40 lines
2.0 KiB
Markdown
40 lines
2.0 KiB
Markdown
|
|
# Where this art came from
|
||
|
|
|
||
|
|
Every PNG in this directory is from **Kenney's Space Shooter (Remastered)**, released
|
||
|
|
into the public domain under
|
||
|
|
[Creative Commons Zero](http://creativecommons.org/publicdomain/zero/1.0/).
|
||
|
|
`License.txt` is the pack's own licence file, copied here unedited.
|
||
|
|
|
||
|
|
* Source: <https://kenney.nl/assets/space-shooter-remastered>
|
||
|
|
* Downloaded: 2026-08-04, `kenney_space-shooter-remastered.zip`
|
||
|
|
* Author: Kenney (<https://www.kenney.nl>)
|
||
|
|
* Licence: CC0 1.0. Crediting is not required; it is here because it should be.
|
||
|
|
|
||
|
|
The files are the pack's `PNG/` versions, byte for byte — nothing is resized,
|
||
|
|
recoloured or re-encoded, so the checksum of any of them still matches the
|
||
|
|
distributed archive. `playerShip1_blue.png` sits at the top of `PNG/`; the enemies
|
||
|
|
are from `PNG/Enemies/` and the lasers from `PNG/Lasers/`.
|
||
|
|
|
||
|
|
| File | Size | Used for |
|
||
|
|
|---|---|---|
|
||
|
|
| `playerShip1_blue.png` | 99x75 | the player's ship |
|
||
|
|
| `enemyBlue1.png` | 93x84 | the bee |
|
||
|
|
| `enemyRed2.png` | 104x84 | the butterfly |
|
||
|
|
| `enemyGreen3.png` | 103x84 | the boss, at full health |
|
||
|
|
| `enemyBlack3.png` | 103x84 | the boss at one hit point — same silhouette, drained colour |
|
||
|
|
| `laserBlue01.png` | 9x54 | the player's shot |
|
||
|
|
| `laserRed01.png` | 9x54 | an enemy's shot |
|
||
|
|
| `laserBlue08.png` | 48x46 | the explosion burst |
|
||
|
|
|
||
|
|
The sprites are used at their distributed size: libakgl draws a sprite at the
|
||
|
|
sprite's own dimensions (`akgl_Actor.scale` is overwritten every frame — libakgl
|
||
|
|
docs/12-actors.md), so there is no way to draw these smaller, and the game's
|
||
|
|
1280x960 view is sized to fit a ten-column formation of them instead. The boss's
|
||
|
|
damage state is the same shape in a different colour deliberately: the swap has to
|
||
|
|
read at a glance from the top of the screen.
|
||
|
|
|
||
|
|
Everything else on screen — the starfield and the HUD — is drawn by the program
|
||
|
|
with `akgl_draw_point()` and the UI layer. See `../../README.md` for the run
|
||
|
|
instructions and the two tutorial chapters (docs/20, docs/21) for why only the
|
||
|
|
things that move are artwork.
|