Try to do something???? I'm trying to set up a multi-remote Git repo locally, this is a test kinda
3
.gitignore
vendored
Normal file
|
@ -0,0 +1,3 @@
|
|||
WakeToHell
|
||||
*.exe
|
||||
*.dll
|
4
COMPILESCRIPTS/! WinCOMPILE.bat
Normal file → Executable file
|
@ -1,7 +1,7 @@
|
|||
@echo off
|
||||
set COMPILER=P:\TinyCC\tcc
|
||||
set COMPILER=C:Users/pc/Documents/TinyCC/tcc
|
||||
cd ..
|
||||
echo Compiling...
|
||||
echo.
|
||||
%COMPILER% main_sdl.c -lSDL2 -lSDL2_mixer -lSDL2_image -o WakeToHell.exe
|
||||
pause
|
||||
pause
|
||||
|
|
2
COMPILESCRIPTS/! WinCOMPILE_RAYLIB.bat
Normal file → Executable file
|
@ -1,5 +1,5 @@
|
|||
@echo off
|
||||
set COMPILER=P:\TinyCC\tcc
|
||||
set COMPILER=C:Users/pc/Documents/TinyCC/tcc
|
||||
cd ..
|
||||
echo Compiling...
|
||||
echo.
|
||||
|
|
7
COMPILESCRIPTS/! WinCOMPILE_Wine.bat
Executable file
|
@ -0,0 +1,7 @@
|
|||
@echo off
|
||||
set COMPILER=Z:\media\blitzdoughnuts\AC5C5D0E5C5CD524\Users\pc\Documents\TinyCC\tcc.exe
|
||||
cd ..
|
||||
echo Compiling...
|
||||
echo.
|
||||
%COMPILER% main_sdl.c -lSDL2 -lSDL2_mixer -lSDL2_image -o WakeToHell_WINE.exe
|
||||
pause
|
6
COMPILESCRIPTS/! WinPACKAGE.bat
Executable file
|
@ -0,0 +1,6 @@
|
|||
@echo off
|
||||
|
||||
set ZIPPER="C:\Program Files (x86)\7-Zip\7z"
|
||||
cd ..
|
||||
%ZIPPER% a WTH.zip WakeToHell.exe SDL2.dll SDL2_image.dll SDL2_mixer.dll sprites sfx *.mod
|
||||
pause
|
13
COMPILESCRIPTS/BUILD.sh
Executable file
|
@ -0,0 +1,13 @@
|
|||
#!/bin/sh
|
||||
|
||||
bash LinuxCOMPILE.sh
|
||||
|
||||
cd ..
|
||||
|
||||
mkdir WTHbuild
|
||||
cp WakeToHell ./WTHbuild
|
||||
cp *.mid ./WTHbuild
|
||||
cp *.mod ./WTHbuild
|
||||
cp -r ./sfx ./WTHbuild
|
||||
cp -r ./sprites ./WTHbuild
|
||||
cp ./TXTs/LICENSES.txt ./WTHbuild
|
4
COMPILESCRIPTS/LinuxCOMPILE.sh
Normal file → Executable file
|
@ -3,7 +3,7 @@
|
|||
|
||||
# Buidling for SDL2 requires libsdl2-dev, libsdl2-mixer-dev, and libsdl2-image-dev packages
|
||||
|
||||
COMPILER="g++"
|
||||
COMPILER="gcc"
|
||||
|
||||
clear
|
||||
|
||||
|
@ -11,7 +11,7 @@ echo "Compiling game for SDL2, please wait..."
|
|||
|
||||
cd ..
|
||||
|
||||
if ${COMPILER} main_sdl.c -lSDL2 -lSDL2_mixer -lSDL2_image -o WakeToHell -fpermissive -no-pie; then
|
||||
if ${COMPILER} main_sdl.c -lSDL2 -lSDL2_mixer -lSDL2_image -o WakeToHell $1 -no-pie; then
|
||||
echo "Compilation succeeded... hopefully."
|
||||
else
|
||||
echo "Compilation failed! Error code: ${$?}"
|
||||
|
|
22
COMPILESCRIPTS/LinuxPACKAGE.sh
Normal file → Executable file
|
@ -1,14 +1,18 @@
|
|||
#!/bin/sh
|
||||
|
||||
GAMEDIR="./packaging/usr/bin/waketohell/"
|
||||
|
||||
if [ "$1" ]
|
||||
then
|
||||
GAMEDIR="$1"
|
||||
fi
|
||||
|
||||
cd ..
|
||||
|
||||
rm ./packaging/WakeToHell.deb
|
||||
cp WakeToHell ./packaging/usr/bin
|
||||
cp WTH.s3m ./packaging/usr/bin
|
||||
cp WTH.mp3 ./packaging/usr/bin
|
||||
cp sfx_slam.wav ./packaging/usr/bin
|
||||
cp sfx_jump.wav ./packaging/usr/bin
|
||||
cp sfx_slam.wav ./packaging/usr/bin
|
||||
cp -r ./sprites ./packaging/usr/bin
|
||||
cd ./packaging
|
||||
dpkg-deb -b . WakeToHell.deb
|
||||
cp WakeToHell ${GAMEDIR}
|
||||
cp *.mid ${GAMEDIR}
|
||||
cp *.mod ${GAMEDIR}
|
||||
cp -r ./sfx ${GAMEDIR}
|
||||
cp -r ./sprites ${GAMEDIR}
|
||||
cp ./TXTs/LICENSES.txt ${GAMEDIR}
|
||||
|
|
18
COMPILESCRIPTS/LinuxWINECOMPILE.sh
Executable file
|
@ -0,0 +1,18 @@
|
|||
#!/bin/sh
|
||||
# You can change the compiler; I won't gaurantee it'll work, though.
|
||||
|
||||
# Buidling for SDL2 requires libsdl2-dev, libsdl2-mixer-dev, and libsdl2-image-dev packages
|
||||
|
||||
COMPILER="wine Z:\media\blitzdoughnuts\AC5C5D0E5C5CD524\Users\pc\Documents\TinyCC\tcc.exe"
|
||||
|
||||
clear
|
||||
|
||||
echo "Compiling game for SDL2, please wait..."
|
||||
|
||||
cd ..
|
||||
|
||||
if ${COMPILER} main_sdl.c -lSDL2 -lSDL2_mixer -lSDL2_image -o WakeToHell_WINE.exe $1; then
|
||||
echo "Compilation succeeded... hopefully."
|
||||
else
|
||||
echo "Compilation failed! Error code: ${$?}"
|
||||
fi
|
18
COMPILESCRIPTS/SafCOMPILE_Linux.sh
Executable file
|
@ -0,0 +1,18 @@
|
|||
#!/bin/sh
|
||||
# You can change the compiler; I won't gaurantee it'll work, though.
|
||||
|
||||
# Buidling for SDL2 requires libsdl2-dev, libsdl2-mixer-dev, and libsdl2-image-dev packages
|
||||
|
||||
COMPILER="gcc"
|
||||
|
||||
clear
|
||||
|
||||
echo "Compiling game for SAF (SDL2), please wait..."
|
||||
|
||||
cd ..
|
||||
|
||||
if ${COMPILER} main_saf.c -lSDL2 -DWTHCOMPILER_DEBUG -DWTHCOMPILER_NOOPTIONSMENU -o WakeToHell_SAF -no-pie; then
|
||||
echo "Compilation succeeded... hopefully."
|
||||
else
|
||||
echo "Compilation failed! Error code: ${$?}"
|
||||
fi
|
0
CRIMSON.it
Normal file → Executable file
0
LEGACY/game.h
Normal file → Executable file
0
LEGACY/main_blank.c
Normal file → Executable file
0
LEGACY/main_linux.c
Normal file → Executable file
0
LEGACY/main_raylib.c
Normal file → Executable file
0
LEGACY/main_sdl.c
Normal file → Executable file
0
NMARE.mid
Normal file → Executable file
14
README.md
Normal file → Executable file
|
@ -1,10 +1,10 @@
|
|||
# Wake to Hell
|
||||
|
||||
A game about a cat who seems to be dealing with some strong issues. To say the least.
|
||||
A walking simulator / interactive story about a cat who seems to be dealing with some strong issues... to say the least.
|
||||
|
||||
It's a free software game (CC0 code and graphics, other mixed but FOSS licenses) that puts you into the shoes of Lukifer Dredd, who must navigate his way through his day while having to put up with certain oddities across his area that seem to impede him.
|
||||
It's a free software game (CC0 code and graphics, other mixed but FOSS licenses) that puts you into the shoes of Lukifer Dredd, who must navigate his way through his day while having to put up with certain oddities across his area that seem to impede him. Meet your worries, meet your demons, meet yourself.
|
||||
|
||||
Made with love and hatred by blitzdoughnuts, author of Ludicrital and professional lunatic.
|
||||
Made with love and hatred by blitzdoughnuts, author of LUDICRITAL and professional lunatic.
|
||||
|
||||
## Why This Game is Special (ft. Anarch)
|
||||
|
||||
|
@ -75,15 +75,15 @@ Another part inspired by Anarch.
|
|||
- Make it NOT existentially dreadful, or make it more so
|
||||
- Put it onto a package manager, like APT
|
||||
- Try putting the game into a 3D or VR format :)
|
||||
- Recreate the game on a different engine, like Godot, Torque, ROBLOX and the like
|
||||
- Recreate the game on a different engine, like Godot, Torque, etc.
|
||||
- Use the game for education or demonstration
|
||||
- Make the game "suckless"; remove all file I/O and take all and any user convenience with it lmao
|
||||
|
||||
## Licensing
|
||||
|
||||
The code and graphics *assets* are licensed under CC0.
|
||||
Ludicrital is a webcomic by blitzdoughnuts, under the CC-BY license.
|
||||
Ludicrital is a webcomic by blitzdoughnuts, under the CC0 license.
|
||||
|
||||
For extra details, see LICENSES.txt
|
||||
For extra details, see LICENSES.txt. **If you don't like non-free software, do not play Alpha Build 3 and older.**
|
||||
|
||||
This README has no specific license, but all I request is, just don't cause chaos with it, okay? You can use it all you want, you can even monetize it, you don't need to credit me, but just don't stir up trouble. I beg.
|
||||
This README is also under CC0. I politely request that you, should you even have a way to, don't do something devious with this.
|
||||
|
|
0
SHOPKEEP.mod
Normal file → Executable file
0
SRC_ASSETS/MENU.ase
Normal file → Executable file
0
SRC_ASSETS/MENUBUTTONS.ase
Normal file → Executable file
0
SRC_ASSETS/SAF/SAF_palette.gpl
Normal file → Executable file
0
SRC_ASSETS/SAF/bg.png
Normal file → Executable file
Before Width: | Height: | Size: 1.1 KiB After Width: | Height: | Size: 1.1 KiB |
0
SRC_ASSETS/SAF/convert_image.py
Normal file → Executable file
0
SRC_ASSETS/SAF/convert_images.sh
Normal file → Executable file
0
SRC_ASSETS/SAF/plr_idle.ase
Normal file → Executable file
0
SRC_ASSETS/SAF/plr_idle0.png
Normal file → Executable file
Before Width: | Height: | Size: 1.2 KiB After Width: | Height: | Size: 1.2 KiB |
0
SRC_ASSETS/SAF/plr_idle1.png
Normal file → Executable file
Before Width: | Height: | Size: 1.2 KiB After Width: | Height: | Size: 1.2 KiB |
0
SRC_ASSETS/SAF/plr_idle2.png
Normal file → Executable file
Before Width: | Height: | Size: 1.2 KiB After Width: | Height: | Size: 1.2 KiB |
0
SRC_ASSETS/SAF/plr_idle3.png
Normal file → Executable file
Before Width: | Height: | Size: 1.2 KiB After Width: | Height: | Size: 1.2 KiB |
0
SRC_ASSETS/SAF/plr_idle4.png
Normal file → Executable file
Before Width: | Height: | Size: 1.2 KiB After Width: | Height: | Size: 1.2 KiB |
0
SRC_ASSETS/SAF/saf_sprites.h
Normal file → Executable file
0
SRC_ASSETS/SAF/thing0.png
Normal file → Executable file
Before Width: | Height: | Size: 1.1 KiB After Width: | Height: | Size: 1.1 KiB |
0
SRC_ASSETS/SAF/thing1.png
Normal file → Executable file
Before Width: | Height: | Size: 1.1 KiB After Width: | Height: | Size: 1.1 KiB |
0
SRC_ASSETS/SAF/thing2.png
Normal file → Executable file
Before Width: | Height: | Size: 1.1 KiB After Width: | Height: | Size: 1.1 KiB |
0
SRC_ASSETS/SAF/thing3.png
Normal file → Executable file
Before Width: | Height: | Size: 1.1 KiB After Width: | Height: | Size: 1.1 KiB |
0
SRC_ASSETS/SAF/thing4.png
Normal file → Executable file
Before Width: | Height: | Size: 1.1 KiB After Width: | Height: | Size: 1.1 KiB |
0
SRC_ASSETS/SAF/thing5.png
Normal file → Executable file
Before Width: | Height: | Size: 1.1 KiB After Width: | Height: | Size: 1.1 KiB |
0
SRC_ASSETS/SAF/thing6.png
Normal file → Executable file
Before Width: | Height: | Size: 1.1 KiB After Width: | Height: | Size: 1.1 KiB |
0
SRC_ASSETS/SAF/things.ase
Normal file → Executable file
0
SRC_ASSETS/artifacts.ase
Normal file → Executable file
0
SRC_ASSETS/bed.ase
Normal file → Executable file
0
SRC_ASSETS/bg_bar.ase
Normal file → Executable file
0
SRC_ASSETS/bg_hospital.ase
Normal file → Executable file
0
SRC_ASSETS/bg_house.ase
Normal file → Executable file
0
SRC_ASSETS/bg_outdoors.ase
Normal file → Executable file
0
SRC_ASSETS/book_hamie.ase
Normal file → Executable file
0
SRC_ASSETS/book_limetown.ase
Normal file → Executable file
0
SRC_ASSETS/coatrack.ase
Normal file → Executable file
0
SRC_ASSETS/decor.ase
Normal file → Executable file
0
SRC_ASSETS/door.ase
Normal file → Executable file
0
SRC_ASSETS/fontmap.ase
Normal file → Executable file
0
SRC_ASSETS/fontmap.png
Normal file → Executable file
Before Width: | Height: | Size: 3.6 KiB After Width: | Height: | Size: 3.6 KiB |
0
SRC_ASSETS/fontmap_small.ase
Normal file → Executable file
0
SRC_ASSETS/madewithSAF.ase
Normal file → Executable file
0
SRC_ASSETS/madewithSDL2.ase
Normal file → Executable file
0
SRC_ASSETS/palette.gpl
Normal file → Executable file
0
SRC_ASSETS/plr_idle.ase
Normal file → Executable file
0
SRC_ASSETS/uparrow.ase
Normal file → Executable file
0
SRC_ASSETS/you_idle.ase
Normal file → Executable file
2
TXTs/COMPILING.txt
Normal file → Executable file
|
@ -17,7 +17,7 @@ You can install these libraries on, say, TCC, by taking the folders and chucking
|
|||
|
||||
You can run the .bat file in COMPILESCRIPTS to compile the game with TCC. It's advised to edit the .bat to link to your compiler of choice and account for optimizations and other compiling flags.
|
||||
|
||||
Windows builds NEED to be packaged with the DLL files SDL2.dll, SDL2_image.dll, SDL2_mixer.dll, and if you want to, libmoplug-1.dll.
|
||||
Windows builds NEED to be packaged with the DLL files SDL2.dll, SDL2_image.dll, SDL2_mixer.dll, and if you want to, libmodplug-1.dll.
|
||||
|
||||
There are compilation-time flags that can be used for changing how the game behaves.
|
||||
|
||||
|
|
0
TXTs/DOCS.txt
Normal file → Executable file
0
TXTs/FAQ.txt
Normal file → Executable file
0
TXTs/GAME_OUTLINE.txt
Normal file → Executable file
0
TXTs/LICENSES.txt
Normal file → Executable file
0
TXTs/README_OLD.txt
Normal file → Executable file
3
TXTs/TODO.txt
Normal file → Executable file
|
@ -13,5 +13,4 @@
|
|||
- ES bonus buildings:
|
||||
- Bar:
|
||||
- Funny idea: leave a photobook of the owner (female) with some interesting images in it
|
||||
- Therapist's office:
|
||||
-
|
||||
- Therapist's office
|
||||
|
|
11
game.h
Normal file → Executable file
|
@ -457,6 +457,7 @@ void start() {
|
|||
GAME_STATE = 0;
|
||||
plr.animflimit = PLR_IDLEFRAMES;
|
||||
menu.menuselect = 0;
|
||||
menu.menulimit = 2;
|
||||
loadGame();
|
||||
signalDraw(DRAW_CHECK2XSIZE);
|
||||
signalDraw(DRAW_CHECKFULLSC);
|
||||
|
@ -701,8 +702,14 @@ void step() {
|
|||
else
|
||||
fade += fadespeed;
|
||||
};
|
||||
if (WTH_keyPressed(KEY_RIGHT) && bookpage & 0x0F < 16) bookpage++;
|
||||
if (WTH_keyPressed(KEY_LEFT) && bookpage & 0x0F > 0) bookpage--;
|
||||
if (WTH_keyPressed(KEY_RIGHT) && bookpage & 0x0F < 16) {
|
||||
bookpage++;
|
||||
};
|
||||
if (WTH_keyPressed(KEY_LEFT) && bookpage & 0x0F > 0) {
|
||||
bookpage--;
|
||||
};
|
||||
printf("%i\n", bookpage);
|
||||
printf("%i\n\n", bookpage & 0x0F);
|
||||
if (WTH_keyPressed(KEY_JUMP)) {
|
||||
GAME_STATE = 1;
|
||||
fademode = 1;
|
||||
|
|
0
main_blank.c
Normal file → Executable file
68
main_raylib.c
Normal file → Executable file
|
@ -28,10 +28,12 @@ TO-DO:
|
|||
|
||||
#include "game.h" // keep in mind, MAIN can still access variables from the game!
|
||||
|
||||
static const uint8_t fontOffsets_left[58] = {
|
||||
static const uint8_t fontOffsets_left[90] = {
|
||||
0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
|
||||
1, 3, 2, 4, 2, 4, 3, 0, 3, 1, 6, 5, 1, 4, 4, 5, 4, 6, 2, 4, 4, 6, 2, 2, 6, 4,
|
||||
6, 6, 9, 10, 3, 9,
|
||||
8, 9, 6, 9, 8, 8, 8, 6, 12, 7, 8, 10, 2, 6, 6, 7, 6, 8, 8, 7, 6, 7, 2, 7, 8, 7
|
||||
8, 9, 6, 9, 8, 8, 8, 6, 12, 7, 8, 10, 2, 6, 6, 7, 6, 8, 8, 7, 6, 7, 2, 7, 8, 7,
|
||||
1, 3, 2, 4, 2, 4, 3, 0, 3, 1, 6, 5, 1, 4, 4, 5, 4
|
||||
};
|
||||
|
||||
static char str_on[] = "ON";
|
||||
|
@ -41,10 +43,10 @@ static char str_savegamename[] = "WTH_SaveGame.bin";
|
|||
|
||||
Music music;
|
||||
|
||||
Sound sfx[10];
|
||||
Sound sfx[12];
|
||||
|
||||
Texture2D sprites[14];
|
||||
Texture2D plrsprites[6];
|
||||
Texture2D sprites[20];
|
||||
Texture2D plrsprites[10];
|
||||
|
||||
Rectangle dsp_rect; // this is still used for the sprite's boundaries
|
||||
|
||||
|
@ -100,8 +102,8 @@ void drawTextString(const char *stuff, int x, int y, uint8_t color) {
|
|||
uint16_t _x = x;
|
||||
for (uint8_t i = 0; i < 255; i++) {
|
||||
if (stuff[i] == '\0') break; // terminator character? then get outta there before stuff gets nasty
|
||||
drawSpriteSheeted(sprites[5], _x, y, stuff[i] - 65, 30, 30, 0);
|
||||
_x += (stuff[i] == 32) ? 30 : 30 - fontOffsets_left[stuff[i] - 65];
|
||||
drawSpriteSheeted(sprites[5], _x, y, stuff[i] - 33, 30, 30, 0);
|
||||
_x += (stuff[i] == 32) ? 30 : 30 - fontOffsets_left[stuff[i] - 33];
|
||||
};
|
||||
};
|
||||
|
||||
|
@ -181,8 +183,15 @@ void signalDraw(uint8_t index) {
|
|||
};
|
||||
};
|
||||
|
||||
void signalPlayMUS(uint8_t index) {
|
||||
music = LoadMusicStream("NMARE.mid");
|
||||
void signalPlayMUS(uint8_t index) {
|
||||
switch (index) {
|
||||
case 0: default:
|
||||
music = LoadMusicStream("NMARE.mid");
|
||||
break;
|
||||
case 1:
|
||||
music = LoadMusicStream("SHOPKEEP.mod");
|
||||
break;
|
||||
}
|
||||
PlayMusicStream(music);
|
||||
};
|
||||
|
||||
|
@ -302,23 +311,28 @@ int main() {
|
|||
|
||||
//music = LoadMusicStream("WTH.mp3");
|
||||
|
||||
sfx[0] = LoadSound("sfx_step.wav");
|
||||
sfx[1] = LoadSound("sfx_jump.wav");
|
||||
sfx[2] = LoadSound("sfx_slam.wav");
|
||||
sfx[3] = LoadSound("sfx_coatpickup.wav");
|
||||
sfx[4] = LoadSound("sfx_dooropen.wav");
|
||||
sfx[5] = LoadSound("sfx_doorclose.wav");
|
||||
sfx[6] = LoadSound("sfx_artifact_badge.wav");
|
||||
sfx[7] = LoadSound("sfx_artifact_mirror.wav");
|
||||
sfx[8] = LoadSound("sfx_artifact_donut.wav");
|
||||
sfx[9] = LoadSound("sfx_artifact_knife.wav");
|
||||
sfx[0] = LoadSound("sfx/step.wav");
|
||||
sfx[1] = LoadSound("sfx/jump.wav");
|
||||
sfx[2] = LoadSound("sfx/slam.wav");
|
||||
sfx[3] = LoadSound("sfx/coatpickup.wav");
|
||||
sfx[4] = LoadSound("sfx/dooropen.wav");
|
||||
sfx[5] = LoadSound("sfx/doorclose.wav");
|
||||
sfx[6] = LoadSound("sfx/artifact_badge.wav");
|
||||
sfx[7] = LoadSound("sfx/artifact_mirror.wav");
|
||||
sfx[8] = LoadSound("sfx/artifact_donut.wav");
|
||||
sfx[9] = LoadSound("sfx/artifact_knife.wav");
|
||||
sfx[10] = LoadSound("sfx/pageopen.wav");
|
||||
sfx[11] = LoadSound("sfx/pageclose.wav");
|
||||
|
||||
plrsprites[0] = LoadTexture("sprites/plr_idle.png");
|
||||
plrsprites[1] = LoadTexture("sprites/plr_walk.png");
|
||||
plrsprites[2] = LoadTexture("sprites/plr_idle1.png");
|
||||
plrsprites[3] = LoadTexture("sprites/plr_enterdoor.png");
|
||||
plrsprites[4] = LoadTexture("sprites/plr_asleep.png");
|
||||
plrsprites[5] = LoadTexture("sprites/plr_idle_coatless.png");
|
||||
plrsprites[2] = LoadTexture("sprites/plr_enterdoor.png");
|
||||
plrsprites[3] = LoadTexture("sprites/plr_asleep.png");
|
||||
plrsprites[4] = LoadTexture("sprites/plr_idle_coatless.png");
|
||||
plrsprites[5] = LoadTexture("sprites/plr_walk_coatless.png");
|
||||
plrsprites[6] = LoadTexture("sprites/plr_enterdoor_coatless.png");
|
||||
plrsprites[7] = LoadTexture("sprites/plr_asleep.png");
|
||||
plrsprites[8] = LoadTexture("sprites/plr_idle1.png");
|
||||
sprites[0] = LoadTexture("sprites/bg.png");
|
||||
sprites[1] = LoadTexture("sprites/PLAY.png");
|
||||
sprites[2] = LoadTexture("sprites/MENU.png");
|
||||
|
@ -333,6 +347,12 @@ int main() {
|
|||
sprites[11] = LoadTexture("sprites/MENUBUTTONS.png");
|
||||
sprites[12] = LoadTexture("sprites/door.png");
|
||||
sprites[13] = LoadTexture("sprites/bg_hospital.png");
|
||||
sprites[14] = LoadTexture("sprites/texts/fontmap_drummy.png");
|
||||
sprites[15] = LoadTexture("sprites/decor_mailbox.png");
|
||||
sprites[16] = LoadTexture("sprites/decor_hatrack.png");
|
||||
sprites[17] = LoadTexture("sprites/MENU_ff.png");
|
||||
sprites[18] = LoadTexture("sprites/artifacts_ff.png");
|
||||
sprites[19] = LoadTexture("sprites/book_hamie.png");
|
||||
|
||||
start();
|
||||
while (!WindowShouldClose()) {
|
||||
|
@ -349,4 +369,4 @@ int main() {
|
|||
//}
|
||||
|
||||
return 0;
|
||||
};
|
||||
};
|
||||
|
|
0
main_saf.c
Normal file → Executable file
1
main_sdl.c
Normal file → Executable file
|
@ -355,6 +355,7 @@ void draw() {
|
|||
case 3: drawTextString("Endless Sidewalk", 0, 0, 0, 0); break;
|
||||
case 4: drawTextString("Hospital Entrance", 0, 0, 0, 0); break;
|
||||
case 5: drawTextString("Hospital Lobby", 0, 0, 0, 0); break;
|
||||
case 11: drawTextString("Bar", 0, 0, 0, 0); break;
|
||||
default: drawTextString("Unknown Room", 0, 0, 0, 0); break;
|
||||
};
|
||||
#endif
|
||||
|
|
2
packaging/DEBIAN/control
Normal file → Executable file
|
@ -1,5 +1,5 @@
|
|||
Package: WakeToHell
|
||||
Version: 0.1.3a
|
||||
Version: 0.1.4a
|
||||
Architecture: all
|
||||
Essential: no
|
||||
Priority: optional
|
||||
|
|
BIN
packaging/usr/bin/waketohell/NMARE.mid
Executable file
BIN
packaging/usr/bin/waketohell/sfx/artifact_badge.wav
Executable file
BIN
packaging/usr/bin/waketohell/sfx/artifact_donut.wav
Executable file
BIN
packaging/usr/bin/waketohell/sfx/artifact_knife.wav
Executable file
BIN
packaging/usr/bin/waketohell/sfx/artifact_mirror.wav
Executable file
BIN
packaging/usr/bin/waketohell/sfx/coatpickup.wav
Executable file
BIN
packaging/usr/bin/waketohell/sfx/doorclose.wav
Executable file
BIN
packaging/usr/bin/waketohell/sfx/dooropen.wav
Executable file
BIN
packaging/usr/bin/waketohell/sfx/jump.wav
Executable file
BIN
packaging/usr/bin/waketohell/sfx/slam.wav
Executable file
BIN
packaging/usr/bin/waketohell/sfx/step.wav
Executable file
BIN
packaging/usr/bin/waketohell/sprites/MENU.png
Executable file
After Width: | Height: | Size: 2.1 KiB |
BIN
packaging/usr/bin/waketohell/sprites/MENUBUTTONS.png
Executable file
After Width: | Height: | Size: 912 B |
BIN
packaging/usr/bin/waketohell/sprites/MENU_ff.png
Executable file
After Width: | Height: | Size: 2.3 KiB |
BIN
packaging/usr/bin/waketohell/sprites/PLAY.png
Executable file
After Width: | Height: | Size: 1.1 KiB |
BIN
packaging/usr/bin/waketohell/sprites/artifacts.png
Executable file
After Width: | Height: | Size: 971 B |
BIN
packaging/usr/bin/waketohell/sprites/artifacts_ff.png
Executable file
After Width: | Height: | Size: 1 KiB |
BIN
packaging/usr/bin/waketohell/sprites/bed.png
Executable file
After Width: | Height: | Size: 362 B |
BIN
packaging/usr/bin/waketohell/sprites/bg.png
Executable file
After Width: | Height: | Size: 312 B |
BIN
packaging/usr/bin/waketohell/sprites/bg_hospital.png
Executable file
After Width: | Height: | Size: 2.3 KiB |
BIN
packaging/usr/bin/waketohell/sprites/bg_house.png
Executable file
After Width: | Height: | Size: 1.2 KiB |
BIN
packaging/usr/bin/waketohell/sprites/bg_outdoors.png
Executable file
After Width: | Height: | Size: 541 B |
BIN
packaging/usr/bin/waketohell/sprites/coatrack.png
Executable file
After Width: | Height: | Size: 468 B |
BIN
packaging/usr/bin/waketohell/sprites/decor_hatrack.png
Executable file
After Width: | Height: | Size: 426 B |
BIN
packaging/usr/bin/waketohell/sprites/decor_mailbox.png
Executable file
After Width: | Height: | Size: 439 B |
BIN
packaging/usr/bin/waketohell/sprites/door.png
Executable file
After Width: | Height: | Size: 334 B |
BIN
packaging/usr/bin/waketohell/sprites/plr_asleep.png
Executable file
After Width: | Height: | Size: 517 B |