Rework Tilesheet

No more autocoloring!
(atleast for Maptiles)
This commit is contained in:
Andre Schweiger 2016-02-05 18:13:39 +01:00
parent 6f0ea3ef65
commit 0ef9e89705
14 changed files with 679 additions and 121 deletions

View file

@ -59,6 +59,7 @@
#define TILE_DUNGEON_WALL 27
#define TILE_DUNGEON_FLOOR 28
#define TILE_DUNGEON_ENTRANCE 29
#define TILE_MAGIC_BARRIER 30
#define SWAP_UINT32(x) (((x) >> 24) | (((x) & 0x00FF0000) >> 8) | (((x) & 0x0000FF00) << 8) | ((x) << 24))
@ -84,6 +85,7 @@ sf2d_texture *bottombg;
sf2d_texture * minimap[6];
u8 map[6][128*128];
u8 data[6][128*128];
u8 minimapData[128*128];
u32 dirtColor[5];
u32 grassColor;
@ -101,6 +103,7 @@ char currentFileName[256];
extern u8 currentMenu;
extern char fpsstr[];
u8 initGame;
u8 initBGMap;
Item noItem;
int airWizardHealthDisplay;
s16 awX, awY;
@ -150,6 +153,10 @@ void playerSetActiveItem(Item * item);
void enterDungeon();
void leaveDungeon();
void setMinimapVisible(int level, int x, int y, bool visible);
bool getMinimapVisible(int level, int x, int y);
u32 getMinimapColor(int level, int x, int y);
void initMinimapLevel(int level, bool loadUpWorld);
void updateLevel1Map();
void reloadColors();