@@ 1,23 1,27 @@
pub type SpriteData = (i32, i32, i32, i32);
-pub const PLAYER: SpriteData = (0, 0, 16, 16);
-pub const WALL: SpriteData = (0, 16, 16, 16);
-pub const SKELETON: SpriteData = (0, 48, 16, 16);
-pub const ZOMBIE: SpriteData = (0, 192, 16, 16);
-pub const DRAGON: SpriteData = (0, 208, 16, 16);
-pub const FLAME: SpriteData = (0, 256, 16, 16);
-pub const DOOR: SpriteData = (0, 240, 16, 16);
-pub const NEXT_LEVEL: SpriteData = (0, 272, 16, 16);
-pub const ICONS_HEART: [SpriteData; 4] =
- [(0, 32, 6, 6), (6, 32, 6, 6), (0, 38, 6, 6), (6, 38, 6, 6)];
-pub const ITEM_SWORD: SpriteData = (0, 64, 16, 16);
-pub const ITEM_SCYTHE: SpriteData = (0, 80, 16, 16);
-pub const ITEM_HAMMER: SpriteData = (0, 96, 16, 16);
-pub const ITEM_DAGGER: SpriteData = (0, 112, 16, 16);
-pub const ITEM_SHIELD: SpriteData = (0, 128, 16, 16);
-pub const ITEM_VAMPIRE_TEETH: SpriteData = (0, 144, 16, 16);
-pub const ITEM_STOPWATCH: SpriteData = (0, 160, 16, 16);
-pub const ITEM_APPLE: SpriteData = (0, 224, 16, 16);
+pub const PLAYER: SpriteData = (0 * 2, 0 * 2, 16 * 2, 16 * 2);
+pub const WALL: SpriteData = (0 * 2, 16 * 2, 16 * 2, 16 * 2);
+pub const SKELETON: SpriteData = (0 * 2, 48 * 2, 16 * 2, 16 * 2);
+pub const ZOMBIE: SpriteData = (0 * 2, 192 * 2, 16 * 2, 16 * 2);
+pub const DRAGON: SpriteData = (0 * 2, 208 * 2, 16 * 2, 16 * 2);
+pub const FLAME: SpriteData = (0 * 2, 256 * 2, 16 * 2, 16 * 2);
+pub const DOOR: SpriteData = (0 * 2, 240 * 2, 16 * 2, 16 * 2);
+pub const NEXT_LEVEL: SpriteData = (0 * 2, 272 * 2, 16 * 2, 16 * 2);
+pub const ICONS_HEART: [SpriteData; 4] = [
+ (0 * 2, 32 * 2, 6 * 2, 6 * 2),
+ (6 * 2, 32 * 2, 6 * 2, 6 * 2),
+ (0 * 2, 38 * 2, 6 * 2, 6 * 2),
+ (6 * 2, 38 * 2, 6 * 2, 6 * 2),
+];
+pub const ITEM_SWORD: SpriteData = (0 * 2, 64 * 2, 16 * 2, 16 * 2);
+pub const ITEM_SCYTHE: SpriteData = (0 * 2, 80 * 2, 16 * 2, 16 * 2);
+pub const ITEM_HAMMER: SpriteData = (0 * 2, 96 * 2, 16 * 2, 16 * 2);
+pub const ITEM_DAGGER: SpriteData = (0 * 2, 112 * 2, 16 * 2, 16 * 2);
+pub const ITEM_SHIELD: SpriteData = (0 * 2, 128 * 2, 16 * 2, 16 * 2);
+pub const ITEM_VAMPIRE_TEETH: SpriteData = (0 * 2, 144 * 2, 16 * 2, 16 * 2);
+pub const ITEM_STOPWATCH: SpriteData = (0 * 2, 160 * 2, 16 * 2, 16 * 2);
+pub const ITEM_APPLE: SpriteData = (0 * 2, 224 * 2, 16 * 2, 16 * 2);
#[allow(dead_code)]
-pub const COBWEB: SpriteData = (0, 176, 16, 16);
+pub const COBWEB: SpriteData = (0 * 2, 176 * 2, 16 * 2, 16 * 2);
@@ 41,7 41,7 @@ pub const PROTO_PLAYER: Entity = Entity {
max: 12,
}),
status_effects: Some(Vec::new()),
- damage: Some(Damage(4)),
+ damage: Some(Damage(2)),
inventory: Some(Inventory::new()),
ai: None,
drop: None,
@@ 80,7 80,7 @@ pub const PROTO_SKELETON: Entity = Entity {
max: 10,
}),
status_effects: Some(Vec::new()),
- damage: Some(Damage(4)),
+ damage: Some(Damage(2)),
inventory: None,
ai: Some(Ai::Skeleton),
drop: None,
@@ 120,7 120,7 @@ pub const PROTO_ZOMBIE: Entity = Entity {
max: 12,
}),
status_effects: Some(Vec::new()),
- damage: Some(Damage(3)),
+ damage: Some(Damage(2)),
inventory: None,
ai: Some(Ai::Zombie),
drop: None,
@@ 137,11 137,11 @@ pub const PROTO_DRAGON: Entity = Entity {
animation: Animation::default(),
denies_movement: true,
health: Some(Health {
- current: 24,
- max: 24,
+ current: 4 * 9,
+ max: 4 * 9,
}),
status_effects: Some(Vec::new()),
- damage: Some(Damage(10)),
+ damage: Some(Damage(5)),
inventory: None,
ai: Some(Ai::Dragon),
drop: None,
@@ 159,7 159,7 @@ pub const PROTO_FLAME: Entity = Entity {
denies_movement: false,
health: None,
status_effects: None,
- damage: Some(Damage(5)),
+ damage: Some(Damage(3)),
inventory: None,
ai: Some(Ai::Flame),
drop: None,