,17, 8,10, 8, 8, 8, 2, 8, 8, 8, 9, 8, 8, 8,10, 8,17,11,13]
- [11,13, 8, 2, 2, 2, 8, 2, 2, 2,16, 2, 2, 2, 8, 2, 2, 2, 8,11,13]
- [11,13,17, 8,10, 8, 8,10, 2, 8, 8,26, 8, 8, 8, 8,10, 8,17,11,13]
- [11,13, 8, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8,11,13]
- [11,13, 8,10,16,16,17, 8, 8, 8,17, 8, 9, 8,17, 8, 2, 8, 8,11,13]
- [11,38, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4,39,13]
# Spawns d'entitats per a aquest nivell. Es llegeixen des de
# EntityManager::loadFromLevel al GameScene. Convencions:
+18 -18
View File
@@ -1,4 +1,4 @@
# Mapa de la piràmide: graella 21×15 de tiles 16×16 sobre tomb.gif.
# Mapa de la piràmide: graella 21×15 de tiles 16×16 sobre pyramid_3.gif.
# Overscan horitzontal: 8 px per banda (les parets laterals ocupen 2 tiles
# en el tilemap però només 1.5 visibles al canvas, així que la textura es
# dibuixa amb un origen de x=-8). Vertical no cal overscan: 15·16 = 240.
@@ -11,7 +11,7 @@
pyramid: 3
room: 5
tileset: data/tilesets/tomb.gif
tileset: data/tilesets/pyramid_3.gif
tile_size: 16
origin: [-8, 0]
@@ -21,7 +21,7 @@ origin: [-8, 0]
# estigui definit; canviar aquí l'índex és tot el que cal. Omet el camp
# per desactivar el pintat per a aquest jugador.
player1_paint_tile: 0
player2_paint_tile: 4
player2_paint_tile: 1
# Física del contacte entre jugadors. Quan un jugador està quiet i l'altre
# el topa, el segon l'empenta a aquesta fracció de la velocitat normal (i
@@ -52,21 +52,21 @@ geometry:
door_col: 10
data:
- [ 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1]
- [ 1, 91,105,105,105,105,105,105,105,105,105,105,105,105,105,105,105,105,105, 92, 1]
- [ 1, 98,113,113, 95,113, 94,113,113,113,113,113,113,113, 94,113,102,113,113, 96, 1]
- [ 1, 98, 8, 8, 6, 8, 17, 8, 10, 8, 17, 8, 8, 8, 17, 8, 8, 8, 8, 96, 1]
- [ 1, 98, 8, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8, 96, 1]
- [ 1, 98, 17, 8, 9, 2, 8, 10, 8, 8, 8, 8, 10, 8, 8, 26, 8, 8, 17, 96, 1]
- [ 1, 98, 8, 2, 2, 2, 2, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8, 96, 1]
- [ 1, 98, 17, 8, 8, 26, 8, 8, 9, 8, 8, 8, 8, 8, 10, 8, 6, 8, 17, 96, 1]
- [ 1, 98, 8, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8, 96, 1]
- [ 1, 98, 17, 8, 10, 8, 8, 8, 2, 8, 8, 8, 9, 8, 8, 8, 10, 8, 17, 96, 1]
- [ 1, 98, 8, 2, 2, 2, 8, 2, 2, 2, 6, 2, 2, 2, 8, 2, 2, 2, 8, 96, 1]
- [ 1, 98, 17, 8, 10, 8, 8, 10, 2, 8, 8, 26, 8, 8, 8, 8, 10, 8, 17, 96, 1]
- [ 1, 98, 8, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8, 96, 1]
- [ 1, 98, 8, 10, 6, 6, 17, 8, 8, 8, 17, 8, 9, 8, 17, 8, 2, 8, 8, 96, 1]
- [ 1, 99, 89, 89, 89, 89, 89, 89, 89, 89, 89, 89, 89, 89, 89, 89, 89, 89, 89,100, 1]
- [11,12,12,12,12,12,12,12,12,12,12,12,12,12,12,12,12,12,12,12,13]
- [11,30,20,20,20,20,20,20,20,20,20,20,20,20,20,20,20,20,20,31,13]
- [11,13,27,28,15,22,28,28,28,28,28,28,28,28,28,28,15,28, 6,11,13]
- [11,13, 8, 8,16, 8,17, 8,10, 8,17, 8, 8, 8,17, 8, 8, 8, 8,11,13]
- [11,13, 8, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8,11,13]
- [11,13,17, 8, 9, 2, 8,10, 8, 8, 8, 8,10, 8, 8,26, 8, 8,17,11,13]
- [11,13, 8, 2, 2, 2, 2, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8,11,13]
- [11,13,17, 8, 8,26, 8, 8, 9, 8, 8, 8, 8, 8,10, 8,16, 8,17,11,13]
- [11,13, 8, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8,11,13]
- [11,13,17, 8,10, 8, 8, 8, 2, 8, 8, 8, 9, 8, 8, 8,10, 8,17,11,13]
- [11,13, 8, 2, 2, 2, 8, 2, 2, 2,16, 2, 2, 2, 8, 2, 2, 2, 8,11,13]
- [11,13,17, 8,10, 8, 8,10, 2, 8, 8,26, 8, 8, 8, 8,10, 8,17,11,13]
- [11,13, 8, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8,11,13]
- [11,13, 8,10,16,16,17, 8, 8, 8,17, 8, 9, 8,17, 8, 2, 8, 8,11,13]
- [11,38, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4,39,13]
# Spawns d'entitats per a aquest nivell. Es llegeixen des de
# EntityManager::loadFromLevel al GameScene. Convencions:
+18 -18
View File
@@ -1,4 +1,4 @@
# Mapa de la piràmide: graella 21×15 de tiles 16×16 sobre tomb.gif.
# Mapa de la piràmide: graella 21×15 de tiles 16×16 sobre pyramid_3.gif.
# Overscan horitzontal: 8 px per banda (les parets laterals ocupen 2 tiles
# en el tilemap però només 1.5 visibles al canvas, així que la textura es
# dibuixa amb un origen de x=-8). Vertical no cal overscan: 15·16 = 240.
@@ -11,7 +11,7 @@
pyramid: 3
room: 6
tileset: data/tilesets/tomb.gif
tileset: data/tilesets/pyramid_3.gif
tile_size: 16
origin: [-8, 0]
@@ -21,7 +21,7 @@ origin: [-8, 0]
# estigui definit; canviar aquí l'índex és tot el que cal. Omet el camp
# per desactivar el pintat per a aquest jugador.
player1_paint_tile: 0
player2_paint_tile: 4
player2_paint_tile: 1
# Física del contacte entre jugadors. Quan un jugador està quiet i l'altre
# el topa, el segon l'empenta a aquesta fracció de la velocitat normal (i
@@ -52,21 +52,21 @@ geometry:
door_col: 10
data:
- [ 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1]
- [ 1, 91,105,105,105,105,105,105,105,105,105,105,105,105,105,105,105,105,105, 92, 1]
- [ 1, 98,113,113, 95,113, 94,113,113,113,113,113,113,113, 94,113,102,113,113, 96, 1]
- [ 1, 98, 8, 8, 6, 8, 17, 8, 10, 8, 17, 8, 8, 8, 17, 8, 8, 8, 8, 96, 1]
- [ 1, 98, 8, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8, 96, 1]
- [ 1, 98, 17, 8, 9, 2, 8, 10, 8, 8, 8, 8, 10, 8, 8, 26, 8, 8, 17, 96, 1]
- [ 1, 98, 8, 2, 2, 2, 2, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8, 96, 1]
- [ 1, 98, 17, 8, 8, 26, 8, 8, 9, 8, 8, 8, 8, 8, 10, 8, 6, 8, 17, 96, 1]
- [ 1, 98, 8, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8, 96, 1]
- [ 1, 98, 17, 8, 10, 8, 8, 8, 2, 8, 8, 8, 9, 8, 8, 8, 10, 8, 17, 96, 1]
- [ 1, 98, 8, 2, 2, 2, 8, 2, 2, 2, 6, 2, 2, 2, 8, 2, 2, 2, 8, 96, 1]
- [ 1, 98, 17, 8, 10, 8, 8, 10, 2, 8, 8, 26, 8, 8, 8, 8, 10, 8, 17, 96, 1]
- [ 1, 98, 8, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8, 96, 1]
- [ 1, 98, 8, 10, 6, 6, 17, 8, 8, 8, 17, 8, 9, 8, 17, 8, 2, 8, 8, 96, 1]
- [ 1, 99, 89, 89, 89, 89, 89, 89, 89, 89, 89, 89, 89, 89, 89, 89, 89, 89, 89,100, 1]
- [11,12,12,12,12,12,12,12,12,12,12,12,12,12,12,12,12,12,12,12,13]
- [11,30,20,20,20,20,20,20,20,20,20,20,20,20,20,20,20,20,20,31,13]
- [11,13,27,28,15,22,28,28,28,28,28,28,28,28,28,28,15,28, 6,11,13]
- [11,13, 8, 8,16, 8,17, 8,10, 8,17, 8, 8, 8,17, 8, 8, 8, 8,11,13]
- [11,13, 8, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8,11,13]
- [11,13,17, 8, 9, 2, 8,10, 8, 8, 8, 8,10, 8, 8,26, 8, 8,17,11,13]
- [11,13, 8, 2, 2, 2, 2, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8,11,13]
- [11,13,17, 8, 8,26, 8, 8, 9, 8, 8, 8, 8, 8,10, 8,16, 8,17,11,13]
- [11,13, 8, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8,11,13]
- [11,13,17, 8,10, 8, 8, 8, 2, 8, 8, 8, 9, 8, 8, 8,10, 8,17,11,13]
- [11,13, 8, 2, 2, 2, 8, 2, 2, 2,16, 2, 2, 2, 8, 2, 2, 2, 8,11,13]
- [11,13,17, 8,10, 8, 8,10, 2, 8, 8,26, 8, 8, 8, 8,10, 8,17,11,13]
- [11,13, 8, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8,11,13]
- [11,13, 8,10,16,16,17, 8, 8, 8,17, 8, 9, 8,17, 8, 2, 8, 8,11,13]
- [11,38, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4,39,13]
# Spawns d'entitats per a aquest nivell. Es llegeixen des de
# EntityManager::loadFromLevel al GameScene. Convencions:
+18 -18
View File
@@ -1,4 +1,4 @@
# Mapa de la piràmide: graella 21×15 de tiles 16×16 sobre tomb.gif.
# Mapa de la piràmide: graella 21×15 de tiles 16×16 sobre pyramid_4.gif.
# Overscan horitzontal: 8 px per banda (les parets laterals ocupen 2 tiles
# en el tilemap però només 1.5 visibles al canvas, així que la textura es
# dibuixa amb un origen de x=-8). Vertical no cal overscan: 15·16 = 240.
@@ -11,7 +11,7 @@
pyramid: 4
room: 1
tileset: data/tilesets/tomb.gif
tileset: data/tilesets/pyramid_4.gif
tile_size: 16
origin: [-8, 0]
@@ -21,7 +21,7 @@ origin: [-8, 0]
# estigui definit; canviar aquí l'índex és tot el que cal. Omet el camp
# per desactivar el pintat per a aquest jugador.
player1_paint_tile: 0
player2_paint_tile: 4
player2_paint_tile: 1
# Física del contacte entre jugadors. Quan un jugador està quiet i l'altre
# el topa, el segon l'empenta a aquesta fracció de la velocitat normal (i
@@ -52,21 +52,21 @@ geometry:
door_col: 10
data:
- [ 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1]
- [ 1, 91,105,105,105,105,105,105,105,105,105,105,105,105,105,105,105,105,105, 92, 1]
- [ 1, 98,113,113, 95,113, 94,113,113,113,113,113,113,113, 94,113,102,113,113, 96, 1]
- [ 1, 98, 8, 8, 6, 8, 17, 8, 10, 8, 17, 8, 8, 8, 17, 8, 8, 8, 8, 96, 1]
- [ 1, 98, 8, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8, 96, 1]
- [ 1, 98, 17, 8, 9, 2, 8, 10, 8, 8, 8, 8, 10, 8, 8, 26, 8, 8, 17, 96, 1]
- [ 1, 98, 8, 2, 2, 2, 2, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8, 96, 1]
- [ 1, 98, 17, 8, 8, 26, 8, 8, 9, 8, 8, 8, 8, 8, 10, 8, 6, 8, 17, 96, 1]
- [ 1, 98, 8, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8, 96, 1]
- [ 1, 98, 17, 8, 10, 8, 8, 8, 2, 8, 8, 8, 9, 8, 8, 8, 10, 8, 17, 96, 1]
- [ 1, 98, 8, 2, 2, 2, 8, 2, 2, 2, 6, 2, 2, 2, 8, 2, 2, 2, 8, 96, 1]
- [ 1, 98, 17, 8, 10, 8, 8, 10, 2, 8, 8, 26, 8, 8, 8, 8, 10, 8, 17, 96, 1]
- [ 1, 98, 8, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8, 96, 1]
- [ 1, 98, 8, 10, 6, 6, 17, 8, 8, 8, 17, 8, 9, 8, 17, 8, 2, 8, 8, 96, 1]
- [ 1, 99, 89, 89, 89, 89, 89, 89, 89, 89, 89, 89, 89, 89, 89, 89, 89, 89, 89,100, 1]
- [11,12,12,12,12,12,12,12,12,12,12,12,12,12,12,12,12,12,12,12,13]
- [11,30,20,20,20,20,20,20,20,20,20,20,20,20,20,20,20,20,20,31,13]
- [11,13,27,28,15,22,28,28,28,28,28,28,28,28,28,28,15,28, 6,11,13]
- [11,13, 8, 8,16, 8,17, 8,10, 8,17, 8, 8, 8,17, 8, 8, 8, 8,11,13]
- [11,13, 8, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8,11,13]
- [11,13,17, 8, 9, 2, 8,10, 8, 8, 8, 8,10, 8, 8,26, 8, 8,17,11,13]
- [11,13, 8, 2, 2, 2, 2, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8,11,13]
- [11,13,17, 8, 8,26, 8, 8, 9, 8, 8, 8, 8, 8,10, 8,16, 8,17,11,13]
- [11,13, 8, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8,11,13]
- [11,13,17, 8,10, 8, 8, 8, 2, 8, 8, 8, 9, 8, 8, 8,10, 8,17,11,13]
- [11,13, 8, 2, 2, 2, 8, 2, 2, 2,16, 2, 2, 2, 8, 2, 2, 2, 8,11,13]
- [11,13,17, 8,10, 8, 8,10, 2, 8, 8,26, 8, 8, 8, 8,10, 8,17,11,13]
- [11,13, 8, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8,11,13]
- [11,13, 8,10,16,16,17, 8, 8, 8,17, 8, 9, 8,17, 8, 2, 8, 8,11,13]
- [11,38, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4,39,13]
# Spawns d'entitats per a aquest nivell. Es llegeixen des de
# EntityManager::loadFromLevel al GameScene. Convencions:
+18 -18
View File
@@ -1,4 +1,4 @@
# Mapa de la piràmide: graella 21×15 de tiles 16×16 sobre tomb.gif.
# Mapa de la piràmide: graella 21×15 de tiles 16×16 sobre pyramid_4.gif.
# Overscan horitzontal: 8 px per banda (les parets laterals ocupen 2 tiles
# en el tilemap però només 1.5 visibles al canvas, així que la textura es
# dibuixa amb un origen de x=-8). Vertical no cal overscan: 15·16 = 240.
@@ -11,7 +11,7 @@
pyramid: 4
room: 2
tileset: data/tilesets/tomb.gif
tileset: data/tilesets/pyramid_4.gif
tile_size: 16
origin: [-8, 0]
@@ -21,7 +21,7 @@ origin: [-8, 0]
# estigui definit; canviar aquí l'índex és tot el que cal. Omet el camp
# per desactivar el pintat per a aquest jugador.
player1_paint_tile: 0
player2_paint_tile: 4
player2_paint_tile: 1
# Física del contacte entre jugadors. Quan un jugador està quiet i l'altre
# el topa, el segon l'empenta a aquesta fracció de la velocitat normal (i
@@ -52,21 +52,21 @@ geometry:
door_col: 10
data:
- [ 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1]
- [ 1, 91,105,105,105,105,105,105,105,105,105,105,105,105,105,105,105,105,105, 92, 1]
- [ 1, 98,113,113, 95,113, 94,113,113,113,113,113,113,113, 94,113,102,113,113, 96, 1]
- [ 1, 98, 8, 8, 6, 8, 17, 8, 10, 8, 17, 8, 8, 8, 17, 8, 8, 8, 8, 96, 1]
- [ 1, 98, 8, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8, 96, 1]
- [ 1, 98, 17, 8, 9, 2, 8, 10, 8, 8, 8, 8, 10, 8, 8, 26, 8, 8, 17, 96, 1]
- [ 1, 98, 8, 2, 2, 2, 2, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8, 96, 1]
- [ 1, 98, 17, 8, 8, 26, 8, 8, 9, 8, 8, 8, 8, 8, 10, 8, 6, 8, 17, 96, 1]
- [ 1, 98, 8, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8, 96, 1]
- [ 1, 98, 17, 8, 10, 8, 8, 8, 2, 8, 8, 8, 9, 8, 8, 8, 10, 8, 17, 96, 1]
- [ 1, 98, 8, 2, 2, 2, 8, 2, 2, 2, 6, 2, 2, 2, 8, 2, 2, 2, 8, 96, 1]
- [ 1, 98, 17, 8, 10, 8, 8, 10, 2, 8, 8, 26, 8, 8, 8, 8, 10, 8, 17, 96, 1]
- [ 1, 98, 8, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8, 96, 1]
- [ 1, 98, 8, 10, 6, 6, 17, 8, 8, 8, 17, 8, 9, 8, 17, 8, 2, 8, 8, 96, 1]
- [ 1, 99, 89, 89, 89, 89, 89, 89, 89, 89, 89, 89, 89, 89, 89, 89, 89, 89, 89,100, 1]
- [11,12,12,12,12,12,12,12,12,12,12,12,12,12,12,12,12,12,12,12,13]
- [11,30,20,20,20,20,20,20,20,20,20,20,20,20,20,20,20,20,20,31,13]
- [11,13,27,28,15,22,28,28,28,28,28,28,28,28,28,28,15,28, 6,11,13]
- [11,13, 8, 8,16, 8,17, 8,10, 8,17, 8, 8, 8,17, 8, 8, 8, 8,11,13]
- [11,13, 8, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8,11,13]
- [11,13,17, 8, 9, 2, 8,10, 8, 8, 8, 8,10, 8, 8,26, 8, 8,17,11,13]
- [11,13, 8, 2, 2, 2, 2, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8,11,13]
- [11,13,17, 8, 8,26, 8, 8, 9, 8, 8, 8, 8, 8,10, 8,16, 8,17,11,13]
- [11,13, 8, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8,11,13]
- [11,13,17, 8,10, 8, 8, 8, 2, 8, 8, 8, 9, 8, 8, 8,10, 8,17,11,13]
- [11,13, 8, 2, 2, 2, 8, 2, 2, 2,16, 2, 2, 2, 8, 2, 2, 2, 8,11,13]
- [11,13,17, 8,10, 8, 8,10, 2, 8, 8,26, 8, 8, 8, 8,10, 8,17,11,13]
- [11,13, 8, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8,11,13]
- [11,13, 8,10,16,16,17, 8, 8, 8,17, 8, 9, 8,17, 8, 2, 8, 8,11,13]
- [11,38, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4,39,13]
# Spawns d'entitats per a aquest nivell. Es llegeixen des de
# EntityManager::loadFromLevel al GameScene. Convencions:
+18 -18
View File
@@ -1,4 +1,4 @@
# Mapa de la piràmide: graella 21×15 de tiles 16×16 sobre tomb.gif.
# Mapa de la piràmide: graella 21×15 de tiles 16×16 sobre pyramid_4.gif.
# Overscan horitzontal: 8 px per banda (les parets laterals ocupen 2 tiles
# en el tilemap però només 1.5 visibles al canvas, així que la textura es
# dibuixa amb un origen de x=-8). Vertical no cal overscan: 15·16 = 240.
@@ -11,7 +11,7 @@
pyramid: 4
room: 3
tileset: data/tilesets/tomb.gif
tileset: data/tilesets/pyramid_4.gif
tile_size: 16
origin: [-8, 0]
@@ -21,7 +21,7 @@ origin: [-8, 0]
# estigui definit; canviar aquí l'índex és tot el que cal. Omet el camp
# per desactivar el pintat per a aquest jugador.
player1_paint_tile: 0
player2_paint_tile: 4
player2_paint_tile: 1
# Física del contacte entre jugadors. Quan un jugador està quiet i l'altre
# el topa, el segon l'empenta a aquesta fracció de la velocitat normal (i
@@ -52,21 +52,21 @@ geometry:
door_col: 10
data:
- [ 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1]
- [ 1, 91,105,105,105,105,105,105,105,105,105,105,105,105,105,105,105,105,105, 92, 1]
- [ 1, 98,113,113, 95,113, 94,113,113,113,113,113,113,113, 94,113,102,113,113, 96, 1]
- [ 1, 98, 8, 8, 6, 8, 17, 8, 10, 8, 17, 8, 8, 8, 17, 8, 8, 8, 8, 96, 1]
- [ 1, 98, 8, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8, 96, 1]
- [ 1, 98, 17, 8, 9, 2, 8, 10, 8, 8, 8, 8, 10, 8, 8, 26, 8, 8, 17, 96, 1]
- [ 1, 98, 8, 2, 2, 2, 2, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8, 96, 1]
- [ 1, 98, 17, 8, 8, 26, 8, 8, 9, 8, 8, 8, 8, 8, 10, 8, 6, 8, 17, 96, 1]
- [ 1, 98, 8, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8, 96, 1]
- [ 1, 98, 17, 8, 10, 8, 8, 8, 2, 8, 8, 8, 9, 8, 8, 8, 10, 8, 17, 96, 1]
- [ 1, 98, 8, 2, 2, 2, 8, 2, 2, 2, 6, 2, 2, 2, 8, 2, 2, 2, 8, 96, 1]
- [ 1, 98, 17, 8, 10, 8, 8, 10, 2, 8, 8, 26, 8, 8, 8, 8, 10, 8, 17, 96, 1]
- [ 1, 98, 8, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8, 96, 1]
- [ 1, 98, 8, 10, 6, 6, 17, 8, 8, 8, 17, 8, 9, 8, 17, 8, 2, 8, 8, 96, 1]
- [ 1, 99, 89, 89, 89, 89, 89, 89, 89, 89, 89, 89, 89, 89, 89, 89, 89, 89, 89,100, 1]
- [11,12,12,12,12,12,12,12,12,12,12,12,12,12,12,12,12,12,12,12,13]
- [11,30,20,20,20,20,20,20,20,20,20,20,20,20,20,20,20,20,20,31,13]
- [11,13,27,28,15,22,28,28,28,28,28,28,28,28,28,28,15,28, 6,11,13]
- [11,13, 8, 8,16, 8,17, 8,10, 8,17, 8, 8, 8,17, 8, 8, 8, 8,11,13]
- [11,13, 8, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8,11,13]
- [11,13,17, 8, 9, 2, 8,10, 8, 8, 8, 8,10, 8, 8,26, 8, 8,17,11,13]
- [11,13, 8, 2, 2, 2, 2, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8,11,13]
- [11,13,17, 8, 8,26, 8, 8, 9, 8, 8, 8, 8, 8,10, 8,16, 8,17,11,13]
- [11,13, 8, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8,11,13]
- [11,13,17, 8,10, 8, 8, 8, 2, 8, 8, 8, 9, 8, 8, 8,10, 8,17,11,13]
- [11,13, 8, 2, 2, 2, 8, 2, 2, 2,16, 2, 2, 2, 8, 2, 2, 2, 8,11,13]
- [11,13,17, 8,10, 8, 8,10, 2, 8, 8,26, 8, 8, 8, 8,10, 8,17,11,13]
- [11,13, 8, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8,11,13]
- [11,13, 8,10,16,16,17, 8, 8, 8,17, 8, 9, 8,17, 8, 2, 8, 8,11,13]
- [11,38, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4,39,13]
# Spawns d'entitats per a aquest nivell. Es llegeixen des de
# EntityManager::loadFromLevel al GameScene. Convencions:
+18 -18
View File
@@ -1,4 +1,4 @@
# Mapa de la piràmide: graella 21×15 de tiles 16×16 sobre tomb.gif.
# Mapa de la piràmide: graella 21×15 de tiles 16×16 sobre pyramid_4.gif.
# Overscan horitzontal: 8 px per banda (les parets laterals ocupen 2 tiles
# en el tilemap però només 1.5 visibles al canvas, així que la textura es
# dibuixa amb un origen de x=-8). Vertical no cal overscan: 15·16 = 240.
@@ -11,7 +11,7 @@
pyramid: 4
room: 4
tileset: data/tilesets/tomb.gif
tileset: data/tilesets/pyramid_4.gif
tile_size: 16
origin: [-8, 0]
@@ -21,7 +21,7 @@ origin: [-8, 0]
# estigui definit; canviar aquí l'índex és tot el que cal. Omet el camp
# per desactivar el pintat per a aquest jugador.
player1_paint_tile: 0
player2_paint_tile: 4
player2_paint_tile: 1
# Física del contacte entre jugadors. Quan un jugador està quiet i l'altre
# el topa, el segon l'empenta a aquesta fracció de la velocitat normal (i
@@ -52,21 +52,21 @@ geometry:
door_col: 10
data:
- [ 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1]
- [ 1, 91,105,105,105,105,105,105,105,105,105,105,105,105,105,105,105,105,105, 92, 1]
- [ 1, 98,113,113, 95,113, 94,113,113,113,113,113,113,113, 94,113,102,113,113, 96, 1]
- [ 1, 98, 8, 8, 6, 8, 17, 8, 10, 8, 17, 8, 8, 8, 17, 8, 8, 8, 8, 96, 1]
- [ 1, 98, 8, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8, 96, 1]
- [ 1, 98, 17, 8, 9, 2, 8, 10, 8, 8, 8, 8, 10, 8, 8, 26, 8, 8, 17, 96, 1]
- [ 1, 98, 8, 2, 2, 2, 2, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8, 96, 1]
- [ 1, 98, 17, 8, 8, 26, 8, 8, 9, 8, 8, 8, 8, 8, 10, 8, 6, 8, 17, 96, 1]
- [ 1, 98, 8, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8, 96, 1]
- [ 1, 98, 17, 8, 10, 8, 8, 8, 2, 8, 8, 8, 9, 8, 8, 8, 10, 8, 17, 96, 1]
- [ 1, 98, 8, 2, 2, 2, 8, 2, 2, 2, 6, 2, 2, 2, 8, 2, 2, 2, 8, 96, 1]
- [ 1, 98, 17, 8, 10, 8, 8, 10, 2, 8, 8, 26, 8, 8, 8, 8, 10, 8, 17, 96, 1]
- [ 1, 98, 8, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8, 96, 1]
- [ 1, 98, 8, 10, 6, 6, 17, 8, 8, 8, 17, 8, 9, 8, 17, 8, 2, 8, 8, 96, 1]
- [ 1, 99, 89, 89, 89, 89, 89, 89, 89, 89, 89, 89, 89, 89, 89, 89, 89, 89, 89,100, 1]
- [11,12,12,12,12,12,12,12,12,12,12,12,12,12,12,12,12,12,12,12,13]
- [11,30,20,20,20,20,20,20,20,20,20,20,20,20,20,20,20,20,20,31,13]
- [11,13,27,28,15,22,28,28,28,28,28,28,28,28,28,28,15,28, 6,11,13]
- [11,13, 8, 8,16, 8,17, 8,10, 8,17, 8, 8, 8,17, 8, 8, 8, 8,11,13]
- [11,13, 8, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8,11,13]
- [11,13,17, 8, 9, 2, 8,10, 8, 8, 8, 8,10, 8, 8,26, 8, 8,17,11,13]
- [11,13, 8, 2, 2, 2, 2, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8,11,13]
- [11,13,17, 8, 8,26, 8, 8, 9, 8, 8, 8, 8, 8,10, 8,16, 8,17,11,13]
- [11,13, 8, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8,11,13]
- [11,13,17, 8,10, 8, 8, 8, 2, 8, 8, 8, 9, 8, 8, 8,10, 8,17,11,13]
- [11,13, 8, 2, 2, 2, 8, 2, 2, 2,16, 2, 2, 2, 8, 2, 2, 2, 8,11,13]
- [11,13,17, 8,10, 8, 8,10, 2, 8, 8,26, 8, 8, 8, 8,10, 8,17,11,13]
- [11,13, 8, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8,11,13]
- [11,13, 8,10,16,16,17, 8, 8, 8,17, 8, 9, 8,17, 8, 2, 8, 8,11,13]
- [11,38, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4,39,13]
# Spawns d'entitats per a aquest nivell. Es llegeixen des de
# EntityManager::loadFromLevel al GameScene. Convencions:
+18 -18
View File
@@ -1,4 +1,4 @@
# Mapa de la piràmide: graella 21×15 de tiles 16×16 sobre tomb.gif.
# Mapa de la piràmide: graella 21×15 de tiles 16×16 sobre pyramid_4.gif.
# Overscan horitzontal: 8 px per banda (les parets laterals ocupen 2 tiles
# en el tilemap però només 1.5 visibles al canvas, així que la textura es
# dibuixa amb un origen de x=-8). Vertical no cal overscan: 15·16 = 240.
@@ -11,7 +11,7 @@
pyramid: 4
room: 5
tileset: data/tilesets/tomb.gif
tileset: data/tilesets/pyramid_4.gif
tile_size: 16
origin: [-8, 0]
@@ -21,7 +21,7 @@ origin: [-8, 0]
# estigui definit; canviar aquí l'índex és tot el que cal. Omet el camp
# per desactivar el pintat per a aquest jugador.
player1_paint_tile: 0
player2_paint_tile: 4
player2_paint_tile: 1
# Física del contacte entre jugadors. Quan un jugador està quiet i l'altre
# el topa, el segon l'empenta a aquesta fracció de la velocitat normal (i
@@ -52,21 +52,21 @@ geometry:
door_col: 10
data:
- [ 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1]
- [ 1, 91,105,105,105,105,105,105,105,105,105,105,105,105,105,105,105,105,105, 92, 1]
- [ 1, 98,113,113, 95,113, 94,113,113,113,113,113,113,113, 94,113,102,113,113, 96, 1]
- [ 1, 98, 8, 8, 6, 8, 17, 8, 10, 8, 17, 8, 8, 8, 17, 8, 8, 8, 8, 96, 1]
- [ 1, 98, 8, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8, 96, 1]
- [ 1, 98, 17, 8, 9, 2, 8, 10, 8, 8, 8, 8, 10, 8, 8, 26, 8, 8, 17, 96, 1]
- [ 1, 98, 8, 2, 2, 2, 2, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8, 96, 1]
- [ 1, 98, 17, 8, 8, 26, 8, 8, 9, 8, 8, 8, 8, 8, 10, 8, 6, 8, 17, 96, 1]
- [ 1, 98, 8, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8, 96, 1]
- [ 1, 98, 17, 8, 10, 8, 8, 8, 2, 8, 8, 8, 9, 8, 8, 8, 10, 8, 17, 96, 1]
- [ 1, 98, 8, 2, 2, 2, 8, 2, 2, 2, 6, 2, 2, 2, 8, 2, 2, 2, 8, 96, 1]
- [ 1, 98, 17, 8, 10, 8, 8, 10, 2, 8, 8, 26, 8, 8, 8, 8, 10, 8, 17, 96, 1]
- [ 1, 98, 8, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8, 96, 1]
- [ 1, 98, 8, 10, 6, 6, 17, 8, 8, 8, 17, 8, 9, 8, 17, 8, 2, 8, 8, 96, 1]
- [ 1, 99, 89, 89, 89, 89, 89, 89, 89, 89, 89, 89, 89, 89, 89, 89, 89, 89, 89,100, 1]
- [11,12,12,12,12,12,12,12,12,12,12,12,12,12,12,12,12,12,12,12,13]
- [11,30,20,20,20,20,20,20,20,20,20,20,20,20,20,20,20,20,20,31,13]
- [11,13,27,28,15,22,28,28,28,28,28,28,28,28,28,28,15,28, 6,11,13]
- [11,13, 8, 8,16, 8,17, 8,10, 8,17, 8, 8, 8,17, 8, 8, 8, 8,11,13]
- [11,13, 8, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8,11,13]
- [11,13,17, 8, 9, 2, 8,10, 8, 8, 8, 8,10, 8, 8,26, 8, 8,17,11,13]
- [11,13, 8, 2, 2, 2, 2, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8,11,13]
- [11,13,17, 8, 8,26, 8, 8, 9, 8, 8, 8, 8, 8,10, 8,16, 8,17,11,13]
- [11,13, 8, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8,11,13]
- [11,13,17, 8,10, 8, 8, 8, 2, 8, 8, 8, 9, 8, 8, 8,10, 8,17,11,13]
- [11,13, 8, 2, 2, 2, 8, 2, 2, 2,16, 2, 2, 2, 8, 2, 2, 2, 8,11,13]
- [11,13,17, 8,10, 8, 8,10, 2, 8, 8,26, 8, 8, 8, 8,10, 8,17,11,13]
- [11,13, 8, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8,11,13]
- [11,13, 8,10,16,16,17, 8, 8, 8,17, 8, 9, 8,17, 8, 2, 8, 8,11,13]
- [11,38, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4,39,13]
# Spawns d'entitats per a aquest nivell. Es llegeixen des de
# EntityManager::loadFromLevel al GameScene. Convencions:
+18 -18
View File
@@ -1,4 +1,4 @@
# Mapa de la piràmide: graella 21×15 de tiles 16×16 sobre tomb.gif.
# Mapa de la piràmide: graella 21×15 de tiles 16×16 sobre pyramid_4.gif.
# Overscan horitzontal: 8 px per banda (les parets laterals ocupen 2 tiles
# en el tilemap però només 1.5 visibles al canvas, així que la textura es
# dibuixa amb un origen de x=-8). Vertical no cal overscan: 15·16 = 240.
@@ -11,7 +11,7 @@
pyramid: 4
room: 6
tileset: data/tilesets/tomb.gif
tileset: data/tilesets/pyramid_4.gif
tile_size: 16
origin: [-8, 0]
@@ -21,7 +21,7 @@ origin: [-8, 0]
# estigui definit; canviar aquí l'índex és tot el que cal. Omet el camp
# per desactivar el pintat per a aquest jugador.
player1_paint_tile: 0
player2_paint_tile: 4
player2_paint_tile: 1
# Física del contacte entre jugadors. Quan un jugador està quiet i l'altre
# el topa, el segon l'empenta a aquesta fracció de la velocitat normal (i
@@ -52,21 +52,21 @@ geometry:
door_col: 10
data:
- [ 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1]
- [ 1, 91,105,105,105,105,105,105,105,105,105,105,105,105,105,105,105,105,105, 92, 1]
- [ 1, 98,113,113, 95,113, 94,113,113,113,113,113,113,113, 94,113,102,113,113, 96, 1]
- [ 1, 98, 8, 8, 6, 8, 17, 8, 10, 8, 17, 8, 8, 8, 17, 8, 8, 8, 8, 96, 1]
- [ 1, 98, 8, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8, 96, 1]
- [ 1, 98, 17, 8, 9, 2, 8, 10, 8, 8, 8, 8, 10, 8, 8, 26, 8, 8, 17, 96, 1]
- [ 1, 98, 8, 2, 2, 2, 2, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8, 96, 1]
- [ 1, 98, 17, 8, 8, 26, 8, 8, 9, 8, 8, 8, 8, 8, 10, 8, 6, 8, 17, 96, 1]
- [ 1, 98, 8, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8, 96, 1]
- [ 1, 98, 17, 8, 10, 8, 8, 8, 2, 8, 8, 8, 9, 8, 8, 8, 10, 8, 17, 96, 1]
- [ 1, 98, 8, 2, 2, 2, 8, 2, 2, 2, 6, 2, 2, 2, 8, 2, 2, 2, 8, 96, 1]
- [ 1, 98, 17, 8, 10, 8, 8, 10, 2, 8, 8, 26, 8, 8, 8, 8, 10, 8, 17, 96, 1]
- [ 1, 98, 8, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8, 96, 1]
- [ 1, 98, 8, 10, 6, 6, 17, 8, 8, 8, 17, 8, 9, 8, 17, 8, 2, 8, 8, 96, 1]
- [ 1, 99, 89, 89, 89, 89, 89, 89, 89, 89, 89, 89, 89, 89, 89, 89, 89, 89, 89,100, 1]
- [11,12,12,12,12,12,12,12,12,12,12,12,12,12,12,12,12,12,12,12,13]
- [11,30,20,20,20,20,20,20,20,20,20,20,20,20,20,20,20,20,20,31,13]
- [11,13,27,28,15,22,28,28,28,28,28,28,28,28,28,28,15,28, 6,11,13]
- [11,13, 8, 8,16, 8,17, 8,10, 8,17, 8, 8, 8,17, 8, 8, 8, 8,11,13]
- [11,13, 8, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8,11,13]
- [11,13,17, 8, 9, 2, 8,10, 8, 8, 8, 8,10, 8, 8,26, 8, 8,17,11,13]
- [11,13, 8, 2, 2, 2, 2, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8,11,13]
- [11,13,17, 8, 8,26, 8, 8, 9, 8, 8, 8, 8, 8,10, 8,16, 8,17,11,13]
- [11,13, 8, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8,11,13]
- [11,13,17, 8,10, 8, 8, 8, 2, 8, 8, 8, 9, 8, 8, 8,10, 8,17,11,13]
- [11,13, 8, 2, 2, 2, 8, 2, 2, 2,16, 2, 2, 2, 8, 2, 2, 2, 8,11,13]
- [11,13,17, 8,10, 8, 8,10, 2, 8, 8,26, 8, 8, 8, 8,10, 8,17,11,13]
- [11,13, 8, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8,11,13]
- [11,13, 8,10,16,16,17, 8, 8, 8,17, 8, 9, 8,17, 8, 2, 8, 8,11,13]
- [11,38, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4,39,13]
# Spawns d'entitats per a aquest nivell. Es llegeixen des de
# EntityManager::loadFromLevel al GameScene. Convencions:
+18 -18
View File
@@ -1,4 +1,4 @@
# Mapa de la piràmide: graella 21×15 de tiles 16×16 sobre tomb.gif.
# Mapa de la piràmide: graella 21×15 de tiles 16×16 sobre pyramid_5.gif.
# Overscan horitzontal: 8 px per banda (les parets laterals ocupen 2 tiles
# en el tilemap però només 1.5 visibles al canvas, així que la textura es
# dibuixa amb un origen de x=-8). Vertical no cal overscan: 15·16 = 240.
@@ -11,7 +11,7 @@
pyramid: 5
room: 1
tileset: data/tilesets/tomb.gif
tileset: data/tilesets/pyramid_5.gif
tile_size: 16
origin: [-8, 0]
@@ -21,7 +21,7 @@ origin: [-8, 0]
# estigui definit; canviar aquí l'índex és tot el que cal. Omet el camp
# per desactivar el pintat per a aquest jugador.
player1_paint_tile: 0
player2_paint_tile: 4
player2_paint_tile: 1
# Física del contacte entre jugadors. Quan un jugador està quiet i l'altre
# el topa, el segon l'empenta a aquesta fracció de la velocitat normal (i
@@ -52,21 +52,21 @@ geometry:
door_col: 10
data:
- [ 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1]
- [ 1, 91,105,105,105,105,105,105,105,105,105,105,105,105,105,105,105,105,105, 92, 1]
- [ 1, 98,113,113, 95,113, 94,113,113,113,113,113,113,113, 94,113,102,113,113, 96, 1]
- [ 1, 98, 8, 8, 6, 8, 17, 8, 10, 8, 17, 8, 8, 8, 17, 8, 8, 8, 8, 96, 1]
- [ 1, 98, 8, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8, 96, 1]
- [ 1, 98, 17, 8, 9, 2, 8, 10, 8, 8, 8, 8, 10, 8, 8, 26, 8, 8, 17, 96, 1]
- [ 1, 98, 8, 2, 2, 2, 2, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8, 96, 1]
- [ 1, 98, 17, 8, 8, 26, 8, 8, 9, 8, 8, 8, 8, 8, 10, 8, 6, 8, 17, 96, 1]
- [ 1, 98, 8, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8, 96, 1]
- [ 1, 98, 17, 8, 10, 8, 8, 8, 2, 8, 8, 8, 9, 8, 8, 8, 10, 8, 17, 96, 1]
- [ 1, 98, 8, 2, 2, 2, 8, 2, 2, 2, 6, 2, 2, 2, 8, 2, 2, 2, 8, 96, 1]
- [ 1, 98, 17, 8, 10, 8, 8, 10, 2, 8, 8, 26, 8, 8, 8, 8, 10, 8, 17, 96, 1]
- [ 1, 98, 8, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8, 96, 1]
- [ 1, 98, 8, 10, 6, 6, 17, 8, 8, 8, 17, 8, 9, 8, 17, 8, 2, 8, 8, 96, 1]
- [ 1, 99, 89, 89, 89, 89, 89, 89, 89, 89, 89, 89, 89, 89, 89, 89, 89, 89, 89,100, 1]
- [11,12,12,12,12,12,12,12,12,12,12,12,12,12,12,12,12,12,12,12,13]
- [11,30,20,20,20,20,20,20,20,20,20,20,20,20,20,20,20,20,20,31,13]
- [11,13,27,28,15,22,28,28,28,28,28,28,28,28,28,28,15,28, 6,11,13]
- [11,13, 8, 8,16, 8,17, 8,10, 8,17, 8, 8, 8,17, 8, 8, 8, 8,11,13]
- [11,13, 8, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8,11,13]
- [11,13,17, 8, 9, 2, 8,10, 8, 8, 8, 8,10, 8, 8,26, 8, 8,17,11,13]
- [11,13, 8, 2, 2, 2, 2, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8,11,13]
- [11,13,17, 8, 8,26, 8, 8, 9, 8, 8, 8, 8, 8,10, 8,16, 8,17,11,13]
- [11,13, 8, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8,11,13]
- [11,13,17, 8,10, 8, 8, 8, 2, 8, 8, 8, 9, 8, 8, 8,10, 8,17,11,13]
- [11,13, 8, 2, 2, 2, 8, 2, 2, 2,16, 2, 2, 2, 8, 2, 2, 2, 8,11,13]
- [11,13,17, 8,10, 8, 8,10, 2, 8, 8,26, 8, 8, 8, 8,10, 8,17,11,13]
- [11,13, 8, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8,11,13]
- [11,13, 8,10,16,16,17, 8, 8, 8,17, 8, 9, 8,17, 8, 2, 8, 8,11,13]
- [11,38, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4,39,13]
# Spawns d'entitats per a aquest nivell. Es llegeixen des de
# EntityManager::loadFromLevel al GameScene. Convencions:
+18 -18
View File
@@ -1,4 +1,4 @@
# Mapa de la piràmide: graella 21×15 de tiles 16×16 sobre tomb.gif.
# Mapa de la piràmide: graella 21×15 de tiles 16×16 sobre pyramid_5.gif.
# Overscan horitzontal: 8 px per banda (les parets laterals ocupen 2 tiles
# en el tilemap però només 1.5 visibles al canvas, així que la textura es
# dibuixa amb un origen de x=-8). Vertical no cal overscan: 15·16 = 240.
@@ -11,7 +11,7 @@
pyramid: 5
room: 2
tileset: data/tilesets/tomb.gif
tileset: data/tilesets/pyramid_5.gif
tile_size: 16
origin: [-8, 0]
@@ -21,7 +21,7 @@ origin: [-8, 0]
# estigui definit; canviar aquí l'índex és tot el que cal. Omet el camp
# per desactivar el pintat per a aquest jugador.
player1_paint_tile: 0
player2_paint_tile: 4
player2_paint_tile: 1
# Física del contacte entre jugadors. Quan un jugador està quiet i l'altre
# el topa, el segon l'empenta a aquesta fracció de la velocitat normal (i
@@ -52,21 +52,21 @@ geometry:
door_col: 10
data:
- [ 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1]
- [ 1, 91,105,105,105,105,105,105,105,105,105,105,105,105,105,105,105,105,105, 92, 1]
- [ 1, 98,113,113, 95,113, 94,113,113,113,113,113,113,113, 94,113,102,113,113, 96, 1]
- [ 1, 98, 8, 8, 6, 8, 17, 8, 10, 8, 17, 8, 8, 8, 17, 8, 8, 8, 8, 96, 1]
- [ 1, 98, 8, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8, 96, 1]
- [ 1, 98, 17, 8, 9, 2, 8, 10, 8, 8, 8, 8, 10, 8, 8, 26, 8, 8, 17, 96, 1]
- [ 1, 98, 8, 2, 2, 2, 2, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8, 96, 1]
- [ 1, 98, 17, 8, 8, 26, 8, 8, 9, 8, 8, 8, 8, 8, 10, 8, 6, 8, 17, 96, 1]
- [ 1, 98, 8, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8, 96, 1]
- [ 1, 98, 17, 8, 10, 8, 8, 8, 2, 8, 8, 8, 9, 8, 8, 8, 10, 8, 17, 96, 1]
- [ 1, 98, 8, 2, 2, 2, 8, 2, 2, 2, 6, 2, 2, 2, 8, 2, 2, 2, 8, 96, 1]
- [ 1, 98, 17, 8, 10, 8, 8, 10, 2, 8, 8, 26, 8, 8, 8, 8, 10, 8, 17, 96, 1]
- [ 1, 98, 8, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8, 96, 1]
- [ 1, 98, 8, 10, 6, 6, 17, 8, 8, 8, 17, 8, 9, 8, 17, 8, 2, 8, 8, 96, 1]
- [ 1, 99, 89, 89, 89, 89, 89, 89, 89, 89, 89, 89, 89, 89, 89, 89, 89, 89, 89,100, 1]
- [11,12,12,12,12,12,12,12,12,12,12,12,12,12,12,12,12,12,12,12,13]
- [11,30,20,20,20,20,20,20,20,20,20,20,20,20,20,20,20,20,20,31,13]
- [11,13,27,28,15,22,28,28,28,28,28,28,28,28,28,28,15,28, 6,11,13]
- [11,13, 8, 8,16, 8,17, 8,10, 8,17, 8, 8, 8,17, 8, 8, 8, 8,11,13]
- [11,13, 8, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8,11,13]
- [11,13,17, 8, 9, 2, 8,10, 8, 8, 8, 8,10, 8, 8,26, 8, 8,17,11,13]
- [11,13, 8, 2, 2, 2, 2, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8,11,13]
- [11,13,17, 8, 8,26, 8, 8, 9, 8, 8, 8, 8, 8,10, 8,16, 8,17,11,13]
- [11,13, 8, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8,11,13]
- [11,13,17, 8,10, 8, 8, 8, 2, 8, 8, 8, 9, 8, 8, 8,10, 8,17,11,13]
- [11,13, 8, 2, 2, 2, 8, 2, 2, 2,16, 2, 2, 2, 8, 2, 2, 2, 8,11,13]
- [11,13,17, 8,10, 8, 8,10, 2, 8, 8,26, 8, 8, 8, 8,10, 8,17,11,13]
- [11,13, 8, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8,11,13]
- [11,13, 8,10,16,16,17, 8, 8, 8,17, 8, 9, 8,17, 8, 2, 8, 8,11,13]
- [11,38, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4,39,13]
# Spawns d'entitats per a aquest nivell. Es llegeixen des de
# EntityManager::loadFromLevel al GameScene. Convencions:
+18 -18
View File
@@ -1,4 +1,4 @@
# Mapa de la piràmide: graella 21×15 de tiles 16×16 sobre tomb.gif.
# Mapa de la piràmide: graella 21×15 de tiles 16×16 sobre pyramid_5.gif.
# Overscan horitzontal: 8 px per banda (les parets laterals ocupen 2 tiles
# en el tilemap però només 1.5 visibles al canvas, així que la textura es
# dibuixa amb un origen de x=-8). Vertical no cal overscan: 15·16 = 240.
@@ -11,7 +11,7 @@
pyramid: 5
room: 3
tileset: data/tilesets/tomb.gif
tileset: data/tilesets/pyramid_5.gif
tile_size: 16
origin: [-8, 0]
@@ -21,7 +21,7 @@ origin: [-8, 0]
# estigui definit; canviar aquí l'índex és tot el que cal. Omet el camp
# per desactivar el pintat per a aquest jugador.
player1_paint_tile: 0
player2_paint_tile: 4
player2_paint_tile: 1
# Física del contacte entre jugadors. Quan un jugador està quiet i l'altre
# el topa, el segon l'empenta a aquesta fracció de la velocitat normal (i
@@ -52,21 +52,21 @@ geometry:
door_col: 10
data:
- [ 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1]
- [ 1, 91,105,105,105,105,105,105,105,105,105,105,105,105,105,105,105,105,105, 92, 1]
- [ 1, 98,113,113, 95,113, 94,113,113,113,113,113,113,113, 94,113,102,113,113, 96, 1]
- [ 1, 98, 8, 8, 6, 8, 17, 8, 10, 8, 17, 8, 8, 8, 17, 8, 8, 8, 8, 96, 1]
- [ 1, 98, 8, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8, 96, 1]
- [ 1, 98, 17, 8, 9, 2, 8, 10, 8, 8, 8, 8, 10, 8, 8, 26, 8, 8, 17, 96, 1]
- [ 1, 98, 8, 2, 2, 2, 2, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8, 96, 1]
- [ 1, 98, 17, 8, 8, 26, 8, 8, 9, 8, 8, 8, 8, 8, 10, 8, 6, 8, 17, 96, 1]
- [ 1, 98, 8, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8, 96, 1]
- [ 1, 98, 17, 8, 10, 8, 8, 8, 2, 8, 8, 8, 9, 8, 8, 8, 10, 8, 17, 96, 1]
- [ 1, 98, 8, 2, 2, 2, 8, 2, 2, 2, 6, 2, 2, 2, 8, 2, 2, 2, 8, 96, 1]
- [ 1, 98, 17, 8, 10, 8, 8, 10, 2, 8, 8, 26, 8, 8, 8, 8, 10, 8, 17, 96, 1]
- [ 1, 98, 8, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8, 96, 1]
- [ 1, 98, 8, 10, 6, 6, 17, 8, 8, 8, 17, 8, 9, 8, 17, 8, 2, 8, 8, 96, 1]
- [ 1, 99, 89, 89, 89, 89, 89, 89, 89, 89, 89, 89, 89, 89, 89, 89, 89, 89, 89,100, 1]
- [11,12,12,12,12,12,12,12,12,12,12,12,12,12,12,12,12,12,12,12,13]
- [11,30,20,20,20,20,20,20,20,20,20,20,20,20,20,20,20,20,20,31,13]
- [11,13,27,28,15,22,28,28,28,28,28,28,28,28,28,28,15,28, 6,11,13]
- [11,13, 8, 8,16, 8,17, 8,10, 8,17, 8, 8, 8,17, 8, 8, 8, 8,11,13]
- [11,13, 8, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8,11,13]
- [11,13,17, 8, 9, 2, 8,10, 8, 8, 8, 8,10, 8, 8,26, 8, 8,17,11,13]
- [11,13, 8, 2, 2, 2, 2, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8,11,13]
- [11,13,17, 8, 8,26, 8, 8, 9, 8, 8, 8, 8, 8,10, 8,16, 8,17,11,13]
- [11,13, 8, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8,11,13]
- [11,13,17, 8,10, 8, 8, 8, 2, 8, 8, 8, 9, 8, 8, 8,10, 8,17,11,13]
- [11,13, 8, 2, 2, 2, 8, 2, 2, 2,16, 2, 2, 2, 8, 2, 2, 2, 8,11,13]
- [11,13,17, 8,10, 8, 8,10, 2, 8, 8,26, 8, 8, 8, 8,10, 8,17,11,13]
- [11,13, 8, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8,11,13]
- [11,13, 8,10,16,16,17, 8, 8, 8,17, 8, 9, 8,17, 8, 2, 8, 8,11,13]
- [11,38, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4,39,13]
# Spawns d'entitats per a aquest nivell. Es llegeixen des de
# EntityManager::loadFromLevel al GameScene. Convencions:
+18 -18
View File
@@ -1,4 +1,4 @@
# Mapa de la piràmide: graella 21×15 de tiles 16×16 sobre tomb.gif.
# Mapa de la piràmide: graella 21×15 de tiles 16×16 sobre pyramid_5.gif.
# Overscan horitzontal: 8 px per banda (les parets laterals ocupen 2 tiles
# en el tilemap però només 1.5 visibles al canvas, així que la textura es
# dibuixa amb un origen de x=-8). Vertical no cal overscan: 15·16 = 240.
@@ -11,7 +11,7 @@
pyramid: 5
room: 4
tileset: data/tilesets/tomb.gif
tileset: data/tilesets/pyramid_5.gif
tile_size: 16
origin: [-8, 0]
@@ -21,7 +21,7 @@ origin: [-8, 0]
# estigui definit; canviar aquí l'índex és tot el que cal. Omet el camp
# per desactivar el pintat per a aquest jugador.
player1_paint_tile: 0
player2_paint_tile: 4
player2_paint_tile: 1
# Física del contacte entre jugadors. Quan un jugador està quiet i l'altre
# el topa, el segon l'empenta a aquesta fracció de la velocitat normal (i
@@ -52,21 +52,21 @@ geometry:
door_col: 10
data:
- [ 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1]
- [ 1, 91,105,105,105,105,105,105,105,105,105,105,105,105,105,105,105,105,105, 92, 1]
- [ 1, 98,113,113, 95,113, 94,113,113,113,113,113,113,113, 94,113,102,113,113, 96, 1]
- [ 1, 98, 8, 8, 6, 8, 17, 8, 10, 8, 17, 8, 8, 8, 17, 8, 8, 8, 8, 96, 1]
- [ 1, 98, 8, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8, 96, 1]
- [ 1, 98, 17, 8, 9, 2, 8, 10, 8, 8, 8, 8, 10, 8, 8, 26, 8, 8, 17, 96, 1]
- [ 1, 98, 8, 2, 2, 2, 2, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8, 96, 1]
- [ 1, 98, 17, 8, 8, 26, 8, 8, 9, 8, 8, 8, 8, 8, 10, 8, 6, 8, 17, 96, 1]
- [ 1, 98, 8, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8, 96, 1]
- [ 1, 98, 17, 8, 10, 8, 8, 8, 2, 8, 8, 8, 9, 8, 8, 8, 10, 8, 17, 96, 1]
- [ 1, 98, 8, 2, 2, 2, 8, 2, 2, 2, 6, 2, 2, 2, 8, 2, 2, 2, 8, 96, 1]
- [ 1, 98, 17, 8, 10, 8, 8, 10, 2, 8, 8, 26, 8, 8, 8, 8, 10, 8, 17, 96, 1]
- [ 1, 98, 8, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8, 96, 1]
- [ 1, 98, 8, 10, 6, 6, 17, 8, 8, 8, 17, 8, 9, 8, 17, 8, 2, 8, 8, 96, 1]
- [ 1, 99, 89, 89, 89, 89, 89, 89, 89, 89, 89, 89, 89, 89, 89, 89, 89, 89, 89,100, 1]
- [11,12,12,12,12,12,12,12,12,12,12,12,12,12,12,12,12,12,12,12,13]
- [11,30,20,20,20,20,20,20,20,20,20,20,20,20,20,20,20,20,20,31,13]
- [11,13,27,28,15,22,28,28,28,28,28,28,28,28,28,28,15,28, 6,11,13]
- [11,13, 8, 8,16, 8,17, 8,10, 8,17, 8, 8, 8,17, 8, 8, 8, 8,11,13]
- [11,13, 8, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8,11,13]
- [11,13,17, 8, 9, 2, 8,10, 8, 8, 8, 8,10, 8, 8,26, 8, 8,17,11,13]
- [11,13, 8, 2, 2, 2, 2, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8,11,13]
- [11,13,17, 8, 8,26, 8, 8, 9, 8, 8, 8, 8, 8,10, 8,16, 8,17,11,13]
- [11,13, 8, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8,11,13]
- [11,13,17, 8,10, 8, 8, 8, 2, 8, 8, 8, 9, 8, 8, 8,10, 8,17,11,13]
- [11,13, 8, 2, 2, 2, 8, 2, 2, 2,16, 2, 2, 2, 8, 2, 2, 2, 8,11,13]
- [11,13,17, 8,10, 8, 8,10, 2, 8, 8,26, 8, 8, 8, 8,10, 8,17,11,13]
- [11,13, 8, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8,11,13]
- [11,13, 8,10,16,16,17, 8, 8, 8,17, 8, 9, 8,17, 8, 2, 8, 8,11,13]
- [11,38, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4,39,13]
# Spawns d'entitats per a aquest nivell. Es llegeixen des de
# EntityManager::loadFromLevel al GameScene. Convencions:
+18 -18
View File
@@ -1,4 +1,4 @@
# Mapa de la piràmide: graella 21×15 de tiles 16×16 sobre tomb.gif.
# Mapa de la piràmide: graella 21×15 de tiles 16×16 sobre pyramid_5.gif.
# Overscan horitzontal: 8 px per banda (les parets laterals ocupen 2 tiles
# en el tilemap però només 1.5 visibles al canvas, així que la textura es
# dibuixa amb un origen de x=-8). Vertical no cal overscan: 15·16 = 240.
@@ -11,7 +11,7 @@
pyramid: 5
room: 5
tileset: data/tilesets/tomb.gif
tileset: data/tilesets/pyramid_5.gif
tile_size: 16
origin: [-8, 0]
@@ -21,7 +21,7 @@ origin: [-8, 0]
# estigui definit; canviar aquí l'índex és tot el que cal. Omet el camp
# per desactivar el pintat per a aquest jugador.
player1_paint_tile: 0
player2_paint_tile: 4
player2_paint_tile: 1
# Física del contacte entre jugadors. Quan un jugador està quiet i l'altre
# el topa, el segon l'empenta a aquesta fracció de la velocitat normal (i
@@ -52,21 +52,21 @@ geometry:
door_col: 10
data:
- [ 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1]
- [ 1, 91,105,105,105,105,105,105,105,105,105,105,105,105,105,105,105,105,105, 92, 1]
- [ 1, 98,113,113, 95,113, 94,113,113,113,113,113,113,113, 94,113,102,113,113, 96, 1]
- [ 1, 98, 8, 8, 6, 8, 17, 8, 10, 8, 17, 8, 8, 8, 17, 8, 8, 8, 8, 96, 1]
- [ 1, 98, 8, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8, 96, 1]
- [ 1, 98, 17, 8, 9, 2, 8, 10, 8, 8, 8, 8, 10, 8, 8, 26, 8, 8, 17, 96, 1]
- [ 1, 98, 8, 2, 2, 2, 2, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8, 96, 1]
- [ 1, 98, 17, 8, 8, 26, 8, 8, 9, 8, 8, 8, 8, 8, 10, 8, 6, 8, 17, 96, 1]
- [ 1, 98, 8, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8, 96, 1]
- [ 1, 98, 17, 8, 10, 8, 8, 8, 2, 8, 8, 8, 9, 8, 8, 8, 10, 8, 17, 96, 1]
- [ 1, 98, 8, 2, 2, 2, 8, 2, 2, 2, 6, 2, 2, 2, 8, 2, 2, 2, 8, 96, 1]
- [ 1, 98, 17, 8, 10, 8, 8, 10, 2, 8, 8, 26, 8, 8, 8, 8, 10, 8, 17, 96, 1]
- [ 1, 98, 8, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8, 96, 1]
- [ 1, 98, 8, 10, 6, 6, 17, 8, 8, 8, 17, 8, 9, 8, 17, 8, 2, 8, 8, 96, 1]
- [ 1, 99, 89, 89, 89, 89, 89, 89, 89, 89, 89, 89, 89, 89, 89, 89, 89, 89, 89,100, 1]
- [11,12,12,12,12,12,12,12,12,12,12,12,12,12,12,12,12,12,12,12,13]
- [11,30,20,20,20,20,20,20,20,20,20,20,20,20,20,20,20,20,20,31,13]
- [11,13,27,28,15,22,28,28,28,28,28,28,28,28,28,28,15,28, 6,11,13]
- [11,13, 8, 8,16, 8,17, 8,10, 8,17, 8, 8, 8,17, 8, 8, 8, 8,11,13]
- [11,13, 8, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8,11,13]
- [11,13,17, 8, 9, 2, 8,10, 8, 8, 8, 8,10, 8, 8,26, 8, 8,17,11,13]
- [11,13, 8, 2, 2, 2, 2, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8,11,13]
- [11,13,17, 8, 8,26, 8, 8, 9, 8, 8, 8, 8, 8,10, 8,16, 8,17,11,13]
- [11,13, 8, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8,11,13]
- [11,13,17, 8,10, 8, 8, 8, 2, 8, 8, 8, 9, 8, 8, 8,10, 8,17,11,13]
- [11,13, 8, 2, 2, 2, 8, 2, 2, 2,16, 2, 2, 2, 8, 2, 2, 2, 8,11,13]
- [11,13,17, 8,10, 8, 8,10, 2, 8, 8,26, 8, 8, 8, 8,10, 8,17,11,13]
- [11,13, 8, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8,11,13]
- [11,13, 8,10,16,16,17, 8, 8, 8,17, 8, 9, 8,17, 8, 2, 8, 8,11,13]
- [11,38, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4,39,13]
# Spawns d'entitats per a aquest nivell. Es llegeixen des de
# EntityManager::loadFromLevel al GameScene. Convencions:
+18 -18
View File
@@ -1,4 +1,4 @@
# Mapa de la piràmide: graella 21×15 de tiles 16×16 sobre tomb.gif.
# Mapa de la piràmide: graella 21×15 de tiles 16×16 sobre pyramid_5.gif.
# Overscan horitzontal: 8 px per banda (les parets laterals ocupen 2 tiles
# en el tilemap però només 1.5 visibles al canvas, així que la textura es
# dibuixa amb un origen de x=-8). Vertical no cal overscan: 15·16 = 240.
@@ -11,7 +11,7 @@
pyramid: 5
room: 6
tileset: data/tilesets/tomb.gif
tileset: data/tilesets/pyramid_5.gif
tile_size: 16
origin: [-8, 0]
@@ -21,7 +21,7 @@ origin: [-8, 0]
# estigui definit; canviar aquí l'índex és tot el que cal. Omet el camp
# per desactivar el pintat per a aquest jugador.
player1_paint_tile: 0
player2_paint_tile: 4
player2_paint_tile: 1
# Física del contacte entre jugadors. Quan un jugador està quiet i l'altre
# el topa, el segon l'empenta a aquesta fracció de la velocitat normal (i
@@ -52,21 +52,21 @@ geometry:
door_col: 10
data:
- [ 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1]
- [ 1, 91,105,105,105,105,105,105,105,105,105,105,105,105,105,105,105,105,105, 92, 1]
- [ 1, 98,113,113, 95,113, 94,113,113,113,113,113,113,113, 94,113,102,113,113, 96, 1]
- [ 1, 98, 8, 8, 6, 8, 17, 8, 10, 8, 17, 8, 8, 8, 17, 8, 8, 8, 8, 96, 1]
- [ 1, 98, 8, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8, 96, 1]
- [ 1, 98, 17, 8, 9, 2, 8, 10, 8, 8, 8, 8, 10, 8, 8, 26, 8, 8, 17, 96, 1]
- [ 1, 98, 8, 2, 2, 2, 2, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8, 96, 1]
- [ 1, 98, 17, 8, 8, 26, 8, 8, 9, 8, 8, 8, 8, 8, 10, 8, 6, 8, 17, 96, 1]
- [ 1, 98, 8, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8, 96, 1]
- [ 1, 98, 17, 8, 10, 8, 8, 8, 2, 8, 8, 8, 9, 8, 8, 8, 10, 8, 17, 96, 1]
- [ 1, 98, 8, 2, 2, 2, 8, 2, 2, 2, 6, 2, 2, 2, 8, 2, 2, 2, 8, 96, 1]
- [ 1, 98, 17, 8, 10, 8, 8, 10, 2, 8, 8, 26, 8, 8, 8, 8, 10, 8, 17, 96, 1]
- [ 1, 98, 8, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8, 96, 1]
- [ 1, 98, 8, 10, 6, 6, 17, 8, 8, 8, 17, 8, 9, 8, 17, 8, 2, 8, 8, 96, 1]
- [ 1, 99, 89, 89, 89, 89, 89, 89, 89, 89, 89, 89, 89, 89, 89, 89, 89, 89, 89,100, 1]
- [11,12,12,12,12,12,12,12,12,12,12,12,12,12,12,12,12,12,12,12,13]
- [11,30,20,20,20,20,20,20,20,20,20,20,20,20,20,20,20,20,20,31,13]
- [11,13,27,28,15,22,28,28,28,28,28,28,28,28,28,28,15,28, 6,11,13]
- [11,13, 8, 8,16, 8,17, 8,10, 8,17, 8, 8, 8,17, 8, 8, 8, 8,11,13]
- [11,13, 8, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8,11,13]
- [11,13,17, 8, 9, 2, 8,10, 8, 8, 8, 8,10, 8, 8,26, 8, 8,17,11,13]
- [11,13, 8, 2, 2, 2, 2, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8,11,13]
- [11,13,17, 8, 8,26, 8, 8, 9, 8, 8, 8, 8, 8,10, 8,16, 8,17,11,13]
- [11,13, 8, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8,11,13]
- [11,13,17, 8,10, 8, 8, 8, 2, 8, 8, 8, 9, 8, 8, 8,10, 8,17,11,13]
- [11,13, 8, 2, 2, 2, 8, 2, 2, 2,16, 2, 2, 2, 8, 2, 2, 2, 8,11,13]
- [11,13,17, 8,10, 8, 8,10, 2, 8, 8,26, 8, 8, 8, 8,10, 8,17,11,13]
- [11,13, 8, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8, 2, 2, 2, 8,11,13]
- [11,13, 8,10,16,16,17, 8, 8, 8,17, 8, 9, 8,17, 8, 2, 8, 8,11,13]
- [11,38, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4,39,13]
# Spawns d'entitats per a aquest nivell. Es llegeixen des de
# EntityManager::loadFromLevel al GameScene. Convencions:
+1 -1
View File
@@ -19,7 +19,7 @@ origin: [-8, 0]
# estigui definit; canviar aquí l'índex és tot el que cal. Omet el camp
# per desactivar el pintat per a aquest jugador.
player1_paint_tile: 0
player2_paint_tile: 4
player2_paint_tile: 1
# Física del contacte entre jugadors. Quan un jugador està quiet i l'altre
# el topa, el segon l'empenta a aquesta fracció de la velocitat normal (i
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+35
View File
@@ -0,0 +1,35 @@
JASC-PAL
0100
32
0 0 0
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217 217 217
217 217 217
217 217 217
217 217 217
217 217 217
217 217 217
217 217 217
217 217 217
217 217 217
217 217 217
217 217 217
217 217 217
217 217 217
217 217 217
217 217 217
217 217 217
217 217 217
217 217 217
217 217 217
217 217 217
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After

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+100 -122
View File
@@ -1,143 +1,104 @@
# player animation
sprite:
path: morcus.gif
size: [16, 32]
# Geometria de col·lisió del jugador (independent de l'animació):
# size → costat del quadrat de col·lisió (16×16)
# base_size → costat del quadrat visual inferior del sprite (els "peus");
# s'usa per centrar la caixa de col·lisió sobre ell.
# Geometria de col·lisió. `size` és la caixa contra murs/sarcs;
# `hit_size`, la caixa contra altres actors (més petita); `height`,
# l'alçada que un salt ha de superar per passar per damunt.
collision:
size: 16
base_size: 16
# Caixa de contacte actor-actor (jugador↔jugador, jugador↔momia/trampa).
# Més petita que `size` perquè els contactes d'acció siguin precisos;
# `size` es reserva per a la col·lisió amb murs/sarcòfags i per enfilar
# els passadissos. Centrada en el mateix punt que la caixa base.
hit_size: 8
# Alçada del cos en píxels. Funció DOBLE segons amb què col·lisione:
# · Contra entitats (mummy, rolling_rock, sarc): si `jump_z > height`
# d'aquella entitat, no hi ha col·lisió. Igual que als YAMLs
# d'entitats.
# · Contra altres jugadors: la col·lisió és binària per estat aeri.
# Si un està en l'aire i l'altre no → cap col·lisió. Si tots dos
# estan en l'aire, llavors `body_height` decideix si els rangs
# verticals solapen i s'aplica el rebot mid-aire. `0` = sense cos
# (ni rebot quan tots dos volen).
height: 12
# Animacions en mapa (clau = nom). Camps per animació:
# frames → llista d'índexs dins de l'spritesheet.
# frame_ms → durada de cada frame en ms. Escalar = uniforme; llista =
# per-frame (mateixa mida que `frames`).
# loop → true per defecte. `loop: false` = un sol tret (es queda al
# darrer frame i `animationIsCompleted()` passa a true).
# loop_from → rebota a aquest índex en passar del final (implica loop).
animations:
stand_down: { frames: [0] }
stand_up: { frames: [4] }
stand: { frames: [8] }
jump_down: { frames: [12] }
jump_up: { frames: [13] }
jump: { frames: [14] }
stun_down: { frames: [16] }
stun_up: { frames: [17] }
stun: { frames: [18] }
# Les variants `*_west` reaprofiten els frames de l'est i declaren
# `flip_h: true` perquè el motor d'animació apliqui el flip al sprite —
# el codi del joc no toca mai `flip_` directament.
stand_south: { frames: [0] }
stand_north: { frames: [4] }
stand_east: { frames: [8] }
stand_west: { frames: [8], flip_h: true }
walk_down:
frames: [0, 1, 2, 3]
frame_ms: 100
jump_south: { frames: [12] }
jump_north: { frames: [13] }
jump_east: { frames: [14] }
jump_west: { frames: [14], flip_h: true }
walk_up:
frames: [4, 5, 6, 7]
frame_ms: 100
stun_south: { frames: [16] }
stun_north: { frames: [17] }
stun_east: { frames: [18] }
stun_west: { frames: [18], flip_h: true }
walk:
frames: [8, 9, 10, 11]
frame_ms: 100
walk_south: { frames: [0, 1, 2, 3], frame_ms: 100 }
walk_north: { frames: [4, 5, 6, 7], frame_ms: 100 }
walk_east: { frames: [8, 9, 10, 11], frame_ms: 100 }
walk_west: { frames: [8, 9, 10, 11], frame_ms: 100, flip_h: true }
hurt_down:
frames: [0, 1, 2, 3]
frame_ms: 100
hurt_south: { frames: [0, 1, 2, 3], frame_ms: 100 }
hurt_north: { frames: [4, 5, 6, 7], frame_ms: 100 }
hurt_east: { frames: [8, 9, 10, 11], frame_ms: 100 }
hurt_west: { frames: [8, 9, 10, 11], frame_ms: 100, flip_h: true }
hurt_up:
frames: [4, 5, 6, 7]
frame_ms: 100
attack_south: { frames: [20, 21, 22, 23], frame_ms: 50 }
attack_north: { frames: [24, 25, 26, 27], frame_ms: 50 }
attack_east: { frames: [28, 29, 30, 31], frame_ms: 50 }
attack_west: { frames: [28, 29, 30, 31], frame_ms: 50, flip_h: true }
hurt:
frames: [8, 9, 10, 11]
frame_ms: 100
recover_south: { frames: [23] }
recover_north: { frames: [27] }
recover_east: { frames: [31] }
recover_west: { frames: [31], flip_h: true }
# Placeholder mentre no arribe l'art real (el GIF de morcus encara no té
# frames d'atac específics — reaprofitem `walk_*`). El bloc està declarat
# perquè `Player::animationName` el busque sense fallback i la mecànica
# de l'atac estiga lligada amb morcus tan bon punt s'afegisquen els
# frames; ara mateix visualment el sprite caminarà mentre llança el
# látigo (acceptat per al placeholder).
attack_down:
frames: [0, 1, 2, 3]
frame_ms: 50
# Animació de mort: 3 voltes horàries començant pel sud (south →
# west → north → east, repetit 3×). Reaprofita els frames stand_*; el
# west és l'east amb `flip_h: true` declarat per-frame (mapping form,
# no hereta del nivell d'anim). `frame_ms` per-frame creix linealment
# per donar la sensació de desaccelerar fins a aturar-se. `loop: false`
# → es queda al darrer frame i marca completed.
death_spinning:
frames:
- 0
- { index: 8, flip_h: true }
- 4
- 8
- 0
- { index: 8, flip_h: true }
- 4
- 8
- 0
- { index: 8, flip_h: true }
- 4
- 8
frame_ms: [60, 80, 100, 120, 140, 160, 180, 200, 220, 240, 260, 280]
loop: false
attack_up:
frames: [4, 5, 6, 7]
frame_ms: 50
# Mort per caiguda a un agujero (DeathCause::HOLE). `loop: false` perquè
# `animationIsCompleted()` dispari el respawn timer determinísticament.
death_hole:
frames: [15]
frame_ms: 60
loop: false
attack:
frames: [8, 9, 10, 11]
frame_ms: 50
# Cooldown post-swing (recovery): igual que a sam.yaml, placeholder als
# frames de `stand_*`. Quan arriben els frames reals només cal canviar
# els índexs ací.
recover_down:
frames: [0]
recover_up:
frames: [4]
recover:
frames: [8]
# Inèrcia només de frenada. L'acceleració és sempre instantània (soltar
# el teclat + prémer una direcció = velocitat plena); en canvi, quan es
# solta la direcció el jugador decau linealment a 0 en `brake_time_ms`.
# El `threshold_ms` filtra els tocs curts: si el temps acumulat de
# moviment continu no ha arribat al llindar, la parada és instantània
# (permet "passets" d'un tile sense rellisquera). L'acumulador es
# reseteja només quan no hi ha ni input ni velocitat residual, així
# els canvis de direcció enmig del coast no rearmen el llindar.
# `brake_time_ms: 0` o absència del bloc = inèrcia desactivada.
# Inèrcia de frenada en soltar la direcció. `threshold_ms` filtra
# tocs curts (passets d'un tile sense rellisquera).
inertia:
brake_time_ms: 150
threshold_ms: 300
# Gir de 180°: mentre dura, el facing queda fixat a la direcció
# intermèdia (efecte purament visual; el moviment continua sense
# alterar-se). Els girs de 90° no passen per cap intermedi.
# Gir de 180°: durant `duration_ms` el facing es fixa a la direcció
# intermèdia indicada (purament visual).
turn:
duration_ms: 80
# Direcció intermèdia per a cada gir de 180° (sentit horari).
transitions:
west_to_east: down # passa per baix (stand_down)
east_to_west: up # passa per dalt (stand_up)
north_to_south: east # passa per la dreta (stand, sense flip)
south_to_north: west # passa per l'esquerra (stand, amb flip)
west_to_east: south
east_to_west: north
north_to_south: east
south_to_north: west
# Salt vertical (px verticals "visuals", no afecta la posició al món).
# impulse → velocitat vertical inicial (px/s) en deixar el sòl.
# gravity → acceleració descendent constant (px/s²).
# landing_stun_ms → temps en què el jugador queda paralitzat en aterrar
# (no es pot moure ni tornar a saltar).
# shadow_y_offset → desplaçament vertical de la sombra (px, positiu =
# puja). Compensa la franja transparent que els
# sprites del jugador tenen sota els peus reals
# perquè camine "pel mig del passadís" (3 px aquí).
# sound → fitxer .wav reproduït al despegue (relatiu a
# data/sounds/). Buit o absent = sense so.
# land_sound → fitxer .wav reproduït en aterrar.
# L'alçada del cos viu al bloc `collision:` (`height`), igual que la resta
# d'entitats: és una propietat de col·lisió, no de la física del salt.
# Amb impulse=240 i gravity=600: pic ≈ 48 px, temps total en l'aire ≈ 0.8 s.
# Salt vertical (px de z, no toca la posició al món).
# `shadow_y_offset`: puja la sombra per compensar la franja
# transparent sota els peus del sprite.
jump:
impulse: 200
gravity: 600
@@ -146,22 +107,39 @@ jump:
sound: jump.wav
land_sound: land.wav
# Estat HURT: el jugador queda projectat sense control per un impacte
# (algú que cau al damunt; en el futur també fuetada de l'altre jugador).
# `enterHurt` tria automàticament la direcció amb més recorregut lliure
# entre els 4 cardinals, posa la velocitat inicial a `speed` i la fa
# decaure linealment fins a 0 en `brake_time_ms`. Si pel camí xoca amb
# un mur, para en sec. En tornar a velocitat 0, recupera l'estat
# GROUNDED i el control. Mentre dura, no col·lisiona amb altres jugadors.
# Amb speed=120 i brake_time=500ms ⇒ recorregut ≈ 30 px (≈2 tiles).
# Projecció post-impacte: surt cap a la direcció amb més recorregut
# lliure i frena fins a 0 en `brake_time_ms`.
hurt:
speed: 120
brake_time_ms: 500
sound: hurt.wav
# Configuració del látigo. Mateixos valors que Sam de moment;
# diferenciar quan equilibrem cada personatge.
# Atac amb làtigo. `range_tiles` és la longitud abans de retallar
# contra murs/sarcs; `cooldown_ms` allarga ATTACKING amb una
# recuperació en què la hitbox ja no fa dany.
whip:
range_tiles: 3
swing_ms: 200
cooldown_ms: 200
damage: 1
sound: whip.wav
# Mort + respawn. `respawn_delay_ms` és la pausa entre la fi de
# `death_spinning` i la reaparició al spawn. `lives` és el comptador
# inicial d'intents (estil Mario): cada respawn el decrementa en 1, pot
# anar a negatius (no hi ha game over).
death:
respawn_delay_ms: 500
lives: 3
# Immunitat post-spawn: durant `duration_ms` ms, els hazards no
# poden ferir ni matar el jugador (els forats sí que el maten — la
# caiguda no és dany convencional). Visualment es manifesta amb un
# parpadeig que alterna la paleta normal del sprite amb la paleta
# `palette` (basename de `data/player/<name>.pal`) cada
# `blink_period_ms` ms. Si `duration_ms` és 0 (o el bloc manca), la
# mecànica queda desactivada i el comportament és l'antic.
immunity:
duration_ms: 3000
blink_period_ms: 100
palette: immune
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+100 -127
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@@ -1,143 +1,104 @@
# player animation
sprite:
path: sam.gif
size: [16, 32]
# Geometria de col·lisió del jugador (independent de l'animació):
# size → costat del quadrat de col·lisió (16×16)
# base_size → costat del quadrat visual inferior del sprite (els "peus");
# s'usa per centrar la caixa de col·lisió sobre ell.
# Geometria de col·lisió. `size` és la caixa contra murs/sarcs;
# `hit_size`, la caixa contra altres actors (més petita); `height`,
# l'alçada que un salt ha de superar per passar per damunt.
collision:
size: 16
base_size: 16
# Caixa de contacte actor-actor (jugador↔jugador, jugador↔momia/trampa).
# Més petita que `size` perquè els contactes d'acció siguin precisos;
# `size` es reserva per a la col·lisió amb murs/sarcòfags i per enfilar
# els passadissos. Centrada en el mateix punt que la caixa base.
hit_size: 8
# Alçada del cos en píxels. Funció DOBLE segons amb què col·lisione:
# · Contra entitats (mummy, rolling_rock, sarc): si `jump_z > height`
# d'aquella entitat, no hi ha col·lisió. Igual que als YAMLs
# d'entitats.
# · Contra altres jugadors: la col·lisió és binària per estat aeri.
# Si un està en l'aire i l'altre no → cap col·lisió. Si tots dos
# estan en l'aire, llavors `body_height` decideix si els rangs
# verticals solapen i s'aplica el rebot mid-aire. `0` = sense cos
# (ni rebot quan tots dos volen).
height: 12
# Animacions en mapa (clau = nom). Camps per animació:
# frames → llista d'índexs dins de l'spritesheet.
# frame_ms → durada de cada frame en ms. Escalar = uniforme; llista =
# per-frame (mateixa mida que `frames`).
# loop → true per defecte. `loop: false` = un sol tret (es queda al
# darrer frame i `animationIsCompleted()` passa a true).
# loop_from → rebota a aquest índex en passar del final (implica loop).
animations:
stand_down: { frames: [1] }
stand_up: { frames: [5] }
stand: { frames: [9] }
jump_down: { frames: [12] }
jump_up: { frames: [13] }
jump: { frames: [14] }
stun_down: { frames: [16] }
stun_up: { frames: [17] }
stun: { frames: [18] }
# Les variants `*_west` reaprofiten els frames de l'est i declaren
# `flip_h: true` perquè el motor d'animació apliqui el flip al sprite —
# el codi del joc no toca mai `flip_` directament.
stand_south: { frames: [0] }
stand_north: { frames: [4] }
stand_east: { frames: [8] }
stand_west: { frames: [8], flip_h: true }
walk_down:
frames: [0, 1, 2, 3]
frame_ms: 100
jump_south: { frames: [12] }
jump_north: { frames: [13] }
jump_east: { frames: [14] }
jump_west: { frames: [14], flip_h: true }
walk_up:
frames: [4, 5, 6, 7]
frame_ms: 100
stun_south: { frames: [16] }
stun_north: { frames: [17] }
stun_east: { frames: [18] }
stun_west: { frames: [18], flip_h: true }
walk:
frames: [8, 9, 10, 11]
frame_ms: 100
walk_south: { frames: [0, 1, 2, 3], frame_ms: 100 }
walk_north: { frames: [4, 5, 6, 7], frame_ms: 100 }
walk_east: { frames: [8, 9, 10, 11], frame_ms: 100 }
walk_west: { frames: [8, 9, 10, 11], frame_ms: 100, flip_h: true }
hurt_down:
frames: [0, 1, 2, 3]
frame_ms: 100
hurt_south: { frames: [0, 1, 2, 3], frame_ms: 100 }
hurt_north: { frames: [4, 5, 6, 7], frame_ms: 100 }
hurt_east: { frames: [8, 9, 10, 11], frame_ms: 100 }
hurt_west: { frames: [8, 9, 10, 11], frame_ms: 100, flip_h: true }
hurt_up:
frames: [4, 5, 6, 7]
frame_ms: 100
attack_south: { frames: [20, 21, 22, 23], frame_ms: 50 }
attack_north: { frames: [24, 25, 26, 27], frame_ms: 50 }
attack_east: { frames: [28, 29, 30, 31], frame_ms: 50 }
attack_west: { frames: [28, 29, 30, 31], frame_ms: 50, flip_h: true }
hurt:
frames: [8, 9, 10, 11]
frame_ms: 100
recover_south: { frames: [23] }
recover_north: { frames: [27] }
recover_east: { frames: [31] }
recover_west: { frames: [31], flip_h: true }
# Animacions del braç llançant el látigo. Placeholder: reaprofiten els
# frames de `walk_*` perquè els sprites reals encara no existeixen
# (TODO: dibuixar-ne d'específics quan arribe l'art). El sprite del
# látigo viu al `WhipAttack` i es renderitza superposat per z-order.
attack_down:
frames: [28, 29, 30, 31]
frame_ms: 50
# Animació de mort: 3 voltes horàries començant pel sud (south →
# west → north → east, repetit 3×). Reaprofita els frames stand_*; el
# west és l'east amb `flip_h: true` declarat per-frame (mapping form,
# no hereta del nivell d'anim). `frame_ms` per-frame creix linealment
# per donar la sensació de desaccelerar fins a aturar-se. `loop: false`
# → es queda al darrer frame i marca completed.
death_spinning:
frames:
- 0
- { index: 8, flip_h: true }
- 4
- 8
- 0
- { index: 8, flip_h: true }
- 4
- 8
- 0
- { index: 8, flip_h: true }
- 4
- 8
frame_ms: [60, 80, 100, 120, 140, 160, 180, 200, 220, 240, 260, 280]
loop: false
attack_up:
frames: [24, 25, 26, 27]
frame_ms: 50
# Mort per caiguda a un agujero (DeathCause::HOLE). `loop: false` perquè
# `animationIsCompleted()` dispari el respawn timer determinísticament.
death_hole:
frames: [15]
frame_ms: 60
loop: false
attack:
frames: [20, 21, 22, 23]
frame_ms: 50
# Animacions de cooldown post-swing (recovery): mentre dura
# `whip_cooldown_ms` el jugador continua bloquejat però l'animació ja
# no és la d'atac. Placeholder: reaprofiten els frames de `stand_*`
# (la silueta no canvia respecte d'ells); quan arriben els frames
# reals només cal canviar els índexs ací, sense tocar el codi.
recover_down:
frames: [1]
recover_up:
frames: [5]
recover:
frames: [9]
# Inèrcia només de frenada. L'acceleració és sempre instantània (soltar
# el teclat + prémer una direcció = velocitat plena); en canvi, quan es
# solta la direcció el jugador decau linealment a 0 en `brake_time_ms`.
# El `threshold_ms` filtra els tocs curts: si el temps acumulat de
# moviment continu no ha arribat al llindar, la parada és instantània
# (permet "passets" d'un tile sense rellisquera). L'acumulador es
# reseteja només quan no hi ha ni input ni velocitat residual, així
# els canvis de direcció enmig del coast no rearmen el llindar.
# `brake_time_ms: 0` o absència del bloc = inèrcia desactivada.
# Inèrcia de frenada en soltar la direcció. `threshold_ms` filtra
# tocs curts (passets d'un tile sense rellisquera).
inertia:
brake_time_ms: 150
threshold_ms: 300
# Gir de 180°: mentre dura, el facing queda fixat a la direcció
# intermèdia (efecte purament visual; el moviment continua sense
# alterar-se). Els girs de 90° no passen per cap intermedi.
# Gir de 180°: durant `duration_ms` el facing es fixa a la direcció
# intermèdia indicada (purament visual).
turn:
duration_ms: 80
# Direcció intermèdia per a cada gir de 180° (sentit horari).
transitions:
west_to_east: down # passa per baix (stand_down)
east_to_west: up # passa per dalt (stand_up)
north_to_south: east # passa per la dreta (stand, sense flip)
south_to_north: west # passa per l'esquerra (stand, amb flip)
west_to_east: south
east_to_west: north
north_to_south: east
south_to_north: west
# Salt vertical (px verticals "visuals", no afecta la posició al món).
# impulse → velocitat vertical inicial (px/s) en deixar el sòl.
# gravity → acceleració descendent constant (px/s²).
# landing_stun_ms → temps en què el jugador queda paralitzat en aterrar
# (no es pot moure ni tornar a saltar).
# shadow_y_offset → desplaçament vertical de la sombra (px, positiu =
# puja). Compensa la franja transparent que els
# sprites del jugador tenen sota els peus reals
# perquè camine "pel mig del passadís" (3 px aquí).
# sound → fitxer .wav reproduït al despegue (relatiu a
# data/sounds/). Buit o absent = sense so.
# land_sound → fitxer .wav reproduït en aterrar.
# L'alçada del cos viu al bloc `collision:` (`height`), igual que la resta
# d'entitats: és una propietat de col·lisió, no de la física del salt.
# Amb impulse=240 i gravity=600: pic ≈ 48 px, temps total en l'aire ≈ 0.8 s.
# Salt vertical (px de z, no toca la posició al món).
# `shadow_y_offset`: puja la sombra per compensar la franja
# transparent sota els peus del sprite.
jump:
impulse: 200
gravity: 600
@@ -146,27 +107,39 @@ jump:
sound: jump.wav
land_sound: land.wav
# Estat HURT: el jugador queda projectat sense control per un impacte
# (algú que cau al damunt; en el futur també fuetada de l'altre jugador).
# `enterHurt` tria automàticament la direcció amb més recorregut lliure
# entre els 4 cardinals, posa la velocitat inicial a `speed` i la fa
# decaure linealment fins a 0 en `brake_time_ms`. Si pel camí xoca amb
# un mur, para en sec. En tornar a velocitat 0, recupera l'estat
# GROUNDED i el control. Mentre dura, no col·lisiona amb altres jugadors.
# Amb speed=120 i brake_time=500ms ⇒ recorregut ≈ 30 px (≈2 tiles).
# Projecció post-impacte: surt cap a la direcció amb més recorregut
# lliure i frena fins a 0 en `brake_time_ms`.
hurt:
speed: 120
brake_time_ms: 500
sound: hurt.wav
# Configuració del látigo. `range_tiles` és la longitud de la hitbox
# abans de retallar contra murs/sarcs (3 tiles ≈ 48 px). `swing_ms` és
# la durada de l'animació de l'atac, durant la qual la hitbox del whip
# està viva. `cooldown_ms` allarga ATTACKING amb una recuperació en què
# el jugador segueix bloquejat però la hitbox ja ha desaparegut: castiga
# l'ús abusiu del látigo. `damage` queda llegit per a futur (els
# objectius reben `enterHurt` directament; cap entitat té HP encara).
# Atac amb làtigo. `range_tiles` és la longitud abans de retallar
# contra murs/sarcs; `cooldown_ms` allarga ATTACKING amb una
# recuperació en què la hitbox ja no fa dany.
whip:
range_tiles: 3
swing_ms: 200
cooldown_ms: 200
damage: 1
sound: whip.wav
# Mort + respawn. `respawn_delay_ms` és la pausa entre la fi de
# `death_spinning` i la reaparició al spawn. `lives` és el comptador
# inicial d'intents (estil Mario): cada respawn el decrementa en 1, pot
# anar a negatius (no hi ha game over).
death:
respawn_delay_ms: 500
lives: 3
# Immunitat post-spawn: durant `duration_ms` ms, els hazards no
# poden ferir ni matar el jugador (els forats sí que el maten — la
# caiguda no és dany convencional). Visualment es manifesta amb un
# parpadeig que alterna la paleta normal del sprite amb la paleta
# `palette` (basename de `data/player/<name>.pal`) cada
# `blink_period_ms` ms. Si `duration_ms` és 0 (o el bloc manca), la
# mecànica queda desactivada i el comportament és l'antic.
immunity:
duration_ms: 3000
blink_period_ms: 100
palette: immune
+6 -7
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@@ -11,18 +11,17 @@ room_intro:
text_hold_ms: 2000 # text quiet al centre
text_exit_ms: 400 # text centre → fora per l'esquerra
line_gap_px: -4 # px extra entre les dues línies (piràmide / sala)
player_spawn_delay_ms: 2400 # ms des de l'inici d'INTRO al spawn aeri.
player2_spawn_delay_ms: 2700 # només mode BOTH. Trenca la simultaneïtat.
# Delays d'spawn aeri **mesurats des de la fi de la música d'INTRO**
# (callback `Audio::setOnMusicEnded`). 0 = cau al moment exacte que
# `room_intro.ogg` acaba; valors > 0 escalonen els jugadors. En mode
# single-player s'usa només `player_spawn_delay_ms`.
player_spawn_delay_ms: 0
player2_spawn_delay_ms: 300
# Preset de reverb (catàleg a `data/sounds.yaml`) aplicat al primer
# LAND de cada jugador durant la cinemàtica d'entrada. La sala dona
# "més detall" sonor a l'INTRO; els salts del joc i els respawns
# post-mort cauen al so sec. Buit o absent = sense reverb.
land_reverb: stone_hall
# So puntual disparat quan apareix el text d'INTRO (phase 2,
# text_enter). Es resol contra `data/sounds/<text_sound>`. Buit o
# absent = sense so. Es preloda al ctor de GameScene perquè el
# primer dispar no faça disc.
text_sound: intro_room.wav
room_outro:
text_enter_ms: 400
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@@ -58,6 +58,15 @@ fonts:
gif: "data/fonts/ari-w9500-condensed-display.gif"
fnt: "data/fonts/ari-w9500-condensed-display.fnt"
kerning: 0
# Copyright de la TITLE: pixel-art estricte (Tiny5-Regular size 5,
# caixa 3×6 px) generat amb font-gen. Diferenciada de la `placeholder`
# que pinta el "press start" — així la jerarquia tipogràfica del peu
# queda neta.
copyright:
name: "Tiny5-Regular"
gif: "data/fonts/Tiny5-Regular.gif"
fnt: "data/fonts/Tiny5-Regular.fnt"
kerning: 1
hud:
bg_enabled: false
@@ -65,6 +74,22 @@ hud:
flash_ms: 250 # durada del flash quan un jugador rep un hit
shake_ms: 300 # durada del shake que acompanya el flash
# Geometria del popup superior (Notifier). En píxels del canvas, llevat de
# slide_ms (durada en ms de l'animació d'entrada i d'eixida; constant
# independentment de la mida de la caixa). El padding vertical és asimètric a
# propòsit: padding_top > padding_bottom puja una mica el text dins la caixa.
# Corbes disponibles: linear, outQuad, inQuad, inOutQuad, outCubic, inCubic.
notifier:
padding_h: 6
padding_top: 4
padding_bottom: 3
line_gap: 1
margin_top: 3
border_px: 1
slide_ms: 300
slide_in_curve: outCubic
slide_out_curve: inCubic
# Pausa graduada de la GameScene: el món no para d'un colp, s'atura amb
# easing i torna a arrancar amb una altra corba. Els timings es poden
# afinar independentment, i les corbes permeten estils diferents entrant
@@ -75,3 +100,118 @@ pause:
exit_ms: 250
enter_curve: outCubic
exit_curve: inCubic
# Sons del menú de servei. Els fitxers viuen a data/sounds/. SELECT
# acompanya navegació (amunt/avall) i back; ACCEPT acompanya modificació
# d'opció (esquerra/dreta/retorn) o entrada a un submenú.
sounds:
menu_select: "menu_select.wav"
menu_accept: "menu_accept.wav"
# Disparat quan un jugador prem START a la TITLE (primera pulsació o
# la del segon jugador dins de la finestra de STARTING).
player_start: "player_start.wav"
# Soroll/scratch sincronitzat amb la fase SCAN de LogoScene (scanline
# reveal). Es dispara al constructor de l'escena.
logo_glitch: "glitch.wav"
# Escena TITLE (placeholder visual mentre no hi haja artwork).
# `bg_color` i `text_color` són índexs sobre la paleta "ui" (uzebox.pal):
# 1 = (36,0,0) gairebé negre amb un mínim de càlid; 31 = (255,109,0)
# taronja pur. `duration_ms` és el timeout abans de saltar a la
# següent escena (skipable amb tecla no reservada). Els dos
# `blink_*_ms` defineixen el cicle del prompt "press start": el text
# es veu durant `visible_ms` i s'amaga durant `hidden_ms` repetint-se.
title:
duration_ms: 30000
bg_color: 1
text_color: 31
# Color del text del © de copyright (peu de la TITLE). Off-white càlid:
# índex 183 = (255,218,170), tipus crema/peach, ~90% blanc amb tint càlid.
copyright_color: 183
# Color de l'outline del prompt "PRESS START". Marró fosc càlid (índex
# 19 = 109,72,0), coherent amb la paleta del logo. Es manté separat de
# `copyright_color` perquè l'outline i el text del © tenen rols visuals
# diferents (contrast vs. peu informatiu).
press_start_outline_color: 19
# Posicions Y dels tres elements verticals de la TITLE, en percentatge
# sobre l'alçada del canvas (240 px). El logo s'ancora pel seu top
# (la imatge cau cap avall des d'aquest Y); el prompt i el copyright
# es centren verticalment sobre la línia.
logo_y_percent: 15
prompt_y_percent: 68
copyright_y_percent: 92
# Separació vertical en píxels entre el minilogo i el text del © al peu.
mini_logo_gap_px: 2
blink_visible_ms: 800
blink_hidden_ms: 200
# Fase STARTING (entre la primera pulsació de START i el salt a la
# següent escena). `starting_ms` és la durada fixa; durant aquesta
# fase el parpadeig accelera per `starting_blink_speedup` (2.0 = doble
# de freqüència). Si l'altre jugador prem START dins d'aquesta
# finestra, el comptador es reseteja i s'arrenca amb BOTH.
starting_ms: 3000
# Durant STARTING el prompt commuta a un cicle simètric 50/50
# (visible/ocult) amb aquest període total. 200 ms = 5 Hz, prou
# ràpid per llegir-se com a "pulsació confirmada".
starting_blink_period_ms: 200
# Fade-out estil "mosaic dissolve" durant l'última part de STARTING.
# `fade_out_ms` ha de ser <= starting_ms (els últims X ms del STARTING
# es fan amb el dissolve actiu fins a quedar negre). `fade_out_max_block`
# és la mida màxima de bloc en píxels al final del fade.
fade_out_ms: 800
fade_out_max_block: 32
# Fade-out de `title.ogg` en entrar a STARTING. Independent del visual:
# la música pot acabar abans o després del mosaic dissolve.
music_fade_out_ms: 3000
# Fade-to-black per a la sortida d'attract (timeout cap a LOGO). NO és
# mosaic — capa negra lineal damunt del canvas. La música no es toca:
# `title.ogg` continua sonant cap a LOGO, que ja veurà què en fa.
attract_fade_to_black_ms: 800
# Seqüència d'aparició dels elements de la TITLE en fase IDLE. Tots
# els temps són absoluts des de l'entrada a l'escena. `fade_in_ms` és
# la capa negra inicial que s'esvaeix cap al fons; els altres marquen
# quan apareix cada element. Si l'usuari prem START en qualsevol
# moment, la seqüència es completa instantàniament.
intro:
fade_in_ms: 500 # fade-in negre inicial sobre el fons
game_logo_at_ms: 1500 # visibilitat binària del game_logo
mini_logo_at_ms: 2000 # inici del slide-in del mini-logo
mini_logo_slide_ms: 500 # durada del slide
copyright_at_ms: 2200 # inici del slide-in del copyright
copyright_slide_ms: 500 # durada del slide
slide_curve: outCubic # corba compartida per mini_logo i copyright
press_start_at_ms: 3000 # quan apareix PRESS START amb parpadeig
# Distorsió sinusoidal del fons (efecte de calor del desert).
# `amplitude_px`: desplaçament màxim de cada fila en píxels.
# `wavelength_px`: distància vertical entre dos pics de l'ona.
# `speed_hz`: velocitat amb què avança la fase (cicles per segon).
# Si `enabled` és false, el fons es pinta sense distorsió.
heat_haze:
enabled: true
amplitude_px: 1.5
wavelength_px: 32.0
speed_hz: 0.6
# Escena LOGO (logotip de l'editora). El revelat del logo a la fase SCAN
# imita un escaneig CRT: una banda lluminosa baixa de dalt a baix; per
# damunt es veu la imatge ja "impressa", per sota encara és negre. Al
# voltant de la banda hi ha glitch (offset horitzontal de files amb
# falloff per distància) i ocasionalment apareixen bursts VHS (franges
# desplaçades) damunt la part ja revelada. Quan la banda toca el peu del
# logo, un flash blanc tanca l'efecte i s'entra a MIDDLE (logo estable).
logo:
scan:
duration_ms: 1500 # durada total del scan top→bottom
band_height_px: 4 # alçada (px) de la banda lluminosa
band_alpha: 200 # opacitat (0..255) de la capa blanca de la banda
band_pulse_hz: 20.0 # freqüència del pulse de brillantor (Hz)
band_pulse_depth: 0.45 # profunditat del pulse (0..1; 0 = sense pulse)
# Glitch d'impacte (files al voltant de la banda)
glitch_amplitude_px: 6 # offset horitzontal màxim a la banda
glitch_band_radius_px: 12 # files damunt/sota la banda amb glitch (falloff lineal)
# Bursts VHS sobre la part ja revelada
vhs_burst_per_sec: 3 # bursts/segon mitjà
vhs_burst_duration_ms: 80 # durada de cada burst
vhs_burst_height_px: 8 # alçada de la franja afectada
vhs_burst_amplitude_px: 8 # offset horitzontal del burst
flash_ms: 100 # flash blanc final quan acaba el scan
+150
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@@ -0,0 +1,150 @@
#!/usr/bin/env python3
import os
import sys
import shutil
import subprocess
from pathlib import Path
def check_dependencies():
"""Verifica que ImageMagick esté instalado"""
try:
subprocess.run(['magick', '--version'], capture_output=True, check=True)
except (subprocess.CalledProcessError, FileNotFoundError):
print("Error: ImageMagick no está instalado o no se encuentra en el PATH")
print("Instala ImageMagick desde: https://imagemagick.org/script/download.php")
sys.exit(1)
# Verificar iconutil solo en macOS
if sys.platform == 'darwin':
try:
# iconutil no tiene --version, mejor usar which o probar con -h
result = subprocess.run(['which', 'iconutil'], capture_output=True, check=True)
if result.returncode == 0:
print("✓ iconutil disponible - se crearán archivos .ico e .icns")
except (subprocess.CalledProcessError, FileNotFoundError):
print("Error: iconutil no está disponible (solo funciona en macOS)")
print("Solo se creará el archivo .ico")
else:
print("ℹ️ Sistema no-macOS detectado - solo se creará archivo .ico")
def create_icons(input_file):
"""Crea archivos .icns e .ico a partir de un PNG"""
# Verificar que el archivo existe
if not os.path.isfile(input_file):
print(f"Error: El archivo {input_file} no existe.")
return False
# Obtener información del archivo
file_path = Path(input_file)
file_dir = file_path.parent
file_name = file_path.stem # Nombre sin extensión
file_extension = file_path.suffix
if file_extension.lower() not in ['.png', '.jpg', '.jpeg', '.bmp', '.tiff']:
print(f"Advertencia: {file_extension} puede no ser compatible. Se recomienda usar PNG.")
# Crear archivo .ico usando el método simplificado
ico_output = file_dir / f"{file_name}.ico"
try:
print(f"Creando {ico_output}...")
subprocess.run([
'magick', str(input_file),
'-define', 'icon:auto-resize=256,128,64,48,32,16',
str(ico_output)
], check=True)
print(f"✓ Archivo .ico creado: {ico_output}")
except subprocess.CalledProcessError as e:
print(f"Error creando archivo .ico: {e}")
return False
# Crear archivo .icns (solo en macOS)
if sys.platform == 'darwin':
try:
# Crear carpeta temporal para iconset
temp_folder = file_dir / "icon.iconset"
# Eliminar carpeta temporal si existe
if temp_folder.exists():
shutil.rmtree(temp_folder)
# Crear carpeta temporal
temp_folder.mkdir(parents=True)
# Definir los tamaños y nombres de archivo para .icns
icon_sizes = [
(16, "icon_16x16.png"),
(32, "icon_16x16@2x.png"),
(32, "icon_32x32.png"),
(64, "icon_32x32@2x.png"),
(128, "icon_128x128.png"),
(256, "icon_128x128@2x.png"),
(256, "icon_256x256.png"),
(512, "icon_256x256@2x.png"),
(512, "icon_512x512.png"),
(1024, "icon_512x512@2x.png")
]
print("Generando imágenes para .icns...")
# Crear cada tamaño de imagen
for size, output_name in icon_sizes:
output_path = temp_folder / output_name
subprocess.run([
'magick', str(input_file),
'-resize', f'{size}x{size}',
str(output_path)
], check=True)
# Crear archivo .icns usando iconutil
icns_output = file_dir / f"{file_name}.icns"
print(f"Creando {icns_output}...")
subprocess.run([
'iconutil', '-c', 'icns',
str(temp_folder),
'-o', str(icns_output)
], check=True)
# Limpiar carpeta temporal
if temp_folder.exists():
shutil.rmtree(temp_folder)
print(f"✓ Archivo .icns creado: {icns_output}")
except subprocess.CalledProcessError as e:
print(f"Error creando archivo .icns: {e}")
# Limpiar carpeta temporal en caso de error
if temp_folder.exists():
shutil.rmtree(temp_folder)
return False
else:
print("ℹ️ Archivo .icns no creado (solo disponible en macOS)")
return True
def main():
"""Función principal"""
# Verificar argumentos
if len(sys.argv) != 2:
print(f"Uso: {sys.argv[0]} ARCHIVO")
print("Ejemplo: python3 create_icons.py imagen.png")
sys.exit(0)
input_file = sys.argv[1]
# Verificar dependencias
check_dependencies()
# Crear iconos
if create_icons(input_file):
print("\n✅ Proceso completado exitosamente")
else:
print("\n❌ El proceso falló")
sys.exit(1)
if __name__ == "__main__":
main()
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<?xml version="1.0" encoding="UTF-8"?>
<!DOCTYPE plist PUBLIC "-//Apple//DTD PLIST 1.0//EN" "http://www.apple.com/DTDs/PropertyList-1.0.dtd">
<plist version="1.0">
<dict>
<key>CFBundleDevelopmentRegion</key>
<string>en</string>
<key>CFBundleDisplayName</key>
<string>Aventures en Egipte ARCADE</string>
<key>CFBundleExecutable</key>
<string>aee_2026</string>
<key>CFBundleIconFile</key>
<string>icon</string>
<key>CFBundleIconName</key>
<string>icon</string>
<key>CFBundleIdentifier</key>
<string>org.jailgames.aee_2026</string>
<key>CFBundleInfoDictionaryVersion</key>
<string>6.0</string>
<key>CFBundleName</key>
<string>aee_2026</string>
<key>CFBundlePackageType</key>
<string>APPL</string>
<key>CFBundleShortVersionString</key>
<string>1.10</string>
<key>CFBundleSignature</key>
<string>????</string>
<key>CFBundleVersion</key>
<string>1.10</string>
<key>CSResourcesFileMapped</key>
<true/>
<key>LSMinimumSystemVersion</key>
<string>10.15</string>
<key>NSHighResolutionCapable</key>
<true/>
<key>NSHumanReadableCopyright</key>
<string>Copyright 2026 JailDesigner</string>
<key>NSPrincipalClass</key>
<string>NSApplication</string>
<key>SUPublicDSAKeyFile</key>
<string>dsa_pub.pem</string>
</dict>
</plist>
@@ -0,0 +1,90 @@
<?xml version="1.0" encoding="UTF-8"?>
<!DOCTYPE plist PUBLIC "-//Apple//DTD PLIST 1.0//EN" "http://www.apple.com/DTDs/PropertyList-1.0.dtd">
<plist version="1.0">
<dict>
<key>AvailableLibraries</key>
<array>
<dict>
<key>BinaryPath</key>
<string>SDL3.framework/Versions/A/SDL3</string>
<key>LibraryIdentifier</key>
<string>macos-arm64_x86_64</string>
<key>LibraryPath</key>
<string>SDL3.framework</string>
<key>SupportedArchitectures</key>
<array>
<string>arm64</string>
<string>x86_64</string>
</array>
<key>SupportedPlatform</key>
<string>macos</string>
</dict>
<dict>
<key>BinaryPath</key>
<string>SDL3.framework/SDL3</string>
<key>LibraryIdentifier</key>
<string>tvos-arm64</string>
<key>LibraryPath</key>
<string>SDL3.framework</string>
<key>SupportedArchitectures</key>
<array>
<string>arm64</string>
</array>
<key>SupportedPlatform</key>
<string>tvos</string>
</dict>
<dict>
<key>BinaryPath</key>
<string>SDL3.framework/SDL3</string>
<key>LibraryIdentifier</key>
<string>ios-arm64</string>
<key>LibraryPath</key>
<string>SDL3.framework</string>
<key>SupportedArchitectures</key>
<array>
<string>arm64</string>
</array>
<key>SupportedPlatform</key>
<string>ios</string>
</dict>
<dict>
<key>BinaryPath</key>
<string>SDL3.framework/SDL3</string>
<key>LibraryIdentifier</key>
<string>ios-arm64_x86_64-simulator</string>
<key>LibraryPath</key>
<string>SDL3.framework</string>
<key>SupportedArchitectures</key>
<array>
<string>arm64</string>
<string>x86_64</string>
</array>
<key>SupportedPlatform</key>
<string>ios</string>
<key>SupportedPlatformVariant</key>
<string>simulator</string>
</dict>
<dict>
<key>BinaryPath</key>
<string>SDL3.framework/SDL3</string>
<key>LibraryIdentifier</key>
<string>tvos-arm64_x86_64-simulator</string>
<key>LibraryPath</key>
<string>SDL3.framework</string>
<key>SupportedArchitectures</key>
<array>
<string>arm64</string>
<string>x86_64</string>
</array>
<key>SupportedPlatform</key>
<string>tvos</string>
<key>SupportedPlatformVariant</key>
<string>simulator</string>
</dict>
</array>
<key>CFBundlePackageType</key>
<string>XFWK</string>
<key>XCFrameworkFormatVersion</key>
<string>1.0</string>
</dict>
</plist>
@@ -0,0 +1 @@
Versions/Current/Headers
@@ -0,0 +1 @@
Versions/Current/Resources
@@ -0,0 +1 @@
Versions/Current/SDL3
@@ -0,0 +1,90 @@
/*
Simple DirectMedia Layer
Copyright (C) 1997-2025 Sam Lantinga <slouken@libsdl.org>
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
arising from the use of this software.
Permission is granted to anyone to use this software for any purpose,
including commercial applications, and to alter it and redistribute it
freely, subject to the following restrictions:
1. The origin of this software must not be misrepresented; you must not
claim that you wrote the original software. If you use this software
in a product, an acknowledgment in the product documentation would be
appreciated but is not required.
2. Altered source versions must be plainly marked as such, and must not be
misrepresented as being the original software.
3. This notice may not be removed or altered from any source distribution.
*/
/**
* Main include header for the SDL library, version 3.2.20
*
* It is almost always best to include just this one header instead of
* picking out individual headers included here. There are exceptions to
* this rule--SDL_main.h is special and not included here--but usually
* letting SDL.h include the kitchen sink for you is the correct approach.
*/
#ifndef SDL_h_
#define SDL_h_
#include <SDL3/SDL_stdinc.h>
#include <SDL3/SDL_assert.h>
#include <SDL3/SDL_asyncio.h>
#include <SDL3/SDL_atomic.h>
#include <SDL3/SDL_audio.h>
#include <SDL3/SDL_bits.h>
#include <SDL3/SDL_blendmode.h>
#include <SDL3/SDL_camera.h>
#include <SDL3/SDL_clipboard.h>
#include <SDL3/SDL_cpuinfo.h>
#include <SDL3/SDL_dialog.h>
#include <SDL3/SDL_endian.h>
#include <SDL3/SDL_error.h>
#include <SDL3/SDL_events.h>
#include <SDL3/SDL_filesystem.h>
#include <SDL3/SDL_gamepad.h>
#include <SDL3/SDL_gpu.h>
#include <SDL3/SDL_guid.h>
#include <SDL3/SDL_haptic.h>
#include <SDL3/SDL_hidapi.h>
#include <SDL3/SDL_hints.h>
#include <SDL3/SDL_init.h>
#include <SDL3/SDL_iostream.h>
#include <SDL3/SDL_joystick.h>
#include <SDL3/SDL_keyboard.h>
#include <SDL3/SDL_keycode.h>
#include <SDL3/SDL_loadso.h>
#include <SDL3/SDL_locale.h>
#include <SDL3/SDL_log.h>
#include <SDL3/SDL_messagebox.h>
#include <SDL3/SDL_metal.h>
#include <SDL3/SDL_misc.h>
#include <SDL3/SDL_mouse.h>
#include <SDL3/SDL_mutex.h>
#include <SDL3/SDL_pen.h>
#include <SDL3/SDL_pixels.h>
#include <SDL3/SDL_platform.h>
#include <SDL3/SDL_power.h>
#include <SDL3/SDL_process.h>
#include <SDL3/SDL_properties.h>
#include <SDL3/SDL_rect.h>
#include <SDL3/SDL_render.h>
#include <SDL3/SDL_scancode.h>
#include <SDL3/SDL_sensor.h>
#include <SDL3/SDL_storage.h>
#include <SDL3/SDL_surface.h>
#include <SDL3/SDL_system.h>
#include <SDL3/SDL_thread.h>
#include <SDL3/SDL_time.h>
#include <SDL3/SDL_timer.h>
#include <SDL3/SDL_tray.h>
#include <SDL3/SDL_touch.h>
#include <SDL3/SDL_version.h>
#include <SDL3/SDL_video.h>
#include <SDL3/SDL_oldnames.h>
#endif /* SDL_h_ */
@@ -0,0 +1,662 @@
/*
Simple DirectMedia Layer
Copyright (C) 1997-2025 Sam Lantinga <slouken@libsdl.org>
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
arising from the use of this software.
Permission is granted to anyone to use this software for any purpose,
including commercial applications, and to alter it and redistribute it
freely, subject to the following restrictions:
1. The origin of this software must not be misrepresented; you must not
claim that you wrote the original software. If you use this software
in a product, an acknowledgment in the product documentation would be
appreciated but is not required.
2. Altered source versions must be plainly marked as such, and must not be
misrepresented as being the original software.
3. This notice may not be removed or altered from any source distribution.
*/
/**
* # CategoryAssert
*
* A helpful assertion macro!
*
* SDL assertions operate like your usual `assert` macro, but with some added
* features:
*
* - It uses a trick with the `sizeof` operator, so disabled assertions
* vaporize out of the compiled code, but variables only referenced in the
* assertion won't trigger compiler warnings about being unused.
* - It is safe to use with a dangling-else: `if (x) SDL_assert(y); else
* do_something();`
* - It works the same everywhere, instead of counting on various platforms'
* compiler and C runtime to behave.
* - It provides multiple levels of assertion (SDL_assert, SDL_assert_release,
* SDL_assert_paranoid) instead of a single all-or-nothing option.
* - It offers a variety of responses when an assertion fails (retry, trigger
* the debugger, abort the program, ignore the failure once, ignore it for
* the rest of the program's run).
* - It tries to show the user a dialog by default, if possible, but the app
* can provide a callback to handle assertion failures however they like.
* - It lets failed assertions be retried. Perhaps you had a network failure
* and just want to retry the test after plugging your network cable back
* in? You can.
* - It lets the user ignore an assertion failure, if there's a harmless
* problem that one can continue past.
* - It lets the user mark an assertion as ignored for the rest of the
* program's run; if there's a harmless problem that keeps popping up.
* - It provides statistics and data on all failed assertions to the app.
* - It allows the default assertion handler to be controlled with environment
* variables, in case an automated script needs to control it.
* - It can be used as an aid to Clang's static analysis; it will treat SDL
* assertions as universally true (under the assumption that you are serious
* about the asserted claims and that your debug builds will detect when
* these claims were wrong). This can help the analyzer avoid false
* positives.
*
* To use it: compile a debug build and just sprinkle around tests to check
* your code!
*/
#ifndef SDL_assert_h_
#define SDL_assert_h_
#include <SDL3/SDL_stdinc.h>
#include <SDL3/SDL_begin_code.h>
/* Set up for C function definitions, even when using C++ */
#ifdef __cplusplus
extern "C" {
#endif
#ifdef SDL_WIKI_DOCUMENTATION_SECTION
/**
* The level of assertion aggressiveness.
*
* This value changes depending on compiler options and other preprocessor
* defines.
*
* It is currently one of the following values, but future SDL releases might
* add more:
*
* - 0: All SDL assertion macros are disabled.
* - 1: Release settings: SDL_assert disabled, SDL_assert_release enabled.
* - 2: Debug settings: SDL_assert and SDL_assert_release enabled.
* - 3: Paranoid settings: All SDL assertion macros enabled, including
* SDL_assert_paranoid.
*
* \since This macro is available since SDL 3.2.0.
*/
#define SDL_ASSERT_LEVEL SomeNumberBasedOnVariousFactors
#elif !defined(SDL_ASSERT_LEVEL)
#ifdef SDL_DEFAULT_ASSERT_LEVEL
#define SDL_ASSERT_LEVEL SDL_DEFAULT_ASSERT_LEVEL
#elif defined(_DEBUG) || defined(DEBUG) || \
(defined(__GNUC__) && !defined(__OPTIMIZE__))
#define SDL_ASSERT_LEVEL 2
#else
#define SDL_ASSERT_LEVEL 1
#endif
#endif
#ifdef SDL_WIKI_DOCUMENTATION_SECTION
/**
* Attempt to tell an attached debugger to pause.
*
* This allows an app to programmatically halt ("break") the debugger as if it
* had hit a breakpoint, allowing the developer to examine program state, etc.
*
* This is a macro--not a function--so that the debugger breaks on the source
* code line that used SDL_TriggerBreakpoint and not in some random guts of
* SDL. SDL_assert uses this macro for the same reason.
*
* If the program is not running under a debugger, SDL_TriggerBreakpoint will
* likely terminate the app, possibly without warning. If the current platform
* isn't supported, this macro is left undefined.
*
* \threadsafety It is safe to call this macro from any thread.
*
* \since This macro is available since SDL 3.2.0.
*/
#define SDL_TriggerBreakpoint() TriggerABreakpointInAPlatformSpecificManner
#elif defined(_MSC_VER) && _MSC_VER >= 1310
/* Don't include intrin.h here because it contains C++ code */
extern void __cdecl __debugbreak(void);
#define SDL_TriggerBreakpoint() __debugbreak()
#elif defined(_MSC_VER) && defined(_M_IX86)
#define SDL_TriggerBreakpoint() { _asm { int 0x03 } }
#elif defined(ANDROID)
#include <assert.h>
#define SDL_TriggerBreakpoint() assert(0)
#elif SDL_HAS_BUILTIN(__builtin_debugtrap)
#define SDL_TriggerBreakpoint() __builtin_debugtrap()
#elif SDL_HAS_BUILTIN(__builtin_trap)
#define SDL_TriggerBreakpoint() __builtin_trap()
#elif (defined(__GNUC__) || defined(__clang__)) && (defined(__i386__) || defined(__x86_64__))
#define SDL_TriggerBreakpoint() __asm__ __volatile__ ( "int $3\n\t" )
#elif (defined(__GNUC__) || defined(__clang__)) && defined(__riscv)
#define SDL_TriggerBreakpoint() __asm__ __volatile__ ( "ebreak\n\t" )
#elif ( defined(SDL_PLATFORM_APPLE) && (defined(__arm64__) || defined(__aarch64__)) ) /* this might work on other ARM targets, but this is a known quantity... */
#define SDL_TriggerBreakpoint() __asm__ __volatile__ ( "brk #22\n\t" )
#elif defined(SDL_PLATFORM_APPLE) && defined(__arm__)
#define SDL_TriggerBreakpoint() __asm__ __volatile__ ( "bkpt #22\n\t" )
#elif defined(_WIN32) && ((defined(__GNUC__) || defined(__clang__)) && (defined(__arm64__) || defined(__aarch64__)) )
#define SDL_TriggerBreakpoint() __asm__ __volatile__ ( "brk #0xF000\n\t" )
#elif defined(__GNUC__) || defined(__clang__)
#define SDL_TriggerBreakpoint() __builtin_trap() /* older gcc may not support SDL_HAS_BUILTIN(__builtin_trap) above */
#elif defined(__386__) && defined(__WATCOMC__)
#define SDL_TriggerBreakpoint() { _asm { int 0x03 } }
#elif defined(HAVE_SIGNAL_H) && !defined(__WATCOMC__)
#include <signal.h>
#define SDL_TriggerBreakpoint() raise(SIGTRAP)
#else
/* SDL_TriggerBreakpoint is intentionally left undefined on unknown platforms. */
#endif
#ifdef SDL_WIKI_DOCUMENTATION_SECTION
/**
* A macro that reports the current function being compiled.
*
* If SDL can't figure how the compiler reports this, it will use "???".
*
* \since This macro is available since SDL 3.2.0.
*/
#define SDL_FUNCTION __FUNCTION__
#elif defined(__STDC_VERSION__) && (__STDC_VERSION__ >= 199901L) /* C99 supports __func__ as a standard. */
# define SDL_FUNCTION __func__
#elif ((defined(__GNUC__) && (__GNUC__ >= 2)) || defined(_MSC_VER) || defined (__WATCOMC__))
# define SDL_FUNCTION __FUNCTION__
#else
# define SDL_FUNCTION "???"
#endif
/**
* A macro that reports the current file being compiled.
*
* \since This macro is available since SDL 3.2.0.
*/
#define SDL_FILE __FILE__
/**
* A macro that reports the current line number of the file being compiled.
*
* \since This macro is available since SDL 3.2.0.
*/
#define SDL_LINE __LINE__
/*
sizeof (x) makes the compiler still parse the expression even without
assertions enabled, so the code is always checked at compile time, but
doesn't actually generate code for it, so there are no side effects or
expensive checks at run time, just the constant size of what x WOULD be,
which presumably gets optimized out as unused.
This also solves the problem of...
int somevalue = blah();
SDL_assert(somevalue == 1);
...which would cause compiles to complain that somevalue is unused if we
disable assertions.
*/
#ifdef SDL_WIKI_DOCUMENTATION_SECTION
/**
* A macro for wrapping code in `do {} while (0);` without compiler warnings.
*
* Visual Studio with really aggressive warnings enabled needs this to avoid
* compiler complaints.
*
* the `do {} while (0);` trick is useful for wrapping code in a macro that
* may or may not be a single statement, to avoid various C language
* accidents.
*
* To use:
*
* ```c
* do { SomethingOnce(); } while (SDL_NULL_WHILE_LOOP_CONDITION (0));
* ```
*
* \since This macro is available since SDL 3.2.0.
*/
#define SDL_NULL_WHILE_LOOP_CONDITION (0)
#elif defined(_MSC_VER) /* Avoid /W4 warnings. */
/* "while (0,0)" fools Microsoft's compiler's /W4 warning level into thinking
this condition isn't constant. And looks like an owl's face! */
#define SDL_NULL_WHILE_LOOP_CONDITION (0,0)
#else
#define SDL_NULL_WHILE_LOOP_CONDITION (0)
#endif
/**
* The macro used when an assertion is disabled.
*
* This isn't for direct use by apps, but this is the code that is inserted
* when an SDL_assert is disabled (perhaps in a release build).
*
* The code does nothing, but wraps `condition` in a sizeof operator, which
* generates no code and has no side effects, but avoid compiler warnings
* about unused variables.
*
* \param condition the condition to assert (but not actually run here).
*
* \since This macro is available since SDL 3.2.0.
*/
#define SDL_disabled_assert(condition) \
do { (void) sizeof ((condition)); } while (SDL_NULL_WHILE_LOOP_CONDITION)
/**
* Possible outcomes from a triggered assertion.
*
* When an enabled assertion triggers, it may call the assertion handler
* (possibly one provided by the app via SDL_SetAssertionHandler), which will
* return one of these values, possibly after asking the user.
*
* Then SDL will respond based on this outcome (loop around to retry the
* condition, try to break in a debugger, kill the program, or ignore the
* problem).
*
* \since This enum is available since SDL 3.2.0.
*/
typedef enum SDL_AssertState
{
SDL_ASSERTION_RETRY, /**< Retry the assert immediately. */
SDL_ASSERTION_BREAK, /**< Make the debugger trigger a breakpoint. */
SDL_ASSERTION_ABORT, /**< Terminate the program. */
SDL_ASSERTION_IGNORE, /**< Ignore the assert. */
SDL_ASSERTION_ALWAYS_IGNORE /**< Ignore the assert from now on. */
} SDL_AssertState;
/**
* Information about an assertion failure.
*
* This structure is filled in with information about a triggered assertion,
* used by the assertion handler, then added to the assertion report. This is
* returned as a linked list from SDL_GetAssertionReport().
*
* \since This struct is available since SDL 3.2.0.
*/
typedef struct SDL_AssertData
{
bool always_ignore; /**< true if app should always continue when assertion is triggered. */
unsigned int trigger_count; /**< Number of times this assertion has been triggered. */
const char *condition; /**< A string of this assert's test code. */
const char *filename; /**< The source file where this assert lives. */
int linenum; /**< The line in `filename` where this assert lives. */
const char *function; /**< The name of the function where this assert lives. */
const struct SDL_AssertData *next; /**< next item in the linked list. */
} SDL_AssertData;
/**
* Never call this directly.
*
* Use the SDL_assert macros instead.
*
* \param data assert data structure.
* \param func function name.
* \param file file name.
* \param line line number.
* \returns assert state.
*
* \threadsafety It is safe to call this function from any thread.
*
* \since This function is available since SDL 3.2.0.
*/
extern SDL_DECLSPEC SDL_AssertState SDLCALL SDL_ReportAssertion(SDL_AssertData *data,
const char *func,
const char *file, int line) SDL_ANALYZER_NORETURN;
#ifdef SDL_WIKI_DOCUMENTATION_SECTION
/**
* The macro used when an assertion triggers a breakpoint.
*
* This isn't for direct use by apps; use SDL_assert or SDL_TriggerBreakpoint
* instead.
*
* \since This macro is available since SDL 3.2.0.
*/
#define SDL_AssertBreakpoint() SDL_TriggerBreakpoint()
#elif !defined(SDL_AssertBreakpoint)
# if defined(ANDROID) && defined(assert)
/* Define this as empty in case assert() is defined as SDL_assert */
# define SDL_AssertBreakpoint()
# else
# define SDL_AssertBreakpoint() SDL_TriggerBreakpoint()
# endif
#endif /* !SDL_AssertBreakpoint */
/**
* The macro used when an assertion is enabled.
*
* This isn't for direct use by apps, but this is the code that is inserted
* when an SDL_assert is enabled.
*
* The `do {} while(0)` avoids dangling else problems:
*
* ```c
* if (x) SDL_assert(y); else blah();
* ```
*
* ... without the do/while, the "else" could attach to this macro's "if". We
* try to handle just the minimum we need here in a macro...the loop, the
* static vars, and break points. The heavy lifting is handled in
* SDL_ReportAssertion().
*
* \param condition the condition to assert.
*
* \since This macro is available since SDL 3.2.0.
*/
#define SDL_enabled_assert(condition) \
do { \
while ( !(condition) ) { \
static struct SDL_AssertData sdl_assert_data = { false, 0, #condition, NULL, 0, NULL, NULL }; \
const SDL_AssertState sdl_assert_state = SDL_ReportAssertion(&sdl_assert_data, SDL_FUNCTION, SDL_FILE, SDL_LINE); \
if (sdl_assert_state == SDL_ASSERTION_RETRY) { \
continue; /* go again. */ \
} else if (sdl_assert_state == SDL_ASSERTION_BREAK) { \
SDL_AssertBreakpoint(); \
} \
break; /* not retrying. */ \
} \
} while (SDL_NULL_WHILE_LOOP_CONDITION)
#ifdef SDL_WIKI_DOCUMENTATION_SECTION
/**
* An assertion test that is normally performed only in debug builds.
*
* This macro is enabled when the SDL_ASSERT_LEVEL is >= 2, otherwise it is
* disabled. This is meant to only do these tests in debug builds, so they can
* tend to be more expensive, and they are meant to bring everything to a halt
* when they fail, with the programmer there to assess the problem.
*
* In short: you can sprinkle these around liberally and assume they will
* evaporate out of the build when building for end-users.
*
* When assertions are disabled, this wraps `condition` in a `sizeof`
* operator, which means any function calls and side effects will not run, but
* the compiler will not complain about any otherwise-unused variables that
* are only referenced in the assertion.
*
* One can set the environment variable "SDL_ASSERT" to one of several strings
* ("abort", "break", "retry", "ignore", "always_ignore") to force a default
* behavior, which may be desirable for automation purposes. If your platform
* requires GUI interfaces to happen on the main thread but you're debugging
* an assertion in a background thread, it might be desirable to set this to
* "break" so that your debugger takes control as soon as assert is triggered,
* instead of risking a bad UI interaction (deadlock, etc) in the application.
*
* \param condition boolean value to test.
*
* \threadsafety It is safe to call this macro from any thread.
*
* \since This macro is available since SDL 3.2.0.
*/
#define SDL_assert(condition) if (assertion_enabled && (condition)) { trigger_assertion; }
/**
* An assertion test that is performed even in release builds.
*
* This macro is enabled when the SDL_ASSERT_LEVEL is >= 1, otherwise it is
* disabled. This is meant to be for tests that are cheap to make and
* extremely unlikely to fail; generally it is frowned upon to have an
* assertion failure in a release build, so these assertions generally need to
* be of more than life-and-death importance if there's a chance they might
* trigger. You should almost always consider handling these cases more
* gracefully than an assert allows.
*
* When assertions are disabled, this wraps `condition` in a `sizeof`
* operator, which means any function calls and side effects will not run, but
* the compiler will not complain about any otherwise-unused variables that
* are only referenced in the assertion.
*
* One can set the environment variable "SDL_ASSERT" to one of several strings
* ("abort", "break", "retry", "ignore", "always_ignore") to force a default
* behavior, which may be desirable for automation purposes. If your platform
* requires GUI interfaces to happen on the main thread but you're debugging
* an assertion in a background thread, it might be desirable to set this to
* "break" so that your debugger takes control as soon as assert is triggered,
* instead of risking a bad UI interaction (deadlock, etc) in the application.
* *
*
* \param condition boolean value to test.
*
* \threadsafety It is safe to call this macro from any thread.
*
* \since This macro is available since SDL 3.2.0.
*/
#define SDL_assert_release(condition) SDL_disabled_assert(condition)
/**
* An assertion test that is performed only when built with paranoid settings.
*
* This macro is enabled when the SDL_ASSERT_LEVEL is >= 3, otherwise it is
* disabled. This is a higher level than both release and debug, so these
* tests are meant to be expensive and only run when specifically looking for
* extremely unexpected failure cases in a special build.
*
* When assertions are disabled, this wraps `condition` in a `sizeof`
* operator, which means any function calls and side effects will not run, but
* the compiler will not complain about any otherwise-unused variables that
* are only referenced in the assertion.
*
* One can set the environment variable "SDL_ASSERT" to one of several strings
* ("abort", "break", "retry", "ignore", "always_ignore") to force a default
* behavior, which may be desirable for automation purposes. If your platform
* requires GUI interfaces to happen on the main thread but you're debugging
* an assertion in a background thread, it might be desirable to set this to
* "break" so that your debugger takes control as soon as assert is triggered,
* instead of risking a bad UI interaction (deadlock, etc) in the application.
*
* \param condition boolean value to test.
*
* \threadsafety It is safe to call this macro from any thread.
*
* \since This macro is available since SDL 3.2.0.
*/
#define SDL_assert_paranoid(condition) SDL_disabled_assert(condition)
/* Enable various levels of assertions. */
#elif SDL_ASSERT_LEVEL == 0 /* assertions disabled */
# define SDL_assert(condition) SDL_disabled_assert(condition)
# define SDL_assert_release(condition) SDL_disabled_assert(condition)
# define SDL_assert_paranoid(condition) SDL_disabled_assert(condition)
#elif SDL_ASSERT_LEVEL == 1 /* release settings. */
# define SDL_assert(condition) SDL_disabled_assert(condition)
# define SDL_assert_release(condition) SDL_enabled_assert(condition)
# define SDL_assert_paranoid(condition) SDL_disabled_assert(condition)
#elif SDL_ASSERT_LEVEL == 2 /* debug settings. */
# define SDL_assert(condition) SDL_enabled_assert(condition)
# define SDL_assert_release(condition) SDL_enabled_assert(condition)
# define SDL_assert_paranoid(condition) SDL_disabled_assert(condition)
#elif SDL_ASSERT_LEVEL == 3 /* paranoid settings. */
# define SDL_assert(condition) SDL_enabled_assert(condition)
# define SDL_assert_release(condition) SDL_enabled_assert(condition)
# define SDL_assert_paranoid(condition) SDL_enabled_assert(condition)
#else
# error Unknown assertion level.
#endif
/**
* An assertion test that is always performed.
*
* This macro is always enabled no matter what SDL_ASSERT_LEVEL is set to. You
* almost never want to use this, as it could trigger on an end-user's system,
* crashing your program.
*
* One can set the environment variable "SDL_ASSERT" to one of several strings
* ("abort", "break", "retry", "ignore", "always_ignore") to force a default
* behavior, which may be desirable for automation purposes. If your platform
* requires GUI interfaces to happen on the main thread but you're debugging
* an assertion in a background thread, it might be desirable to set this to
* "break" so that your debugger takes control as soon as assert is triggered,
* instead of risking a bad UI interaction (deadlock, etc) in the application.
*
* \param condition boolean value to test.
*
* \threadsafety It is safe to call this macro from any thread.
*
* \since This macro is available since SDL 3.2.0.
*/
#define SDL_assert_always(condition) SDL_enabled_assert(condition)
/**
* A callback that fires when an SDL assertion fails.
*
* \param data a pointer to the SDL_AssertData structure corresponding to the
* current assertion.
* \param userdata what was passed as `userdata` to SDL_SetAssertionHandler().
* \returns an SDL_AssertState value indicating how to handle the failure.
*
* \threadsafety This callback may be called from any thread that triggers an
* assert at any time.
*
* \since This datatype is available since SDL 3.2.0.
*/
typedef SDL_AssertState (SDLCALL *SDL_AssertionHandler)(
const SDL_AssertData *data, void *userdata);
/**
* Set an application-defined assertion handler.
*
* This function allows an application to show its own assertion UI and/or
* force the response to an assertion failure. If the application doesn't
* provide this, SDL will try to do the right thing, popping up a
* system-specific GUI dialog, and probably minimizing any fullscreen windows.
*
* This callback may fire from any thread, but it runs wrapped in a mutex, so
* it will only fire from one thread at a time.
*
* This callback is NOT reset to SDL's internal handler upon SDL_Quit()!
*
* \param handler the SDL_AssertionHandler function to call when an assertion
* fails or NULL for the default handler.
* \param userdata a pointer that is passed to `handler`.
*
* \threadsafety It is safe to call this function from any thread.
*
* \since This function is available since SDL 3.2.0.
*
* \sa SDL_GetAssertionHandler
*/
extern SDL_DECLSPEC void SDLCALL SDL_SetAssertionHandler(
SDL_AssertionHandler handler,
void *userdata);
/**
* Get the default assertion handler.
*
* This returns the function pointer that is called by default when an
* assertion is triggered. This is an internal function provided by SDL, that
* is used for assertions when SDL_SetAssertionHandler() hasn't been used to
* provide a different function.
*
* \returns the default SDL_AssertionHandler that is called when an assert
* triggers.
*
* \threadsafety It is safe to call this function from any thread.
*
* \since This function is available since SDL 3.2.0.
*
* \sa SDL_GetAssertionHandler
*/
extern SDL_DECLSPEC SDL_AssertionHandler SDLCALL SDL_GetDefaultAssertionHandler(void);
/**
* Get the current assertion handler.
*
* This returns the function pointer that is called when an assertion is
* triggered. This is either the value last passed to
* SDL_SetAssertionHandler(), or if no application-specified function is set,
* is equivalent to calling SDL_GetDefaultAssertionHandler().
*
* The parameter `puserdata` is a pointer to a void*, which will store the
* "userdata" pointer that was passed to SDL_SetAssertionHandler(). This value
* will always be NULL for the default handler. If you don't care about this
* data, it is safe to pass a NULL pointer to this function to ignore it.
*
* \param puserdata pointer which is filled with the "userdata" pointer that
* was passed to SDL_SetAssertionHandler().
* \returns the SDL_AssertionHandler that is called when an assert triggers.
*
* \threadsafety It is safe to call this function from any thread.
*
* \since This function is available since SDL 3.2.0.
*
* \sa SDL_SetAssertionHandler
*/
extern SDL_DECLSPEC SDL_AssertionHandler SDLCALL SDL_GetAssertionHandler(void **puserdata);
/**
* Get a list of all assertion failures.
*
* This function gets all assertions triggered since the last call to
* SDL_ResetAssertionReport(), or the start of the program.
*
* The proper way to examine this data looks something like this:
*
* ```c
* const SDL_AssertData *item = SDL_GetAssertionReport();
* while (item) {
* printf("'%s', %s (%s:%d), triggered %u times, always ignore: %s.\\n",
* item->condition, item->function, item->filename,
* item->linenum, item->trigger_count,
* item->always_ignore ? "yes" : "no");
* item = item->next;
* }
* ```
*
* \returns a list of all failed assertions or NULL if the list is empty. This
* memory should not be modified or freed by the application. This
* pointer remains valid until the next call to SDL_Quit() or
* SDL_ResetAssertionReport().
*
* \threadsafety This function is not thread safe. Other threads calling
* SDL_ResetAssertionReport() simultaneously, may render the
* returned pointer invalid.
*
* \since This function is available since SDL 3.2.0.
*
* \sa SDL_ResetAssertionReport
*/
extern SDL_DECLSPEC const SDL_AssertData * SDLCALL SDL_GetAssertionReport(void);
/**
* Clear the list of all assertion failures.
*
* This function will clear the list of all assertions triggered up to that
* point. Immediately following this call, SDL_GetAssertionReport will return
* no items. In addition, any previously-triggered assertions will be reset to
* a trigger_count of zero, and their always_ignore state will be false.
*
* \threadsafety This function is not thread safe. Other threads triggering an
* assertion, or simultaneously calling this function may cause
* memory leaks or crashes.
*
* \since This function is available since SDL 3.2.0.
*
* \sa SDL_GetAssertionReport
*/
extern SDL_DECLSPEC void SDLCALL SDL_ResetAssertionReport(void);
/* Ends C function definitions when using C++ */
#ifdef __cplusplus
}
#endif
#include <SDL3/SDL_close_code.h>
#endif /* SDL_assert_h_ */
@@ -0,0 +1,546 @@
/*
Simple DirectMedia Layer
Copyright (C) 1997-2025 Sam Lantinga <slouken@libsdl.org>
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
arising from the use of this software.
Permission is granted to anyone to use this software for any purpose,
including commercial applications, and to alter it and redistribute it
freely, subject to the following restrictions:
1. The origin of this software must not be misrepresented; you must not
claim that you wrote the original software. If you use this software
in a product, an acknowledgment in the product documentation would be
appreciated but is not required.
2. Altered source versions must be plainly marked as such, and must not be
misrepresented as being the original software.
3. This notice may not be removed or altered from any source distribution.
*/
/* WIKI CATEGORY: AsyncIO */
/**
* # CategoryAsyncIO
*
* SDL offers a way to perform I/O asynchronously. This allows an app to read
* or write files without waiting for data to actually transfer; the functions
* that request I/O never block while the request is fulfilled.
*
* Instead, the data moves in the background and the app can check for results
* at their leisure.
*
* This is more complicated than just reading and writing files in a
* synchronous way, but it can allow for more efficiency, and never having
* framerate drops as the hard drive catches up, etc.
*
* The general usage pattern for async I/O is:
*
* - Create one or more SDL_AsyncIOQueue objects.
* - Open files with SDL_AsyncIOFromFile.
* - Start I/O tasks to the files with SDL_ReadAsyncIO or SDL_WriteAsyncIO,
* putting those tasks into one of the queues.
* - Later on, use SDL_GetAsyncIOResult on a queue to see if any task is
* finished without blocking. Tasks might finish in any order with success
* or failure.
* - When all your tasks are done, close the file with SDL_CloseAsyncIO. This
* also generates a task, since it might flush data to disk!
*
* This all works, without blocking, in a single thread, but one can also wait
* on a queue in a background thread, sleeping until new results have arrived:
*
* - Call SDL_WaitAsyncIOResult from one or more threads to efficiently block
* until new tasks complete.
* - When shutting down, call SDL_SignalAsyncIOQueue to unblock any sleeping
* threads despite there being no new tasks completed.
*
* And, of course, to match the synchronous SDL_LoadFile, we offer
* SDL_LoadFileAsync as a convenience function. This will handle allocating a
* buffer, slurping in the file data, and null-terminating it; you still check
* for results later.
*
* Behind the scenes, SDL will use newer, efficient APIs on platforms that
* support them: Linux's io_uring and Windows 11's IoRing, for example. If
* those technologies aren't available, SDL will offload the work to a thread
* pool that will manage otherwise-synchronous loads without blocking the app.
*
* ## Best Practices
*
* Simple non-blocking I/O--for an app that just wants to pick up data
* whenever it's ready without losing framerate waiting on disks to spin--can
* use whatever pattern works well for the program. In this case, simply call
* SDL_ReadAsyncIO, or maybe SDL_LoadFileAsync, as needed. Once a frame, call
* SDL_GetAsyncIOResult to check for any completed tasks and deal with the
* data as it arrives.
*
* If two separate pieces of the same program need their own I/O, it is legal
* for each to create their own queue. This will prevent either piece from
* accidentally consuming the other's completed tasks. Each queue does require
* some amount of resources, but it is not an overwhelming cost. Do not make a
* queue for each task, however. It is better to put many tasks into a single
* queue. They will be reported in order of completion, not in the order they
* were submitted, so it doesn't generally matter what order tasks are
* started.
*
* One async I/O queue can be shared by multiple threads, or one thread can
* have more than one queue, but the most efficient way--if ruthless
* efficiency is the goal--is to have one queue per thread, with multiple
* threads working in parallel, and attempt to keep each queue loaded with
* tasks that are both started by and consumed by the same thread. On modern
* platforms that can use newer interfaces, this can keep data flowing as
* efficiently as possible all the way from storage hardware to the app, with
* no contention between threads for access to the same queue.
*
* Written data is not guaranteed to make it to physical media by the time a
* closing task is completed, unless SDL_CloseAsyncIO is called with its
* `flush` parameter set to true, which is to say that a successful result
* here can still result in lost data during an unfortunately-timed power
* outage if not flushed. However, flushing will take longer and may be
* unnecessary, depending on the app's needs.
*/
#ifndef SDL_asyncio_h_
#define SDL_asyncio_h_
#include <SDL3/SDL_stdinc.h>
#include <SDL3/SDL_begin_code.h>
/* Set up for C function definitions, even when using C++ */
#ifdef __cplusplus
extern "C" {
#endif
/**
* The asynchronous I/O operation structure.
*
* This operates as an opaque handle. One can then request read or write
* operations on it.
*
* \since This struct is available since SDL 3.2.0.
*
* \sa SDL_AsyncIOFromFile
*/
typedef struct SDL_AsyncIO SDL_AsyncIO;
/**
* Types of asynchronous I/O tasks.
*
* \since This enum is available since SDL 3.2.0.
*/
typedef enum SDL_AsyncIOTaskType
{
SDL_ASYNCIO_TASK_READ, /**< A read operation. */
SDL_ASYNCIO_TASK_WRITE, /**< A write operation. */
SDL_ASYNCIO_TASK_CLOSE /**< A close operation. */
} SDL_AsyncIOTaskType;
/**
* Possible outcomes of an asynchronous I/O task.
*
* \since This enum is available since SDL 3.2.0.
*/
typedef enum SDL_AsyncIOResult
{
SDL_ASYNCIO_COMPLETE, /**< request was completed without error */
SDL_ASYNCIO_FAILURE, /**< request failed for some reason; check SDL_GetError()! */
SDL_ASYNCIO_CANCELED /**< request was canceled before completing. */
} SDL_AsyncIOResult;
/**
* Information about a completed asynchronous I/O request.
*
* \since This struct is available since SDL 3.2.0.
*/
typedef struct SDL_AsyncIOOutcome
{
SDL_AsyncIO *asyncio; /**< what generated this task. This pointer will be invalid if it was closed! */
SDL_AsyncIOTaskType type; /**< What sort of task was this? Read, write, etc? */
SDL_AsyncIOResult result; /**< the result of the work (success, failure, cancellation). */
void *buffer; /**< buffer where data was read/written. */
Uint64 offset; /**< offset in the SDL_AsyncIO where data was read/written. */
Uint64 bytes_requested; /**< number of bytes the task was to read/write. */
Uint64 bytes_transferred; /**< actual number of bytes that were read/written. */
void *userdata; /**< pointer provided by the app when starting the task */
} SDL_AsyncIOOutcome;
/**
* A queue of completed asynchronous I/O tasks.
*
* When starting an asynchronous operation, you specify a queue for the new
* task. A queue can be asked later if any tasks in it have completed,
* allowing an app to manage multiple pending tasks in one place, in whatever
* order they complete.
*
* \since This struct is available since SDL 3.2.0.
*
* \sa SDL_CreateAsyncIOQueue
* \sa SDL_ReadAsyncIO
* \sa SDL_WriteAsyncIO
* \sa SDL_GetAsyncIOResult
* \sa SDL_WaitAsyncIOResult
*/
typedef struct SDL_AsyncIOQueue SDL_AsyncIOQueue;
/**
* Use this function to create a new SDL_AsyncIO object for reading from
* and/or writing to a named file.
*
* The `mode` string understands the following values:
*
* - "r": Open a file for reading only. It must exist.
* - "w": Open a file for writing only. It will create missing files or
* truncate existing ones.
* - "r+": Open a file for update both reading and writing. The file must
* exist.
* - "w+": Create an empty file for both reading and writing. If a file with
* the same name already exists its content is erased and the file is
* treated as a new empty file.
*
* There is no "b" mode, as there is only "binary" style I/O, and no "a" mode
* for appending, since you specify the position when starting a task.
*
* This function supports Unicode filenames, but they must be encoded in UTF-8
* format, regardless of the underlying operating system.
*
* This call is _not_ asynchronous; it will open the file before returning,
* under the assumption that doing so is generally a fast operation. Future
* reads and writes to the opened file will be async, however.
*
* \param file a UTF-8 string representing the filename to open.
* \param mode an ASCII string representing the mode to be used for opening
* the file.
* \returns a pointer to the SDL_AsyncIO structure that is created or NULL on
* failure; call SDL_GetError() for more information.
*
* \since This function is available since SDL 3.2.0.
*
* \sa SDL_CloseAsyncIO
* \sa SDL_ReadAsyncIO
* \sa SDL_WriteAsyncIO
*/
extern SDL_DECLSPEC SDL_AsyncIO * SDLCALL SDL_AsyncIOFromFile(const char *file, const char *mode);
/**
* Use this function to get the size of the data stream in an SDL_AsyncIO.
*
* This call is _not_ asynchronous; it assumes that obtaining this info is a
* non-blocking operation in most reasonable cases.
*
* \param asyncio the SDL_AsyncIO to get the size of the data stream from.
* \returns the size of the data stream in the SDL_IOStream on success or a
* negative error code on failure; call SDL_GetError() for more
* information.
*
* \threadsafety It is safe to call this function from any thread.
*
* \since This function is available since SDL 3.2.0.
*/
extern SDL_DECLSPEC Sint64 SDLCALL SDL_GetAsyncIOSize(SDL_AsyncIO *asyncio);
/**
* Start an async read.
*
* This function reads up to `size` bytes from `offset` position in the data
* source to the area pointed at by `ptr`. This function may read less bytes
* than requested.
*
* This function returns as quickly as possible; it does not wait for the read
* to complete. On a successful return, this work will continue in the
* background. If the work begins, even failure is asynchronous: a failing
* return value from this function only means the work couldn't start at all.
*
* `ptr` must remain available until the work is done, and may be accessed by
* the system at any time until then. Do not allocate it on the stack, as this
* might take longer than the life of the calling function to complete!
*
* An SDL_AsyncIOQueue must be specified. The newly-created task will be added
* to it when it completes its work.
*
* \param asyncio a pointer to an SDL_AsyncIO structure.
* \param ptr a pointer to a buffer to read data into.
* \param offset the position to start reading in the data source.
* \param size the number of bytes to read from the data source.
* \param queue a queue to add the new SDL_AsyncIO to.
* \param userdata an app-defined pointer that will be provided with the task
* results.
* \returns true on success or false on failure; call SDL_GetError() for more
* information.
*
* \threadsafety It is safe to call this function from any thread.
*
* \since This function is available since SDL 3.2.0.
*
* \sa SDL_WriteAsyncIO
* \sa SDL_CreateAsyncIOQueue
*/
extern SDL_DECLSPEC bool SDLCALL SDL_ReadAsyncIO(SDL_AsyncIO *asyncio, void *ptr, Uint64 offset, Uint64 size, SDL_AsyncIOQueue *queue, void *userdata);
/**
* Start an async write.
*
* This function writes `size` bytes from `offset` position in the data source
* to the area pointed at by `ptr`.
*
* This function returns as quickly as possible; it does not wait for the
* write to complete. On a successful return, this work will continue in the
* background. If the work begins, even failure is asynchronous: a failing
* return value from this function only means the work couldn't start at all.
*
* `ptr` must remain available until the work is done, and may be accessed by
* the system at any time until then. Do not allocate it on the stack, as this
* might take longer than the life of the calling function to complete!
*
* An SDL_AsyncIOQueue must be specified. The newly-created task will be added
* to it when it completes its work.
*
* \param asyncio a pointer to an SDL_AsyncIO structure.
* \param ptr a pointer to a buffer to write data from.
* \param offset the position to start writing to the data source.
* \param size the number of bytes to write to the data source.
* \param queue a queue to add the new SDL_AsyncIO to.
* \param userdata an app-defined pointer that will be provided with the task
* results.
* \returns true on success or false on failure; call SDL_GetError() for more
* information.
*
* \threadsafety It is safe to call this function from any thread.
*
* \since This function is available since SDL 3.2.0.
*
* \sa SDL_ReadAsyncIO
* \sa SDL_CreateAsyncIOQueue
*/
extern SDL_DECLSPEC bool SDLCALL SDL_WriteAsyncIO(SDL_AsyncIO *asyncio, void *ptr, Uint64 offset, Uint64 size, SDL_AsyncIOQueue *queue, void *userdata);
/**
* Close and free any allocated resources for an async I/O object.
*
* Closing a file is _also_ an asynchronous task! If a write failure were to
* happen during the closing process, for example, the task results will
* report it as usual.
*
* Closing a file that has been written to does not guarantee the data has
* made it to physical media; it may remain in the operating system's file
* cache, for later writing to disk. This means that a successfully-closed
* file can be lost if the system crashes or loses power in this small window.
* To prevent this, call this function with the `flush` parameter set to true.
* This will make the operation take longer, and perhaps increase system load
* in general, but a successful result guarantees that the data has made it to
* physical storage. Don't use this for temporary files, caches, and
* unimportant data, and definitely use it for crucial irreplaceable files,
* like game saves.
*
* This function guarantees that the close will happen after any other pending
* tasks to `asyncio`, so it's safe to open a file, start several operations,
* close the file immediately, then check for all results later. This function
* will not block until the tasks have completed.
*
* Once this function returns true, `asyncio` is no longer valid, regardless
* of any future outcomes. Any completed tasks might still contain this
* pointer in their SDL_AsyncIOOutcome data, in case the app was using this
* value to track information, but it should not be used again.
*
* If this function returns false, the close wasn't started at all, and it's
* safe to attempt to close again later.
*
* An SDL_AsyncIOQueue must be specified. The newly-created task will be added
* to it when it completes its work.
*
* \param asyncio a pointer to an SDL_AsyncIO structure to close.
* \param flush true if data should sync to disk before the task completes.
* \param queue a queue to add the new SDL_AsyncIO to.
* \param userdata an app-defined pointer that will be provided with the task
* results.
* \returns true on success or false on failure; call SDL_GetError() for more
* information.
*
* \threadsafety It is safe to call this function from any thread, but two
* threads should not attempt to close the same object.
*
* \since This function is available since SDL 3.2.0.
*/
extern SDL_DECLSPEC bool SDLCALL SDL_CloseAsyncIO(SDL_AsyncIO *asyncio, bool flush, SDL_AsyncIOQueue *queue, void *userdata);
/**
* Create a task queue for tracking multiple I/O operations.
*
* Async I/O operations are assigned to a queue when started. The queue can be
* checked for completed tasks thereafter.
*
* \returns a new task queue object or NULL if there was an error; call
* SDL_GetError() for more information.
*
* \threadsafety It is safe to call this function from any thread.
*
* \since This function is available since SDL 3.2.0.
*
* \sa SDL_DestroyAsyncIOQueue
* \sa SDL_GetAsyncIOResult
* \sa SDL_WaitAsyncIOResult
*/
extern SDL_DECLSPEC SDL_AsyncIOQueue * SDLCALL SDL_CreateAsyncIOQueue(void);
/**
* Destroy a previously-created async I/O task queue.
*
* If there are still tasks pending for this queue, this call will block until
* those tasks are finished. All those tasks will be deallocated. Their
* results will be lost to the app.
*
* Any pending reads from SDL_LoadFileAsync() that are still in this queue
* will have their buffers deallocated by this function, to prevent a memory
* leak.
*
* Once this function is called, the queue is no longer valid and should not
* be used, including by other threads that might access it while destruction
* is blocking on pending tasks.
*
* Do not destroy a queue that still has threads waiting on it through
* SDL_WaitAsyncIOResult(). You can call SDL_SignalAsyncIOQueue() first to
* unblock those threads, and take measures (such as SDL_WaitThread()) to make
* sure they have finished their wait and won't wait on the queue again.
*
* \param queue the task queue to destroy.
*
* \threadsafety It is safe to call this function from any thread, so long as
* no other thread is waiting on the queue with
* SDL_WaitAsyncIOResult.
*
* \since This function is available since SDL 3.2.0.
*/
extern SDL_DECLSPEC void SDLCALL SDL_DestroyAsyncIOQueue(SDL_AsyncIOQueue *queue);
/**
* Query an async I/O task queue for completed tasks.
*
* If a task assigned to this queue has finished, this will return true and
* fill in `outcome` with the details of the task. If no task in the queue has
* finished, this function will return false. This function does not block.
*
* If a task has completed, this function will free its resources and the task
* pointer will no longer be valid. The task will be removed from the queue.
*
* It is safe for multiple threads to call this function on the same queue at
* once; a completed task will only go to one of the threads.
*
* \param queue the async I/O task queue to query.
* \param outcome details of a finished task will be written here. May not be
* NULL.
* \returns true if a task has completed, false otherwise.
*
* \threadsafety It is safe to call this function from any thread.
*
* \since This function is available since SDL 3.2.0.
*
* \sa SDL_WaitAsyncIOResult
*/
extern SDL_DECLSPEC bool SDLCALL SDL_GetAsyncIOResult(SDL_AsyncIOQueue *queue, SDL_AsyncIOOutcome *outcome);
/**
* Block until an async I/O task queue has a completed task.
*
* This function puts the calling thread to sleep until there a task assigned
* to the queue that has finished.
*
* If a task assigned to the queue has finished, this will return true and
* fill in `outcome` with the details of the task. If no task in the queue has
* finished, this function will return false.
*
* If a task has completed, this function will free its resources and the task
* pointer will no longer be valid. The task will be removed from the queue.
*
* It is safe for multiple threads to call this function on the same queue at
* once; a completed task will only go to one of the threads.
*
* Note that by the nature of various platforms, more than one waiting thread
* may wake to handle a single task, but only one will obtain it, so
* `timeoutMS` is a _maximum_ wait time, and this function may return false
* sooner.
*
* This function may return false if there was a system error, the OS
* inadvertently awoke multiple threads, or if SDL_SignalAsyncIOQueue() was
* called to wake up all waiting threads without a finished task.
*
* A timeout can be used to specify a maximum wait time, but rather than
* polling, it is possible to have a timeout of -1 to wait forever, and use
* SDL_SignalAsyncIOQueue() to wake up the waiting threads later.
*
* \param queue the async I/O task queue to wait on.
* \param outcome details of a finished task will be written here. May not be
* NULL.
* \param timeoutMS the maximum time to wait, in milliseconds, or -1 to wait
* indefinitely.
* \returns true if task has completed, false otherwise.
*
* \threadsafety It is safe to call this function from any thread.
*
* \since This function is available since SDL 3.2.0.
*
* \sa SDL_SignalAsyncIOQueue
*/
extern SDL_DECLSPEC bool SDLCALL SDL_WaitAsyncIOResult(SDL_AsyncIOQueue *queue, SDL_AsyncIOOutcome *outcome, Sint32 timeoutMS);
/**
* Wake up any threads that are blocking in SDL_WaitAsyncIOResult().
*
* This will unblock any threads that are sleeping in a call to
* SDL_WaitAsyncIOResult for the specified queue, and cause them to return
* from that function.
*
* This can be useful when destroying a queue to make sure nothing is touching
* it indefinitely. In this case, once this call completes, the caller should
* take measures to make sure any previously-blocked threads have returned
* from their wait and will not touch the queue again (perhaps by setting a
* flag to tell the threads to terminate and then using SDL_WaitThread() to
* make sure they've done so).
*
* \param queue the async I/O task queue to signal.
*
* \threadsafety It is safe to call this function from any thread.
*
* \since This function is available since SDL 3.2.0.
*
* \sa SDL_WaitAsyncIOResult
*/
extern SDL_DECLSPEC void SDLCALL SDL_SignalAsyncIOQueue(SDL_AsyncIOQueue *queue);
/**
* Load all the data from a file path, asynchronously.
*
* This function returns as quickly as possible; it does not wait for the read
* to complete. On a successful return, this work will continue in the
* background. If the work begins, even failure is asynchronous: a failing
* return value from this function only means the work couldn't start at all.
*
* The data is allocated with a zero byte at the end (null terminated) for
* convenience. This extra byte is not included in SDL_AsyncIOOutcome's
* bytes_transferred value.
*
* This function will allocate the buffer to contain the file. It must be
* deallocated by calling SDL_free() on SDL_AsyncIOOutcome's buffer field
* after completion.
*
* An SDL_AsyncIOQueue must be specified. The newly-created task will be added
* to it when it completes its work.
*
* \param file the path to read all available data from.
* \param queue a queue to add the new SDL_AsyncIO to.
* \param userdata an app-defined pointer that will be provided with the task
* results.
* \returns true on success or false on failure; call SDL_GetError() for more
* information.
*
* \since This function is available since SDL 3.2.0.
*
* \sa SDL_LoadFile_IO
*/
extern SDL_DECLSPEC bool SDLCALL SDL_LoadFileAsync(const char *file, SDL_AsyncIOQueue *queue, void *userdata);
/* Ends C function definitions when using C++ */
#ifdef __cplusplus
}
#endif
#include <SDL3/SDL_close_code.h>
#endif /* SDL_asyncio_h_ */
@@ -0,0 +1,664 @@
/*
Simple DirectMedia Layer
Copyright (C) 1997-2025 Sam Lantinga <slouken@libsdl.org>
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
arising from the use of this software.
Permission is granted to anyone to use this software for any purpose,
including commercial applications, and to alter it and redistribute it
freely, subject to the following restrictions:
1. The origin of this software must not be misrepresented; you must not
claim that you wrote the original software. If you use this software
in a product, an acknowledgment in the product documentation would be
appreciated but is not required.
2. Altered source versions must be plainly marked as such, and must not be
misrepresented as being the original software.
3. This notice may not be removed or altered from any source distribution.
*/
/**
* # CategoryAtomic
*
* Atomic operations.
*
* IMPORTANT: If you are not an expert in concurrent lockless programming, you
* should not be using any functions in this file. You should be protecting
* your data structures with full mutexes instead.
*
* ***Seriously, here be dragons!***
*
* You can find out a little more about lockless programming and the subtle
* issues that can arise here:
* https://learn.microsoft.com/en-us/windows/win32/dxtecharts/lockless-programming
*
* There's also lots of good information here:
*
* - https://www.1024cores.net/home/lock-free-algorithms
* - https://preshing.com/
*
* These operations may or may not actually be implemented using processor
* specific atomic operations. When possible they are implemented as true
* processor specific atomic operations. When that is not possible the are
* implemented using locks that *do* use the available atomic operations.
*
* All of the atomic operations that modify memory are full memory barriers.
*/
#ifndef SDL_atomic_h_
#define SDL_atomic_h_
#include <SDL3/SDL_stdinc.h>
#include <SDL3/SDL_platform_defines.h>
#include <SDL3/SDL_begin_code.h>
/* Set up for C function definitions, even when using C++ */
#ifdef __cplusplus
extern "C" {
#endif
/**
* An atomic spinlock.
*
* The atomic locks are efficient spinlocks using CPU instructions, but are
* vulnerable to starvation and can spin forever if a thread holding a lock
* has been terminated. For this reason you should minimize the code executed
* inside an atomic lock and never do expensive things like API or system
* calls while holding them.
*
* They are also vulnerable to starvation if the thread holding the lock is
* lower priority than other threads and doesn't get scheduled. In general you
* should use mutexes instead, since they have better performance and
* contention behavior.
*
* The atomic locks are not safe to lock recursively.
*
* Porting Note: The spin lock functions and type are required and can not be
* emulated because they are used in the atomic emulation code.
*/
typedef int SDL_SpinLock;
/**
* Try to lock a spin lock by setting it to a non-zero value.
*
* ***Please note that spinlocks are dangerous if you don't know what you're
* doing. Please be careful using any sort of spinlock!***
*
* \param lock a pointer to a lock variable.
* \returns true if the lock succeeded, false if the lock is already held.
*
* \threadsafety It is safe to call this function from any thread.
*
* \since This function is available since SDL 3.2.0.
*
* \sa SDL_LockSpinlock
* \sa SDL_UnlockSpinlock
*/
extern SDL_DECLSPEC bool SDLCALL SDL_TryLockSpinlock(SDL_SpinLock *lock);
/**
* Lock a spin lock by setting it to a non-zero value.
*
* ***Please note that spinlocks are dangerous if you don't know what you're
* doing. Please be careful using any sort of spinlock!***
*
* \param lock a pointer to a lock variable.
*
* \threadsafety It is safe to call this function from any thread.
*
* \since This function is available since SDL 3.2.0.
*
* \sa SDL_TryLockSpinlock
* \sa SDL_UnlockSpinlock
*/
extern SDL_DECLSPEC void SDLCALL SDL_LockSpinlock(SDL_SpinLock *lock);
/**
* Unlock a spin lock by setting it to 0.
*
* Always returns immediately.
*
* ***Please note that spinlocks are dangerous if you don't know what you're
* doing. Please be careful using any sort of spinlock!***
*
* \param lock a pointer to a lock variable.
*
* \threadsafety It is safe to call this function from any thread.
*
* \since This function is available since SDL 3.2.0.
*
* \sa SDL_LockSpinlock
* \sa SDL_TryLockSpinlock
*/
extern SDL_DECLSPEC void SDLCALL SDL_UnlockSpinlock(SDL_SpinLock *lock);
#ifdef SDL_WIKI_DOCUMENTATION_SECTION
/**
* Mark a compiler barrier.
*
* A compiler barrier prevents the compiler from reordering reads and writes
* to globally visible variables across the call.
*
* This macro only prevents the compiler from reordering reads and writes, it
* does not prevent the CPU from reordering reads and writes. However, all of
* the atomic operations that modify memory are full memory barriers.
*
* \threadsafety Obviously this macro is safe to use from any thread at any
* time, but if you find yourself needing this, you are probably
* dealing with some very sensitive code; be careful!
*
* \since This macro is available since SDL 3.2.0.
*/
#define SDL_CompilerBarrier() DoCompilerSpecificReadWriteBarrier()
#elif defined(_MSC_VER) && (_MSC_VER > 1200) && !defined(__clang__)
void _ReadWriteBarrier(void);
#pragma intrinsic(_ReadWriteBarrier)
#define SDL_CompilerBarrier() _ReadWriteBarrier()
#elif (defined(__GNUC__) && !defined(SDL_PLATFORM_EMSCRIPTEN)) || (defined(__SUNPRO_C) && (__SUNPRO_C >= 0x5120))
/* This is correct for all CPUs when using GCC or Solaris Studio 12.1+. */
#define SDL_CompilerBarrier() __asm__ __volatile__ ("" : : : "memory")
#elif defined(__WATCOMC__)
extern __inline void SDL_CompilerBarrier(void);
#pragma aux SDL_CompilerBarrier = "" parm [] modify exact [];
#else
#define SDL_CompilerBarrier() \
{ SDL_SpinLock _tmp = 0; SDL_LockSpinlock(&_tmp); SDL_UnlockSpinlock(&_tmp); }
#endif
/**
* Insert a memory release barrier (function version).
*
* Please refer to SDL_MemoryBarrierRelease for details. This is a function
* version, which might be useful if you need to use this functionality from a
* scripting language, etc. Also, some of the macro versions call this
* function behind the scenes, where more heavy lifting can happen inside of
* SDL. Generally, though, an app written in C/C++/etc should use the macro
* version, as it will be more efficient.
*
* \threadsafety Obviously this function is safe to use from any thread at any
* time, but if you find yourself needing this, you are probably
* dealing with some very sensitive code; be careful!
*
* \since This function is available since SDL 3.2.0.
*
* \sa SDL_MemoryBarrierRelease
*/
extern SDL_DECLSPEC void SDLCALL SDL_MemoryBarrierReleaseFunction(void);
/**
* Insert a memory acquire barrier (function version).
*
* Please refer to SDL_MemoryBarrierRelease for details. This is a function
* version, which might be useful if you need to use this functionality from a
* scripting language, etc. Also, some of the macro versions call this
* function behind the scenes, where more heavy lifting can happen inside of
* SDL. Generally, though, an app written in C/C++/etc should use the macro
* version, as it will be more efficient.
*
* \threadsafety Obviously this function is safe to use from any thread at any
* time, but if you find yourself needing this, you are probably
* dealing with some very sensitive code; be careful!
*
* \since This function is available since SDL 3.2.0.
*
* \sa SDL_MemoryBarrierAcquire
*/
extern SDL_DECLSPEC void SDLCALL SDL_MemoryBarrierAcquireFunction(void);
#ifdef SDL_WIKI_DOCUMENTATION_SECTION
/**
* Insert a memory release barrier (macro version).
*
* Memory barriers are designed to prevent reads and writes from being
* reordered by the compiler and being seen out of order on multi-core CPUs.
*
* A typical pattern would be for thread A to write some data and a flag, and
* for thread B to read the flag and get the data. In this case you would
* insert a release barrier between writing the data and the flag,
* guaranteeing that the data write completes no later than the flag is
* written, and you would insert an acquire barrier between reading the flag
* and reading the data, to ensure that all the reads associated with the flag
* have completed.
*
* In this pattern you should always see a release barrier paired with an
* acquire barrier and you should gate the data reads/writes with a single
* flag variable.
*
* For more information on these semantics, take a look at the blog post:
* http://preshing.com/20120913/acquire-and-release-semantics
*
* This is the macro version of this functionality; if possible, SDL will use
* compiler intrinsics or inline assembly, but some platforms might need to
* call the function version of this, SDL_MemoryBarrierReleaseFunction to do
* the heavy lifting. Apps that can use the macro should favor it over the
* function.
*
* \threadsafety Obviously this macro is safe to use from any thread at any
* time, but if you find yourself needing this, you are probably
* dealing with some very sensitive code; be careful!
*
* \since This macro is available since SDL 3.2.0.
*
* \sa SDL_MemoryBarrierAcquire
* \sa SDL_MemoryBarrierReleaseFunction
*/
#define SDL_MemoryBarrierRelease() SDL_MemoryBarrierReleaseFunction()
/**
* Insert a memory acquire barrier (macro version).
*
* Please see SDL_MemoryBarrierRelease for the details on what memory barriers
* are and when to use them.
*
* This is the macro version of this functionality; if possible, SDL will use
* compiler intrinsics or inline assembly, but some platforms might need to
* call the function version of this, SDL_MemoryBarrierAcquireFunction, to do
* the heavy lifting. Apps that can use the macro should favor it over the
* function.
*
* \threadsafety Obviously this macro is safe to use from any thread at any
* time, but if you find yourself needing this, you are probably
* dealing with some very sensitive code; be careful!
*
* \since This macro is available since SDL 3.2.0.
*
* \sa SDL_MemoryBarrierRelease
* \sa SDL_MemoryBarrierAcquireFunction
*/
#define SDL_MemoryBarrierAcquire() SDL_MemoryBarrierAcquireFunction()
#elif defined(__GNUC__) && (defined(__powerpc__) || defined(__ppc__))
#define SDL_MemoryBarrierRelease() __asm__ __volatile__ ("lwsync" : : : "memory")
#define SDL_MemoryBarrierAcquire() __asm__ __volatile__ ("lwsync" : : : "memory")
#elif defined(__GNUC__) && defined(__aarch64__)
#define SDL_MemoryBarrierRelease() __asm__ __volatile__ ("dmb ish" : : : "memory")
#define SDL_MemoryBarrierAcquire() __asm__ __volatile__ ("dmb ish" : : : "memory")
#elif defined(__GNUC__) && defined(__arm__)
#if 0 /* defined(SDL_PLATFORM_LINUX) || defined(SDL_PLATFORM_ANDROID) */
/* Information from:
https://chromium.googlesource.com/chromium/chromium/+/trunk/base/atomicops_internals_arm_gcc.h#19
The Linux kernel provides a helper function which provides the right code for a memory barrier,
hard-coded at address 0xffff0fa0
*/
typedef void (*SDL_KernelMemoryBarrierFunc)();
#define SDL_MemoryBarrierRelease() ((SDL_KernelMemoryBarrierFunc)0xffff0fa0)()
#define SDL_MemoryBarrierAcquire() ((SDL_KernelMemoryBarrierFunc)0xffff0fa0)()
#else
#if defined(__ARM_ARCH_7__) || defined(__ARM_ARCH_7A__) || defined(__ARM_ARCH_7EM__) || defined(__ARM_ARCH_7R__) || defined(__ARM_ARCH_7M__) || defined(__ARM_ARCH_7S__) || defined(__ARM_ARCH_8A__)
#define SDL_MemoryBarrierRelease() __asm__ __volatile__ ("dmb ish" : : : "memory")
#define SDL_MemoryBarrierAcquire() __asm__ __volatile__ ("dmb ish" : : : "memory")
#elif defined(__ARM_ARCH_6__) || defined(__ARM_ARCH_6J__) || defined(__ARM_ARCH_6K__) || defined(__ARM_ARCH_6T2__) || defined(__ARM_ARCH_6Z__) || defined(__ARM_ARCH_6ZK__)
#ifdef __thumb__
/* The mcr instruction isn't available in thumb mode, use real functions */
#define SDL_MEMORY_BARRIER_USES_FUNCTION
#define SDL_MemoryBarrierRelease() SDL_MemoryBarrierReleaseFunction()
#define SDL_MemoryBarrierAcquire() SDL_MemoryBarrierAcquireFunction()
#else
#define SDL_MemoryBarrierRelease() __asm__ __volatile__ ("mcr p15, 0, %0, c7, c10, 5" : : "r"(0) : "memory")
#define SDL_MemoryBarrierAcquire() __asm__ __volatile__ ("mcr p15, 0, %0, c7, c10, 5" : : "r"(0) : "memory")
#endif /* __thumb__ */
#else
#define SDL_MemoryBarrierRelease() __asm__ __volatile__ ("" : : : "memory")
#define SDL_MemoryBarrierAcquire() __asm__ __volatile__ ("" : : : "memory")
#endif /* SDL_PLATFORM_LINUX || SDL_PLATFORM_ANDROID */
#endif /* __GNUC__ && __arm__ */
#else
#if (defined(__SUNPRO_C) && (__SUNPRO_C >= 0x5120))
/* This is correct for all CPUs on Solaris when using Solaris Studio 12.1+. */
#include <mbarrier.h>
#define SDL_MemoryBarrierRelease() __machine_rel_barrier()
#define SDL_MemoryBarrierAcquire() __machine_acq_barrier()
#else
/* This is correct for the x86 and x64 CPUs, and we'll expand this over time. */
#define SDL_MemoryBarrierRelease() SDL_CompilerBarrier()
#define SDL_MemoryBarrierAcquire() SDL_CompilerBarrier()
#endif
#endif
/* "REP NOP" is PAUSE, coded for tools that don't know it by that name. */
#ifdef SDL_WIKI_DOCUMENTATION_SECTION
/**
* A macro to insert a CPU-specific "pause" instruction into the program.
*
* This can be useful in busy-wait loops, as it serves as a hint to the CPU as
* to the program's intent; some CPUs can use this to do more efficient
* processing. On some platforms, this doesn't do anything, so using this
* macro might just be a harmless no-op.
*
* Note that if you are busy-waiting, there are often more-efficient
* approaches with other synchronization primitives: mutexes, semaphores,
* condition variables, etc.
*
* \threadsafety This macro is safe to use from any thread.
*
* \since This macro is available since SDL 3.2.0.
*/
#define SDL_CPUPauseInstruction() DoACPUPauseInACompilerAndArchitectureSpecificWay
#elif (defined(__GNUC__) || defined(__clang__)) && (defined(__i386__) || defined(__x86_64__))
#define SDL_CPUPauseInstruction() __asm__ __volatile__("pause\n") /* Some assemblers can't do REP NOP, so go with PAUSE. */
#elif (defined(__arm__) && defined(__ARM_ARCH) && __ARM_ARCH >= 7) || defined(__aarch64__)
#define SDL_CPUPauseInstruction() __asm__ __volatile__("yield" ::: "memory")
#elif (defined(__powerpc__) || defined(__powerpc64__))
#define SDL_CPUPauseInstruction() __asm__ __volatile__("or 27,27,27");
#elif (defined(__riscv) && __riscv_xlen == 64)
#define SDL_CPUPauseInstruction() __asm__ __volatile__(".insn i 0x0F, 0, x0, x0, 0x010");
#elif defined(_MSC_VER) && (defined(_M_IX86) || defined(_M_X64))
#define SDL_CPUPauseInstruction() _mm_pause() /* this is actually "rep nop" and not a SIMD instruction. No inline asm in MSVC x86-64! */
#elif defined(_MSC_VER) && (defined(_M_ARM) || defined(_M_ARM64))
#define SDL_CPUPauseInstruction() __yield()
#elif defined(__WATCOMC__) && defined(__386__)
extern __inline void SDL_CPUPauseInstruction(void);
#pragma aux SDL_CPUPauseInstruction = ".686p" ".xmm2" "pause"
#else
#define SDL_CPUPauseInstruction()
#endif
/**
* A type representing an atomic integer value.
*
* This can be used to manage a value that is synchronized across multiple
* CPUs without a race condition; when an app sets a value with
* SDL_SetAtomicInt all other threads, regardless of the CPU it is running on,
* will see that value when retrieved with SDL_GetAtomicInt, regardless of CPU
* caches, etc.
*
* This is also useful for atomic compare-and-swap operations: a thread can
* change the value as long as its current value matches expectations. When
* done in a loop, one can guarantee data consistency across threads without a
* lock (but the usual warnings apply: if you don't know what you're doing, or
* you don't do it carefully, you can confidently cause any number of
* disasters with this, so in most cases, you _should_ use a mutex instead of
* this!).
*
* This is a struct so people don't accidentally use numeric operations on it
* directly. You have to use SDL atomic functions.
*
* \since This struct is available since SDL 3.2.0.
*
* \sa SDL_CompareAndSwapAtomicInt
* \sa SDL_GetAtomicInt
* \sa SDL_SetAtomicInt
* \sa SDL_AddAtomicInt
*/
typedef struct SDL_AtomicInt { int value; } SDL_AtomicInt;
/**
* Set an atomic variable to a new value if it is currently an old value.
*
* ***Note: If you don't know what this function is for, you shouldn't use
* it!***
*
* \param a a pointer to an SDL_AtomicInt variable to be modified.
* \param oldval the old value.
* \param newval the new value.
* \returns true if the atomic variable was set, false otherwise.
*
* \threadsafety It is safe to call this function from any thread.
*
* \since This function is available since SDL 3.2.0.
*
* \sa SDL_GetAtomicInt
* \sa SDL_SetAtomicInt
*/
extern SDL_DECLSPEC bool SDLCALL SDL_CompareAndSwapAtomicInt(SDL_AtomicInt *a, int oldval, int newval);
/**
* Set an atomic variable to a value.
*
* This function also acts as a full memory barrier.
*
* ***Note: If you don't know what this function is for, you shouldn't use
* it!***
*
* \param a a pointer to an SDL_AtomicInt variable to be modified.
* \param v the desired value.
* \returns the previous value of the atomic variable.
*
* \threadsafety It is safe to call this function from any thread.
*
* \since This function is available since SDL 3.2.0.
*
* \sa SDL_GetAtomicInt
*/
extern SDL_DECLSPEC int SDLCALL SDL_SetAtomicInt(SDL_AtomicInt *a, int v);
/**
* Get the value of an atomic variable.
*
* ***Note: If you don't know what this function is for, you shouldn't use
* it!***
*
* \param a a pointer to an SDL_AtomicInt variable.
* \returns the current value of an atomic variable.
*
* \threadsafety It is safe to call this function from any thread.
*
* \since This function is available since SDL 3.2.0.
*
* \sa SDL_SetAtomicInt
*/
extern SDL_DECLSPEC int SDLCALL SDL_GetAtomicInt(SDL_AtomicInt *a);
/**
* Add to an atomic variable.
*
* This function also acts as a full memory barrier.
*
* ***Note: If you don't know what this function is for, you shouldn't use
* it!***
*
* \param a a pointer to an SDL_AtomicInt variable to be modified.
* \param v the desired value to add.
* \returns the previous value of the atomic variable.
*
* \threadsafety It is safe to call this function from any thread.
*
* \since This function is available since SDL 3.2.0.
*
* \sa SDL_AtomicDecRef
* \sa SDL_AtomicIncRef
*/
extern SDL_DECLSPEC int SDLCALL SDL_AddAtomicInt(SDL_AtomicInt *a, int v);
#ifndef SDL_AtomicIncRef
/**
* Increment an atomic variable used as a reference count.
*
* ***Note: If you don't know what this macro is for, you shouldn't use it!***
*
* \param a a pointer to an SDL_AtomicInt to increment.
* \returns the previous value of the atomic variable.
*
* \threadsafety It is safe to call this macro from any thread.
*
* \since This macro is available since SDL 3.2.0.
*
* \sa SDL_AtomicDecRef
*/
#define SDL_AtomicIncRef(a) SDL_AddAtomicInt(a, 1)
#endif
#ifndef SDL_AtomicDecRef
/**
* Decrement an atomic variable used as a reference count.
*
* ***Note: If you don't know what this macro is for, you shouldn't use it!***
*
* \param a a pointer to an SDL_AtomicInt to decrement.
* \returns true if the variable reached zero after decrementing, false
* otherwise.
*
* \threadsafety It is safe to call this macro from any thread.
*
* \since This macro is available since SDL 3.2.0.
*
* \sa SDL_AtomicIncRef
*/
#define SDL_AtomicDecRef(a) (SDL_AddAtomicInt(a, -1) == 1)
#endif
/**
* A type representing an atomic unsigned 32-bit value.
*
* This can be used to manage a value that is synchronized across multiple
* CPUs without a race condition; when an app sets a value with
* SDL_SetAtomicU32 all other threads, regardless of the CPU it is running on,
* will see that value when retrieved with SDL_GetAtomicU32, regardless of CPU
* caches, etc.
*
* This is also useful for atomic compare-and-swap operations: a thread can
* change the value as long as its current value matches expectations. When
* done in a loop, one can guarantee data consistency across threads without a
* lock (but the usual warnings apply: if you don't know what you're doing, or
* you don't do it carefully, you can confidently cause any number of
* disasters with this, so in most cases, you _should_ use a mutex instead of
* this!).
*
* This is a struct so people don't accidentally use numeric operations on it
* directly. You have to use SDL atomic functions.
*
* \since This struct is available since SDL 3.2.0.
*
* \sa SDL_CompareAndSwapAtomicU32
* \sa SDL_GetAtomicU32
* \sa SDL_SetAtomicU32
*/
typedef struct SDL_AtomicU32 { Uint32 value; } SDL_AtomicU32;
/**
* Set an atomic variable to a new value if it is currently an old value.
*
* ***Note: If you don't know what this function is for, you shouldn't use
* it!***
*
* \param a a pointer to an SDL_AtomicU32 variable to be modified.
* \param oldval the old value.
* \param newval the new value.
* \returns true if the atomic variable was set, false otherwise.
*
* \threadsafety It is safe to call this function from any thread.
*
* \since This function is available since SDL 3.2.0.
*
* \sa SDL_GetAtomicU32
* \sa SDL_SetAtomicU32
*/
extern SDL_DECLSPEC bool SDLCALL SDL_CompareAndSwapAtomicU32(SDL_AtomicU32 *a, Uint32 oldval, Uint32 newval);
/**
* Set an atomic variable to a value.
*
* This function also acts as a full memory barrier.
*
* ***Note: If you don't know what this function is for, you shouldn't use
* it!***
*
* \param a a pointer to an SDL_AtomicU32 variable to be modified.
* \param v the desired value.
* \returns the previous value of the atomic variable.
*
* \threadsafety It is safe to call this function from any thread.
*
* \since This function is available since SDL 3.2.0.
*
* \sa SDL_GetAtomicU32
*/
extern SDL_DECLSPEC Uint32 SDLCALL SDL_SetAtomicU32(SDL_AtomicU32 *a, Uint32 v);
/**
* Get the value of an atomic variable.
*
* ***Note: If you don't know what this function is for, you shouldn't use
* it!***
*
* \param a a pointer to an SDL_AtomicU32 variable.
* \returns the current value of an atomic variable.
*
* \threadsafety It is safe to call this function from any thread.
*
* \since This function is available since SDL 3.2.0.
*
* \sa SDL_SetAtomicU32
*/
extern SDL_DECLSPEC Uint32 SDLCALL SDL_GetAtomicU32(SDL_AtomicU32 *a);
/**
* Set a pointer to a new value if it is currently an old value.
*
* ***Note: If you don't know what this function is for, you shouldn't use
* it!***
*
* \param a a pointer to a pointer.
* \param oldval the old pointer value.
* \param newval the new pointer value.
* \returns true if the pointer was set, false otherwise.
*
* \threadsafety It is safe to call this function from any thread.
*
* \since This function is available since SDL 3.2.0.
*
* \sa SDL_CompareAndSwapAtomicInt
* \sa SDL_GetAtomicPointer
* \sa SDL_SetAtomicPointer
*/
extern SDL_DECLSPEC bool SDLCALL SDL_CompareAndSwapAtomicPointer(void **a, void *oldval, void *newval);
/**
* Set a pointer to a value atomically.
*
* ***Note: If you don't know what this function is for, you shouldn't use
* it!***
*
* \param a a pointer to a pointer.
* \param v the desired pointer value.
* \returns the previous value of the pointer.
*
* \threadsafety It is safe to call this function from any thread.
*
* \since This function is available since SDL 3.2.0.
*
* \sa SDL_CompareAndSwapAtomicPointer
* \sa SDL_GetAtomicPointer
*/
extern SDL_DECLSPEC void * SDLCALL SDL_SetAtomicPointer(void **a, void *v);
/**
* Get the value of a pointer atomically.
*
* ***Note: If you don't know what this function is for, you shouldn't use
* it!***
*
* \param a a pointer to a pointer.
* \returns the current value of a pointer.
*
* \threadsafety It is safe to call this function from any thread.
*
* \since This function is available since SDL 3.2.0.
*
* \sa SDL_CompareAndSwapAtomicPointer
* \sa SDL_SetAtomicPointer
*/
extern SDL_DECLSPEC void * SDLCALL SDL_GetAtomicPointer(void **a);
/* Ends C function definitions when using C++ */
#ifdef __cplusplus
}
#endif
#include <SDL3/SDL_close_code.h>
#endif /* SDL_atomic_h_ */
@@ -0,0 +1,486 @@
/*
Simple DirectMedia Layer
Copyright (C) 1997-2025 Sam Lantinga <slouken@libsdl.org>
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
arising from the use of this software.
Permission is granted to anyone to use this software for any purpose,
including commercial applications, and to alter it and redistribute it
freely, subject to the following restrictions:
1. The origin of this software must not be misrepresented; you must not
claim that you wrote the original software. If you use this software
in a product, an acknowledgment in the product documentation would be
appreciated but is not required.
2. Altered source versions must be plainly marked as such, and must not be
misrepresented as being the original software.
3. This notice may not be removed or altered from any source distribution.
*/
/* WIKI CATEGORY: BeginCode */
/**
* # CategoryBeginCode
*
* `SDL_begin_code.h` sets things up for C dynamic library function
* definitions, static inlined functions, and structures aligned at 4-byte
* alignment. If you don't like ugly C preprocessor code, don't look at this
* file. :)
*
* SDL's headers use this; applications generally should not include this
* header directly.
*/
/* This shouldn't be nested -- included it around code only. */
#ifdef SDL_begin_code_h
#error Nested inclusion of SDL_begin_code.h
#endif
#define SDL_begin_code_h
#ifdef SDL_WIKI_DOCUMENTATION_SECTION
/**
* A macro to tag a symbol as deprecated.
*
* A function is marked deprecated by adding this macro to its declaration:
*
* ```c
* extern SDL_DEPRECATED int ThisFunctionWasABadIdea(void);
* ```
*
* Compilers with deprecation support can give a warning when a deprecated
* function is used. This symbol may be used in SDL's headers, but apps are
* welcome to use it for their own interfaces as well.
*
* SDL, on occasion, might deprecate a function for various reasons. However,
* SDL never removes symbols before major versions, so deprecated interfaces
* in SDL3 will remain available until SDL4, where it would be expected an app
* would have to take steps to migrate anyhow.
*
* On compilers without a deprecation mechanism, this is defined to nothing,
* and using a deprecated function will not generate a warning.
*
* \since This macro is available since SDL 3.2.0.
*/
#define SDL_DEPRECATED __attribute__((deprecated))
/**
* A macro to tag a symbol as a public API.
*
* SDL uses this macro for all its public functions. On some targets, it is
* used to signal to the compiler that this function needs to be exported from
* a shared library, but it might have other side effects.
*
* This symbol is used in SDL's headers, but apps and other libraries are
* welcome to use it for their own interfaces as well.
*
* \since This macro is available since SDL 3.2.0.
*/
#define SDL_DECLSPEC __attribute__ ((visibility("default")))
/**
* A macro to set a function's calling conventions.
*
* SDL uses this macro for all its public functions, and any callbacks it
* defines. This macro guarantees that calling conventions match between SDL
* and the app, even if the two were built with different compilers or
* optimization settings.
*
* When writing a callback function, it is very important for it to be
* correctly tagged with SDLCALL, as mismatched calling conventions can cause
* strange behaviors and can be difficult to diagnose. Plus, on many
* platforms, SDLCALL is defined to nothing, so compilers won't be able to
* warn that the tag is missing.
*
* This symbol is used in SDL's headers, but apps and other libraries are
* welcome to use it for their own interfaces as well.
*
* \since This macro is available since SDL 3.2.0.
*/
#define SDLCALL __cdecl
/**
* A macro to request a function be inlined.
*
* This is a hint to the compiler to inline a function. The compiler is free
* to ignore this request. On compilers without inline support, this is
* defined to nothing.
*
* \since This macro is available since SDL 3.2.0.
*/
#define SDL_INLINE __inline
/**
* A macro to demand a function be inlined.
*
* This is a command to the compiler to inline a function. SDL uses this macro
* in its public headers for a handful of simple functions. On compilers
* without forceinline support, this is defined to `static SDL_INLINE`, which
* is often good enough.
*
* This symbol is used in SDL's headers, but apps and other libraries are
* welcome to use it for their own interfaces as well.
*
* \since This macro is available since SDL 3.2.0.
*/
#define SDL_FORCE_INLINE __forceinline
/**
* A macro to tag a function as never-returning.
*
* This is a hint to the compiler that a function does not return. An example
* of a function like this is the C runtime's exit() function.
*
* This hint can lead to code optimizations, and help analyzers understand
* code flow better. On compilers without noreturn support, this is defined to
* nothing.
*
* This symbol is used in SDL's headers, but apps and other libraries are
* welcome to use it for their own interfaces as well.
*
* \since This macro is available since SDL 3.2.0.
*/
#define SDL_NORETURN __attribute__((noreturn))
/**
* A macro to tag a function as never-returning (for analysis purposes).
*
* This is almost identical to SDL_NORETURN, except functions marked with this
* _can_ actually return. The difference is that this isn't used for code
* generation, but rather static analyzers use this information to assume
* truths about program state and available code paths. Specifically, this tag
* is useful for writing an assertion mechanism. Indeed, SDL_assert uses this
* tag behind the scenes. Generally, apps that don't understand the specific
* use-case for this tag should avoid using it directly.
*
* On compilers without analyzer_noreturn support, this is defined to nothing.
*
* This symbol is used in SDL's headers, but apps and other libraries are
* welcome to use it for their own interfaces as well.
*
* \since This macro is available since SDL 3.2.0.
*/
#define SDL_ANALYZER_NORETURN __attribute__((analyzer_noreturn))
/**
* A macro to signal that a case statement without a `break` is intentional.
*
* C compilers have gotten more aggressive about warning when a switch's
* `case` block does not end with a `break` or other flow control statement,
* flowing into the next case's code, as this is a common accident that leads
* to strange bugs. But sometimes falling through to the next case is the
* correct and desired behavior. This symbol lets an app communicate this
* intention to the compiler, so it doesn't generate a warning.
*
* It is used like this:
*
* ```c
* switch (x) {
* case 1:
* DoSomethingOnlyForOne();
* SDL_FALLTHROUGH; // tell the compiler this was intentional.
* case 2:
* DoSomethingForOneAndTwo();
* break;
* }
* ```
*
* \since This macro is available since SDL 3.2.0.
*/
#define SDL_FALLTHROUGH [[fallthrough]]
/**
* A macro to tag a function's return value as critical.
*
* This is a hint to the compiler that a function's return value should not be
* ignored.
*
* If an NODISCARD function's return value is thrown away (the function is
* called as if it returns `void`), the compiler will issue a warning.
*
* While it's generally good practice to check return values for errors, often
* times legitimate programs do not for good reasons. Be careful about what
* functions are tagged as NODISCARD. It operates best when used on a function
* that's failure is surprising and catastrophic; a good example would be a
* program that checks the return values of all its file write function calls
* but not the call to close the file, which it assumes incorrectly never
* fails.
*
* Function callers that want to throw away a NODISCARD return value can call
* the function with a `(void)` cast, which informs the compiler the act is
* intentional.
*
* On compilers without nodiscard support, this is defined to nothing.
*
* \since This macro is available since SDL 3.2.0.
*/
#define SDL_NODISCARD [[nodiscard]]
/**
* A macro to tag a function as an allocator.
*
* This is a hint to the compiler that a function is an allocator, like
* malloc(), with certain rules. A description of how GCC treats this hint is
* here:
*
* https://gcc.gnu.org/onlinedocs/gcc/Common-Function-Attributes.html#index-malloc-function-attribute
*
* On compilers without allocator tag support, this is defined to nothing.
*
* Most apps don't need to, and should not, use this directly.
*
* \since This macro is available since SDL 3.2.0.
*/
#define SDL_MALLOC __declspec(allocator) __desclspec(restrict)
/**
* A macro to tag a function as returning a certain allocation.
*
* This is a hint to the compiler that a function allocates and returns a
* specific amount of memory based on one of its arguments. For example, the C
* runtime's malloc() function could use this macro with an argument of 1
* (first argument to malloc is the size of the allocation).
*
* On compilers without alloc_size support, this is defined to nothing.
*
* Most apps don't need to, and should not, use this directly.
*
* \since This macro is available since SDL 3.2.0.
*/
#define SDL_ALLOC_SIZE(p) __attribute__((alloc_size(p)))
/**
* A macro to tag a pointer variable, to help with pointer aliasing.
*
* A good explanation of the restrict keyword is here:
*
* https://en.wikipedia.org/wiki/Restrict
*
* On compilers without restrict support, this is defined to nothing.
*
* \since This macro is available since SDL 3.2.0.
*/
#define SDL_RESTRICT __restrict__
/**
* Check if the compiler supports a given builtin functionality.
*
* This allows preprocessor checks for things that otherwise might fail to
* compile.
*
* Supported by virtually all clang versions and more-recent GCCs. Use this
* instead of checking the clang version if possible.
*
* On compilers without has_builtin support, this is defined to 0 (always
* false).
*
* \since This macro is available since SDL 3.2.0.
*/
#define SDL_HAS_BUILTIN(x) __has_builtin(x)
/* end of wiki documentation section. */
#endif
#ifndef SDL_HAS_BUILTIN
#ifdef __has_builtin
#define SDL_HAS_BUILTIN(x) __has_builtin(x)
#else
#define SDL_HAS_BUILTIN(x) 0
#endif
#endif
#ifndef SDL_DEPRECATED
# if defined(__GNUC__) && (__GNUC__ >= 4) /* technically, this arrived in gcc 3.1, but oh well. */
# define SDL_DEPRECATED __attribute__((deprecated))
# elif defined(_MSC_VER)
# define SDL_DEPRECATED __declspec(deprecated)
# else
# define SDL_DEPRECATED
# endif
#endif
#ifndef SDL_UNUSED
# ifdef __GNUC__
# define SDL_UNUSED __attribute__((unused))
# else
# define SDL_UNUSED
# endif
#endif
/* Some compilers use a special export keyword */
#ifndef SDL_DECLSPEC
# if defined(SDL_PLATFORM_WINDOWS)
# ifdef DLL_EXPORT
# define SDL_DECLSPEC __declspec(dllexport)
# else
# define SDL_DECLSPEC
# endif
# else
# if defined(__GNUC__) && __GNUC__ >= 4
# define SDL_DECLSPEC __attribute__ ((visibility("default")))
# else
# define SDL_DECLSPEC
# endif
# endif
#endif
/* By default SDL uses the C calling convention */
#ifndef SDLCALL
#if defined(SDL_PLATFORM_WINDOWS) && !defined(__GNUC__)
#define SDLCALL __cdecl
#else
#define SDLCALL
#endif
#endif /* SDLCALL */
/* Force structure packing at 4 byte alignment.
This is necessary if the header is included in code which has structure
packing set to an alternate value, say for loading structures from disk.
The packing is reset to the previous value in SDL_close_code.h
*/
#if defined(_MSC_VER) || defined(__MWERKS__) || defined(__BORLANDC__)
#ifdef _MSC_VER
#pragma warning(disable: 4103)
#endif
#ifdef __clang__
#pragma clang diagnostic ignored "-Wpragma-pack"
#endif
#ifdef __BORLANDC__
#pragma nopackwarning
#endif
#ifdef _WIN64
/* Use 8-byte alignment on 64-bit architectures, so pointers are aligned */
#pragma pack(push,8)
#else
#pragma pack(push,4)
#endif
#endif /* Compiler needs structure packing set */
#ifndef SDL_INLINE
#ifdef __GNUC__
#define SDL_INLINE __inline__
#elif defined(_MSC_VER) || defined(__BORLANDC__) || \
defined(__DMC__) || defined(__SC__) || \
defined(__WATCOMC__) || defined(__LCC__) || \
defined(__DECC) || defined(__CC_ARM)
#define SDL_INLINE __inline
#ifndef __inline__
#define __inline__ __inline
#endif
#else
#define SDL_INLINE inline
#ifndef __inline__
#define __inline__ inline
#endif
#endif
#endif /* SDL_INLINE not defined */
#ifndef SDL_FORCE_INLINE
#ifdef _MSC_VER
#define SDL_FORCE_INLINE __forceinline
#elif ( (defined(__GNUC__) && (__GNUC__ >= 4)) || defined(__clang__) )
#define SDL_FORCE_INLINE __attribute__((always_inline)) static __inline__
#else
#define SDL_FORCE_INLINE static SDL_INLINE
#endif
#endif /* SDL_FORCE_INLINE not defined */
#ifndef SDL_NORETURN
#ifdef __GNUC__
#define SDL_NORETURN __attribute__((noreturn))
#elif defined(_MSC_VER)
#define SDL_NORETURN __declspec(noreturn)
#else
#define SDL_NORETURN
#endif
#endif /* SDL_NORETURN not defined */
#ifdef __clang__
#if __has_feature(attribute_analyzer_noreturn)
#define SDL_ANALYZER_NORETURN __attribute__((analyzer_noreturn))
#endif
#endif
#ifndef SDL_ANALYZER_NORETURN
#define SDL_ANALYZER_NORETURN
#endif
/* Apparently this is needed by several Windows compilers */
#ifndef __MACH__
#ifndef NULL
#ifdef __cplusplus
#define NULL 0
#else
#define NULL ((void *)0)
#endif
#endif /* NULL */
#endif /* ! macOS - breaks precompiled headers */
#ifndef SDL_FALLTHROUGH
#if (defined(__cplusplus) && __cplusplus >= 201703L) || \
(defined(__STDC_VERSION__) && __STDC_VERSION__ >= 202000L)
#define SDL_FALLTHROUGH [[fallthrough]]
#else
#if defined(__has_attribute) && !defined(__SUNPRO_C) && !defined(__SUNPRO_CC)
#define SDL_HAS_FALLTHROUGH __has_attribute(__fallthrough__)
#else
#define SDL_HAS_FALLTHROUGH 0
#endif /* __has_attribute */
#if SDL_HAS_FALLTHROUGH && \
((defined(__GNUC__) && __GNUC__ >= 7) || \
(defined(__clang_major__) && __clang_major__ >= 10))
#define SDL_FALLTHROUGH __attribute__((__fallthrough__))
#else
#define SDL_FALLTHROUGH do {} while (0) /* fallthrough */
#endif /* SDL_HAS_FALLTHROUGH */
#undef SDL_HAS_FALLTHROUGH
#endif /* C++17 or C2x */
#endif /* SDL_FALLTHROUGH not defined */
#ifndef SDL_NODISCARD
#if (defined(__cplusplus) && __cplusplus >= 201703L) || \
(defined(__STDC_VERSION__) && __STDC_VERSION__ >= 202311L)
#define SDL_NODISCARD [[nodiscard]]
#elif ( (defined(__GNUC__) && (__GNUC__ >= 4)) || defined(__clang__) )
#define SDL_NODISCARD __attribute__((warn_unused_result))
#elif defined(_MSC_VER) && (_MSC_VER >= 1700)
#define SDL_NODISCARD _Check_return_
#else
#define SDL_NODISCARD
#endif /* C++17 or C23 */
#endif /* SDL_NODISCARD not defined */
#ifndef SDL_MALLOC
#if defined(__GNUC__) && (__GNUC__ >= 3)
#define SDL_MALLOC __attribute__((malloc))
/** FIXME
#elif defined(_MSC_VER)
#define SDL_MALLOC __declspec(allocator) __desclspec(restrict)
**/
#else
#define SDL_MALLOC
#endif
#endif /* SDL_MALLOC not defined */
#ifndef SDL_ALLOC_SIZE
#if (defined(__clang__) && __clang_major__ >= 4) || (defined(__GNUC__) && (__GNUC__ > 4 || (__GNUC__ == 4 && __GNUC_MINOR__ >= 3)))
#define SDL_ALLOC_SIZE(p) __attribute__((alloc_size(p)))
#elif defined(_MSC_VER)
#define SDL_ALLOC_SIZE(p)
#else
#define SDL_ALLOC_SIZE(p)
#endif
#endif /* SDL_ALLOC_SIZE not defined */
#ifndef SDL_ALLOC_SIZE2
#if (defined(__clang__) && __clang_major__ >= 4) || (defined(__GNUC__) && (__GNUC__ > 4 || (__GNUC__ == 4 && __GNUC_MINOR__ >= 3)))
#define SDL_ALLOC_SIZE2(p1, p2) __attribute__((alloc_size(p1, p2)))
#elif defined(_MSC_VER)
#define SDL_ALLOC_SIZE2(p1, p2)
#else
#define SDL_ALLOC_SIZE2(p1, p2)
#endif
#endif /* SDL_ALLOC_SIZE2 not defined */
@@ -0,0 +1,147 @@
/*
Simple DirectMedia Layer
Copyright (C) 1997-2025 Sam Lantinga <slouken@libsdl.org>
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
arising from the use of this software.
Permission is granted to anyone to use this software for any purpose,
including commercial applications, and to alter it and redistribute it
freely, subject to the following restrictions:
1. The origin of this software must not be misrepresented; you must not
claim that you wrote the original software. If you use this software
in a product, an acknowledgment in the product documentation would be
appreciated but is not required.
2. Altered source versions must be plainly marked as such, and must not be
misrepresented as being the original software.
3. This notice may not be removed or altered from any source distribution.
*/
/**
* # CategoryBits
*
* Functions for fiddling with bits and bitmasks.
*/
#ifndef SDL_bits_h_
#define SDL_bits_h_
#include <SDL3/SDL_stdinc.h>
#include <SDL3/SDL_begin_code.h>
/* Set up for C function definitions, even when using C++ */
#ifdef __cplusplus
extern "C" {
#endif
#if defined(__WATCOMC__) && defined(__386__)
extern __inline int _SDL_bsr_watcom(Uint32);
#pragma aux _SDL_bsr_watcom = \
"bsr eax, eax" \
parm [eax] nomemory \
value [eax] \
modify exact [eax] nomemory;
#endif
/**
* Get the index of the most significant (set) bit in a 32-bit number.
*
* Result is undefined when called with 0. This operation can also be stated
* as "count leading zeroes" and "log base 2".
*
* Note that this is a forced-inline function in a header, and not a public
* API function available in the SDL library (which is to say, the code is
* embedded in the calling program and the linker and dynamic loader will not
* be able to find this function inside SDL itself).
*
* \param x the 32-bit value to examine.
* \returns the index of the most significant bit, or -1 if the value is 0.
*
* \threadsafety It is safe to call this function from any thread.
*
* \since This function is available since SDL 3.2.0.
*/
SDL_FORCE_INLINE int SDL_MostSignificantBitIndex32(Uint32 x)
{
#if defined(__GNUC__) && (__GNUC__ >= 4 || (__GNUC__ == 3 && __GNUC_MINOR__ >= 4))
/* Count Leading Zeroes builtin in GCC.
* http://gcc.gnu.org/onlinedocs/gcc-4.3.4/gcc/Other-Builtins.html
*/
if (x == 0) {
return -1;
}
return 31 - __builtin_clz(x);
#elif defined(__WATCOMC__) && defined(__386__)
if (x == 0) {
return -1;
}
return _SDL_bsr_watcom(x);
#elif defined(_MSC_VER) && _MSC_VER >= 1400
unsigned long index;
if (_BitScanReverse(&index, x)) {
return (int)index;
}
return -1;
#else
/* Based off of Bit Twiddling Hacks by Sean Eron Anderson
* <seander@cs.stanford.edu>, released in the public domain.
* http://graphics.stanford.edu/~seander/bithacks.html#IntegerLog
*/
const Uint32 b[] = {0x2, 0xC, 0xF0, 0xFF00, 0xFFFF0000};
const int S[] = {1, 2, 4, 8, 16};
int msbIndex = 0;
int i;
if (x == 0) {
return -1;
}
for (i = 4; i >= 0; i--)
{
if (x & b[i])
{
x >>= S[i];
msbIndex |= S[i];
}
}
return msbIndex;
#endif
}
/**
* Determine if a unsigned 32-bit value has exactly one bit set.
*
* If there are no bits set (`x` is zero), or more than one bit set, this
* returns false. If any one bit is exclusively set, this returns true.
*
* Note that this is a forced-inline function in a header, and not a public
* API function available in the SDL library (which is to say, the code is
* embedded in the calling program and the linker and dynamic loader will not
* be able to find this function inside SDL itself).
*
* \param x the 32-bit value to examine.
* \returns true if exactly one bit is set in `x`, false otherwise.
*
* \threadsafety It is safe to call this function from any thread.
*
* \since This function is available since SDL 3.2.0.
*/
SDL_FORCE_INLINE bool SDL_HasExactlyOneBitSet32(Uint32 x)
{
if (x && !(x & (x - 1))) {
return true;
}
return false;
}
/* Ends C function definitions when using C++ */
#ifdef __cplusplus
}
#endif
#include <SDL3/SDL_close_code.h>
#endif /* SDL_bits_h_ */
@@ -0,0 +1,202 @@
/*
Simple DirectMedia Layer
Copyright (C) 1997-2025 Sam Lantinga <slouken@libsdl.org>
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
arising from the use of this software.
Permission is granted to anyone to use this software for any purpose,
including commercial applications, and to alter it and redistribute it
freely, subject to the following restrictions:
1. The origin of this software must not be misrepresented; you must not
claim that you wrote the original software. If you use this software
in a product, an acknowledgment in the product documentation would be
appreciated but is not required.
2. Altered source versions must be plainly marked as such, and must not be
misrepresented as being the original software.
3. This notice may not be removed or altered from any source distribution.
*/
/**
* # CategoryBlendmode
*
* Blend modes decide how two colors will mix together. There are both
* standard modes for basic needs and a means to create custom modes,
* dictating what sort of math to do on what color components.
*/
#ifndef SDL_blendmode_h_
#define SDL_blendmode_h_
#include <SDL3/SDL_stdinc.h>
#include <SDL3/SDL_begin_code.h>
/* Set up for C function definitions, even when using C++ */
#ifdef __cplusplus
extern "C" {
#endif
/**
* A set of blend modes used in drawing operations.
*
* These predefined blend modes are supported everywhere.
*
* Additional values may be obtained from SDL_ComposeCustomBlendMode.
*
* \since This datatype is available since SDL 3.2.0.
*
* \sa SDL_ComposeCustomBlendMode
*/
typedef Uint32 SDL_BlendMode;
#define SDL_BLENDMODE_NONE 0x00000000u /**< no blending: dstRGBA = srcRGBA */
#define SDL_BLENDMODE_BLEND 0x00000001u /**< alpha blending: dstRGB = (srcRGB * srcA) + (dstRGB * (1-srcA)), dstA = srcA + (dstA * (1-srcA)) */
#define SDL_BLENDMODE_BLEND_PREMULTIPLIED 0x00000010u /**< pre-multiplied alpha blending: dstRGBA = srcRGBA + (dstRGBA * (1-srcA)) */
#define SDL_BLENDMODE_ADD 0x00000002u /**< additive blending: dstRGB = (srcRGB * srcA) + dstRGB, dstA = dstA */
#define SDL_BLENDMODE_ADD_PREMULTIPLIED 0x00000020u /**< pre-multiplied additive blending: dstRGB = srcRGB + dstRGB, dstA = dstA */
#define SDL_BLENDMODE_MOD 0x00000004u /**< color modulate: dstRGB = srcRGB * dstRGB, dstA = dstA */
#define SDL_BLENDMODE_MUL 0x00000008u /**< color multiply: dstRGB = (srcRGB * dstRGB) + (dstRGB * (1-srcA)), dstA = dstA */
#define SDL_BLENDMODE_INVALID 0x7FFFFFFFu
/**
* The blend operation used when combining source and destination pixel
* components.
*
* \since This enum is available since SDL 3.2.0.
*/
typedef enum SDL_BlendOperation
{
SDL_BLENDOPERATION_ADD = 0x1, /**< dst + src: supported by all renderers */
SDL_BLENDOPERATION_SUBTRACT = 0x2, /**< src - dst : supported by D3D, OpenGL, OpenGLES, and Vulkan */
SDL_BLENDOPERATION_REV_SUBTRACT = 0x3, /**< dst - src : supported by D3D, OpenGL, OpenGLES, and Vulkan */
SDL_BLENDOPERATION_MINIMUM = 0x4, /**< min(dst, src) : supported by D3D, OpenGL, OpenGLES, and Vulkan */
SDL_BLENDOPERATION_MAXIMUM = 0x5 /**< max(dst, src) : supported by D3D, OpenGL, OpenGLES, and Vulkan */
} SDL_BlendOperation;
/**
* The normalized factor used to multiply pixel components.
*
* The blend factors are multiplied with the pixels from a drawing operation
* (src) and the pixels from the render target (dst) before the blend
* operation. The comma-separated factors listed above are always applied in
* the component order red, green, blue, and alpha.
*
* \since This enum is available since SDL 3.2.0.
*/
typedef enum SDL_BlendFactor
{
SDL_BLENDFACTOR_ZERO = 0x1, /**< 0, 0, 0, 0 */
SDL_BLENDFACTOR_ONE = 0x2, /**< 1, 1, 1, 1 */
SDL_BLENDFACTOR_SRC_COLOR = 0x3, /**< srcR, srcG, srcB, srcA */
SDL_BLENDFACTOR_ONE_MINUS_SRC_COLOR = 0x4, /**< 1-srcR, 1-srcG, 1-srcB, 1-srcA */
SDL_BLENDFACTOR_SRC_ALPHA = 0x5, /**< srcA, srcA, srcA, srcA */
SDL_BLENDFACTOR_ONE_MINUS_SRC_ALPHA = 0x6, /**< 1-srcA, 1-srcA, 1-srcA, 1-srcA */
SDL_BLENDFACTOR_DST_COLOR = 0x7, /**< dstR, dstG, dstB, dstA */
SDL_BLENDFACTOR_ONE_MINUS_DST_COLOR = 0x8, /**< 1-dstR, 1-dstG, 1-dstB, 1-dstA */
SDL_BLENDFACTOR_DST_ALPHA = 0x9, /**< dstA, dstA, dstA, dstA */
SDL_BLENDFACTOR_ONE_MINUS_DST_ALPHA = 0xA /**< 1-dstA, 1-dstA, 1-dstA, 1-dstA */
} SDL_BlendFactor;
/**
* Compose a custom blend mode for renderers.
*
* The functions SDL_SetRenderDrawBlendMode and SDL_SetTextureBlendMode accept
* the SDL_BlendMode returned by this function if the renderer supports it.
*
* A blend mode controls how the pixels from a drawing operation (source) get
* combined with the pixels from the render target (destination). First, the
* components of the source and destination pixels get multiplied with their
* blend factors. Then, the blend operation takes the two products and
* calculates the result that will get stored in the render target.
*
* Expressed in pseudocode, it would look like this:
*
* ```c
* dstRGB = colorOperation(srcRGB * srcColorFactor, dstRGB * dstColorFactor);
* dstA = alphaOperation(srcA * srcAlphaFactor, dstA * dstAlphaFactor);
* ```
*
* Where the functions `colorOperation(src, dst)` and `alphaOperation(src,
* dst)` can return one of the following:
*
* - `src + dst`
* - `src - dst`
* - `dst - src`
* - `min(src, dst)`
* - `max(src, dst)`
*
* The red, green, and blue components are always multiplied with the first,
* second, and third components of the SDL_BlendFactor, respectively. The
* fourth component is not used.
*
* The alpha component is always multiplied with the fourth component of the
* SDL_BlendFactor. The other components are not used in the alpha
* calculation.
*
* Support for these blend modes varies for each renderer. To check if a
* specific SDL_BlendMode is supported, create a renderer and pass it to
* either SDL_SetRenderDrawBlendMode or SDL_SetTextureBlendMode. They will
* return with an error if the blend mode is not supported.
*
* This list describes the support of custom blend modes for each renderer.
* All renderers support the four blend modes listed in the SDL_BlendMode
* enumeration.
*
* - **direct3d**: Supports all operations with all factors. However, some
* factors produce unexpected results with `SDL_BLENDOPERATION_MINIMUM` and
* `SDL_BLENDOPERATION_MAXIMUM`.
* - **direct3d11**: Same as Direct3D 9.
* - **opengl**: Supports the `SDL_BLENDOPERATION_ADD` operation with all
* factors. OpenGL versions 1.1, 1.2, and 1.3 do not work correctly here.
* - **opengles2**: Supports the `SDL_BLENDOPERATION_ADD`,
* `SDL_BLENDOPERATION_SUBTRACT`, `SDL_BLENDOPERATION_REV_SUBTRACT`
* operations with all factors.
* - **psp**: No custom blend mode support.
* - **software**: No custom blend mode support.
*
* Some renderers do not provide an alpha component for the default render
* target. The `SDL_BLENDFACTOR_DST_ALPHA` and
* `SDL_BLENDFACTOR_ONE_MINUS_DST_ALPHA` factors do not have an effect in this
* case.
*
* \param srcColorFactor the SDL_BlendFactor applied to the red, green, and
* blue components of the source pixels.
* \param dstColorFactor the SDL_BlendFactor applied to the red, green, and
* blue components of the destination pixels.
* \param colorOperation the SDL_BlendOperation used to combine the red,
* green, and blue components of the source and
* destination pixels.
* \param srcAlphaFactor the SDL_BlendFactor applied to the alpha component of
* the source pixels.
* \param dstAlphaFactor the SDL_BlendFactor applied to the alpha component of
* the destination pixels.
* \param alphaOperation the SDL_BlendOperation used to combine the alpha
* component of the source and destination pixels.
* \returns an SDL_BlendMode that represents the chosen factors and
* operations.
*
* \threadsafety It is safe to call this function from any thread.
*
* \since This function is available since SDL 3.2.0.
*
* \sa SDL_SetRenderDrawBlendMode
* \sa SDL_GetRenderDrawBlendMode
* \sa SDL_SetTextureBlendMode
* \sa SDL_GetTextureBlendMode
*/
extern SDL_DECLSPEC SDL_BlendMode SDLCALL SDL_ComposeCustomBlendMode(SDL_BlendFactor srcColorFactor,
SDL_BlendFactor dstColorFactor,
SDL_BlendOperation colorOperation,
SDL_BlendFactor srcAlphaFactor,
SDL_BlendFactor dstAlphaFactor,
SDL_BlendOperation alphaOperation);
/* Ends C function definitions when using C++ */
#ifdef __cplusplus
}
#endif
#include <SDL3/SDL_close_code.h>
#endif /* SDL_blendmode_h_ */
@@ -0,0 +1,519 @@
/*
Simple DirectMedia Layer
Copyright (C) 1997-2025 Sam Lantinga <slouken@libsdl.org>
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
arising from the use of this software.
Permission is granted to anyone to use this software for any purpose,
including commercial applications, and to alter it and redistribute it
freely, subject to the following restrictions:
1. The origin of this software must not be misrepresented; you must not
claim that you wrote the original software. If you use this software
in a product, an acknowledgment in the product documentation would be
appreciated but is not required.
2. Altered source versions must be plainly marked as such, and must not be
misrepresented as being the original software.
3. This notice may not be removed or altered from any source distribution.
*/
/**
* # CategoryCamera
*
* Video capture for the SDL library.
*
* This API lets apps read input from video sources, like webcams. Camera
* devices can be enumerated, queried, and opened. Once opened, it will
* provide SDL_Surface objects as new frames of video come in. These surfaces
* can be uploaded to an SDL_Texture or processed as pixels in memory.
*
* Several platforms will alert the user if an app tries to access a camera,
* and some will present a UI asking the user if your application should be
* allowed to obtain images at all, which they can deny. A successfully opened
* camera will not provide images until permission is granted. Applications,
* after opening a camera device, can see if they were granted access by
* either polling with the SDL_GetCameraPermissionState() function, or waiting
* for an SDL_EVENT_CAMERA_DEVICE_APPROVED or SDL_EVENT_CAMERA_DEVICE_DENIED
* event. Platforms that don't have any user approval process will report
* approval immediately.
*
* Note that SDL cameras only provide video as individual frames; they will
* not provide full-motion video encoded in a movie file format, although an
* app is free to encode the acquired frames into any format it likes. It also
* does not provide audio from the camera hardware through this API; not only
* do many webcams not have microphones at all, many people--from streamers to
* people on Zoom calls--will want to use a separate microphone regardless of
* the camera. In any case, recorded audio will be available through SDL's
* audio API no matter what hardware provides the microphone.
*
* ## Camera gotchas
*
* Consumer-level camera hardware tends to take a little while to warm up,
* once the device has been opened. Generally most camera apps have some sort
* of UI to take a picture (a button to snap a pic while a preview is showing,
* some sort of multi-second countdown for the user to pose, like a photo
* booth), which puts control in the users' hands, or they are intended to
* stay on for long times (Pokemon Go, etc).
*
* It's not uncommon that a newly-opened camera will provide a couple of
* completely black frames, maybe followed by some under-exposed images. If
* taking a single frame automatically, or recording video from a camera's
* input without the user initiating it from a preview, it could be wise to
* drop the first several frames (if not the first several _seconds_ worth of
* frames!) before using images from a camera.
*/
#ifndef SDL_camera_h_
#define SDL_camera_h_
#include <SDL3/SDL_stdinc.h>
#include <SDL3/SDL_error.h>
#include <SDL3/SDL_pixels.h>
#include <SDL3/SDL_properties.h>
#include <SDL3/SDL_surface.h>
#include <SDL3/SDL_begin_code.h>
/* Set up for C function definitions, even when using C++ */
#ifdef __cplusplus
extern "C" {
#endif
/**
* This is a unique ID for a camera device for the time it is connected to the
* system, and is never reused for the lifetime of the application.
*
* If the device is disconnected and reconnected, it will get a new ID.
*
* The value 0 is an invalid ID.
*
* \since This datatype is available since SDL 3.2.0.
*
* \sa SDL_GetCameras
*/
typedef Uint32 SDL_CameraID;
/**
* The opaque structure used to identify an opened SDL camera.
*
* \since This struct is available since SDL 3.2.0.
*/
typedef struct SDL_Camera SDL_Camera;
/**
* The details of an output format for a camera device.
*
* Cameras often support multiple formats; each one will be encapsulated in
* this struct.
*
* \since This struct is available since SDL 3.2.0.
*
* \sa SDL_GetCameraSupportedFormats
* \sa SDL_GetCameraFormat
*/
typedef struct SDL_CameraSpec
{
SDL_PixelFormat format; /**< Frame format */
SDL_Colorspace colorspace; /**< Frame colorspace */
int width; /**< Frame width */
int height; /**< Frame height */
int framerate_numerator; /**< Frame rate numerator ((num / denom) == FPS, (denom / num) == duration in seconds) */
int framerate_denominator; /**< Frame rate demoninator ((num / denom) == FPS, (denom / num) == duration in seconds) */
} SDL_CameraSpec;
/**
* The position of camera in relation to system device.
*
* \since This enum is available since SDL 3.2.0.
*
* \sa SDL_GetCameraPosition
*/
typedef enum SDL_CameraPosition
{
SDL_CAMERA_POSITION_UNKNOWN,
SDL_CAMERA_POSITION_FRONT_FACING,
SDL_CAMERA_POSITION_BACK_FACING
} SDL_CameraPosition;
/**
* Use this function to get the number of built-in camera drivers.
*
* This function returns a hardcoded number. This never returns a negative
* value; if there are no drivers compiled into this build of SDL, this
* function returns zero. The presence of a driver in this list does not mean
* it will function, it just means SDL is capable of interacting with that
* interface. For example, a build of SDL might have v4l2 support, but if
* there's no kernel support available, SDL's v4l2 driver would fail if used.
*
* By default, SDL tries all drivers, in its preferred order, until one is
* found to be usable.
*
* \returns the number of built-in camera drivers.
*
* \threadsafety It is safe to call this function from any thread.
*
* \since This function is available since SDL 3.2.0.
*
* \sa SDL_GetCameraDriver
*/
extern SDL_DECLSPEC int SDLCALL SDL_GetNumCameraDrivers(void);
/**
* Use this function to get the name of a built in camera driver.
*
* The list of camera drivers is given in the order that they are normally
* initialized by default; the drivers that seem more reasonable to choose
* first (as far as the SDL developers believe) are earlier in the list.
*
* The names of drivers are all simple, low-ASCII identifiers, like "v4l2",
* "coremedia" or "android". These never have Unicode characters, and are not
* meant to be proper names.
*
* \param index the index of the camera driver; the value ranges from 0 to
* SDL_GetNumCameraDrivers() - 1.
* \returns the name of the camera driver at the requested index, or NULL if
* an invalid index was specified.
*
* \threadsafety It is safe to call this function from any thread.
*
* \since This function is available since SDL 3.2.0.
*
* \sa SDL_GetNumCameraDrivers
*/
extern SDL_DECLSPEC const char * SDLCALL SDL_GetCameraDriver(int index);
/**
* Get the name of the current camera driver.
*
* The names of drivers are all simple, low-ASCII identifiers, like "v4l2",
* "coremedia" or "android". These never have Unicode characters, and are not
* meant to be proper names.
*
* \returns the name of the current camera driver or NULL if no driver has
* been initialized.
*
* \threadsafety It is safe to call this function from any thread.
*
* \since This function is available since SDL 3.2.0.
*/
extern SDL_DECLSPEC const char * SDLCALL SDL_GetCurrentCameraDriver(void);
/**
* Get a list of currently connected camera devices.
*
* \param count a pointer filled in with the number of cameras returned, may
* be NULL.
* \returns a 0 terminated array of camera instance IDs or NULL on failure;
* call SDL_GetError() for more information. This should be freed
* with SDL_free() when it is no longer needed.
*
* \threadsafety It is safe to call this function from any thread.
*
* \since This function is available since SDL 3.2.0.
*
* \sa SDL_OpenCamera
*/
extern SDL_DECLSPEC SDL_CameraID * SDLCALL SDL_GetCameras(int *count);
/**
* Get the list of native formats/sizes a camera supports.
*
* This returns a list of all formats and frame sizes that a specific camera
* can offer. This is useful if your app can accept a variety of image formats
* and sizes and so want to find the optimal spec that doesn't require
* conversion.
*
* This function isn't strictly required; if you call SDL_OpenCamera with a
* NULL spec, SDL will choose a native format for you, and if you instead
* specify a desired format, it will transparently convert to the requested
* format on your behalf.
*
* If `count` is not NULL, it will be filled with the number of elements in
* the returned array.
*
* Note that it's legal for a camera to supply an empty list. This is what
* will happen on Emscripten builds, since that platform won't tell _anything_
* about available cameras until you've opened one, and won't even tell if
* there _is_ a camera until the user has given you permission to check
* through a scary warning popup.
*
* \param instance_id the camera device instance ID.
* \param count a pointer filled in with the number of elements in the list,
* may be NULL.
* \returns a NULL terminated array of pointers to SDL_CameraSpec or NULL on
* failure; call SDL_GetError() for more information. This is a
* single allocation that should be freed with SDL_free() when it is
* no longer needed.
*
* \threadsafety It is safe to call this function from any thread.
*
* \since This function is available since SDL 3.2.0.
*
* \sa SDL_GetCameras
* \sa SDL_OpenCamera
*/
extern SDL_DECLSPEC SDL_CameraSpec ** SDLCALL SDL_GetCameraSupportedFormats(SDL_CameraID instance_id, int *count);
/**
* Get the human-readable device name for a camera.
*
* \param instance_id the camera device instance ID.
* \returns a human-readable device name or NULL on failure; call
* SDL_GetError() for more information.
*
* \threadsafety It is safe to call this function from any thread.
*
* \since This function is available since SDL 3.2.0.
*
* \sa SDL_GetCameras
*/
extern SDL_DECLSPEC const char * SDLCALL SDL_GetCameraName(SDL_CameraID instance_id);
/**
* Get the position of the camera in relation to the system.
*
* Most platforms will report UNKNOWN, but mobile devices, like phones, can
* often make a distinction between cameras on the front of the device (that
* points towards the user, for taking "selfies") and cameras on the back (for
* filming in the direction the user is facing).
*
* \param instance_id the camera device instance ID.
* \returns the position of the camera on the system hardware.
*
* \threadsafety It is safe to call this function from any thread.
*
* \since This function is available since SDL 3.2.0.
*
* \sa SDL_GetCameras
*/
extern SDL_DECLSPEC SDL_CameraPosition SDLCALL SDL_GetCameraPosition(SDL_CameraID instance_id);
/**
* Open a video recording device (a "camera").
*
* You can open the device with any reasonable spec, and if the hardware can't
* directly support it, it will convert data seamlessly to the requested
* format. This might incur overhead, including scaling of image data.
*
* If you would rather accept whatever format the device offers, you can pass
* a NULL spec here and it will choose one for you (and you can use
* SDL_Surface's conversion/scaling functions directly if necessary).
*
* You can call SDL_GetCameraFormat() to get the actual data format if passing
* a NULL spec here. You can see the exact specs a device can support without
* conversion with SDL_GetCameraSupportedFormats().
*
* SDL will not attempt to emulate framerate; it will try to set the hardware
* to the rate closest to the requested speed, but it won't attempt to limit
* or duplicate frames artificially; call SDL_GetCameraFormat() to see the
* actual framerate of the opened the device, and check your timestamps if
* this is crucial to your app!
*
* Note that the camera is not usable until the user approves its use! On some
* platforms, the operating system will prompt the user to permit access to
* the camera, and they can choose Yes or No at that point. Until they do, the
* camera will not be usable. The app should either wait for an
* SDL_EVENT_CAMERA_DEVICE_APPROVED (or SDL_EVENT_CAMERA_DEVICE_DENIED) event,
* or poll SDL_GetCameraPermissionState() occasionally until it returns
* non-zero. On platforms that don't require explicit user approval (and
* perhaps in places where the user previously permitted access), the approval
* event might come immediately, but it might come seconds, minutes, or hours
* later!
*
* \param instance_id the camera device instance ID.
* \param spec the desired format for data the device will provide. Can be
* NULL.
* \returns an SDL_Camera object or NULL on failure; call SDL_GetError() for
* more information.
*
* \threadsafety It is safe to call this function from any thread.
*
* \since This function is available since SDL 3.2.0.
*
* \sa SDL_GetCameras
* \sa SDL_GetCameraFormat
*/
extern SDL_DECLSPEC SDL_Camera * SDLCALL SDL_OpenCamera(SDL_CameraID instance_id, const SDL_CameraSpec *spec);
/**
* Query if camera access has been approved by the user.
*
* Cameras will not function between when the device is opened by the app and
* when the user permits access to the hardware. On some platforms, this
* presents as a popup dialog where the user has to explicitly approve access;
* on others the approval might be implicit and not alert the user at all.
*
* This function can be used to check the status of that approval. It will
* return 0 if still waiting for user response, 1 if the camera is approved
* for use, and -1 if the user denied access.
*
* Instead of polling with this function, you can wait for a
* SDL_EVENT_CAMERA_DEVICE_APPROVED (or SDL_EVENT_CAMERA_DEVICE_DENIED) event
* in the standard SDL event loop, which is guaranteed to be sent once when
* permission to use the camera is decided.
*
* If a camera is declined, there's nothing to be done but call
* SDL_CloseCamera() to dispose of it.
*
* \param camera the opened camera device to query.
* \returns -1 if user denied access to the camera, 1 if user approved access,
* 0 if no decision has been made yet.
*
* \threadsafety It is safe to call this function from any thread.
*
* \since This function is available since SDL 3.2.0.
*
* \sa SDL_OpenCamera
* \sa SDL_CloseCamera
*/
extern SDL_DECLSPEC int SDLCALL SDL_GetCameraPermissionState(SDL_Camera *camera);
/**
* Get the instance ID of an opened camera.
*
* \param camera an SDL_Camera to query.
* \returns the instance ID of the specified camera on success or 0 on
* failure; call SDL_GetError() for more information.
*
* \threadsafety It is safe to call this function from any thread.
*
* \since This function is available since SDL 3.2.0.
*
* \sa SDL_OpenCamera
*/
extern SDL_DECLSPEC SDL_CameraID SDLCALL SDL_GetCameraID(SDL_Camera *camera);
/**
* Get the properties associated with an opened camera.
*
* \param camera the SDL_Camera obtained from SDL_OpenCamera().
* \returns a valid property ID on success or 0 on failure; call
* SDL_GetError() for more information.
*
* \threadsafety It is safe to call this function from any thread.
*
* \since This function is available since SDL 3.2.0.
*/
extern SDL_DECLSPEC SDL_PropertiesID SDLCALL SDL_GetCameraProperties(SDL_Camera *camera);
/**
* Get the spec that a camera is using when generating images.
*
* Note that this might not be the native format of the hardware, as SDL might
* be converting to this format behind the scenes.
*
* If the system is waiting for the user to approve access to the camera, as
* some platforms require, this will return false, but this isn't necessarily
* a fatal error; you should either wait for an
* SDL_EVENT_CAMERA_DEVICE_APPROVED (or SDL_EVENT_CAMERA_DEVICE_DENIED) event,
* or poll SDL_GetCameraPermissionState() occasionally until it returns
* non-zero.
*
* \param camera opened camera device.
* \param spec the SDL_CameraSpec to be initialized by this function.
* \returns true on success or false on failure; call SDL_GetError() for more
* information.
*
* \threadsafety It is safe to call this function from any thread.
*
* \since This function is available since SDL 3.2.0.
*
* \sa SDL_OpenCamera
*/
extern SDL_DECLSPEC bool SDLCALL SDL_GetCameraFormat(SDL_Camera *camera, SDL_CameraSpec *spec);
/**
* Acquire a frame.
*
* The frame is a memory pointer to the image data, whose size and format are
* given by the spec requested when opening the device.
*
* This is a non blocking API. If there is a frame available, a non-NULL
* surface is returned, and timestampNS will be filled with a non-zero value.
*
* Note that an error case can also return NULL, but a NULL by itself is
* normal and just signifies that a new frame is not yet available. Note that
* even if a camera device fails outright (a USB camera is unplugged while in
* use, etc), SDL will send an event separately to notify the app, but
* continue to provide blank frames at ongoing intervals until
* SDL_CloseCamera() is called, so real failure here is almost always an out
* of memory condition.
*
* After use, the frame should be released with SDL_ReleaseCameraFrame(). If
* you don't do this, the system may stop providing more video!
*
* Do not call SDL_DestroySurface() on the returned surface! It must be given
* back to the camera subsystem with SDL_ReleaseCameraFrame!
*
* If the system is waiting for the user to approve access to the camera, as
* some platforms require, this will return NULL (no frames available); you
* should either wait for an SDL_EVENT_CAMERA_DEVICE_APPROVED (or
* SDL_EVENT_CAMERA_DEVICE_DENIED) event, or poll
* SDL_GetCameraPermissionState() occasionally until it returns non-zero.
*
* \param camera opened camera device.
* \param timestampNS a pointer filled in with the frame's timestamp, or 0 on
* error. Can be NULL.
* \returns a new frame of video on success, NULL if none is currently
* available.
*
* \threadsafety It is safe to call this function from any thread.
*
* \since This function is available since SDL 3.2.0.
*
* \sa SDL_ReleaseCameraFrame
*/
extern SDL_DECLSPEC SDL_Surface * SDLCALL SDL_AcquireCameraFrame(SDL_Camera *camera, Uint64 *timestampNS);
/**
* Release a frame of video acquired from a camera.
*
* Let the back-end re-use the internal buffer for camera.
*
* This function _must_ be called only on surface objects returned by
* SDL_AcquireCameraFrame(). This function should be called as quickly as
* possible after acquisition, as SDL keeps a small FIFO queue of surfaces for
* video frames; if surfaces aren't released in a timely manner, SDL may drop
* upcoming video frames from the camera.
*
* If the app needs to keep the surface for a significant time, they should
* make a copy of it and release the original.
*
* The app should not use the surface again after calling this function;
* assume the surface is freed and the pointer is invalid.
*
* \param camera opened camera device.
* \param frame the video frame surface to release.
*
* \threadsafety It is safe to call this function from any thread.
*
* \since This function is available since SDL 3.2.0.
*
* \sa SDL_AcquireCameraFrame
*/
extern SDL_DECLSPEC void SDLCALL SDL_ReleaseCameraFrame(SDL_Camera *camera, SDL_Surface *frame);
/**
* Use this function to shut down camera processing and close the camera
* device.
*
* \param camera opened camera device.
*
* \threadsafety It is safe to call this function from any thread, but no
* thread may reference `device` once this function is called.
*
* \since This function is available since SDL 3.2.0.
*
* \sa SDL_OpenCamera
*/
extern SDL_DECLSPEC void SDLCALL SDL_CloseCamera(SDL_Camera *camera);
/* Ends C function definitions when using C++ */
#ifdef __cplusplus
}
#endif
#include <SDL3/SDL_close_code.h>
#endif /* SDL_camera_h_ */
@@ -0,0 +1,331 @@
/*
Simple DirectMedia Layer
Copyright (C) 1997-2025 Sam Lantinga <slouken@libsdl.org>
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
arising from the use of this software.
Permission is granted to anyone to use this software for any purpose,
including commercial applications, and to alter it and redistribute it
freely, subject to the following restrictions:
1. The origin of this software must not be misrepresented; you must not
claim that you wrote the original software. If you use this software
in a product, an acknowledgment in the product documentation would be
appreciated but is not required.
2. Altered source versions must be plainly marked as such, and must not be
misrepresented as being the original software.
3. This notice may not be removed or altered from any source distribution.
*/
/**
* # CategoryClipboard
*
* SDL provides access to the system clipboard, both for reading information
* from other processes and publishing information of its own.
*
* This is not just text! SDL apps can access and publish data by mimetype.
*
* ## Basic use (text)
*
* Obtaining and publishing simple text to the system clipboard is as easy as
* calling SDL_GetClipboardText() and SDL_SetClipboardText(), respectively.
* These deal with C strings in UTF-8 encoding. Data transmission and encoding
* conversion is completely managed by SDL.
*
* ## Clipboard callbacks (data other than text)
*
* Things get more complicated when the clipboard contains something other
* than text. Not only can the system clipboard contain data of any type, in
* some cases it can contain the same data in different formats! For example,
* an image painting app might let the user copy a graphic to the clipboard,
* and offers it in .BMP, .JPG, or .PNG format for other apps to consume.
*
* Obtaining clipboard data ("pasting") like this is a matter of calling
* SDL_GetClipboardData() and telling it the mimetype of the data you want.
* But how does one know if that format is available? SDL_HasClipboardData()
* can report if a specific mimetype is offered, and
* SDL_GetClipboardMimeTypes() can provide the entire list of mimetypes
* available, so the app can decide what to do with the data and what formats
* it can support.
*
* Setting the clipboard ("copying") to arbitrary data is done with
* SDL_SetClipboardData. The app does not provide the data in this call, but
* rather the mimetypes it is willing to provide and a callback function.
* During the callback, the app will generate the data. This allows massive
* data sets to be provided to the clipboard, without any data being copied
* before it is explicitly requested. More specifically, it allows an app to
* offer data in multiple formats without providing a copy of all of them
* upfront. If the app has an image that it could provide in PNG or JPG
* format, it doesn't have to encode it to either of those unless and until
* something tries to paste it.
*
* ## Primary Selection
*
* The X11 and Wayland video targets have a concept of the "primary selection"
* in addition to the usual clipboard. This is generally highlighted (but not
* explicitly copied) text from various apps. SDL offers APIs for this through
* SDL_GetPrimarySelectionText() and SDL_SetPrimarySelectionText(). SDL offers
* these APIs on platforms without this concept, too, but only so far that it
* will keep a copy of a string that the app sets for later retrieval; the
* operating system will not ever attempt to change the string externally if
* it doesn't support a primary selection.
*/
#ifndef SDL_clipboard_h_
#define SDL_clipboard_h_
#include <SDL3/SDL_stdinc.h>
#include <SDL3/SDL_error.h>
#include <SDL3/SDL_begin_code.h>
/* Set up for C function definitions, even when using C++ */
#ifdef __cplusplus
extern "C" {
#endif
/* Function prototypes */
/**
* Put UTF-8 text into the clipboard.
*
* \param text the text to store in the clipboard.
* \returns true on success or false on failure; call SDL_GetError() for more
* information.
*
* \threadsafety This function should only be called on the main thread.
*
* \since This function is available since SDL 3.2.0.
*
* \sa SDL_GetClipboardText
* \sa SDL_HasClipboardText
*/
extern SDL_DECLSPEC bool SDLCALL SDL_SetClipboardText(const char *text);
/**
* Get UTF-8 text from the clipboard.
*
* This function returns an empty string if there is not enough memory left
* for a copy of the clipboard's content.
*
* \returns the clipboard text on success or an empty string on failure; call
* SDL_GetError() for more information. This should be freed with
* SDL_free() when it is no longer needed.
*
* \threadsafety This function should only be called on the main thread.
*
* \since This function is available since SDL 3.2.0.
*
* \sa SDL_HasClipboardText
* \sa SDL_SetClipboardText
*/
extern SDL_DECLSPEC char * SDLCALL SDL_GetClipboardText(void);
/**
* Query whether the clipboard exists and contains a non-empty text string.
*
* \returns true if the clipboard has text, or false if it does not.
*
* \threadsafety This function should only be called on the main thread.
*
* \since This function is available since SDL 3.2.0.
*
* \sa SDL_GetClipboardText
* \sa SDL_SetClipboardText
*/
extern SDL_DECLSPEC bool SDLCALL SDL_HasClipboardText(void);
/**
* Put UTF-8 text into the primary selection.
*
* \param text the text to store in the primary selection.
* \returns true on success or false on failure; call SDL_GetError() for more
* information.
*
* \threadsafety This function should only be called on the main thread.
*
* \since This function is available since SDL 3.2.0.
*
* \sa SDL_GetPrimarySelectionText
* \sa SDL_HasPrimarySelectionText
*/
extern SDL_DECLSPEC bool SDLCALL SDL_SetPrimarySelectionText(const char *text);
/**
* Get UTF-8 text from the primary selection.
*
* This function returns an empty string if there is not enough memory left
* for a copy of the primary selection's content.
*
* \returns the primary selection text on success or an empty string on
* failure; call SDL_GetError() for more information. This should be
* freed with SDL_free() when it is no longer needed.
*
* \threadsafety This function should only be called on the main thread.
*
* \since This function is available since SDL 3.2.0.
*
* \sa SDL_HasPrimarySelectionText
* \sa SDL_SetPrimarySelectionText
*/
extern SDL_DECLSPEC char * SDLCALL SDL_GetPrimarySelectionText(void);
/**
* Query whether the primary selection exists and contains a non-empty text
* string.
*
* \returns true if the primary selection has text, or false if it does not.
*
* \threadsafety This function should only be called on the main thread.
*
* \since This function is available since SDL 3.2.0.
*
* \sa SDL_GetPrimarySelectionText
* \sa SDL_SetPrimarySelectionText
*/
extern SDL_DECLSPEC bool SDLCALL SDL_HasPrimarySelectionText(void);
/**
* Callback function that will be called when data for the specified mime-type
* is requested by the OS.
*
* The callback function is called with NULL as the mime_type when the
* clipboard is cleared or new data is set. The clipboard is automatically
* cleared in SDL_Quit().
*
* \param userdata a pointer to the provided user data.
* \param mime_type the requested mime-type.
* \param size a pointer filled in with the length of the returned data.
* \returns a pointer to the data for the provided mime-type. Returning NULL
* or setting the length to 0 will cause no data to be sent to the
* "receiver". It is up to the receiver to handle this. Essentially
* returning no data is more or less undefined behavior and may cause
* breakage in receiving applications. The returned data will not be
* freed, so it needs to be retained and dealt with internally.
*
* \since This function is available since SDL 3.2.0.
*
* \sa SDL_SetClipboardData
*/
typedef const void *(SDLCALL *SDL_ClipboardDataCallback)(void *userdata, const char *mime_type, size_t *size);
/**
* Callback function that will be called when the clipboard is cleared, or when new
* data is set.
*
* \param userdata a pointer to the provided user data.
*
* \since This function is available since SDL 3.2.0.
*
* \sa SDL_SetClipboardData
*/
typedef void (SDLCALL *SDL_ClipboardCleanupCallback)(void *userdata);
/**
* Offer clipboard data to the OS.
*
* Tell the operating system that the application is offering clipboard data
* for each of the provided mime-types. Once another application requests the
* data the callback function will be called, allowing it to generate and
* respond with the data for the requested mime-type.
*
* The size of text data does not include any terminator, and the text does
* not need to be null-terminated (e.g., you can directly copy a portion of a
* document).
*
* \param callback a function pointer to the function that provides the
* clipboard data.
* \param cleanup a function pointer to the function that cleans up the
* clipboard data.
* \param userdata an opaque pointer that will be forwarded to the callbacks.
* \param mime_types a list of mime-types that are being offered. SDL copies the given list.
* \param num_mime_types the number of mime-types in the mime_types list.
* \returns true on success or false on failure; call SDL_GetError() for more
* information.
*
* \threadsafety This function should only be called on the main thread.
*
* \since This function is available since SDL 3.2.0.
*
* \sa SDL_ClearClipboardData
* \sa SDL_GetClipboardData
* \sa SDL_HasClipboardData
*/
extern SDL_DECLSPEC bool SDLCALL SDL_SetClipboardData(SDL_ClipboardDataCallback callback, SDL_ClipboardCleanupCallback cleanup, void *userdata, const char **mime_types, size_t num_mime_types);
/**
* Clear the clipboard data.
*
* \returns true on success or false on failure; call SDL_GetError() for more
* information.
*
* \threadsafety This function should only be called on the main thread.
*
* \since This function is available since SDL 3.2.0.
*
* \sa SDL_SetClipboardData
*/
extern SDL_DECLSPEC bool SDLCALL SDL_ClearClipboardData(void);
/**
* Get the data from the clipboard for a given mime type.
*
* The size of text data does not include the terminator, but the text is
* guaranteed to be null-terminated.
*
* \param mime_type the mime type to read from the clipboard.
* \param size a pointer filled in with the length of the returned data.
* \returns the retrieved data buffer or NULL on failure; call SDL_GetError()
* for more information. This should be freed with SDL_free() when it
* is no longer needed.
*
* \threadsafety This function should only be called on the main thread.
*
* \since This function is available since SDL 3.2.0.
*
* \sa SDL_HasClipboardData
* \sa SDL_SetClipboardData
*/
extern SDL_DECLSPEC void * SDLCALL SDL_GetClipboardData(const char *mime_type, size_t *size);
/**
* Query whether there is data in the clipboard for the provided mime type.
*
* \param mime_type the mime type to check for data.
* \returns true if data exists in the clipboard for the provided mime type,
* false if it does not.
*
* \threadsafety This function should only be called on the main thread.
*
* \since This function is available since SDL 3.2.0.
*
* \sa SDL_SetClipboardData
* \sa SDL_GetClipboardData
*/
extern SDL_DECLSPEC bool SDLCALL SDL_HasClipboardData(const char *mime_type);
/**
* Retrieve the list of mime types available in the clipboard.
*
* \param num_mime_types a pointer filled with the number of mime types, may
* be NULL.
* \returns a null-terminated array of strings with mime types, or NULL on
* failure; call SDL_GetError() for more information. This should be
* freed with SDL_free() when it is no longer needed.
*
* \threadsafety This function should only be called on the main thread.
*
* \since This function is available since SDL 3.2.0.
*
* \sa SDL_SetClipboardData
*/
extern SDL_DECLSPEC char ** SDLCALL SDL_GetClipboardMimeTypes(size_t *num_mime_types);
/* Ends C function definitions when using C++ */
#ifdef __cplusplus
}
#endif
#include <SDL3/SDL_close_code.h>
#endif /* SDL_clipboard_h_ */
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