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update home image, add icons from pr3

jblanked 1 год назад
Родитель
Сommit
b96c3d960c

BIN
assets/01-home.png


BIN
assets/icon_alien_gun_10x10px.png


BIN
assets/icon_axe_10x10px.png


BIN
assets/icon_axe_16x16px.png


BIN
assets/icon_axe_alt_10x10px.png


BIN
assets/icon_axe_alt_16x16px.png


BIN
assets/icon_bow_10x10px.png


BIN
assets/icon_sword_10x10px.png


BIN
file_assets/sprites/player_left_axe_15x11px.fxbm


BIN
file_assets/sprites/player_left_bow_13x11px.fxbm


+ 0 - 0
file_assets/sprites/player_left.fxbm → file_assets/sprites/player_left_naked_10x10px.fxbm


BIN
file_assets/sprites/player_left_sword_15x11px.fxbm


BIN
file_assets/sprites/player_right_axe_15x11px.fxbm


BIN
file_assets/sprites/player_right_bow_13x11.fxbm


+ 0 - 0
file_assets/sprites/player_right.fxbm → file_assets/sprites/player_right_naked_10x10px.fxbm


BIN
file_assets/sprites/player_right_sword_15x11px.fxbm


+ 10 - 4
game/enemy.c

@@ -447,10 +447,16 @@ const EntityDescription *enemy(
         FURI_LOG_E("Game", "Failed to allocate EnemyContext");
         return NULL;
     }
-    char right_edited[64];
-    char left_edited[64];
-    snprintf(right_edited, sizeof(right_edited), "%s_right.fxbm", id);
-    snprintf(left_edited, sizeof(left_edited), "%s_left.fxbm", id);
+    char right_edited[128];
+    char left_edited[128];
+
+    // Convert the float values to integers and use them in the filename
+    int size_x_int = (int)size.x;
+    int size_y_int = (int)size.y;
+
+    // Format the strings without the decimal points
+    snprintf(right_edited, sizeof(right_edited), "player_right_%s_%dx%dpx.fxbm", id, size_x_int, size_y_int);
+    snprintf(left_edited, sizeof(left_edited), "player_left_%s_%dx%dpx.fxbm", id, size_x_int, size_y_int);
 
     enemy_context_generic->sprite_right = game_manager_sprite_load(manager, right_edited);
     enemy_context_generic->sprite_left = game_manager_sprite_load(manager, left_edited);

+ 2 - 2
game/game.c

@@ -40,7 +40,7 @@ static void game_start(GameManager *game_manager, void *ctx)
 
     // add one enemy
     game_context->enemies[0] = level_add_entity(game_context->levels[0], enemy(game_manager,
-                                                                               "player",
+                                                                               "naked", // enemy id
                                                                                0,
                                                                                (Vector){10, 10},
                                                                                (Vector){WORLD_WIDTH / 2 + 11, WORLD_HEIGHT / 2 + 16},
@@ -53,7 +53,7 @@ static void game_start(GameManager *game_manager, void *ctx)
 
     // add another enemy
     game_context->enemies[1] = level_add_entity(game_context->levels[0], enemy(game_manager,
-                                                                               "player",
+                                                                               "naked", // enemy id
                                                                                1,
                                                                                (Vector){10, 10},
                                                                                (Vector){WORLD_WIDTH / 2 + 11, WORLD_HEIGHT / 2 + 32},

+ 5 - 5
game/player.c

@@ -38,8 +38,8 @@ void player_spawn(Level *level, GameManager *manager)
     if (!loaded_player_context)
     {
         // Load player sprite
-        player_context->sprite_right = game_manager_sprite_load(manager, "player_right.fxbm");
-        player_context->sprite_left = game_manager_sprite_load(manager, "player_left.fxbm");
+        player_context->sprite_right = game_manager_sprite_load(manager, "player_right_naked_10x10px.fxbm");
+        player_context->sprite_left = game_manager_sprite_load(manager, "player_left_naked_10x10px.fxbm");
         player_context->direction = PLAYER_RIGHT; // default direction
         player_context->health = 100;
         player_context->strength = 10;
@@ -70,8 +70,8 @@ void player_spawn(Level *level, GameManager *manager)
     free(loaded_player_context);
 
     // Load player sprite (we'll add this to the JSON later when players can choose their sprite)
-    player_context->sprite_right = game_manager_sprite_load(manager, "player_right.fxbm");
-    player_context->sprite_left = game_manager_sprite_load(manager, "player_left.fxbm");
+    player_context->sprite_right = game_manager_sprite_load(manager, "player_right_naked_10x10px.fxbm");
+    player_context->sprite_left = game_manager_sprite_load(manager, "player_left_naked_10x10px.fxbm");
 
     // save the player context to storage
     save_player_context(player_context);
@@ -212,4 +212,4 @@ const EntityDescription player_desc = {
     .collision = NULL,                     // called when entity collides with another entity
     .event = NULL,                         // called when entity receives an event
     .context_size = sizeof(PlayerContext), // size of entity context, will be automatically allocated and freed
-};
+};

BIN
sprites/player_left_axe_15x11px.png


BIN
sprites/player_left_bow_13x11px.png


+ 0 - 0
sprites/player_left.png → sprites/player_left_naked_10x10px.png


BIN
sprites/player_left_sword_15x11px.png


BIN
sprites/player_right_axe_15x11px.png


BIN
sprites/player_right_bow_13x11.png


+ 0 - 0
sprites/player_right.png → sprites/player_right_naked_10x10px.png


BIN
sprites/player_right_sword_15x11px.png