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author | Chris Xiong <chirs241097@gmail.com> | 2015-10-26 22:52:36 +0800 |
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committer | Chris Xiong <chirs241097@gmail.com> | 2015-10-26 22:52:36 +0800 |
commit | 3bd383baf6a17e734329e1fc677c7e86283db772 (patch) | |
tree | 69a9148087577f797624ceb9c71323a2563d6bb4 | |
parent | 543e4f570be9b279ba558ca61cc02cda251af384 (diff) | |
download | bullet-lab-remix-3bd383baf6a17e734329e1fc677c7e86283db772.tar.xz |
Added support for relative line numbers.
Added instructions for, brk and cont. (They are still untested...)
Parser code cleanup. Removed garbage output to stderr.
Reorganize the repository structure.
Updated BLR2 code move it into archive.
Added BLR1 files.
-rw-r--r-- | AUTHORS | 4 | ||||
-rw-r--r-- | COPYING | 725 | ||||
-rw-r--r--[-rwxr-xr-x] | ChangeLog | 788 | ||||
-rw-r--r-- | INSTALL | 34 | ||||
-rw-r--r-- | NEWS | 1 | ||||
-rw-r--r-- | README.md | 50 | ||||
-rw-r--r-- | TODO | 6 | ||||
-rw-r--r--[-rwxr-xr-x] | VERSION | 2 | ||||
-rw-r--r-- | archive/Readme | 3 | ||||
-rw-r--r-- | archive/blr1/ChangeLog | 40 | ||||
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-rw-r--r-- | archive/blr1/README.txt | 178 | ||||
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-rw-r--r-- | archive/blr1/src/main.cpp | 510 | ||||
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-rw-r--r-- | archive/blr2/COPYING | 51 | ||||
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-rw-r--r-- | archive/blr2/INSTALL | 29 | ||||
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-rw-r--r-- | archive/blr2/src/global.h (renamed from global.h) | 2 | ||||
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-rw-r--r-- | archive/blr2/src/libcghEx.cpp (renamed from libcghEx.cpp) | 42 | ||||
-rw-r--r-- | archive/blr2/src/loading.h | 384 | ||||
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-rw-r--r-- | archive/hgewin/ZLIB/zip.h (renamed from hgewin/ZLIB/zip.h) | 0 | ||||
-rw-r--r-- | archive/hgewin/ZLIB/zlib.h (renamed from hgewin/ZLIB/zlib.h) | 0 | ||||
-rw-r--r-- | archive/hgewin/ZLIB/zutil.c (renamed from hgewin/ZLIB/zutil.c) | 0 | ||||
-rw-r--r-- | archive/hgewin/ZLIB/zutil.h (renamed from hgewin/ZLIB/zutil.h) | 0 | ||||
-rw-r--r-- | archive/hgewin/demo.cpp (renamed from hgewin/demo.cpp) | 0 | ||||
-rwxr-xr-x | archive/hgewin/graphics.cpp (renamed from hgewin/graphics.cpp) | 0 | ||||
-rwxr-xr-x | archive/hgewin/hge_impl.h (renamed from hgewin/hge_impl.h) | 0 | ||||
-rwxr-xr-x | archive/hgewin/ini.cpp (renamed from hgewin/ini.cpp) | 0 | ||||
-rwxr-xr-x | archive/hgewin/input.cpp (renamed from hgewin/input.cpp) | 0 | ||||
-rwxr-xr-x | archive/hgewin/power.cpp (renamed from hgewin/power.cpp) | 0 | ||||
-rwxr-xr-x | archive/hgewin/random.cpp (renamed from hgewin/random.cpp) | 0 | ||||
-rwxr-xr-x | archive/hgewin/resource.cpp (renamed from hgewin/resource.cpp) | 0 | ||||
-rw-r--r-- | archive/hgewin/sound.cpp (renamed from hgewin/sound.cpp) | 0 | ||||
-rwxr-xr-x | archive/hgewin/system.cpp (renamed from hgewin/system.cpp) | 0 | ||||
-rwxr-xr-x | archive/hgewin/timer.cpp (renamed from hgewin/timer.cpp) | 0 | ||||
-rw-r--r-- | archive/include/hge.h (renamed from include/hge.h) | 0 | ||||
-rw-r--r-- | archive/include/hgeanim.h (renamed from include/hgeanim.h) | 0 | ||||
-rw-r--r-- | archive/include/hgecolor.h (renamed from include/hgecolor.h) | 0 | ||||
-rw-r--r-- | archive/include/hgedistort.h (renamed from include/hgedistort.h) | 0 | ||||
-rw-r--r-- | archive/include/hgefont.h (renamed from include/hgefont.h) | 0 | ||||
-rw-r--r-- | archive/include/hgegui.h (renamed from include/hgegui.h) | 0 | ||||
-rw-r--r-- | archive/include/hgeguictrls.h (renamed from include/hgeguictrls.h) | 0 | ||||
-rw-r--r-- | archive/include/hgeparticle.h (renamed from include/hgeparticle.h) | 0 | ||||
-rw-r--r-- | archive/include/hgerect.h (renamed from include/hgerect.h) | 0 | ||||
-rw-r--r-- | archive/include/hgeresource.h (renamed from include/hgeresource.h) | 0 | ||||
-rw-r--r-- | archive/include/hgesprite.h (renamed from include/hgesprite.h) | 0 | ||||
-rw-r--r-- | archive/include/hgestrings.h (renamed from include/hgestrings.h) | 0 | ||||
-rw-r--r-- | archive/include/hgevector.h (renamed from include/hgevector.h) | 0 | ||||
-rw-r--r-- | archive/include/unix_compat.h (renamed from include/unix_compat.h) | 0 | ||||
-rwxr-xr-x | build | 42 |
240 files changed, 7670 insertions, 878 deletions
@@ -0,0 +1,4 @@ +The whole BLR series is created and maintained by Chris Xiong solely. +Amazing, right? + +E-mail: chirs241097@gmail.com @@ -1,51 +1,674 @@ -BLRII itself distributes under the terms of the BSD license. -Varieties of hge-unix and hge included in the source code distribution are still zlib-licensed. -Here's the text of the BSD license and the zlib license. -============================================================================================== -Copyright (c) 2014, Chris Xiong -All rights reserved. - -Redistribution and use in source and binary forms, with or without -modification, are permitted provided that the following conditions are met: - * Redistributions of source code must retain the above copyright - notice, this list of conditions and the following disclaimer. - * Redistributions in binary form must reproduce the above copyright - notice, this list of conditions and the following disclaimer in the - documentation and/or other materials provided with the distribution. - * Neither the name of "Chrisoft" nor the names of its contributors may - be used to endorse or promote products derived from this software - without specific prior written permission. - -THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND -ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED -WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE -DISCLAIMED. IN NO EVENT SHALL CHRIS XIONG BE LIABLE FOR ANY -DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES -(INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; -LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND -ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT -(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS -SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. -============================================================================================== -Copyright (c) 2003-2008 Relish Games - 2011 Ryan C. Gordon - 2013-2014 Chris Xiong - - -This software is provided 'as-is', without any express or implied warranty. -In no event will the authors be held liable for any damages arising from -the use of this software. - -Permission is granted to anyone to use this software for any purpose, -including commercial applications, and to alter it and redistribute it -freely, subject to the following restrictions: - -1. The origin of this software must not be misrepresented; you must not - claim that you wrote the original software. If you use this software - in a product, an acknowledgment in the product documentation would be - appreciated but is not required. - -2. Altered source versions must be plainly marked as such, and must not - be misrepresented as being the original software. - -3. 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Of course, your program's commands +might be different; for a GUI interface, you would use an "about box". + + You should also get your employer (if you work as a programmer) or school, +if any, to sign a "copyright disclaimer" for the program, if necessary. +For more information on this, and how to apply and follow the GNU GPL, see +<http://www.gnu.org/licenses/>. + + The GNU General Public License does not permit incorporating your program +into proprietary programs. If your program is a subroutine library, you +may consider it more useful to permit linking proprietary applications with +the library. If this is what you want to do, use the GNU Lesser General +Public License instead of this License. But first, please read +<http://www.gnu.org/philosophy/why-not-lgpl.html>.
\ No newline at end of file diff --git a/ChangeLog b/ChangeLog index cbd158e..22d8342 100755..100644 --- a/ChangeLog +++ b/ChangeLog @@ -1,728 +1,62 @@ -=================================================================== -Next version: -The final release is just there!! -Todo's: -Bug fixes. -Tests. -Known bugs: -Blue bullets appearing in Vortex of leaves.//don't know why... - -Wishlist: <-strikethrough -~~Now Playing(Music Room)~~ -~~BLR script virtual machine~~(Now working for BLR3) - -Releases: - -1.0.0-0 (r101) -Fix a bug in the hgeft library, and try git... - -1.0.0-0 (r100) -Rev. 100!!! -This is the final release. -No more major changes will be made. -Further changes of BLR2 will only be bug fixes (BGM addition -excluded). - -Changes: -Fix screenshot excluding the info panel. -Make Lv-2P4 harder (reporter: BLumia). -If it is the first time you start BLR in Windows, resolution in -the options menu will be "?". Fixed now. -Fixed a critical bug in scorec.h. - -Pre-Released versions: - -0.9.9-0 (r99) -Rev. 99! WTF? -THIS IS THE FINAL RELEASE CANDIDATE!!! -Everything is frozen, that means no more new features will be -added and no big changes will be made after this revision. Only -bug fixes will be provided. -//Again, "frozen" is a term borrowed from the Debian project and -//is completely unrelated to Cirno! - -Tweak bullet9, shrink its removal border. -Change Multpo texture, add spawning effect. -Fix stubbed rankings. -Update sprite sheet. -Store assessment total elapsed time in the score file. Score -files from older revisions shouldn't cause any errors but you may -get "Time elapsed 0.00" in highscore details. If you've got any -sort of OCD (Obsessive-compulsive disorder), just remove it. -Document!!! - -0.9.8-0 (r98) -Dear Pre-Release Candidate version(RC-0). - -CLR will collect multiplier +1's in range now. -Multiplier +1's caught by player won't disappear now. -Add/Move background transitions. -Add volume control to options. This make the configuration file -not compatible with older versions. Just delete it! -Modify hge's API so that it can handle real volume and pan values. -Volume value varys from 0 to 1, pan value varys from -1 to 1. -Document... - -0.9.7-0 (r97) -Fix: small semi-coll bullets are collected by clr... -Add Multpo's for Level 7/-1. -Do slight changes to level -1... -Distribute CLRs for level 1~-1. - -0.9.6-0 (r96) -Fix bug that cause you unable to charge if you try to use clr directly -after your clr's used up. -Add Multpo's for Level 3/4/5/6, and level 7 partically. -Fix stupid bug in Level4Part2 and other similiar parts. -Fix several bugs in level 5/6. -Reduce given-away score in level "Sine Wave". It wassssSssss too long! -Fix typo... -Blinking HangUpText *should* be fixed now... - -0.9.5-0 (r95) -Change configuration and score file names. Files with their names -begin with "." may be annoying in Windows though... -If we find a score file during first start up, assume it's valid and -don't overwrite it. -Fix the problem that in-game music won't be resumed when back from pause. -Fix the problem that Multpo's won't be removed if a new game is created. -Fix the problem that the first tip is not shown correctly if the game -is restarted. -(Probably) fixed the problem that the sound is played out of game. -Prevent Multpo's from "escaping". This happens when fps is extremely low... -Adding Multpo for Level2. -Update CanonTechno. - -0.9.2-0 (r94) -Mod, mod, mod...! -Assessment mode is mostly frozen now. -I'll make a pre-release at r99 and that revision will be set to -0.9.9-0. -Write the document... That's really tiring. - -~~0.9.1-4 (r94)~~ -Ooooooooops... I've forgotten to commit this one! -So this is merged to the revision above, actually. -================================================================================= -Modify a couple of levels. (Making them easier...) -Fix about scene text rendering out of the window. -(Probably) fixed Level3Part3 by making them temporarily invulnerable... -Are we bug-free now? - -0.9.1-4 (r93) -Picking it up after almost one month... I'm now lost in my code... ---------------------------------------------------------------------------------- -Add player position display into debug display. -Rewrite pinball, adding collision between the balls... -The collision code is based on Kollision (a game included in KDE SC). - -0.9.1-3 (r92) -I installed Archlinux alongside Debian recently. Now we officially support -Archlinux and Debian. -Archlinux doesn't eat my CPU or try to destroy it... So further development will -be made mainly under archlinux... ---------------------------------------------------------------------------------- -Content freeze -- nothing will be added or removed any more (music etc excluded). -Fix build failure in Archlinux. -Fix font issue in Archlinux. -realloc may change the base address... That's the cause of the crashes... ---now removing all Bullet* based implementations. -Affected parts: -Assessment: Constant patterns, pinball -All parts in level 2. -L4P2, and more -L5P5~6 -L-1P17 -L-1P19 -L3P3 -L7P12 -L7P14 -L7P25 -Avoid memory leaks... I don't know if they have been really fixed... - -0.9.1-2 (r91) -Add built-in help. -Now the pause menu should be fixed... -Compress resources again. - -0.9.1-1 (r90) -Fix a bug in the credit scene. -Now the pause menu shouldn't be broken now...(It's so hard to reproduce -that I have to assume it *has* been fixed.(IT STILL HAPPENS!!!) -Close the "infinity CLR" "bug". -(Huge) Code cleanup, mainly removing duplicate code. -Allocate bullets dynamically. The array is freed every time a new game -is started. -Add a signal handler, print back trace on error(currently only available -for linux...). - -0.9.1-1 (r89) -Fix a critical bug in Score_Initailize. -Modify level pinball. -Drop "_PR" in version string. -Partly rewrite the credit scene, displaying accurate version -details. -Remove some warnings from hgewin. -A set of basic tests are done on a Intel+Nvidia desktop computer. -Add a simple build script(instead of makefile). -Reduce the Windows version executable size...(local work, recompile -freetype using reduced features enabled.) -Current tested (by me) and worked plantforms: -Debian sid x86_64/Windows 8.1 @Intel core i7-2670QM, 8GiB RAM, -Intel HD3000. -Debian sid x86_64 @Intel Core2 Quad Q8300, 8GiB RAM, nvidia GT320. -Windows XP x64 @VirutalBox, Dualcore Virtual CPU, 1.5GiB RAM, VBox -Addons installed. -Windows XP @Intel core i3-3240, 4GiB RAM, Intel HD3000. - -0.9.1-1_PR (r88) -%lld seems to work with mingw-w64(also VS2005+)... -So let's remove all %I64d. -Change point bullet behaviour. -Fix a minor multiplier problem. -Mark the source code as C++. -Re-document levels(not done). -Update wiki. - -0.9.1-1_PR (r87) -Disable screenshot when you're entering your honourable name. It's -not tested so we could only hope that will work... -Add crappy sounds to (part of) the menus. - -Replace a level in assessment mode. The original one was meanless.. -The menu sounds are too crappy... remove them temporarily. However, -let's complete the code base so that we won't waste time writing -it... - -0.9.1-1_PR (r86) -Port highscore view and details menu. Menu rewrite is almost done! -Disable select key while transferring. -Fix "typo" caused bugs. -Hopefully fix small bugs in the new menu system. -Rename several files. Add some additional files. -Remove legacy menu components. - -0.9.1-0_PR (r85) -Port death menu, complete menu and new highscore menu to the new -menu code base. -Clean up old menu code. -Update wiki. - -0.9.1-0_PR (r84) -Port player preference menu, pause menu and return to title menu -to the new menu code base. -Add shake effect to player preference menu. -Make effects faster... -Press esc in a menu will select back/exit now. -Add several background transfers. -Fix possible memory leaks in HangUpText. -Remove some commented statements. - -0.9.1-0_PR (r83) -Now you can change the game resolution. -Some resources are not re-made so they may look blurred... -Make font bigger for higher resolution. -Add command line option for changing the resolution. -Complete the option menu rewrite. - -0.9.1-0_PR (r82) -Add missing file menus.png... -Finish the start menu rewrite. -Modify "Lunatic Lunar", however it's not done... -Modify resource unpacking of Windows version. - -0.9.1-0_PR (r81) -Start menu rewrite... -Add information about the built time. - -0.9.1-0_PR (r80) -Remove "high FPS mode", it won't reach 500 FPS on my computer any -more. Replace it with Vsync mode. -Add float HGE::Timer_GetFPSf(). The return value will be updated -every 1000ms. - -0.9.0-1_PR (b79/r79) -Bump version! -BLR will use revision number instead of build number one day... -==changelog here== -New assessment level "density test"... -New assessment level "pinball"... -New assessment level "Road blocks"... -New assessment level "Extreme speeds"... -New assessment level "Messed up"... -New assessment level "Bonus - Lunatic Lunar!", finishing assessment -mode! -Laser extentions, add LineLaser for two-point laser inheriting all -Laser interfaces. -Modify laser collision parameters. -Level corrections. -Improve density test. -Add screen shot. Press S for a screen shot. -Fix the upside down screen shot output. -Fix stubbed HGE::System_Launch. - -0.9.0-0_PR (b78) -First two assessment levels. -Two more assessment levels... -Tow _more_ assessment levels...... -Another assessment level... -Yet another level for assessment mode... why don't I bump the -version? -Modify player attribute. -Allow bullet to kill itself at a certain point. -Add extborder attribute. -Finish assessment system framework. -Add circ2pnt. - -0.8.1-1_PR (b77) -All parts from level -1 to 7 are completed! -Fixed the crash in the mingw-w64 build. -Switch to mingw-w64 for building Windows version now. -Complete GUI bring back. -Fix a bug appeared after the cross-plantform port(when forked -from BLRI). -Prepare for assessment mode. - -0.8.1-0_PR (b76) -New level "Sink over the horizon". -New level "Gravity vortex". -New level "Double reflective". -Make point bullet additive blending. -Allow bullets to pause before being accelerated. -Modify "Gravity vortex". -Modify "Achromatopsia". (Thanks to my classmate's advice...) -Report build and version in the log file. -Add command line argument support. Use "--help" for usage. -Add freetype support to hge. It's still pretty buggy. (and make -the executable extremely big!) -Add experimental support for cross compiling with mingw-w64. -(Mingw-w64 build *will* be the official build in the future.) -Fix blinking HangUpText. -Fix crashes in mingw-64 build. -Change numeric characters to monospace. -Modify player speed settings. -Beewx still messes up memory... fixed now. -Exit 1 if not terminated correctly. - -0.8.0-1_PR (b75) -New level Supernova. -New level (still unnamed). -Support additive blending bullets(for Supernova). -Add some additional tips. -Move levels to level -1. -Fix blinking of HGE::Gfx_SetTransform in OpenGL. -Fix includes like " #include "../../include/..." " that would -cause errors. -Extend libcgh again. Adding operator ^ and method l(). -Modify clearrange behaviour in level hyper-threading. -Modify the corresponding score bullet. - -0.8.0-0_PR (b74) -New level Achromatopsia. -New level hyper-threading. -Tower8 partly rewritten, dropping tdir. -Fix a small problem in level 2. -Move levels to level -1. <-typo fixed -Modify the semi-coll threshold of laser. -SCEffect_Attatch now take a optional parameter. -Global varibles cleanup. -Fix a bug in bullet8 caused by RandomEngine port. -Rename "Minesweeper"->"Spiky", add noname2pnt. -Add achroma2pnt. - -0.7.3-0_PR (b73) -This is a pre-release version of 0.7.2-2_PR. -This version is released to public for level previewing. -This release contains level 1~7 (while level -1/-2 are still -"imaginary") -Changes: -Compress several png files. -Merge code for Windows. -Fixed compile problems of Windows version. -Small fixes of level2. -This build will be short-lived. - -0.7.2-2_PR (b72) -New level "return to void". That's a 3 in 1 class. I used -particularly many "return(void)(...);" in this level (which I -always love to use). -This indicates all "normal" levels are completed. -Multiplier system was fully adopted into BLR. -Implement a RandomEngine, replacing all rand(). -Rewrite Leaf_Anim using std::list, won't cause crashes now. -Fixed: Trypophobia stops if too many CLR's are used. -Fixed the problem in All2pnt(). -Fixed blinking target. -Fixed Hexagon loops memory leak (the pointer array is too small...) -Tests under Windows were done, all gameplay features ran perfectly. -Make Laser::GetDist() private to avoid misusage. -Fixed several background problems. -Remove unused statements: -DWORD ColTrans(DWORD,DWORD,DWORD): replaced by -DWORD ColorTransfer(DWORD,DWORD). -void SaySomethingAndBye(char*): useless. -void DirectBullet(Bullet&,double): this has been coexisted with -the same method in the Bullet class for a long time. Now it's -replaced by Bullet::setdir(double). -A Small bug in the Windows build is fixed. -File list in the Windows build is updated. - -0.7.2-1_PR (b71) -(Level7 will be almost twice longer than Level6!) -I'm extremely tired these days, I can't even keep my eyes open -while typing... -Some of my classmates helped testing several levels and found -some bugs, thanks a lot! - -After a short test, I found that the Windows build is almost -broken... Crashes and misbehaves are everywhere! - -Maybe Windows is noble and won't run this garbage:( -===Real changelog starts from here=== -New level "Trypophobia", however it seems that this level won't -cause trypophobia at all! -New level "Photon fusion", using a slightly modified Tower8. -Rewrote laser distance detection using vector2d calculations, -extending libcgh and bump its version at the same time.(*2) -Put the new level to the correct place. -Bring back "Minesweeper" level, adjust it to the new interfaces. -Convert Bullet from struct to class. -Bring back Classic Mode. There are no "easy", "normal" or "hard" -now, there's only "classic"! Fix problems with the classic mode in -the new code base. -Fixed a bug appeared after the levels were put together. -Other minor changes to the level WOP. -Minor cleanups and code style adjustments. Add missing free's and -delete's. -Remake the credits page, it grows from 350KiB to 6MiB. (And so I'll -enable PNG compression later.) - -0.7.2-0_PR (b70) -I wasn't willing to bump the build number because I want the svn -revision to chase the build number. -However it wouldn't be appropriate to put three new levels into one -build... -The real changelog is here: -New level "interference" (it's another small class "SimpleThing"). -New level "diffraction" (yet another dull class), hopefully fixed a -memory leak in this level (by using more memory!) -Rearrange levels to the order they will appear in the final version. -New background interface, use background pictures easily. -Make "Tiled" background mode work. -Add SetScale to background class. Make you dizzy easily... -Fix a small glitch in Level3Part3-4. This level won't run correctly -under Low FPS Mode. -Minor code cleanups. -Removed more useless comments, my code is still hard to comprehend, -though. -Fix the misbehave of modulo with minus numbers... -Small interface and behaviour changes: --If a bullet is effect-attatched and the effect is running, it won't -die. --Bullet::redir now always make dist=1, for some bullet processing -doesn't use dist now. -Don't copyleft, it's radical. - -0.7.1-6_PR (b69) -Finish some new levels ("Great Circle" bring back & "rainbow -appearance"). -Fusion bullet first work draft. -Fix some of the warnings from the compiler. -Adjust level difficulty. It was indeed too easy... -Remake some resources with GIMP. -Merge great circles and finish it. -Small code cleanups. - -0.7.1-5_PR (b68) -Draft new level. (Another level threatening you using circles!) -Update some old interfaces from BLR1. - -0.7.1-4_PR (b67) -New level (name and placement undetermined). -Fix level transition mismatches. -Improved accelerated bullets. - -0.7.1-3_PR (b66) -Fix a few glitches. Removing some useless interfaces for BLR I. -Change "Dangerous Target" for proper difficulty. - -0.7.1-2_PR (b65) -Bullet death effect, applied to Wave of Photon. It seems buggy. -Fixed something left for debuging in the last commit. - -0.7.1-1_PR (b64) -New level: Wave of Photon. A lazy level again. Despite of a new -class, it's a copy of "photon school". -Level improved: Cross threaten. Make it impossible to pass this -part without crossing those blue bullets. -libcgh improvement. Added new interfaces to vector2d struct. So the -libcgh version was bumped. Was it worth doing that? - -0.7.1-0_PR (b63) -New level: Rainbow bullets - nauty photon (in fact it's a lazy -level! I must have seen the same thing some where else...) -The last "photon school" level was put to where it should be. -Rewrite some silly parts of the Changelog. -I ran out of my AppEngine quota today... So I can't commit that to -svn as planned... - -0.7.0-9_PR (b62) -Performed a couple of tests, under both full FPS mode and low FPS -mode. -New background is used by now. - -0.7.0-8_PR (b61) -Improved the rendering code. More tests are required... -That made the rendering more efficient. It also eats less RAM then. ---Okay it's now tested. Another bug in FPS independent bullets -fixed. No (big) bugs were found in the new rendering code. - -0.7.0-7_PR (b60) -Spring Festival commit... -One level is rewritten. -Ready to sync this to svn... - -0.7.0-6_PR (b59) -Fixed 3D clouds background. New background components added. -Experimental FPS independent bullets. - -0.7.0-5_PR (b58) -Fixed another critical bug in laser collision detection -implementation... Laser is almost perfect now...//Still, it's -inefficient. - -0.7.0-4_PR (b57) -Fixed a critical bug in laser implementation and another awful -memory leak bug... - -0.7.0-3_PR (b56) -A new level is going to be complete... - -0.7.0-2_PR (b55) -Auto pause and do not make game suspend if focus is lost. - -0.7.0-1_PR (b54) -First two parts for level7. - -0.7.0-0_PR (b53) -New background for level7. Preparing interfaces for level7. - -0.6.2-2_PR (b52) -Level6 is frozen now. It's the longest level ever... (in blr!) - -0.6.2-1_PR (b51) -Completing level6! -Spring is coming? (Well, not really...) - -0.6.2-0_PR (b50) -Completing && improving hexagon. -Bumped the minor version for the sixth level is almost complete. - -0.6.1-4_PR (b49) -New level hexagon. - -0.6.1-3_PR (b48) -New level...(Avalanche) -Spotlight: Supporting BGM loop points(using my new hge -interfaces...)! -I have no idea on new levels (except "hyper fluid", that's a well- -planned part...). Maybe I've spent too much time staring at the -desktop? I feel like void these days. -The build count is bumped four times a day, you enough! - -0.6.1-2_PR (b47) -New level "Wriggle Nightbug-like"?... - -0.6.1-1_PR (b46) -Implemented several unimplemented audio interfaces of hge (OpenAL). -A Windows build to check compatibility is planned. - -0.6.1-0_PR (b45) -Now we have 11 parts in level6... -A BGM called Canon Techno is completed around here... - -0.6.0-0_PR (b44) -Starting level 6! -//We are in 2014 now. I'm regretful for I didn't have the dates -recorded. - -0.5.3-2_PR (b43) -Optimizing memory usage... (first step...)[*] -Borrowed "the unbreakable jail" from old code... -//[*]Note @ 0.6.1-3 && @ 0.7.0-9: -//1. I found this useless. -//2. This may cause SIGSEGV! -//3. It's completely removed after b61. Because they are not used -// any longer - -0.5.3-1_PR (b42) -Final(the second last..) level for level 5, fish in a barrel? - -0.5.3-0_PR (b41) -Small fixes and levels as usual... - -0.5.2-3_PR (b40) -New minor parts for level5, fixed a bug in Player_Clear_Rotate. - -0.5.2-2_PR (b39) -Several patches on new clear range. -Changing interfaces for new levels. - -0.5.2-1_PR (b38) -New trigger method for clear range... - -0.4.4-0_PRG (b37a) -Regression version for releasing... -------------------------------------------------------------- -This will be released as a official Preview Release version.<-obsolete -------------------------------------------------------------- - -0.5.2-0_PR (b37) -New part for level5. Now I'm working on the regression 0.4.x. - -0.5.1-1_PR (b36) -Several fixes including: --Fading info panel when approaching. --Sending mult. inc. indicator layer up. - -0.5.1-0_PR (b35) -First two levels of level5. - -0.5.0-0_PR (b34) -Starting level5... Crazy Autumn... - -A regression is planned to release a 0.4.x-x_PR version as -official pre-released version. However it's still nowhere in sight -that if I could use Windows these days. - -0.4.3-0_PR (b33) -Level4 is almost complete. Now I'm using LOW FPS Mode for -development because I just want to cool my laptop down without -using my own power. //However I stopped that at the next version... - -0.4.2-0_PR (b32) -A new level... without using *ANY* old code (from level.h). - -0.4.1-2_PR (b31) -Level4 is now 18 parts... - -0.4.1-1_PR (b30) -Transfered sevel old levels here. - -0.4.1-0_PR (b29) -Optimizing old code for level4. - -0.4.0-0_PR (b28) -Now let's move to level4... - -0.3.2-0_PR (b27) -New levels for level3. In fact, it's almost completed now... - -0.3.1-2_PR (b26) -Improved bullet clearing method, avoiding hidden bullets -completely!(Just by converting them all to score points...) - -0.3.1-1_PR (b25) -A new "big" level for level3. -Added several new interfaces to tower&bullet section. - -0.3.1-0_PR (b24) -Complete the first two parts of level3. - -0.3.0-0_PR (b23) -Starting the development of level3... - -0.2.9-2_PR (b22) -Completing level2... - -0.2.9-1_PR (b21) -New parts for level2. level2 is almost completed now. -PlayerLockX/Y implemented. -------------------------------------------------------------- -This will be released as a official Preview Release version.<-obsolete -------------------------------------------------------------- -BLR will be licensed under WTFPL from now. -(WTF?) -............................................................. -No it's now licensed under the BSD license... - -0.2.9_PR (b20) -Level 2 is frozen "by heart". (How? By heart?) - -0.2.5_PR (b19) -Optimizing the second level to a "realistic" state... Added two -extra musics(although still remain not used). - -0.2.2_PR (b18) -The main development has been transferred to Linux. Optimizing -code for Linux. -//Revision count is not important. - -0.2.0_PR (b17) -Level 2?... - -0.1.7-2_PR (b16) -The first level is almost completed now... - -0.1.7-1_PR (b15) -Fixed several serious bug in Low FPS Mode. Fixed FPS Level option -code. - -0.1.7_PR (b14) -Updated the only level to synchronize with the In-Game Music. -Added "Multiplier +1" into the game system. Added an unimportant -loading screen.//In fact, it's loading nothing. May be unpacking -resource pack in Windows version... - -0.1.4_PR (b13) -libcghEx has been made independent and can apply to any other -projects. This is also the first BLR version that includes -In-Game Music. libcghEx has been extended with LinearProgresser -and HangUpText. - -0.1.1_PR (b12) -Added auto-multiplier system. libcghEx (Chrisoft Game Helper -Extras Library) is included in this version with CircleIndicator. - -0.1.0_PR (b11) -Creation of the Pre-Released Version. Removed all old level code. -Bourne-again!//Can you imagine what I was thinking when deleting -the result of 3 months' work?... -================================================================= -TestBed versions: - -TB130907 (b10) -A "Noname" level. Laser implementation partly rewritten. - -TB130903 (b9) -Additional backgrounds - -TB130827 (b8) -Laser implementation, Cheers! - -TB130818 (b7) -New Levels such as rainbow towers and squashing levels. - -TB130802 (b6) -Discarding old code, rewrite of part of the code. - -TB130718 (b5) -Bullet creation effects, sync code back to BLR1. - -TB130714 (b4) -Target indicator completed. - -TB130705 (b3) -New level and bullet creation code for orange bullets. - -TB130703 (b2) -Completing Orange Towers. - -TB130620 (b1) -Completing Deep Blue Towers.//Well, "Dark Blue" right? Or more formally, "Navy". -//However, they are all not the real color. I used #0000FF, which is just "Blue", -//it just seems dark. - -TB130610 (b0) -Creation of Testbed version. +2015-10-26 0.0.1(r11) +I suddenly feel it necessary to start a changelog today... +So the content before today is written according to the git log. + +Added support for relative line numbers. +Added instructions for, brk and cont. (They are still untested...) +Parser code cleanup. Removed garbage output to stderr. +Reorganize the repository structure. +Updated BLR2 code move it into archive. +Added BLR1 files. + +2015-10-13 0.0.1(r10) +Make BLR 16:9. +Port Junko's final spell card to BLR... make it the default testing level. + +2015-10-12 0.0.1(r9) +Initial implementation of smPath. +Minor changes on the (s)coll effect. + +2015-10-11 0.0.1(r9) +Implementation of the collision system and collision effects. +Fixed a problem that keeps the screen black on start up. +Replace the build script in dtputil with makefile. + +2015-10-10 0.0.0(r8) +Fixed the stupid bug. +Initial implementation of the plugin system. + +2015-10-09 0.0.0(r7) +Initial implementation of bonus bullet. +A stupid bug existed in this revision. + +2015-10-08 0.0.0(r6) +Added more VM functions. + +2015-10-07 0.0.0(r5) +Eliminate compile warnings. +Add makefiles. + +2015-10-06 0.0.0(r4) +Tools were added. +Added licensing information. + +2015-10-05 0.0.0(r3) +The script VM is finally enabled. +Call stack was reimplemented, so the function calling method +changed again. +Unified Float data types. + +2015-10-04 0.0.0(r2) +Function calling method was changed. + +2015-10-03 0.0.0 (r1) +VM functions are ported to the new code base. +But the script VM is still not enabled. + +2015-10-02 0.0.0 (r0) +The sources are uploaded to github... +Changes before this revision is just building the backbone. +Basic scene managing, bullet managing were done. +The script VM existed but was incomplete.
\ No newline at end of file @@ -1,29 +1,11 @@ -Installing a game is really useless, isn't it? -So just compile it! +I dunno why to install it actually. -A brief guide for compiling BLR -Required SDKs: -OpenAL -ogg -vorbis -DirectX(Windows only) -OpenGL(Linux only) -SDL(Linux only) +Building dependencies on debian-based systems: +libfreetype6-dev libopenal-dev libsdl2-dev libpng12-dev libjpeg62-turbo-dev libvorbis-dev libogg-dev -Steps to do: -1. Get the source code. - You can choose from svn or the official packaged release. - The code from svn will always be newer than the official - packaged release. -2. Get required SDKs mentioned above. - Piece of cake. -3. Use Visual Studio(Windows) or Code::Blocks(Linux), create - project. Configure it correctly. - If you'd like to do it, you can also write a Makefile - yourself. -4. Hit build (or type make)! -5. If it failed, check step 2 and 3, then repeat step 4... +If you are using another Linux distribution, install the corresponding packages. +After that a simple 'make' should do the work for you. If it doesn't, you have to modify it manually... -Warning: -Some revisions in the svn repo has noticeable problems. -Always build the latest svn revision or official release! +(Important) For Windows users: +PLEASE DO NOT BUILD THE CURRENT VERSION!!! +SMELT now only supports OpenGL. It works on Windows indeed but very inefficiently... @@ -0,0 +1 @@ +Perhaps we don't need this file now?... diff --git a/README.md b/README.md new file mode 100644 index 0000000..cf9196d --- /dev/null +++ b/README.md @@ -0,0 +1,50 @@ +# Bullet Lab Remix +_Bullet Lab got its new life here._ + +This is a bullet dodging game with level scripting, +plugins, console and several other features. + +The current in-development release is: + +## Bullet Lab Remix 3 - Mind in Circuits + +Currently it's still in heavy development and is very incomplete. + +Building is tested on debian sid and Arch Linux. + +Current working status: + +> the BLR Script VM: 90% +> VM functions: 40% +> the BLR js VM: 0% +> bullet system: 40% +> tower system: 0% +> laser system: 0% +> the player: 40% +> menus: 30% +> plugin system & api: 5% +> console: 0% +> score & record: 0% +> master: 60% + +If you are looking for older BLR releases, please +have a look into the archive folder. + +Bullet Lab Remix is built upon SMELT: +https://github.com/BearKidsTeam/SMELT + +Bullet Lab Remix 3 is licensed under the terms of GPLv3. +Read COPYING for more information. + +Older Bullet Lab Remix releases were released under the terms +of the BSD license. + +## About the releases +BLR 1 - The Creature of Colour was completed in early 2014. +BLR 2 - The Reunion of Rainbow was completed in late 2014. +BLR 3 - Mind in Circuits was started in June 2015 and is now in active development. +BLR 3.5 - Assessment Collection has been planned. + +Only the mainline will stay in the root directory of the repo, +older releases will go to the archive folder (I don't think +git branching is suitable for the case).
\ No newline at end of file @@ -0,0 +1,6 @@ +Laser (depends on smPath) +smPath +Tower +Plugin system +Console +and much more...
\ No newline at end of file @@ -1 +1 @@ -1.0.0-0 (r101)
\ No newline at end of file +0.0.1
\ No newline at end of file diff --git a/archive/Readme b/archive/Readme new file mode 100644 index 0000000..8eb62d0 --- /dev/null +++ b/archive/Readme @@ -0,0 +1,3 @@ +Archive of the dead old releases... + +They might be re-released in the form of level packs someday...
\ No newline at end of file diff --git a/archive/blr1/ChangeLog b/archive/blr1/ChangeLog new file mode 100644 index 0000000..6125f79 --- /dev/null +++ b/archive/blr1/ChangeLog @@ -0,0 +1,40 @@ +0.5.3
+-Fixed a problem in bullet position calculating.
+0.5.4
+-Replaces arc- functions to make calculating more efficient.
+0.7.0
+-Levels->7
+0.7.4
+-Clear range added
+0.8.4
+-Limiting clear range usage. Freezing Level design.
+0.8.6
+-Adding readme files. Fixing small bugs in program.
+-Semi-Collision Effects.
+0.8.7α
+-Spliting main.cpp into mulitiple headers.
+-Compressing resources.
+-Removing dependency of Bass.dll
+0.8.8α
+-Maintaince version.
+0.8.9α
+-Rewriting menus, pause etc. added.
+-Highscore recording. Basic level complete information.
+-Average FPS.
+-Preparation for porting to Linux.
+1.0.0 Pre-Release
+-Upgrading hge graphic engine to DirectX9.
+-Removing some cheats.
+-Linux version built successfully(using hge-unix).
+1.0.1 Pre-Release
+-Embedding HGE into project, getting rid of hge.dll
+-Merging configuration program.
+-Adding first start up configuration, no initial configuration file needed.
+1.0.2 Pre-Release
+-Sync code with Bullet Lab Remix II.
+-Status->Main Functions Frozen+Core Frozen+Level Frozen.
+-Fix some bugs with the keyboard and the render engine.
+-Trying SFX and Music.
+1.0.3 Stable Release
+-Fix hidden bullets.
+-Build up for final release.
\ No newline at end of file diff --git a/archive/blr1/Compiling.txt b/archive/blr1/Compiling.txt new file mode 100644 index 0000000..b883265 --- /dev/null +++ b/archive/blr1/Compiling.txt @@ -0,0 +1,9 @@ +Compiling BLR under Linux +1. Get HGE UNIX here: http://icculus.org/hge-unix/. +2. Replace the same files in hge-unix using the files in /hgehack. +3. Compile and install hge-unix. +4. Run compile if hge-unix has been successfully installed. +5. Enjoy BLR by executing BulletLabRemix! +If you have any problem compiling BLR, just write a feedback. +Email: chirs241097@163.com +Forum: http://tieba.baidu.com/f?kw=chrisoft
\ No newline at end of file diff --git a/archive/blr1/Compiling_zh.txt b/archive/blr1/Compiling_zh.txt new file mode 100644 index 0000000..8f3acf8 --- /dev/null +++ b/archive/blr1/Compiling_zh.txt @@ -0,0 +1,9 @@ +在Linux下编译BLR +1. 获取HGE-UNIX: http://icculus.org/hge-unix/。 +2. 用/hgehack内的文件替换hge-unix里的同名文件。 +3. 编译并安装hge-unix。 +4. 如果hge-unix已经成功安装,运行compile脚本。 +5. 运行BulletLabRemix! +如果你在编译时遇到了任何问题,请与作者联系。 +Email: chirs241097@163.com +贴吧: http://tieba.baidu.com/f?kw=chrisoft diff --git a/archive/blr1/README.txt b/archive/blr1/README.txt new file mode 100644 index 0000000..e5b1ddc --- /dev/null +++ b/archive/blr1/README.txt @@ -0,0 +1,178 @@ +/*************************************\
+ * Bullet Lab Remix HGE 1.0.3 *
+ * The Creature of Colour *
+ * CopyLeft Chris Xiong *
+ * Readme File for binary release *
+\*************************************/
+*************************************************************
+First, I'm glad to annonce the first stable release of BLR.
+After three and a half of lazy work, BLR1 Stable came out at last.
+Well, this is just the start. Let's expect BLR2!
+*************************************************************
+WARNING: Everything works correctly on my computer, but I can't guarantee the same
+thing will happen on your computer!
+----------------------------------------------------------------------------------
+Why I am writting this "Game":
+
+-Do not care details...
+----------------------------------------------------------------------------------
+Attention: If you are using Linux, just ignore this and read Compiling.txt
+Basic requirements of this game:
+
+Hardware requirements:
+CPU: Better than none.
+RAM: If you are using Windows XP+, you can ignore this.
+GPU: Any GPU supporting DirectX 9 is okay.
+A keyboard is necessary. Although this game doesn't use a mouse to control, you'd
+better have one to use your operating system...
+
+Software requirements:
+If your computer is not from the last century and the game wouldn't start, check...
+If DirectX 9 Runtime is installed.
+If you are using Windows XP or later version.
+
+Something else...:
+CheatEngine (Optional, recommended for people who are urgent to highscores.)
+No Trypophobia! (Important!!)
+
+Additional:
+To run it in High FPS mode (much better experience than Low FPS mode)
+-Turn on "Lock FPS to the highest level" in BLR config
+-Configure your GPU correctly. A mis-configured GPU can cause many problems...
+-Have a stronger CPU. Quad core is recommended.
+
+If FPS is only around 500... Just give it up... Turn on Low FPS mode in BLR config.
+
+Another small tip:
+I found that Intel HD Graphics always get the highest FPS easily...
+----------------------------------------------------------------------------------
+[Attention!]: The topic below is for those who have tried to play but failed.
+
+Operating with keyboard:
+Arrow keys: Move
+Shift+Arrow keys: Precise move (If you ignore this you will probably NEVER pass easy)
+(Well, I was joking. You can "Continue" anyway.)
+Z (or X, determined in your configuration): Call Clear Range
+Z/Enter(In menus): Confirm
+Esc(In game): Pause
+
+Collision & "Semi-collision":
+Only a VERY close distance will be treat as a collision (about 2 pixels, imagine that.)
+Other bullets passed by you(in 4 pixels) will be treat as a semi-collision, which would
+plus your score by 2000.
+
+Configuring the player:
+You can customize the player in the Player Profile menu.
+You can determine the player's moving speed(both in normal mode or precise mode).
+And a clear range bonus.
+You should know that you are customizing yourself in the limit of "Ability Points".
+----------------------------------------------------------------------------------
+Softwared used to develop Bullet Lab Remix:
+Visual Studio 2012 (Compiler)
+DirectX SDK (Aug. 2009)
+HGE (Packed DirectX APIs)
+Photosohop CS6 for graphic resources
+Inkscape for vector graphics
+Porting to Linux is also done by Chris Xiong, using Kwrite and Geany.
+----------------------------------------------------------------------------------
+Frequently Asked Questions and my own problems
+
+Q: ...The game crashes and quit automatically?
+A: I didn't have that problem... This may be caused by a wrong RAM access.
+ Make sure you have enough RAM to run this game.
+
+Q: It stopped working just before the menu appears...
+A: Well, I use "freopen" for file operations. M$ said that's not safe but I insisted..
+ Just be patient and restart the game.
+
+Q: Huge RAM usage?
+A: The main code uses less than 5 MB RAM. However, levels with too much bullets may
+ use a huge amount of RAM.
+
+Q: "Cannot decompress resources!"
+A: Resources used in this game have been compressed with Microsoft LZ compresss program.
+ If you meet this fault, check if there's already a folder called "Decompressed" in
+ the Resources folder. If so, delete it. (Now the program could delete it automatically
+ even the error has already been reported. So you may not find this folder. Just restart
+ the game)
+ If that doesn't work, check if "expand.exe" is included in your system.
+
+Q: Everything runs slowly!
+A: Check FPS which is displayed at the right bottom corner of the game. The game
+ should run at at least 850 FPS (In HighFPS mode).
+ If it is below 700 (at the menu scene), turn on Low FPS mode using the
+ configure application.
+ If it is fixed at 60 and it is running EXTREMELY slowly, try turn off vertical
+ sync first (in your graphics driver settings). If it doesn't work, turn on Low
+ FPS mode.
+ Please note that Low FPS mode may provide a horrible experience...
+
+Q: What is "Average FPS"?
+A: Average FPS is the average of FPS during the game(WTF!). It showed how your computer felt during
+ the game...
+
+Q: Tell me something about the UI.
+A: The main menu:
+ Start---------------Enter the difficulty selecting menu.
+ Highscore && Records--------Enter highscore view selecting menu.
+ Options--------------Enter options menu.
+ Credits--------------Show a long, dull credits list.
+ Exit---------------Parents are coming!!!
+ The difficulty selecting menu:
+ Easy---------------Difficulty without difficulty.
+ Normal--------------For most human-beings.
+ Extreme--------------Who would like to try?
+ Free Play Mode----------No deaths, go for highest score.
+ Back---------------Giving up?
+ The Options menu:
+ Fullscreen: ...----------Toggle fullscreen, the settings will be applied after restarting the game.
+ FPS Level: ...-------------Toggle FPS level mode. Possible modes are: Low FPS, Highest and Natural.
+Use Key . for Clear Range------Change the key to call Clear Range.
+ Player Profile-------------Customize the player.
+ Back------------------Done setting, I'm ready!
+Tips:
+ If supported, you can toggle fullscreen in game by pressing Alt+Enter. However this won't affect your settings.
+ Use key Left/Right to adjust values in Player Profile page.
+
+Q: How to load default configuration?
+A: To load default configuration, just delete blr.cfg. Then start BLR, you can do your initial settings again.
+ Attention: YOUR SCORE FILE WILL BE CLEARED AS WELL!!
+
+Q: When I use a Clear Range, FPS falls terriblely.
+A: This is normal... Because the code of Clear Range is terribly inefficient...
+
+Q: Some levels are impossible to pass!
+A: That may be true... (I got the same result from some of the testers)
+ However this is an excuse, I think.
+
+Q: Ain't there any background?
+A: It is painful to think about a background...
+ So think about your own background... everyone will have his own version...(Chemistry Laboratory etc.)
+
+Q: Where to get the source code?
+A: The source code is terribly ugly...
+ However, when I release the binary version, I will also release a tarball of
+ the source code.
+ To be more creative, WRITE YOUR OWN CODE.
+----------------------------------------------------------------------------------
+Version History && Planning Versions
+For detailed information, view CHANGELOG.txt.
+
+1.0.3sr: Hope this fix for hidden bullets could work!
+1.0.2pr: Some input event fixes. Fixed a problem in the render engine. Get rid of the config program.
+1.0.1pr: Get rid of hge.dll. Merging hge into project.
+1.0.0pr: Fixing small bugs and cheats. Upgrading DirectX to DX9. Trying porting to Linux.
+0.8.9α : Adding a lot of lacking functions in earlier versions.
+0.8.8α : Small fixes for adding functions.
+0.8.7α : Preparation for 1.0.0, categorizing code, bug fixes, resoureces compression andadding some effects etc.
+0.8.6α : Second released version, small bugs fixed, a better icon for configure program.
+0.8.4α : First released version, most cheats are removed, level frozen version(No new levels will be added).
+0.7.4 : A developer only version, the game system is almost completed.
+0.7.0 : A developer only version, 7 levels available now.
+0.5.3 : A developer only version, 5 levels available now, added collision and semi-collision detection.
+0.2.1 : First tower, first bullet. 2 basic levels completed. Basic effects added.
+0.0.1 : Only a main menu!
+
+2013-5-11: Project Started
+Let's remember the great day!
+Thank everyone that waste time to test my poor project!
\ No newline at end of file diff --git a/archive/blr1/README_zh.txt b/archive/blr1/README_zh.txt new file mode 100644 index 0000000..d4f8f25 --- /dev/null +++ b/archive/blr1/README_zh.txt @@ -0,0 +1,166 @@ +/*************************************\
+ * Bullet Lab Remix HGE 1.0.3 * ->后文将称其为BLR
+ * The Creature of Colour *
+ * 版权所无 Chris Xiong *
+ * 可执行文件自述 *
+\*************************************/
+*************************************************************
+首先,非常高兴地“宣布”BLR1的正式版终于可以发布了!
+经过三个半月的偷懒工作,BLR1的正式版终于出来了。。
+当然,这只是个开始。等待BLR2的开发吧!
+*************************************************************
+警告:不保证本程序在所有计算机上都能正常运行。
+----------------------------------------------------------------------------------
+为什么写这破玩意?
+
+-不要在意细节。。。
+----------------------------------------------------------------------------------
+注意:如果你正在使用Linux,无视这部分内容好了。直接去看Compiling_CHS.txt。
+运行BLR的基本要求:
+
+硬件需求
+CPU: 要比没有强。
+RAM: 如果你的操作系统能够启动,这项可以忽略。
+GPU: 任何支持DirectX9的GPU都行。
+键盘是必要的。虽然本游戏不需要鼠标来操作,你也最好用鼠标来使用来控制操作系统。。。
+
+软件需求
+如果你的电脑不是从上世纪来的,但是游戏仍无法启动,检查:
+DirectX9运行库是否已经安装
+你运行的是否是Windows XP或以后的版本。
+
+其他
+CheatEngine (非必需。这是为那些特别想要高分的人准备的)
+没有密集恐惧症(非常重要!)
+
+附加条件:
+要想在高帧率模式下运行(1000FPS,流畅度自行想象),你需要:
+-在设置程序中打开"Lock FPS to the highest level"(将帧率锁定在最大值)
+-正确地设置你的GPU。错误的设置可能导致许多问题。。
+-要有一颗足够快的CPU,最好四核
+
+如果FPS只在500附近(或者更低),放弃吧。。。在设置程序内打开
+"Low FPS mode"(低帧率模式,60FPS)
+
+无意义内容:
+我发现Intel集成显卡总是非常容易地达到1000FPS。。。
+----------------------------------------------------------------------------------
+注意:以下内容是为尝试过但是失败了的人写的。
+
+如何用键盘操作:
+方向键:移动
+Shift+方向键:精确移动(如果你无视这个你可能永远无法通过Easy关)
+(当然,我只是开玩笑。无论如何你也可以选择继续。。。)
+Z(或者是X,取决于你的设置):调用Clear Range。
+(在菜单中)Z或回车:确认
+Esc(在游戏界面):暂停
+
+碰撞和所谓的半碰撞(<-自造词)
+只有【特别近】的接触将会被当作是碰撞(大于仅有两个像素,想象一下)
+其他从你附近飞过的子弹(约4像素)将会被当作“半碰撞”,每次将加分2000点。
+
+设置你所控制的小方块:
+你可以在玩家设定菜单自行决定小方块的属性。
+你可以设置的项目有移动速度(普通移动和精确移动速度都可以设定)和额外的Clear Range。
+当然,不能随便设置。需要在"Ability Points"(能力点)的限制之内。
+----------------------------------------------------------------------------------
+开发所用的软件
+Visual Studio 2012(编译器)
+DirectX SDK (Aug. 2009)
+HGE(封装DirectX接口)
+Photoshop CS6处理图形资源
+Inkscape处理矢量图
+移植到Linux的工作也是由作者自行完成的。使用了kwrite和Geany。
+----------------------------------------------------------------------------------
+常见问题和我自己的问题
+
+Q: 游戏崩溃了并自动退出。。
+A: 我没遇到过此类问题。。可能是由于错误的RAM存取。
+ 保证你有足够的内存。
+
+Q: 它在菜单出现前就停止工作。。。
+A: 我用了freopen来处理文件。微软说那可能不安全但我没有理他。重启游戏就好了。
+
+Q: 巨大的RAM开销。。
+A: 主程序仅占用5MB内存。但是,子弹太多的关卡可能用很多的RAM。
+
+Q: "Cannot decompress resources!"(无法解压资源!)
+A: 本游戏使用的资源已经使用微软的压缩程序压缩过了。如果你遇到了这个问题,检查游戏资源文件夹
+ (/Resources/)内是否已经有了一个叫做"Decompressed"的文件夹。如果有,删掉它。(即使已经报错,
+ 程序现在已经可以自动删掉它了,所以你可能找不到这个文件夹,重启游戏即可)
+ 如果那不管用,检查/system32里是否有expand.exe。
+
+Q: 一切都运行缓慢!
+A: 看看显示在右下角的FPS数。此游戏应该至少运行在850FPS(在高帧率模式下)。
+ 如果主菜单的FPS也小于700,用设置程序打开低帧率模式。
+ 如果帧率固定在60FPS并且运行【极其】缓慢,先试试关掉显卡的垂直同步。不行再用低帧率模式。
+ 请注意低帧率模式可能带来接近恐怖的体验。。。
+
+Q: 什么是"Average FPS"(平均帧率)?
+A: Average FPS就是平均帧率(什么玩意儿。。)。它表示了你的电脑的在游戏中的受罪程度。。。
+ (CPU压力什么的)
+
+Q: 界面上都是什么意思。。
+A: 主菜单:
+ Start---------------开始。进入难度选择界面
+ Highscore && Records--------高分和记录。在这里回顾高分(记录是数据,不是录像!)
+ Options--------------选项菜单
+ Credits--------------制作者。显示一个长而无聊的制作者名单(就一个“制作者”,对吧。。)
+ Exit---------------退出。家长来了!!!
+ 难度选择菜单:
+ Easy---------------没有难度的难度。
+ Normal--------------为大部分人准备的难度。
+ Extreme--------------谁愿意试试?
+ Free Play Mode----------不死模式,刷分专用。
+ Back---------------放弃了?
+ 选项菜单:
+ Fullscreen: ...----------切换全屏显示。重启游戏后生效。
+ FPS Level: ...-------------切换FPS模式。可能的选项为:Low FPS(低帧率),Highest(最高)和Natural(不限制)。
+Use key . for Clear Range------选择用X或者是Z键使用Clear Range
+ Player Profile-------------自定义玩家属性。
+ Back------------------完成设置。
+Tips:
+ 如果电脑支持,你可以在游戏中用Alt+回车来切换全屏。但这不会改写配置文件。
+ 在玩家设定页面内用左右键来调整数值。
+
+Q: 如何恢复原始设定?
+A: 只需要删除blr.cfg这个文件。然后启动BLR,就可以重新做初始化设定了。
+ 注意:你的分数文件也将被清空!
+
+Q: 用了Clear Range之后FPS严重下降。
+A: 这很正常。。Clear Range的代码效率不高。
+
+Q: 有些关过不了!
+A: 可能是真的吧(我从一些测试人员那里也得到了相同的结果)
+ 但是这可能是个借口,我想。(语序错乱)
+
+Q: 没有背景(所谓的background)?
+A: 想一个背景是痛苦的事情。。
+ 自己YY一个吧。。每个人都会有他自己的版本。。(化学实验室之类的)
+
+Q: 如何取得源代码?
+A: 代码写的非常丑陋。。
+ 但是每次发布可执行文件时,我也会发布一个源代码包。
+ 为了创新,【还是写自己的代码】。
+----------------------------------------------------------------------------------
+版本历史和以后的版本
+有关版本的详细信息,请见ChangeLog
+
+1.0.3sr: 希望这次解决隐藏子弹的方案没有问题。。
+1.0.2pr: 解决了一些键盘和渲染引擎的问题。将配置程序并入游戏中。
+1.0.1pr: 不再依赖hge.dll。将hge并入工程。
+1.0.0pr: 解决小的问题,封一部分cheats。升级DirectX到DX9。移植Linux版工作开始。
+0.8.9α : 添加了一堆早期版本缺失的功能。
+0.8.8α : 为添加功能做准备。
+0.8.7α : 为1.0.0做准备。代码分类,解决小问题,压缩资源并添加一些特效。
+0.8.6α : 第二个发布版本,解决了一部分问题。换了图标。
+0.8.4α : 第一个发布版本。移除了一部分内挂(。。。)。关卡冻结版本(不会再添加新的关卡)
+0.7.4 : 开发者版本。游戏系统已经基本完成。
+0.7.0 : 开发者版本。有7个关卡。
+0.5.3 : 开发者版本。已有5关。添加了碰撞检测。
+0.2.1 : 一切的开始。写完了两关。最基本的效果。
+0.0.1 : 菜单。。
+
+2013-5-11: 工程开始。
+让我们记住这伟大的一天!
+感谢所有浪费时间来测试这个烂工程的人!
\ No newline at end of file diff --git a/archive/blr1/VERSION.txt b/archive/blr1/VERSION.txt new file mode 100644 index 0000000..245832a --- /dev/null +++ b/archive/blr1/VERSION.txt @@ -0,0 +1 @@ +1.0.3 Stable release
\ No newline at end of file diff --git a/archive/blr1/resources/bg.png b/archive/blr1/resources/bg.png Binary files differnew file mode 100644 index 0000000..bb0a8a2 --- /dev/null +++ b/archive/blr1/resources/bg.png diff --git a/archive/blr1/resources/blnsns.png b/archive/blr1/resources/blnsns.png Binary files differnew file mode 100644 index 0000000..8651ee1 --- /dev/null +++ b/archive/blr1/resources/blnsns.png diff --git a/archive/blr1/resources/charmap.fnt b/archive/blr1/resources/charmap.fnt new file mode 100644 index 0000000..4d90feb --- /dev/null +++ b/archive/blr1/resources/charmap.fnt @@ -0,0 +1,99 @@ +[HGEFONT]
+
+Bitmap=blnsns.png
+
+Char=" ",1,1,3,30,-1,5
+Char="!",5,1,5,30,1,0
+Char=""",11,1,8,30,0,0
+Char="#",20,1,18,30,0,0
+Char="$",39,1,12,30,0,0
+Char="%",52,1,20,30,0,0
+Char="&",73,1,19,30,0,0
+Char="'",93,1,4,30,0,1
+Char="(",98,1,10,30,0,-1
+Char=")",109,1,10,30,-1,0
+Char="*",120,1,11,30,0,-1
+Char="+",132,1,12,30,-1,0
+Char=",",145,1,7,30,-1,0
+Char="-",153,1,10,30,0,0
+Char=".",164,1,6,30,0,0
+Char="/",171,1,10,30,-1,-1
+Char="0",182,1,16,30,0,0
+Char="1",199,1,7,30,0,1
+Char="2",207,1,15,30,-1,-1
+Char="3",223,1,14,30,-1,0
+Char="4",238,1,14,30,0,0
+Char="5",1,32,14,30,-1,0
+Char="6",16,32,14,30,0,0
+Char="7",31,32,14,30,-1,-1
+Char="8",46,32,13,30,-1,0
+Char="9",60,32,14,30,0,0
+Char=":",75,32,6,30,0,0
+Char=";",82,32,7,30,-1,0
+Char="<",90,32,10,30,0,0
+Char="=",101,32,12,30,0,0
+Char=">",114,32,10,30,0,0
+Char="?",125,32,12,30,-1,0
+Char="@",138,32,17,30,0,0
+Char="A",156,32,19,30,-1,0
+Char="B",176,32,16,30,1,0
+Char="C",193,32,17,30,0,-1
+Char="D",211,32,17,30,1,0
+Char="E",229,32,14,30,1,0
+Char="F",1,63,13,30,1,0
+Char="G",15,63,18,30,0,0
+Char="H",34,63,17,30,1,1
+Char="I",52,63,5,30,1,1
+Char="J",58,63,7,30,0,1
+Char="K",66,63,16,30,1,-1
+Char="L",83,63,13,30,1,0
+Char="M",97,63,19,30,1,1
+Char="N",117,63,17,30,1,1
+Char="O",135,63,20,30,0,0
+Char="P",156,63,16,30,1,0
+Char="Q",173,63,20,30,0,0
+Char="R",194,63,15,30,1,0
+Char="S",210,63,13,30,1,-1
+Char="T",224,63,15,30,0,-1
+Char="U",1,94,16,30,1,1
+Char="V",18,94,17,30,0,0
+Char="W",36,94,25,30,0,0
+Char="X",62,94,15,30,0,0
+Char="Y",78,94,17,30,-1,0
+Char="Z",96,94,15,30,-1,0
+Char="[",112,94,9,30,1,0
+Char="\",122,94,8,30,0,0
+Char="]",131,94,9,30,0,1
+Char="^",141,94,13,30,0,0
+Char="_",155,94,14,30,-1,-1
+Char="`",170,94,9,30,0,0
+Char="a",180,94,15,30,0,0
+Char="b",196,94,15,30,0,0
+Char="c",212,94,11,30,0,0
+Char="d",224,94,15,30,0,0
+Char="e",240,94,13,30,0,0
+Char="f",1,125,10,30,-2,0
+Char="g",12,125,14,30,0,0
+Char="h",27,125,14,30,0,0
+Char="i",42,125,6,30,0,-1
+Char="j",49,125,8,30,-2,-1
+Char="k",58,125,15,30,0,0
+Char="l",74,125,5,30,0,0
+Char="m",80,125,21,30,0,0
+Char="n",102,125,14,30,0,0
+Char="o",117,125,14,30,0,0
+Char="p",132,125,15,30,0,0
+Char="q",148,125,15,30,0,0
+Char="r",164,125,10,30,0,-1
+Char="s",175,125,8,30,0,0
+Char="t",184,125,11,30,-2,0
+Char="u",196,125,15,30,0,0
+Char="v",212,125,13,30,0,0
+Char="w",226,125,21,30,0,-1
+Char="x",1,156,12,30,0,0
+Char="y",14,156,13,30,0,0
+Char="z",28,156,12,30,0,-1
+Char="{",41,156,10,30,0,-1
+Char="|",52,156,4,30,1,2
+Char="}",57,156,10,30,-1,0
+Char="~",68,156,15,30,-1,-1
diff --git a/archive/blr1/resources/credits.png b/archive/blr1/resources/credits.png Binary files differnew file mode 100644 index 0000000..14c2a49 --- /dev/null +++ b/archive/blr1/resources/credits.png diff --git a/archive/blr1/resources/ss1.png b/archive/blr1/resources/ss1.png Binary files differnew file mode 100644 index 0000000..19dd5c2 --- /dev/null +++ b/archive/blr1/resources/ss1.png diff --git a/archive/blr1/resources/ss2.png b/archive/blr1/resources/ss2.png Binary files differnew file mode 100644 index 0000000..5959cdf --- /dev/null +++ b/archive/blr1/resources/ss2.png diff --git a/archive/blr1/resources/tap.ogg b/archive/blr1/resources/tap.ogg Binary files differnew file mode 100644 index 0000000..1ef00b0 --- /dev/null +++ b/archive/blr1/resources/tap.ogg diff --git a/archive/blr1/resources/title.png b/archive/blr1/resources/title.png Binary files differnew file mode 100644 index 0000000..b4205c2 --- /dev/null +++ b/archive/blr1/resources/title.png diff --git a/archive/blr1/src/effects.h b/archive/blr1/src/effects.h new file mode 100644 index 0000000..044a803 --- /dev/null +++ b/archive/blr1/src/effects.h @@ -0,0 +1,88 @@ +//Chrisoft Bullet Lab Remix HGE
+//Effects Implementations
+//"Copyleft" Chrisoft 2013
+void SCEffect_Attatch()
+{
+ int cnt=rand()%8+3;
+ for (int ii=1;ii<=cnt;++ii)
+ {
+ int i;
+ if (bulcnt==0)
+ bulcnt=i=1;
+ else
+ {
+ for (i=1;i<=bulcnt;++i)
+ if (!bullet[i].exist)break;
+ if (i>bulcnt)bulcnt=i;
+ }
+ bullet[i].exist=true;
+ bullet[i].bullettype=254;
+ bullet[i].bulletpos.x=playerpos.x;
+ bullet[i].bulletpos.y=playerpos.y;
+ bullet[i].bulletdir.x=rand()%100-50;
+ bullet[i].bulletdir.y=rand()%100-50;
+ bullet[i].dist=bullet[i].bulletdir.x*bullet[i].bulletdir.x+bullet[i].bulletdir.y*bullet[i].bulletdir.y;
+ bullet[i].dist=sqrt(bullet[i].dist);
+ bullet[i].bulletspeed=rand()%4+2;
+ bullet[i].bulletspr=new hgeSprite(SprSheet1,46,0,24,24);
+ bullet[i].bulletspr->SetColor(0x80FFFFFF);
+ }
+}
+void SCEffect_Process()
+{
+ for (int i=1;i<=bulcnt;++i)
+ {
+ if (!bullet[i].exist||bullet[i].bullettype!=254)continue;//If this bullet doesn't exist or is not of this type, do not render it.
+ if (!DisablePlayer)
+ {
+ if (LOWFPS)
+ {
+ bullet[i].bulletpos.x-=bullet[i].bulletspeed*(bullet[i].bulletdir.x/bullet[i].dist)/20*17;//Process bullet's x coor.
+ bullet[i].bulletpos.y-=bullet[i].bulletspeed*(bullet[i].bulletdir.y/bullet[i].dist)/20*17;//Process bullet's y coor.
+ ++effskp;
+ if (effskp==7)
+ bullet[i].bulletspr->SetColor(bullet[i].bulletspr->GetColor()-0x1F000000),effskp=0;
+ }
+ else
+ {
+ bullet[i].bulletpos.x-=bullet[i].bulletspeed*(bullet[i].bulletdir.x/bullet[i].dist)/20;//Process bullet's x coor.
+ bullet[i].bulletpos.y-=bullet[i].bulletspeed*(bullet[i].bulletdir.y/bullet[i].dist)/20;//Process bullet's y coor.
+ ++effskp;
+ if (effskp==7)
+ bullet[i].bulletspr->SetColor(bullet[i].bulletspr->GetColor()-0x1000000),effskp=0;
+ }
+ //bullet[i].bulletpos.x-=bullet[i].bulletspeed*(bullet[i].bulletdir.x/bullet[i].dist)/20;//Process bullet's x coor.
+ //bullet[i].bulletpos.y-=bullet[i].bulletspeed*(bullet[i].bulletdir.y/bullet[i].dist)/20;//Process bullet's y coor.
+ }
+ double dis=GetDist(bullet[i].bulletpos,playerpos);//Get distance between player and bullet
+ if (GETA(bullet[i].bulletspr->GetColor())<=0x0A||bullet[i].bulletpos.x<=-10||bullet[i].bulletpos.x>=800||bullet[i].bulletpos.y<=-10||bullet[i].bulletpos.y>=600)
+ //If collision is detected or the bullet flys out of screen, delete it.
+ {
+ bullet[i].exist=false;
+ bullet[i].bulletpos.x=bullet[i].bulletpos.y=0;
+ bullet[i].bulletdir.x=bullet[i].bulletdir.y=0;
+ bullet[i].dist=0;
+ bullet[i].bullettype=0;
+ }
+ else
+ {
+ bullet[i].bulletspr->RenderEx(bullet[i].bulletpos.x,bullet[i].bulletpos.y,0,0.2,0);
+ }
+ }
+
+}
+void BulletEffect_Attatch(int n)
+{
+ bullet[n].scale=2;
+ bullet[n].effbrk=17;
+}
+void BulletEffect_Process(int n)
+{
+ if (bullet[n].scale<=1){bullet[n].scale=1;return;}
+ if (LOWFPS)
+ bullet[n].effbrk-=17;
+ else
+ --bullet[n].effbrk;
+ if (bullet[n].effbrk<=0)
+ bullet[n].scale-=0.04,bullet[n].effbrk=17;
+}
\ No newline at end of file diff --git a/archive/blr1/src/global.h b/archive/blr1/src/global.h new file mode 100644 index 0000000..85804e8 --- /dev/null +++ b/archive/blr1/src/global.h @@ -0,0 +1,297 @@ +//Chrisoft Bullet Lab Remix HGE
+//Global varibles and implementations
+//"Copyleft" Chrisoft 2013
+#include "hge.h"
+#include "hgefont.h"
+#include "hgegui.h"
+HGE *hge=0;
+HEFFECT snd;
+HTEXTURE tex;
+hgeQuad quad;
+hgeGUI *gui;
+hgeFont *fnt;
+hgeSprite *spr,*titlespr;
+//Here are some Varibles in Bullet Lab
+int Current_Position;//Where are we now.
+/*Scenes:
+0: main menu
+1: game scene
+2: tip scene
+3: start menu
+4: about scene
+5: death scene
+6: complete scene
+7: new highscore scene
+8: highscore scene
+9: highscore view scene
+10: highscore details scene
+11: Pause scene
+12: BackToTitle Confirm
+13: Options scene
+14: Player Profile scene
+*/
+HTEXTURE SprSheet1,SprSheet2,TexTitle,TexCredits;
+/*
+Texture Mapping:
+SprSheet1:
+Player 47,46,24,24
+Cursor 24,46,24,24
+Blue 0,0,24,24
+Green 23,0,24,24
+Pnt 46,0,24,24
+Purple 0,23,24,24
+Red 23,23,24,24
+White 46,23,24,24
+Yellow 0,46,24,24
+SprSheet2:
+Blue 0,0,44,44
+Green 44,0,44,44
+Purple 88,0,44,44
+Red 0,44,44,44
+White 44,44,44,44
+Yellow 88,44,44,44
+*/
+const double zero=1e-3;
+struct vector2d
+{
+ double x,y;
+};
+struct Bullet
+{
+ hgeSprite *bulletspr;
+ vector2d bulletpos;
+ vector2d bulletdir;
+ double dist;
+ int bullettype;
+ int redexplo,redattrib,oriexplo,whicnt;
+ double bulletspeed;
+ bool exist;
+ double scale;
+ int whirem,whiskp,yelbrk;
+ int lifetime;
+ bool scollable;
+ int effbrk;
+}bullet[10000];
+//Something about bullets:
+//bullettype:
+//1: dir-based green bullet
+//2: degree-based blue bullet (for clocks only)
+//3: 12direction-based blue bullet
+//4: yellow chaser bullet
+//5: purple slow down bullet
+//6: red exploding bullet
+//7: white stalled bullet
+//8: black shading bullet (dummy in version 1)
+//254: Semi-collision effect
+//255: Score point
+struct Tower
+{
+ hgeSprite *towerspr;
+ vector2d towerpos;
+ int towertype;
+ int towertimer,curtimer;
+ double bulletspeed;
+ int redexplo,whicnt,yelbrk;
+ int t3t;
+ bool exist;
+ bool effect;
+}tower[100];
+//t3t is for Tower3
+//0:All 12 directions
+//1:four default directions
+//2:random left/right
+//3:random up/down
+struct Line
+{
+ vector2d pos;
+ double radian;
+ DWORD color;
+ bool exist;
+}line[12];
+//Line is currently dummy.
+int bulcnt=0,towcnt=0,linecnt=0;
+vector2d playerpos;
+double playerrot;
+double playerspeed;
+double playerslospeed;
+double playerfulspd=0.2;
+double playerfulslospd=0.05;
+double clockrot,deltarot,deltadelta;
+double whirot,dwhirot;
+hgeSprite *playerspr;
+int frameleft;
+int level,part,clrtime,clrbns;
+int coll,semicoll,mode,dsmc,restarts;
+double clrrange;
+bool IfCallLevel;
+bool DisableAllTower=false;
+bool DisablePlayer=false;
+int frameskips=0,stepskips=0;
+bool IfShowTip=false,FadeTip=false;
+hgeFont *TipFont;
+char lasttip[200];
+int p2t1,p2t2,p2t3,p2t4;
+int whicnt,shots,clrusg;
+bool yelattrib;
+bool LOWFPS=false,diffkey=false;
+bool Complete=false;
+bool Refliction=false;
+double linerad=0;
+double bsscale;
+long long score,scminus;
+int frms;double averfps;
+int plrspd,plrslospd;
+int TenSeconds=10000,TwentySeconds=20000,ThirtySeconds=30000,AMinute=60000;
+int effskp=0;
+hgeSprite *Credits,*CreditsRail;
+double scroll;
+bool tfs;
+int fpslvl;
+
+void Error(char EC[],bool hgecreated=false)
+{
+ fprintf(stderr,EC);
+ hge->System_Log(EC);
+ if (hgecreated)
+ {
+ hge->System_Shutdown();
+ hge->Release();
+ }
+ exit(0);
+}
+inline double GetDist(const vector2d a,const vector2d b)
+{
+ return sqrtf((a.x-b.x)*(a.x-b.x)+(a.y-b.y)*(a.y-b.y));
+}
+void ShowTip(char tip[])
+{
+ if (strcmp(tip,lasttip)!=0)
+ {
+ TipFont->SetColor(0x00FFFFFF);
+ }
+ memcpy(lasttip,tip,sizeof(lasttip));
+ DisableAllTower=true;
+ DisablePlayer=true;
+ if (hge->Input_GetKeyStateEx(HGEK_Z)==HGEKST_HIT)
+ {
+ //DisableAllTower=false;
+ //DisablePlayer=false;
+ //Current_Position=1;
+ FadeTip=true;
+ }
+ double width=TipFont->GetStringWidth(tip);
+ TipFont->printf(400-width/2,400,HGETEXT_LEFT,tip);
+ if (FadeTip)
+ {
+ if (LOWFPS)
+ {
+ if (TipFont->GetColor()>>24>=0x08)
+ TipFont->SetColor(TipFont->GetColor()-0x8000000);
+ else
+ {
+ DisableAllTower=false;
+ DisablePlayer=false;
+ Current_Position=1;
+ }
+ }
+ else
+ {
+ if (TipFont->GetColor()>>24>=0x01)
+ TipFont->SetColor(TipFont->GetColor()-0x1000000);
+ else
+ {
+ DisableAllTower=false;
+ DisablePlayer=false;
+ Current_Position=1;
+ }
+ }
+ return;
+ }
+ if (!LOWFPS)
+ {
+ if (TipFont->GetColor()>>24<=0xFE)
+ TipFont->SetColor(TipFont->GetColor()+0x01000000);
+ }
+ else
+ {
+ if (TipFont->GetColor()>>24<=0xF7)
+ TipFont->SetColor(TipFont->GetColor()+0x08000000);
+ }
+}
+void ClearAll()
+{
+ DisableAllTower=true;
+ bool none=true;
+ for (int i=1;i<=towcnt;++i)
+ {
+ if (!tower[i].exist)continue;
+ if (LOWFPS)
+ {
+ if (tower[i].towerspr->GetColor()>>24>=0x08)
+ {
+ tower[i].towerspr->SetColor(tower[i].towerspr->GetColor()-0x8000000);
+ none=false;
+ }
+ }
+ else
+ {
+ if (tower[i].towerspr->GetColor()>>24>=0x01)
+ {
+ tower[i].towerspr->SetColor(tower[i].towerspr->GetColor()-0x1000000);
+ none=false;
+ }
+ }
+ }
+ if (none)
+ {
+ towcnt=0;
+ memset(tower,0,sizeof(tower));
+ }
+ none=true;
+ for (int i=1;i<=bulcnt;++i)
+ {
+ if (LOWFPS)
+ {
+ if (bullet[i].bulletspr->GetColor()>>24>=0x08)
+ {
+ bullet[i].bulletspr->SetColor(bullet[i].bulletspr->GetColor()-0x8000000);
+ none=false;
+ }
+ }
+ else
+ {
+ if (bullet[i].bulletspr->GetColor()>>24>=0x01)
+ {
+ bullet[i].bulletspr->SetColor(bullet[i].bulletspr->GetColor()-0x1000000);
+ none=false;
+ }
+ }
+ }
+ if (none)
+ {
+ bulcnt=0;
+ memset(bullet,0,sizeof(bullet));
+ }
+ none=true;
+ for (int i=1;i<=bulcnt;++i)if (bullet[i].bulletspr->GetColor()>>24>=0x3F){none=false;break;}
+ if (none)
+ bulcnt=0,memset(bullet,0,sizeof(bullet));
+}
+void SaySomethingAndBye(char *text)
+{
+ ClearAll();
+ DisableAllTower=false;
+ if (IfShowTip)
+ {
+ IfShowTip=false;
+ FadeTip=false;
+ Current_Position=2;
+ ShowTip(text);
+ return;
+ }
+ Current_Position=0;
+ towcnt=bulcnt=0;
+ memset(tower,0,sizeof(tower));
+ memset(bullet,0,sizeof(bullet));
+ gui->Enter();
+}
diff --git a/archive/blr1/src/levels.h b/archive/blr1/src/levels.h new file mode 100644 index 0000000..d706f4a --- /dev/null +++ b/archive/blr1/src/levels.h @@ -0,0 +1,1880 @@ +//Chrisoft Bullet Lab Remix HGE
+//Level Implementations
+//"Copyleft" Chrisoft 2013
+void Level1Part1()
+{
+ //Level procedure
+ //Simple Level procedures should only run once during a level, you know.
+ if ((tower[CreateTower1(400,300,2000,1)].towerspr->GetColor()>>24)>=0x80)IfCallLevel=false;
+ Current_Position=2;
+ ShowTip("Welcome to Bullet Lab Remix...\nMove around and hit nothing, easy right?\n\Press Z to close these tips.");
+}
+void Level1Part2()
+{
+ frameleft=TenSeconds;
+ ++frameskips;
+ int secondtower=CreateTower1(567,300,2000,1);
+ if (tower[secondtower].towerspr->GetColor()==0x80FFFFFF)
+ tower[secondtower].towerspr->SetColor(0x00FFFFFF);
+ if (frameskips<10&&!LOWFPS&&!LOWFPS)return;
+ frameskips=0;
+ if ((tower[secondtower].towerspr->GetColor()>>24)<=0x80)
+ tower[secondtower].towerspr->SetColor(tower[secondtower].towerspr->GetColor()+0x01FFFFFF);
+ if (tower[1].towerpos.x>=233)--tower[1].towerpos.x;
+ if (tower[1].towerpos.x<233)
+ {
+ if (IfShowTip)
+ {
+ IfShowTip=false;
+ FadeTip=false;
+ Current_Position=2;
+ ShowTip("Want another tower?");
+ IfCallLevel=false;
+ }
+ }
+}
+void Level1Part3()
+{
+ frameleft=TenSeconds;
+ tower[1].bulletspeed=4;
+ tower[1].towertimer=1500;
+ tower[2].bulletspeed=4;
+ tower[2].towertimer=1500;
+ IfCallLevel=false;
+ if (IfShowTip)
+ {
+ IfShowTip=false;
+ FadeTip=false;
+ Current_Position=2;
+ ShowTip("Maybe faster bullets will kill you?");
+ IfCallLevel=false;
+ }
+}
+void Level1Part4()
+{
+ frameleft=TenSeconds;
+ tower[1].bulletspeed=2;
+ tower[1].towertimer=100;
+ tower[2].bulletspeed=2;
+ tower[2].towertimer=100;
+ IfCallLevel=false;
+ if (IfShowTip)
+ {
+ IfShowTip=false;
+ FadeTip=false;
+ Current_Position=2;
+ ShowTip("There are two things to tell you.\nFirst one is that this game has very\
+ loose collision detection.\nNext one is two machineguns are ready for\
+ the next level...");
+ IfCallLevel=false;
+ }
+}
+void Level2Part0()
+{
+ frameleft=50;
+ if (towcnt==2)
+ {
+ ClearAll();
+ return;
+ }
+ bulcnt=0;memset(bullet,0,sizeof(bullet));
+ DisableAllTower=false;
+ if (IfShowTip)
+ {
+ IfShowTip=false;
+ FadeTip=false;
+ Current_Position=2;
+ ShowTip("Level 2 - Divide and Conquer!");
+ IfCallLevel=false;
+ }
+ if (Current_Position==1)
+ {
+ frameleft=0;
+ p2t1=p2t2=p2t3=p2t4=0;
+ return;
+ }
+}
+void Level2Part1()
+{
+ frameleft=TwentySeconds;
+ if (p2t1==0)p2t1=CreateTower1(399,299,1000,2);
+ if (p2t2==0)p2t2=CreateTower1(401,299,1000,2);
+ if (p2t3==0)p2t3=CreateTower1(399,301,1000,2);
+ if (p2t4==0)p2t4=CreateTower1(401,301,1000,2);
+ bool none=true;
+ if (!LOWFPS)
+ {
+ if (tower[p2t1].towerpos.x>=10)tower[p2t1].towerpos.x-=0.4075,none=false;
+ if (tower[p2t1].towerpos.y>=10)tower[p2t1].towerpos.y-=0.3,none=false;
+ if (tower[p2t2].towerpos.x<=766)tower[p2t2].towerpos.x+=0.3813,none=false;
+ if (tower[p2t2].towerpos.y>=10)tower[p2t2].towerpos.y-=0.3,none=false;
+ if (tower[p2t3].towerpos.x>=10)tower[p2t3].towerpos.x-=0.4453125,none=false;
+ if (tower[p2t3].towerpos.y<=566)tower[p2t3].towerpos.y+=0.3,none=false;
+ if (tower[p2t4].towerpos.x<=766)tower[p2t4].towerpos.x+=0.455859,none=false;
+ if (tower[p2t4].towerpos.y<=566)tower[p2t4].towerpos.y+=0.3,none=false;
+ }
+ else
+ {
+ if (tower[p2t1].towerpos.x>=10)tower[p2t1].towerpos.x-=0.4075*10,none=false;
+ if (tower[p2t1].towerpos.y>=10)tower[p2t1].towerpos.y-=0.3*10,none=false;
+ if (tower[p2t2].towerpos.x<=766)tower[p2t2].towerpos.x+=0.3813*10,none=false;
+ if (tower[p2t2].towerpos.y>=10)tower[p2t2].towerpos.y-=0.3*10,none=false;
+ if (tower[p2t3].towerpos.x>=10)tower[p2t3].towerpos.x-=0.4453125*10,none=false;
+ if (tower[p2t3].towerpos.y<=566)tower[p2t3].towerpos.y+=0.3*10,none=false;
+ if (tower[p2t4].towerpos.x<=766)tower[p2t4].towerpos.x+=0.455859*10,none=false;
+ if (tower[p2t4].towerpos.y<=566)tower[p2t4].towerpos.y+=0.3*10,none=false;
+ }
+ if (none)IfCallLevel=false;
+}
+void Level2Part2()
+{
+ frameleft=TenSeconds;
+ tower[p2t1].bulletspeed=tower[p2t2].bulletspeed=4;
+ tower[p2t3].bulletspeed=tower[p2t4].bulletspeed=4;
+ IfCallLevel=false;
+}
+void Level2Part3()
+{
+ frameleft=ThirtySeconds;
+ tower[p2t1].bulletspeed=tower[p2t2].bulletspeed=1;
+ tower[p2t3].bulletspeed=tower[p2t4].bulletspeed=1;
+ tower[p2t1].towertimer=tower[p2t2].towertimer=100;
+ tower[p2t3].towertimer=tower[p2t4].towertimer=100;
+ IfCallLevel=false;
+ if (IfShowTip)
+ {
+ IfShowTip=false;
+ FadeTip=false;
+ Current_Position=2;
+ ShowTip("Got ready for being hunted by four machineguns?\n\
+Don't tell me you've got stuck just here...");
+ IfCallLevel=false;
+ }
+}
+void Level3Part0()
+{
+ frameleft=50;
+ if (towcnt==4&&(mode!=2))
+ {
+ ClearAll();
+ return;
+ }
+ DisableAllTower=false;
+ bulcnt=0;memset(bullet,0,sizeof(bullet));
+ if (IfShowTip)
+ {
+ IfShowTip=false;
+ FadeTip=false;
+ Current_Position=2;
+ if (mode==2)
+ ShowTip("Let's start from a higher position...\n\
+Level 3 - Blue Masters");
+ else
+ ShowTip("Time for something new now...\n\
+Level 3 - Blue Masters");
+ IfCallLevel=false;
+ }
+ if (Current_Position==1)
+ {
+ frameleft=0;
+ return;
+ }
+}
+void Level3Part1()
+{
+ frameleft=ThirtySeconds;
+ ++frameskips;
+ if (towcnt==4)towcnt=0;
+ deltadelta=0.004363322313;
+ int towerclk=CreateTower2(400,300,100,1,true);
+ if (tower[towerclk].towerspr->GetColor()==0x80FFFFFF)
+ tower[towerclk].towerspr->SetColor(0x00FFFFFF);
+ if (frameskips<10&&!LOWFPS)return;
+ frameskips=0;
+ if ((tower[towerclk].towerspr->GetColor()>>24)<=0x80)
+ tower[towerclk].towerspr->SetColor(tower[towerclk].towerspr->GetColor()+0x01FFFFFF);
+ else IfCallLevel=false;
+}
+//L3P2: /*Magic, DO NOT TOUCH!!*/
+void Level3Part2()
+{
+ frameleft=TenSeconds;
+ if (towcnt==1)
+ {
+ ClearAll();
+ return;
+ }
+ DisableAllTower=false;
+ bulcnt=0;memset(bullet,0,sizeof(bullet));
+ if (IfShowTip)
+ {
+ IfShowTip=false;
+ FadeTip=false;
+ Current_Position=2;
+ ShowTip("Are you scared?\nI'm just joking last time!");
+ return;
+ }
+ ++frameskips;
+ if (frameskips<10&&!LOWFPS)return;
+ frameskips=0;
+ CreateTower1(233,300,500,2);
+ CreateTower1(567,300,500,2);
+ int tmp=CreateTower3(100,100,1000,1,true);
+ tower[tmp].t3t=1;
+ tmp=CreateTower3(300,100,1000,1,true);
+ tower[tmp].t3t=1;
+ tmp=CreateTower3(500,100,1000,1,true);
+ tower[tmp].t3t=1;
+ tmp=CreateTower3(700,100,1000,1,true);
+ tower[tmp].t3t=1;
+ for (int i=1;i<=towcnt;++i)
+ if (tower[i].towerspr->GetColor()==0x80FFFFFF)
+ tower[i].towerspr->SetColor(0x00FFFFFF);
+ for (int i=1;i<=towcnt;++i)
+ if ((tower[i].towerspr->GetColor()>>24)<=0x80)
+ tower[i].towerspr->SetColor(tower[i].towerspr->GetColor()+0x01FFFFFF);
+ else
+ {
+ IfCallLevel=false;
+ return;
+ }
+}
+void Level3Part3()
+{
+ frameleft=TwentySeconds;
+ if (towcnt==6&&IfShowTip)
+ {
+ ClearAll();
+ return;
+ }
+ DisableAllTower=false;
+ bulcnt=0;memset(bullet,0,sizeof(bullet));
+ if (IfShowTip)
+ {
+ IfShowTip=false;
+ FadeTip=false;
+ Current_Position=2;
+ ShowTip("Got stuck in my pentagon...");
+ return;
+ }
+ ++frameskips;
+ if (frameskips<10&&!LOWFPS)return;
+ frameskips=0;
+ CreateTower3(30,10,500,2,true);
+ CreateTower3(746,10,500,2,true);
+ CreateTower3(30,556,500,2,true);
+ CreateTower3(746,556,500,2,true);
+ for (int i=1;i<=4;++i)
+ tower[i].t3t=0;
+ CreateTower1(5,10,1000,2);
+ CreateTower1(771,10,1000,2);
+ for (int i=1;i<=towcnt;++i)
+ if (tower[i].towerspr->GetColor()==0x80FFFFFF)
+ tower[i].towerspr->SetColor(0x00FFFFFF);
+ for (int i=1;i<=towcnt;++i)
+ if ((tower[i].towerspr->GetColor()>>24)<=0x80)
+ tower[i].towerspr->SetColor(tower[i].towerspr->GetColor()+0x01FFFFFF);
+ else
+ {
+ IfCallLevel=false;
+ return;
+ }
+}
+void Level3Part4()
+{
+ frameleft=TwentySeconds;
+ for (int i=1;i<=towcnt;++i)
+ if (tower[i].towertype==3)tower[i].towertimer=300;else tower[i].towertimer=500;
+ int aa=CreateTower1(5,556,500,2);
+ int bb=CreateTower1(771,556,500,2);
+ ++frameskips;
+ if (frameskips<10&&!LOWFPS)return;
+ frameskips=0;
+ if (tower[aa].towerspr->GetColor()==0x80FFFFFF)
+ tower[aa].towerspr->SetColor(0x00FFFFFF);
+ if (tower[bb].towerspr->GetColor()==0x80FFFFFF)
+ tower[bb].towerspr->SetColor(0x00FFFFFF);
+ if ((tower[aa].towerspr->GetColor()>>24)<=0x80)
+ tower[aa].towerspr->SetColor(tower[aa].towerspr->GetColor()+0x01FFFFFF);
+ else
+ {
+ IfCallLevel=false;
+ return;
+ }
+ if ((tower[bb].towerspr->GetColor()>>24)<=0x80)
+ tower[bb].towerspr->SetColor(tower[bb].towerspr->GetColor()+0x01FFFFFF);
+ else
+ {
+ IfCallLevel=false;
+ return;
+ }
+}
+void Level3Part5()
+{
+ frameleft=ThirtySeconds;
+ ++frameskips;
+ if (frameskips<10&&!LOWFPS)return;
+ frameskips=0;
+ for (int i=1;i<=4;++i)tower[i].t3t=1;
+ for (int i=1;i<=towcnt;++i)
+ if (tower[i].towertype==1)
+ tower[i].towertimer=750;
+ bool none=true;
+ if (tower[1].towerpos.x<=120)++tower[1].towerpos.x,none=false;
+ if (tower[1].towerpos.y<=80)++tower[1].towerpos.y,none=false;
+ if (tower[2].towerpos.x>=660)--tower[2].towerpos.x,none=false;
+ if (tower[2].towerpos.y<=80)++tower[2].towerpos.y,none=false;
+ if (tower[3].towerpos.x<=120)++tower[3].towerpos.x,none=false;
+ if (tower[3].towerpos.y>=480)--tower[3].towerpos.y,none=false;
+ if (tower[4].towerpos.x>=660)--tower[4].towerpos.x,none=false;
+ if (tower[4].towerpos.y>=480)--tower[4].towerpos.y,none=false;
+ if (none)IfCallLevel=false;
+}
+void Level3Part6()
+{
+ frameleft=ThirtySeconds;
+ for (int i=1;i<=towcnt;++i)
+ if (tower[i].towertype==1)
+ tower[i].towertimer=1000,tower[i].bulletspeed=6;
+ IfCallLevel=false;
+}
+void Level3Part7()
+{
+ frameleft=ThirtySeconds;
+ if (towcnt==8)
+ {
+ ClearAll();
+ return;
+ }
+ DisableAllTower=false;
+ bulcnt=0;memset(bullet,0,sizeof(bullet));
+ if (IfShowTip)
+ {
+ IfShowTip=false;
+ FadeTip=false;
+ Current_Position=2;
+ ShowTip("This part will be a great fun if the green tower didn't exist...");
+ return;
+ }
+ ++frameskips;
+ if (frameskips<10&&!LOWFPS)return;
+ CreateTower1(400,540,750,3);
+ for (int i=1;i<=33;++i)
+ {
+ int tmp=CreateTower3(i*24-20,570,300,2);
+ tower[tmp].t3t=3;
+ }
+ for (int i=1;i<=towcnt;++i)
+ if (tower[i].towerspr->GetColor()==0x80FFFFFF)
+ tower[i].towerspr->SetColor(0x00FFFFFF);
+ for (int i=1;i<=towcnt;++i)
+ if ((tower[i].towerspr->GetColor()>>24)<=0x80)
+ tower[i].towerspr->SetColor(tower[i].towerspr->GetColor()+0x01FFFFFF);
+ else
+ {
+ IfCallLevel=false;
+ return;
+ }
+}
+void Level4Part0()
+{
+ frameleft=50;
+ if (towcnt==34)
+ {
+ ClearAll();
+ return;
+ }
+ DisableAllTower=false;
+ bulcnt=0;memset(bullet,0,sizeof(bullet));
+ if (IfShowTip)
+ {
+ IfShowTip=false;
+ FadeTip=false;
+ Current_Position=2;
+ ShowTip("Someone is following you.\n\
+Level 4 - At the Pet Store");
+ IfCallLevel=false;
+ }
+ if (Current_Position==1)
+ {
+ frameleft=0;
+ return;
+ }
+}
+void Level4Part1()
+{
+ frameleft=TenSeconds;
+ ++frameskips;
+ if (frameskips<10&&!LOWFPS)return;
+ frameskips=0;
+ CreateTower4(400,300,2000,2);
+ for (int i=1;i<=towcnt;++i)
+ if (tower[i].towerspr->GetColor()==0x80FFFFFF)
+ tower[i].towerspr->SetColor(0x00FFFFFF);
+ for (int i=1;i<=towcnt;++i)
+ if ((tower[i].towerspr->GetColor()>>24)<=0x80)
+ tower[i].towerspr->SetColor(tower[i].towerspr->GetColor()+0x01FFFFFF);
+ else
+ {
+ IfCallLevel=false;
+ return;
+ }
+}
+void Level4Part2()
+{
+ frameleft=TwentySeconds;
+ if (towcnt==1)
+ {
+ ClearAll();
+ return;
+ }
+ DisableAllTower=false;
+ bulcnt=0;memset(bullet,0,sizeof(bullet));
+ if (IfShowTip)
+ {
+ IfShowTip=false;
+ FadeTip=false;
+ Current_Position=2;
+ ShowTip("May be they are kittens petted by you?..");
+ return;
+ }
+ ++frameskips;
+ if (frameskips<10&&!LOWFPS)return;
+ frameskips=0;
+ CreateTower4(30,10,2000,1);
+ CreateTower4(746,10,2000,1);
+ CreateTower4(30,556,2000,1);
+ CreateTower4(746,556,2000,1);
+ for (int i=1;i<=towcnt;++i)
+ if (tower[i].towerspr->GetColor()==0x80FFFFFF)
+ tower[i].towerspr->SetColor(0x00FFFFFF);
+ for (int i=1;i<=towcnt;++i)
+ if ((tower[i].towerspr->GetColor()>>24)<=0x80)
+ tower[i].towerspr->SetColor(tower[i].towerspr->GetColor()+0x01FFFFFF);
+ else
+ {
+ IfCallLevel=false;
+ return;
+ }
+}
+void Level4Part3()
+{
+ frameleft=TenSeconds;
+ if (towcnt==4)
+ {
+ ClearAll();
+ return;
+ }
+ DisableAllTower=false;
+ bulcnt=0;memset(bullet,0,sizeof(bullet));
+ ++frameskips;
+ if (frameskips<10&&!LOWFPS)return;
+ frameskips=0;
+ CreateTower3(30,10,300,2);
+ CreateTower3(746,10,300,2);
+ CreateTower3(30,556,300,2);
+ CreateTower3(746,556,300,2);
+ for (int i=1;i<=4;++i)
+ tower[i].t3t=1;
+ CreateTower4(5,10,2000,2);
+ CreateTower4(771,10,2000,2);
+ for (int i=1;i<=towcnt;++i)
+ if (tower[i].towerspr->GetColor()==0x80FFFFFF)
+ tower[i].towerspr->SetColor(0x00FFFFFF);
+ for (int i=1;i<=towcnt;++i)
+ if ((tower[i].towerspr->GetColor()>>24)<=0x80)
+ tower[i].towerspr->SetColor(tower[i].towerspr->GetColor()+0x01FFFFFF);
+ else
+ {
+ IfCallLevel=false;
+ return;
+ }
+}
+void Level4Part4()
+{
+ frameleft=TwentySeconds;
+ ++frameskips;
+ if (frameskips<10&&!LOWFPS)return;
+ frameskips=0;
+ tower[5].towertimer=tower[6].towertimer=1500;
+ bool none=true;
+ if (tower[1].towerpos.x<=120)++tower[1].towerpos.x,none=false;
+ if (tower[1].towerpos.y<=80)++tower[1].towerpos.y,none=false;
+ if (tower[2].towerpos.x>=660)--tower[2].towerpos.x,none=false;
+ if (tower[2].towerpos.y<=80)++tower[2].towerpos.y,none=false;
+ if (tower[3].towerpos.x<=120)++tower[3].towerpos.x,none=false;
+ if (tower[3].towerpos.y>=480)--tower[3].towerpos.y,none=false;
+ if (tower[4].towerpos.x>=660)--tower[4].towerpos.x,none=false;
+ if (tower[4].towerpos.y>=480)--tower[4].towerpos.y,none=false;
+ if (none)IfCallLevel=false;
+}
+void Level4Part5()
+{
+ frameleft=ThirtySeconds;
+ if (towcnt==6)
+ {
+ ClearAll();
+ return;
+ }
+ DisableAllTower=false;
+ bulcnt=0;memset(bullet,0,sizeof(bullet));
+ if (IfShowTip)
+ {
+ IfShowTip=false;
+ FadeTip=false;
+ Current_Position=2;
+ ShowTip("Keep your rhythm!");
+ return;
+ }
+ ++frameskips;
+ if (frameskips<10&&!LOWFPS)return;
+ frameskips=0;
+ CreateTower3(30,10,300,2);
+ CreateTower3(746,10,300,2);
+ CreateTower3(30,556,300,2);
+ CreateTower3(746,556,300,2);
+ CreateTower3(400,10,300,2);
+ CreateTower3(400,556,300,2);
+ CreateTower4(6,10,2000,2);
+ CreateTower4(760,10,2000,2);
+ CreateTower4(6,556,2000,2);
+ CreateTower4(760,556,2000,2);
+ for (int i=1;i<=towcnt;++i)
+ {
+ if (tower[i].towerspr->GetColor()==0x80FFFFFF)
+ tower[i].towerspr->SetColor(0x00FFFFFF);
+ if (tower[i].towertype==3)
+ tower[i].t3t=1;
+ }
+ for (int i=1;i<=towcnt;++i)
+ if ((tower[i].towerspr->GetColor()>>24)<=0x80)
+ tower[i].towerspr->SetColor(tower[i].towerspr->GetColor()+0x01FFFFFF);
+ else
+ {
+ IfCallLevel=false;
+ return;
+ }
+
+}
+void Level4Part6()
+{
+ frameleft=ThirtySeconds;
+ if (towcnt==10)
+ {
+ ClearAll();
+ return;
+ }
+ DisableAllTower=false;
+ bulcnt=0;memset(bullet,0,sizeof(bullet));
+ if (IfShowTip)
+ {
+ IfShowTip=false;
+ FadeTip=false;
+ Current_Position=2;
+ ShowTip("Play with a kitten in the maze?");
+ return;
+ }
+ ++frameskips;
+ if (frameskips<10&&!LOWFPS)return;
+ CreateTower4(400,540,3000,2);
+ for (int i=1;i<=33;++i)
+ {
+ int tmp=CreateTower3(i*24-20,570,500,2);
+ tower[tmp].t3t=3;
+ }
+ for (int i=1;i<=towcnt;++i)
+ if (tower[i].towerspr->GetColor()==0x80FFFFFF)
+ tower[i].towerspr->SetColor(0x00FFFFFF);
+ for (int i=1;i<=towcnt;++i)
+ if ((tower[i].towerspr->GetColor()>>24)<=0x80)
+ tower[i].towerspr->SetColor(tower[i].towerspr->GetColor()+0x01FFFFFF);
+ else
+ {
+ IfCallLevel=false;
+ return;
+ }
+}
+void Level5Part0()
+{
+ frameleft=50;
+ if (towcnt==34)
+ {
+ ClearAll();
+ return;
+ }
+ DisableAllTower=false;
+ bulcnt=0;memset(bullet,0,sizeof(bullet));
+ if (IfShowTip)
+ {
+ IfShowTip=false;
+ FadeTip=false;
+ Current_Position=2;
+ ShowTip("Bullets that kill you won't move so fast...\n\
+Level 5 - A Huge Joke");
+ IfCallLevel=false;
+ }
+ if (Current_Position==1)
+ {
+ frameleft=0;
+ return;
+ }
+}
+void Level5Part1()
+{
+ frameleft=TenSeconds;
+ if (towcnt==8)
+ {
+ ClearAll();
+ return;
+ }
+ DisableAllTower=false;
+ bulcnt=0;memset(bullet,0,sizeof(bullet));
+ ++frameskips;
+ if (frameskips<10&&!LOWFPS)return;
+ for (int i=1;i<=33;++i)
+ int tmp=CreateTower5(i*24-20,30,200,10);
+ for (int i=1;i<=towcnt;++i)
+ if (tower[i].towerspr->GetColor()==0x80FFFFFF)
+ tower[i].towerspr->SetColor(0x00FFFFFF);
+ for (int i=1;i<=towcnt;++i)
+ if ((tower[i].towerspr->GetColor()>>24)<=0x80)
+ tower[i].towerspr->SetColor(tower[i].towerspr->GetColor()+0x01FFFFFF);
+ else
+ {
+ IfCallLevel=false;
+ return;
+ }
+}
+void Level5Part2()
+{
+ frameleft=TwentySeconds;
+ if (towcnt==33)
+ {
+ ClearAll();
+ return;
+ }
+ DisableAllTower=false;
+ bulcnt=0;memset(bullet,0,sizeof(bullet));
+ ++frameskips;
+ if (frameskips<10&&!LOWFPS)return;
+ CreateTower1(233,300,750,4);
+ CreateTower1(567,300,750,4);
+ for (int i=1;i<=33;++i)
+ int tmp=CreateTower5(i*24-20,30,500,4);
+ for (int i=1;i<=towcnt;++i)
+ if (tower[i].towerspr->GetColor()==0x80FFFFFF)
+ tower[i].towerspr->SetColor(0x00FFFFFF);
+ for (int i=1;i<=towcnt;++i)
+ if ((tower[i].towerspr->GetColor()>>24)<=0x80)
+ tower[i].towerspr->SetColor(tower[i].towerspr->GetColor()+0x01FFFFFF);
+ else
+ {
+ IfCallLevel=false;
+ return;
+ }
+}
+void Level5Part3()
+{
+ frameleft=ThirtySeconds;
+ if (towcnt==35)
+ {
+ ClearAll();
+ return;
+ }
+ DisableAllTower=false;
+ bulcnt=0;memset(bullet,0,sizeof(bullet));
+ ++frameskips;
+ if (frameskips<10&&!LOWFPS)return;
+ CreateTower4(400,300,1000,2);
+ for (int i=1;i<=33;++i)
+ int tmp=CreateTower5(i*24-20,30,500,4);
+ for (int i=1;i<=towcnt;++i)
+ if (tower[i].towerspr->GetColor()==0x80FFFFFF)
+ tower[i].towerspr->SetColor(0x00FFFFFF);
+ for (int i=1;i<=towcnt;++i)
+ if ((tower[i].towerspr->GetColor()>>24)<=0x80)
+ tower[i].towerspr->SetColor(tower[i].towerspr->GetColor()+0x01FFFFFF);
+ else
+ {
+ IfCallLevel=false;
+ return;
+ }
+}
+void Level5Part4()
+{
+ frameleft=ThirtySeconds;
+ if (towcnt==34)
+ {
+ ClearAll();
+ return;
+ }
+ DisableAllTower=false;
+ bulcnt=0;memset(bullet,0,sizeof(bullet));
+ if (IfShowTip)
+ {
+ IfShowTip=false;
+ FadeTip=false;
+ Current_Position=2;
+ ShowTip("Avoiding is no longer an option.");
+ return;
+ }
+ ++frameskips;
+ if (frameskips<10&&!LOWFPS)return;
+ for (int i=1;i<=33;++i)
+ int tmp=CreateTower1(i*24-20,30,500,4);
+ for (int i=1;i<=towcnt;++i)
+ if (tower[i].towerspr->GetColor()==0x80FFFFFF)
+ tower[i].towerspr->SetColor(0x00FFFFFF);
+ for (int i=1;i<=towcnt;++i)
+ if ((tower[i].towerspr->GetColor()>>24)<=0x80)
+ tower[i].towerspr->SetColor(tower[i].towerspr->GetColor()+0x01FFFFFF);
+ else
+ {
+ IfCallLevel=false;
+ return;
+ }
+}
+void Level6Part0()
+{
+ frameleft=50;
+ if (towcnt==33)
+ {
+ ClearAll();
+ return;
+ }
+ DisableAllTower=false;
+ bulcnt=0;memset(bullet,0,sizeof(bullet));
+ if (IfShowTip)
+ {
+ IfShowTip=false;
+ FadeTip=false;
+ Current_Position=2;
+ ShowTip("Now you are going to meet my ultimate fire power...\n\
+Level 6 - The Great Clock");
+ IfCallLevel=false;
+ }
+ if (Current_Position==1)
+ {
+ frameleft=0;
+ return;
+ }
+}
+void Level6Part1()
+{
+ frameleft=TwentySeconds;clrtime=0;
+ ++frameskips;
+ if (frameskips<10&&!LOWFPS)return;
+ CreateTower6(400,300,1000,2,1000);
+ for (int i=1;i<=towcnt;++i)
+ if (tower[i].towerspr->GetColor()==0x80FFFFFF)
+ tower[i].towerspr->SetColor(0x00FFFFFF);
+ for (int i=1;i<=towcnt;++i)
+ if ((tower[i].towerspr->GetColor()>>24)<=0x80)
+ tower[i].towerspr->SetColor(tower[i].towerspr->GetColor()+0x01FFFFFF);
+ else
+ {
+ IfCallLevel=false;
+ return;
+ }
+}
+void Level6Part2()
+{
+ frameleft=ThirtySeconds;clrtime=5;
+ if (towcnt==1)
+ {
+ ClearAll();
+ return;
+ }
+ DisableAllTower=false;
+ bulcnt=0;memset(bullet,0,sizeof(bullet));
+ if (IfShowTip)
+ {
+ IfShowTip=false;
+ FadeTip=false;
+ Current_Position=2;
+ ShowTip("Let's test the Advanced Bullet Script...\n\
+From now on you can use your Clear Ranges, try pressing Z in game.");
+ }
+ if (Current_Position==1)
+ {
+ ++part;
+ }
+}
+int Level6Part3_Child()
+{
+ ++stepskips;
+ if (stepskips<100)return 0;
+ stepskips=0;
+ if (towcnt==1){towcnt=0;return 0;}
+ CreateTower6(rand()%800,rand()%300,50,2,500);
+ return 1;
+}
+void Level6Part3()
+{
+ ++frameskips;
+ if (frameskips<10&&!LOWFPS)return;
+ frameskips=0;
+ if (Level6Part3_Child())
+ {
+ for (int i=1;i<=towcnt;++i)
+ if ((tower[i].towerspr->GetColor()>>24)<=0x80)
+ tower[i].towerspr->SetColor(tower[i].towerspr->GetColor()+0x01FFFFFF);
+ else
+ {
+ return;
+ }
+ }
+}
+void Level6Part4()
+{
+ frameleft=ThirtySeconds;clrtime=3;
+ if (bulcnt!=0||towcnt!=5&&towcnt!=0)
+ {
+ ClearAll();
+ return;
+ }
+ DisableAllTower=false;
+ bulcnt=0;memset(bullet,0,sizeof(bullet));
+ if (IfShowTip)
+ {
+ IfShowTip=false;
+ FadeTip=false;
+ Current_Position=2;
+ ShowTip("Last level was very cool, wasn't it?");
+ return;
+ }
+ ++frameskips;
+ if (frameskips<10&&!LOWFPS)return;
+ frameskips=0;
+ CreateTower6(400,300,750,2,1000);
+ CreateTower6(30,10,750,2,1000);
+ CreateTower6(746,10,750,2,1000);
+ CreateTower6(30,556,750,2,1000);
+ CreateTower6(746,556,750,2,1000);
+ for (int i=1;i<=towcnt;++i)
+ if (tower[i].towerspr->GetColor()==0x80FFFFFF)
+ tower[i].towerspr->SetColor(0x00FFFFFF);
+ for (int i=1;i<=towcnt;++i)
+ if ((tower[i].towerspr->GetColor()>>24)<=0x80)
+ tower[i].towerspr->SetColor(tower[i].towerspr->GetColor()+0x01FFFFFF);
+ else
+ {
+ IfCallLevel=false;
+ return;
+ }
+}
+void Level6Part5()
+{
+ frameleft=ThirtySeconds;clrtime=5;
+ if (bulcnt!=0||towcnt!=33)
+ {
+ ClearAll();
+ if (bulcnt!=0||towcnt!=0)return;
+ }
+ DisableAllTower=false;
+ bulcnt=0;memset(bullet,0,sizeof(bullet));
+ if (IfShowTip)
+ {
+ IfShowTip=false;
+ FadeTip=false;
+ Current_Position=2;
+ ShowTip("A row of fierce red tower?...");
+ return;
+ }
+ ++frameskips;
+ if (frameskips<10&&!LOWFPS)return;
+ for (int i=1;i<=33;++i)
+ int tmp=CreateTower6(i*24-20,30,3000,2,1000);
+ for (int i=1;i<=towcnt;++i)
+ if (tower[i].towerspr->GetColor()==0x80FFFFFF)
+ tower[i].towerspr->SetColor(0x00FFFFFF);
+ for (int i=1;i<=towcnt;++i)
+ if ((tower[i].towerspr->GetColor()>>24)<=0x80)
+ tower[i].towerspr->SetColor(tower[i].towerspr->GetColor()+0x01FFFFFF);
+ else
+ {
+ IfCallLevel=false;
+ return;
+ }
+}
+void Level6Part6()
+{
+ frameleft=ThirtySeconds;clrtime=3;
+ if (bulcnt!=0||towcnt!=37)
+ {
+ ClearAll();
+ if (bulcnt!=0||towcnt!=0)return;
+ }
+ DisableAllTower=false;
+ bulcnt=0;memset(bullet,0,sizeof(bullet));
+ if (IfShowTip)
+ {
+ IfShowTip=false;
+ FadeTip=false;
+ Current_Position=2;
+ ShowTip("Enjoy the same maze.");
+ return;
+ }
+ ++frameskips;
+ if (frameskips<10&&!LOWFPS)return;
+ CreateTower6(30,10,1500,2,1000);
+ CreateTower6(746,10,1500,2,1000);
+ CreateTower6(30,556,1500,2,1000);
+ CreateTower6(746,556,1500,2,1000);
+ for (int i=1;i<=33;++i)
+ {
+ int tmp=CreateTower3(i*24-20,570,1000,2,true);
+ tower[tmp].t3t=3;
+ }
+ for (int i=1;i<=towcnt;++i)
+ if (tower[i].towerspr->GetColor()==0x80FFFFFF)
+ tower[i].towerspr->SetColor(0x00FFFFFF);
+ for (int i=1;i<=towcnt;++i)
+ if ((tower[i].towerspr->GetColor()>>24)<=0x80)
+ tower[i].towerspr->SetColor(tower[i].towerspr->GetColor()+0x01FFFFFF);
+ else
+ {
+ IfCallLevel=false;
+ return;
+ }
+}
+void Level6Part7()
+{
+ frameleft=ThirtySeconds;clrtime=3;
+ if (towcnt==37)
+ {
+ ClearAll();
+ return;
+ }
+ DisableAllTower=false;
+ bulcnt=0;memset(bullet,0,sizeof(bullet));
+ if (IfShowTip)
+ {
+ IfShowTip=false;
+ FadeTip=false;
+ Current_Position=2;
+ ShowTip("You are supposed to leave now...");
+ return;
+ }
+ ++frameskips;
+ if (frameskips<10&&!LOWFPS)return;
+ frameskips=0;
+ CreateTower4(30,10,2000,2);
+ CreateTower4(746,10,2000,2);
+ CreateTower4(30,556,2000,2);
+ CreateTower4(746,556,2000,2);
+ CreateTower3(120,80,300,2);
+ CreateTower3(660,80,300,2);
+ CreateTower3(120,480,300,2);
+ CreateTower3(660,480,300,2);
+ CreateTower1(400,30,500,2);
+ for (int i=1;i<=towcnt;++i)
+ {
+ if (tower[i].towerspr->GetColor()==0x80FFFFFF)
+ tower[i].towerspr->SetColor(0x00FFFFFF);
+ if (tower[i].towertype==3)tower[i].t3t=1;
+ }
+ for (int i=1;i<=towcnt;++i)
+ if ((tower[i].towerspr->GetColor()>>24)<=0x80)
+ tower[i].towerspr->SetColor(tower[i].towerspr->GetColor()+0x01FFFFFF);
+ else
+ {
+ IfCallLevel=false;
+ return;
+ }
+}
+void Level6Part8()
+{
+ frameleft=ThirtySeconds;clrtime=1;
+ if (towcnt==9)
+ {
+ ClearAll();
+ return;
+ }
+ DisableAllTower=false;
+ bulcnt=0;memset(bullet,0,sizeof(bullet));
+ if (IfShowTip)
+ {
+ IfShowTip=false;
+ FadeTip=false;
+ Current_Position=2;
+ ShowTip("I don't think you can pass this easily...");
+ return;
+ }
+ ++frameskips;
+ if (frameskips<10&&!LOWFPS)return;
+ frameskips=0;
+ CreateTower1(30,10,300,2);
+ CreateTower1(746,10,300,2);
+ CreateTower1(30,556,300,2);
+ CreateTower1(746,556,300,2);
+ CreateTower4(400,30,3000,3);
+ CreateTower3(900,900,999999,1);
+ for (int i=1;i<=towcnt;++i)
+ if (tower[i].towerspr->GetColor()==0x80FFFFFF)
+ tower[i].towerspr->SetColor(0x00FFFFFF);
+ for (int i=1;i<=towcnt;++i)
+ if ((tower[i].towerspr->GetColor()>>24)<=0x80)
+ tower[i].towerspr->SetColor(tower[i].towerspr->GetColor()+0x01FFFFFF);
+ else
+ {
+ IfCallLevel=false;
+ return;
+ }
+}
+void Level6Part9()
+{
+ frameleft=ThirtySeconds;clrtime=3;
+ if (towcnt!=2&&towcnt!=0)
+ {
+ ClearAll();
+ return;
+ }
+ DisableAllTower=false;
+ bulcnt=0;memset(bullet,0,sizeof(bullet));
+ if (IfShowTip)
+ {
+ IfShowTip=false;
+ FadeTip=false;
+ Current_Position=2;
+ ShowTip("Okay you survived...\n\
+But that was nothing much, more bombs is always the answer!");
+ return;
+ }
+ ++frameskips;
+ if (frameskips<10&&!LOWFPS)return;
+ frameskips=0;
+ CreateTower2(400,300,100,1);
+ CreateTower6(400,301,2000,1,1500);
+ for (int i=1;i<=towcnt;++i)
+ if (tower[i].towerspr->GetColor()==0x80FFFFFF)
+ tower[i].towerspr->SetColor(0x00FFFFFF);
+ for (int i=1;i<=towcnt;++i)
+ if ((tower[i].towerspr->GetColor()>>24)<=0x80)
+ tower[i].towerspr->SetColor(tower[i].towerspr->GetColor()+0x01FFFFFF);
+ else
+ {
+ IfCallLevel=false;
+ return;
+ }
+}
+void Level7Part0()
+{
+ frameleft=50;
+ if (towcnt==2||bulcnt!=0)
+ {
+ ClearAll();
+ return;
+ }
+ DisableAllTower=false;
+ bulcnt=0;memset(bullet,0,sizeof(bullet));
+ if (IfShowTip)
+ {
+ IfShowTip=false;
+ FadeTip=false;
+ Current_Position=2;
+ ShowTip("Some freezy small objects are getting nearer...\n\
+Level 7 - Frozen Towers");
+ IfCallLevel=false;
+ }
+ if (Current_Position==1)
+ {
+ frameleft=0;
+ return;
+ }
+}
+void Level7Part1()
+{
+ frameleft=ThirtySeconds;clrtime=0;
+ ++frameskips;
+ if (frameskips<10&&!LOWFPS)return;
+ whicnt=10;
+ CreateTower7(400,300,1000,2,3000);
+ for (int i=1;i<=towcnt;++i)
+ if (tower[i].towerspr->GetColor()==0x80FFFFFF)
+ tower[i].towerspr->SetColor(0x00FFFFFF);
+ for (int i=1;i<=towcnt;++i)
+ if ((tower[i].towerspr->GetColor()>>24)<=0x80)
+ tower[i].towerspr->SetColor(tower[i].towerspr->GetColor()+0x01FFFFFF);
+ else
+ {
+ IfCallLevel=false;
+ return;
+ }
+}
+void Level7Part2()
+{
+ frameleft=ThirtySeconds;clrtime=3;
+ if (bulcnt!=0||(towcnt!=5&&towcnt!=0))
+ {
+ ClearAll();
+ if (bulcnt!=0||towcnt!=0)return;
+ }
+ DisableAllTower=false;
+ bulcnt=0;memset(bullet,0,sizeof(bullet));
+ if (IfShowTip)
+ {
+ IfShowTip=false;
+ FadeTip=false;
+ Current_Position=2;
+ ShowTip("Is it horrifying?");
+ return;
+ }
+ ++frameskips;
+ if (frameskips<10&&!LOWFPS)return;
+ frameskips=0;
+ whicnt=8;
+ CreateTower7(400,300,2000,1,3000);
+ CreateTower7(30,10,2000,1,3000);
+ CreateTower7(746,10,2000,1,3000);
+ CreateTower7(30,556,2000,1,3000);
+ CreateTower7(746,556,2000,1,3000);
+ for (int i=1;i<=towcnt;++i)
+ if (tower[i].towerspr->GetColor()==0x80FFFFFF)
+ tower[i].towerspr->SetColor(0x00FFFFFF);
+ for (int i=1;i<=towcnt;++i)
+ if ((tower[i].towerspr->GetColor()>>24)<=0x80)
+ tower[i].towerspr->SetColor(tower[i].towerspr->GetColor()+0x01FFFFFF);
+ else
+ {
+ IfCallLevel=false;
+ return;
+ }
+}
+void Level7Part3()
+{
+ frameleft=ThirtySeconds;clrtime=5;
+ if (towcnt==5)
+ {
+ ClearAll();
+ return;
+ }
+ DisableAllTower=false;
+ bulcnt=0;memset(bullet,0,sizeof(bullet));
+ if (IfShowTip)
+ {
+ IfShowTip=false;
+ FadeTip=false;
+ Current_Position=2;
+ ShowTip("Red & White.\n\
+Bloody snow?");
+ return;
+ }
+ ++frameskips;
+ if (frameskips<10&&!LOWFPS)return;
+ whicnt=5;
+ for (int i=1;i<=33;++i)
+ if (i&1)
+ CreateTower6(i*24-20,30,3000,2,1000);
+ else
+ CreateTower7(i*24-20,30,3000,2,1000);
+ for (int i=1;i<=towcnt;++i)
+ if (tower[i].towerspr->GetColor()==0x80FFFFFF)
+ tower[i].towerspr->SetColor(0x00FFFFFF);
+ for (int i=1;i<=towcnt;++i)
+ if ((tower[i].towerspr->GetColor()>>24)<=0x80)
+ tower[i].towerspr->SetColor(tower[i].towerspr->GetColor()+0x01FFFFFF);
+ else
+ {
+ IfCallLevel=false;
+ return;
+ }
+}
+void Level7Part4()
+{
+ frameleft=ThirtySeconds;clrtime=0;
+ if (towcnt==33||bulcnt!=0)
+ {
+ ClearAll();
+ if (bulcnt!=0||towcnt!=0)return;
+ }
+ DisableAllTower=false;
+ bulcnt=0;memset(bullet,0,sizeof(bullet));
+ if (IfShowTip)
+ {
+ IfShowTip=false;
+ FadeTip=false;
+ Current_Position=2;
+ ShowTip("Or this is only a bonus level?");
+ return;
+ }
+ ++frameskips;
+ if (frameskips<10&&!LOWFPS)return;
+ for (int i=1;i<=33;++i)
+ CreateTower1(i*24-20,30,1000,4),CreateTower1(i*24-20,567,1000,4);
+ for (int i=1;i<=towcnt;++i)
+ if (tower[i].towerspr->GetColor()==0x80FFFFFF)
+ tower[i].towerspr->SetColor(0x00FFFFFF);
+ for (int i=1;i<=towcnt;++i)
+ if ((tower[i].towerspr->GetColor()>>24)<=0x80)
+ tower[i].towerspr->SetColor(tower[i].towerspr->GetColor()+0x01FFFFFF);
+ else
+ {
+ IfCallLevel=false;
+ return;
+ }
+}
+void Level7Part5()
+{
+ frameleft=ThirtySeconds;clrtime=3;
+ if (towcnt==66||bulcnt!=0)
+ {
+ ClearAll();
+ if (bulcnt!=0||towcnt!=0)return;
+ }
+ DisableAllTower=false;
+ bulcnt=0;memset(bullet,0,sizeof(bullet));
+ if (IfShowTip)
+ {
+ IfShowTip=false;
+ FadeTip=false;
+ Current_Position=2;
+ ShowTip("Wasn't that enough?");
+ return;
+ }
+ ++frameskips;
+ if (frameskips<10&&!LOWFPS)return;
+ for (int i=1;i<=33;++i)
+ CreateTower1(i*24-20,30,500,4),CreateTower5(i*24-20,567,500,4);
+ CreateTower3(900,900,999999,1);//Dummy tower for avoiding mis-clearing
+ for (int i=1;i<=towcnt;++i)
+ if (tower[i].towerspr->GetColor()==0x80FFFFFF)
+ tower[i].towerspr->SetColor(0x00FFFFFF);
+ for (int i=1;i<=towcnt;++i)
+ if ((tower[i].towerspr->GetColor()>>24)<=0x80)
+ tower[i].towerspr->SetColor(tower[i].towerspr->GetColor()+0x01FFFFFF);
+ else
+ {
+ IfCallLevel=false;
+ return;
+ }
+}
+void Level7Part6()
+{
+ frameleft=ThirtySeconds;clrtime=3;
+ if (towcnt==67||bulcnt!=0)
+ {
+ ClearAll();
+ if (bulcnt!=0||towcnt!=0)return;
+ }
+ DisableAllTower=false;
+ bulcnt=0;memset(bullet,0,sizeof(bullet));
+ if (IfShowTip)
+ {
+ IfShowTip=false;
+ FadeTip=false;
+ Current_Position=2;
+ ShowTip("The impossible thing happened in the end...");
+ return;
+ }
+ ++frameskips;
+ if (frameskips<10&&!LOWFPS)return;
+ for (int i=1;i<=33;++i)
+ if (i&1)
+ CreateTower6(i*24-20,30,3000,1,1500),CreateTower5(i*24-20,567,500,3);
+ else
+ CreateTower5(i*24-20,567,500,3);
+ for (int i=1;i<=towcnt;++i)
+ if (tower[i].towerspr->GetColor()==0x80FFFFFF)
+ tower[i].towerspr->SetColor(0x00FFFFFF);
+ for (int i=1;i<=towcnt;++i)
+ if ((tower[i].towerspr->GetColor()>>24)<=0x80)
+ tower[i].towerspr->SetColor(tower[i].towerspr->GetColor()+0x01FFFFFF);
+ else
+ {
+ IfCallLevel=false;
+ return;
+ }
+}
+void Level7Part7()
+{
+ frameleft=ThirtySeconds;clrtime=3;
+ if (towcnt==50||bulcnt!=0)
+ {
+ ClearAll();
+ if (bulcnt!=0||towcnt!=0)return;
+ }
+ DisableAllTower=false;
+ bulcnt=0;memset(bullet,0,sizeof(bullet));
+ if (IfShowTip)
+ {
+ IfShowTip=false;
+ FadeTip=false;
+ Current_Position=2;
+ ShowTip("Do you think you are fooled?");
+ return;
+ }
+ ++frameskips;
+ if (frameskips<10&&!LOWFPS)return;
+ whicnt=3;
+ for (int i=1;i<=33;++i)
+ if (i&1)
+ CreateTower7(i*24-20,30,2000,1,2000),CreateTower5(i*24-20,567,500,3);
+ else
+ CreateTower5(i*24-20,567,500,3);
+ CreateTower3(900,900,999999,1);//Dummy tower
+ for (int i=1;i<=towcnt;++i)
+ if (tower[i].towerspr->GetColor()==0x80FFFFFF)
+ tower[i].towerspr->SetColor(0x00FFFFFF);
+ for (int i=1;i<=towcnt;++i)
+ if ((tower[i].towerspr->GetColor()>>24)<=0x80)
+ tower[i].towerspr->SetColor(tower[i].towerspr->GetColor()+0x01FFFFFF);
+ else
+ {
+ IfCallLevel=false;
+ return;
+ }
+
+}
+void Level7Part8()
+{
+ frameleft=ThirtySeconds;clrtime=5;
+ if (towcnt==51)
+ {
+ ClearAll();
+ return;
+ }
+ DisableAllTower=false;
+ bulcnt=0;memset(bullet,0,sizeof(bullet));
+ if (IfShowTip)
+ {
+ IfShowTip=false;
+ FadeTip=false;
+ Current_Position=2;
+ ShowTip("I won't let you go easily...\n\
+But why?");
+ return;
+ }
+ ++frameskips;
+ if (frameskips<10&&!LOWFPS)return;
+ whicnt=2;
+ for (int i=1;i<=33;++i)
+ if (i&1)
+ CreateTower6(400,30,3000,1,2000);//,CreateTower5(i*24-20,567,2000,3);
+ else
+ CreateTower1(i*24-20,567,2000,3);//,CreateTower7(i*24-20,30,3000,1,2000);
+ for (int i=1;i<=towcnt;++i)
+ if (tower[i].towerspr->GetColor()==0x80FFFFFF)
+ tower[i].towerspr->SetColor(0x00FFFFFF);
+ for (int i=1;i<=towcnt;++i)
+ if ((tower[i].towerspr->GetColor()>>24)<=0x80)
+ tower[i].towerspr->SetColor(tower[i].towerspr->GetColor()+0x01FFFFFF);
+ else
+ {
+ IfCallLevel=false;
+ return;
+ }
+}
+void Level7Part9()
+{
+ frameleft=TwentySeconds;clrtime=1;
+ if (towcnt!=5&&towcnt!=0)
+ {
+ ClearAll();
+ return;
+ }
+ DisableAllTower=false;
+ bulcnt=0;memset(bullet,0,sizeof(bullet));
+ if (IfShowTip)
+ {
+ IfShowTip=false;
+ FadeTip=false;
+ Current_Position=2;
+ ShowTip("Let's relax a bit...");
+ return;
+ }
+ ++frameskips;
+ if (frameskips<10&&!LOWFPS)return;
+ frameskips=0;
+ CreateTower1(400,30,300,2);
+ CreateTower6(30,10,1000,2,1000);
+ CreateTower6(746,10,1000,2,1000);
+ CreateTower6(30,556,1000,2,1000);
+ CreateTower6(746,556,1000,2,1000);
+ for (int i=1;i<=towcnt;++i)
+ if (tower[i].towerspr->GetColor()==0x80FFFFFF)
+ tower[i].towerspr->SetColor(0x00FFFFFF);
+ for (int i=1;i<=towcnt;++i)
+ if ((tower[i].towerspr->GetColor()>>24)<=0x80)
+ tower[i].towerspr->SetColor(tower[i].towerspr->GetColor()+0x01FFFFFF);
+ else
+ {
+ IfCallLevel=false;
+ return;
+ }
+
+}
+void Level7Part10()
+{
+ frameleft=ThirtySeconds;clrtime=3;
+ if (towcnt==5)
+ {
+ ClearAll();
+ return;
+ }
+ DisableAllTower=false;
+ bulcnt=0;memset(bullet,0,sizeof(bullet));
+ if (IfShowTip)
+ {
+ IfShowTip=false;
+ FadeTip=false;
+ Current_Position=2;
+ ShowTip("I still can't let you go...\n\
+Just play with me! (And enjoy the double laby!)");
+ return;
+ }
+ ++frameskips;
+ if (frameskips<10&&!LOWFPS)return;
+ for (int i=1;i<=33;++i)
+ {
+ int tmp=CreateTower3(i*24-20,570,500,2);
+ tower[tmp].t3t=3;
+ }
+ for (int i=1;i<=23;++i)
+ {
+ int tmp=CreateTower3(772,i*24,500,2);
+ tower[tmp].t3t=2;
+ }
+ for (int i=1;i<=towcnt;++i)
+ if (tower[i].towerspr->GetColor()==0x80FFFFFF)
+ tower[i].towerspr->SetColor(0x00FFFFFF);
+ for (int i=1;i<=towcnt;++i)
+ if ((tower[i].towerspr->GetColor()>>24)<=0x80)
+ tower[i].towerspr->SetColor(tower[i].towerspr->GetColor()+0x01FFFFFF);
+ else
+ {
+ IfCallLevel=false;
+ return;
+ }
+}
+void Level7Part11()
+{
+ frameleft=AMinute;clrtime=3;
+ if ((towcnt!=5&&towcnt!=0)||bulcnt!=0)
+ {
+ ClearAll();
+ if (bulcnt!=0||towcnt!=0)return;
+ }
+ DisableAllTower=false;
+ bulcnt=0;memset(bullet,0,sizeof(bullet));
+ if (IfShowTip)
+ {
+ IfShowTip=false;
+ FadeTip=false;
+ Current_Position=2;
+ ShowTip("You will be full of holes after this level...");
+ return;
+ }
+ ++frameskips;
+ if (frameskips<10&&!LOWFPS)return;
+ frameskips=0;
+ whicnt=50;
+ CreateTower7(400,30,3000,1,3000);
+ CreateTower6(30,10,2000,1,2000);
+ CreateTower6(746,10,2000,1,2000);
+ CreateTower6(30,556,2000,1,2000);
+ CreateTower6(746,556,2000,1,2000);
+ for (int i=1;i<=towcnt;++i)
+ if (tower[i].towerspr->GetColor()==0x80FFFFFF)
+ tower[i].towerspr->SetColor(0x00FFFFFF);
+ for (int i=1;i<=towcnt;++i)
+ if ((tower[i].towerspr->GetColor()>>24)<=0x80)
+ tower[i].towerspr->SetColor(tower[i].towerspr->GetColor()+0x01FFFFFF);
+ else
+ {
+ IfCallLevel=false;
+ return;
+ }
+}
+void Level7Part12()
+{
+ frameleft=AMinute;clrtime=3;
+ if ((towcnt!=6&&towcnt!=0)||bulcnt!=0)
+ {
+ ClearAll();
+ if (bulcnt!=0||towcnt!=0)return;
+ }
+ DisableAllTower=false;
+ bulcnt=0;memset(bullet,0,sizeof(bullet));
+ if (IfShowTip)
+ {
+ IfShowTip=false;
+ FadeTip=false;
+ Current_Position=2;
+ ShowTip("Well, here it is.");
+ return;
+ }
+ ++frameskips;
+ if (frameskips<10&&!LOWFPS)return;
+ frameskips=0;
+ whicnt=50;
+ CreateTower7(400,30,3000,1,3000);
+ CreateTower6(400,300,2000,1,1500);
+ CreateTower1(30,10,2000,2);
+ CreateTower1(746,10,2000,2);
+ CreateTower1(30,556,2000,2);
+ CreateTower1(746,556,2000,2);
+ for (int i=1;i<=towcnt;++i)
+ if (tower[i].towerspr->GetColor()==0x80FFFFFF)
+ tower[i].towerspr->SetColor(0x00FFFFFF);
+ for (int i=1;i<=towcnt;++i)
+ if ((tower[i].towerspr->GetColor()>>24)<=0x80)
+ tower[i].towerspr->SetColor(tower[i].towerspr->GetColor()+0x01FFFFFF);
+ else
+ {
+ IfCallLevel=false;
+ return;
+ }
+
+}
+void Level8Part0()
+{
+ frameleft=50;
+ if (towcnt==6)
+ {
+ ClearAll();
+ return;
+ }
+ DisableAllTower=false;
+ bulcnt=0;memset(bullet,0,sizeof(bullet));
+ if (IfShowTip)
+ {
+ IfShowTip=false;
+ FadeTip=false;
+ Current_Position=2;
+ ShowTip("Welcome to the world that is only known by...masochism\n\
+Level 8 - Entertainment!");
+ IfCallLevel=false;
+ }
+ if (Current_Position==1)
+ {
+ frameleft=0;
+ return;
+ }
+}
+void Level8Part1()
+{
+ frameleft=ThirtySeconds;clrtime=0;
+ ++frameskips;
+ if (frameskips<10&&!LOWFPS)return;
+ CreateTower7(400,300,2500,8,750);
+ whicnt=25;
+ for (int i=1;i<=towcnt;++i)
+ if (tower[i].towerspr->GetColor()==0x80FFFFFF)
+ tower[i].towerspr->SetColor(0x00FFFFFF);
+ for (int i=1;i<=towcnt;++i)
+ if ((tower[i].towerspr->GetColor()>>24)<=0x80)
+ tower[i].towerspr->SetColor(tower[i].towerspr->GetColor()+0x01FFFFFF);
+ else
+ {
+ IfCallLevel=false;
+ return;
+ }
+
+}
+void Level8Part2()
+{
+ frameleft=TenSeconds;clrtime=3;
+ if (towcnt!=2&&bulcnt!=0)
+ {
+ ClearAll();
+ if (bulcnt!=0||towcnt!=0)return;
+ }
+ DisableAllTower=false;
+ bulcnt=0;memset(bullet,0,sizeof(bullet));
+ if (IfShowTip)
+ {
+ IfShowTip=false;
+ FadeTip=false;
+ Current_Position=2;
+ ShowTip("Just another joke?");
+ return;
+ }
+ ++frameskips;
+ if (frameskips<10&&!LOWFPS)return;
+ frameskips=0;
+ deltadelta=0.004363322313/4;
+ CreateTower2(420,60,100,3);
+ CreateTower2(380,60,100,3);
+ for (int i=1;i<=towcnt;++i)
+ if (tower[i].towerspr->GetColor()==0x80FFFFFF)
+ tower[i].towerspr->SetColor(0x00FFFFFF);
+ for (int i=1;i<=towcnt;++i)
+ if ((tower[i].towerspr->GetColor()>>24)<=0x80)
+ tower[i].towerspr->SetColor(tower[i].towerspr->GetColor()+0x01FFFFFF);
+ else
+ {
+ IfCallLevel=false;
+ return;
+ }
+}
+void Level8Part3()
+{
+ frameleft=TenSeconds;
+ CreateTower2(460,100,100,3);
+ CreateTower2(340,100,100,3);
+ deltadelta=0.004363322313/8;
+ IfCallLevel=false;
+}
+void Level8Part4()
+{
+ frameleft=TenSeconds;
+ CreateTower2(500,140,100,3);
+ CreateTower2(300,140,100,3);
+ deltadelta=0.004363322313/16;
+ IfCallLevel=false;
+}
+void Level8Part5()
+{
+ frameleft=ThirtySeconds;clrtime=1;
+ if (towcnt==6||bulcnt!=0)
+ {
+ ClearAll();
+ if (bulcnt!=0||towcnt!=0)return;
+ }
+ DisableAllTower=false;
+ bulcnt=0;memset(bullet,0,sizeof(bullet));
+ if (IfShowTip)
+ {
+ IfShowTip=false;
+ FadeTip=false;
+ Current_Position=2;
+ ShowTip("They are not cute enough to follow you all the time...");
+ return;
+ }
+ ++frameskips;
+ if (frameskips<10&&!LOWFPS)return;
+ yelattrib=true;
+ for (int i=1;i<=33;++i)
+ int tmp=CreateTower4(i*24-20,30,2000,4,2000);
+ for (int i=1;i<=towcnt;++i)
+ if (tower[i].towerspr->GetColor()==0x80FFFFFF)
+ tower[i].towerspr->SetColor(0x00FFFFFF);
+ for (int i=1;i<=towcnt;++i)
+ if ((tower[i].towerspr->GetColor()>>24)<=0x80)
+ tower[i].towerspr->SetColor(tower[i].towerspr->GetColor()+0x01FFFFFF);
+ else
+ {
+ IfCallLevel=false;
+ return;
+ }
+}
+void Level8Part6()
+{
+ frameleft=AMinute;clrtime=3;
+ clrtime=3;
+ if (towcnt==33||(bulcnt!=0&&towcnt!=4))
+ {
+ ClearAll();
+ if (bulcnt!=0||towcnt!=0)return;
+ }
+ DisableAllTower=false;
+ bulcnt=0;memset(bullet,0,sizeof(bullet));
+ if (IfShowTip)
+ {
+ IfShowTip=false;
+ FadeTip=false;
+ Current_Position=2;
+ ShowTip("Hope you can enjoy... the entertaining level\n\
+Are they bullets or other object?");
+ return;
+ }
+ ++frameskips;
+ if (frameskips<10&&!LOWFPS)return;
+ CreateTower1(30,10,20,10);
+ CreateTower1(746,10,20,10);
+ CreateTower1(30,556,20,10);
+ CreateTower1(746,556,20,10);
+ for (int i=1;i<=towcnt;++i)
+ if (tower[i].towerspr->GetColor()==0x80FFFFFF)
+ tower[i].towerspr->SetColor(0x00FFFFFF);
+ for (int i=1;i<=towcnt;++i)
+ if ((tower[i].towerspr->GetColor()>>24)<=0x80)
+ tower[i].towerspr->SetColor(tower[i].towerspr->GetColor()+0x01FFFFFF);
+ else
+ {
+ IfCallLevel=false;
+ return;
+ }
+}
+void Level8Part7()
+{
+ frameleft=ThirtySeconds;clrtime=5;
+ if (towcnt==4||bulcnt!=0)
+ {
+ ClearAll();
+ if (bulcnt!=0||towcnt!=0)return;
+ }
+ DisableAllTower=false;
+ bulcnt=0;memset(bullet,0,sizeof(bullet));
+ if (IfShowTip)
+ {
+ IfShowTip=false;
+ FadeTip=false;
+ Current_Position=2;
+ ShowTip("Nautilus!");
+ }
+ if (Current_Position==1)
+ {
+ ++part;
+ }
+}
+int Level8Part8_Child()
+{
+ ++stepskips;
+ if (stepskips<2)return 0;
+ stepskips=0;
+ linerad+=0.05;
+ for (int i=1;;++i)
+ {
+ double tx=400+sin(linerad)*i*12;
+ double ty=300+cos(linerad)*i*12;
+ if (tx>800||tx<0||ty>600||ty<0)
+ {
+ hge->Gfx_RenderLine(400,300,tx,ty,0x80CCFF00);
+ break;
+ }
+ int bult=CreateBullet1(tx,ty,1);
+ bullet[bult].bulletdir.x=-sin(linerad/*-1.5707963268*/);
+ bullet[bult].bulletdir.y=-cos(linerad/*-1.5707963268*/);
+ bullet[bult].dist=bullet[bult].bulletdir.x*bullet[bult].bulletdir.x+bullet[bult].bulletdir.y*bullet[bult].bulletdir.y;
+ bullet[bult].dist=sqrt(bullet[bult].dist);
+ }
+ return 1;
+}
+void Level8Part8()
+{
+ ++frameskips;
+ if (frameskips<10&&!LOWFPS)return;
+ frameskips=0;
+ if (Level8Part8_Child())
+ {
+ }
+}
+void Level8Part9()
+{
+ frameleft=AMinute;clrtime=5;
+ if (bulcnt!=0&&towcnt!=2)
+ {
+ ClearAll();
+ if (bulcnt!=0||towcnt!=0)return;
+ }
+ bulcnt=0;memset(bullet,0,sizeof(bullet));
+ if (IfShowTip)
+ {
+ IfShowTip=false;
+ FadeTip=false;
+ Current_Position=2;
+ ShowTip("Two towers means too much");
+ return;
+ }
+ ++frameskips;
+ if (frameskips<10&&!LOWFPS)return;
+ CreateTower6(380,60,1000,8,1000);
+ CreateTower7(420,60,1000,8,750);
+ whicnt=16;
+ for (int i=1;i<=towcnt;++i)
+ if (tower[i].towerspr->GetColor()==0x80FFFFFF)
+ tower[i].towerspr->SetColor(0x00FFFFFF);
+ for (int i=1;i<=towcnt;++i)
+ if ((tower[i].towerspr->GetColor()>>24)<=0x80)
+ tower[i].towerspr->SetColor(tower[i].towerspr->GetColor()+0x01FFFFFF);
+ else
+ {
+ IfCallLevel=false;
+ return;
+ }
+}
+void Level8Part10()
+{
+ frameleft=AMinute;clrtime=5;
+ if (towcnt==2)
+ {
+ ClearAll();
+ return;
+ }
+ DisableAllTower=false;
+ bulcnt=0;memset(bullet,0,sizeof(bullet));
+ if (IfShowTip)
+ {
+ IfShowTip=false;
+ FadeTip=false;
+ Current_Position=2;
+ ShowTip("Well, here is the final mixture.\n\
+Enjoy it!");
+ return;
+ }
+ ++frameskips;
+ if (frameskips<10&&!LOWFPS)return;
+ CreateTower4(30,10,2000,2,3000);
+ CreateTower4(746,10,2000,2,3000);
+ CreateTower4(30,556,2000,2,3000);
+ CreateTower4(746,556,2000,2,3000);
+ CreateTower3(120,80,300,2);
+ CreateTower3(660,80,300,2);
+ CreateTower3(120,480,300,2);
+ CreateTower3(660,480,300,2);
+ CreateTower1(400,30,500,2);
+ CreateTower6(380,60,1000,6,1000);
+ CreateTower7(420,60,1000,6,750);
+ for (int i=1;i<=towcnt;++i)
+ if (tower[i].towertype==3)
+ tower[i].t3t=1;
+ yelattrib=true;
+ for (int i=1;i<=towcnt;++i)
+ if (tower[i].towerspr->GetColor()==0x80FFFFFF)
+ tower[i].towerspr->SetColor(0x00FFFFFF);
+ for (int i=1;i<=towcnt;++i)
+ if ((tower[i].towerspr->GetColor()>>24)<=0x80)
+ tower[i].towerspr->SetColor(tower[i].towerspr->GetColor()+0x01FFFFFF);
+ else
+ {
+ IfCallLevel=false;
+ return;
+ }
+}
+void Level8Part11()
+{
+ frameleft=AMinute;
+ if (towcnt!=1&&bulcnt!=0)
+ {
+ ClearAll();
+ if (bulcnt!=0||towcnt!=0)return;
+ }
+ DisableAllTower=false;
+ towcnt=0;bulcnt=0;memset(bullet,0,sizeof(bullet));
+ if (IfShowTip)
+ {
+ IfShowTip=false;
+ FadeTip=false;
+ Current_Position=2;
+ ShowTip("Addition Level: Reflection++\n\
+Give yourself an award even if you cannot pass this level.");
+ return;
+ }
+ ++frameskips;
+ if (frameskips<10&&!LOWFPS)return;
+ Refliction=true;
+ CreateTower6(400,566,1000,2,1000);
+ /*for (int i=1;i<=33;++i)
+ {
+ int tmp=CreateTower3(i*24-20,570,1000,2);
+ tower[tmp].t3t=3;
+ }
+ for (int i=1;i<=23;++i)
+ {
+ int tmp=CreateTower3(772,i*24,1000,2);
+ tower[tmp].t3t=2;
+ }*/
+ for (int i=1;i<=towcnt;++i)
+ if (tower[i].towerspr->GetColor()==0x80FFFFFF)
+ tower[i].towerspr->SetColor(0x00FFFFFF);
+ for (int i=1;i<=towcnt;++i)
+ if ((tower[i].towerspr->GetColor()>>24)<=0x80)
+ tower[i].towerspr->SetColor(tower[i].towerspr->GetColor()+0x01FFFFFF);
+ else
+ {
+ IfCallLevel=false;
+ return;
+ }
+}
\ No newline at end of file diff --git a/loading.h b/archive/blr1/src/loading.h index acf59aa..acf59aa 100644 --- a/loading.h +++ b/archive/blr1/src/loading.h diff --git a/archive/blr1/src/main.cpp b/archive/blr1/src/main.cpp new file mode 100644 index 0000000..d0ca2ed --- /dev/null +++ b/archive/blr1/src/main.cpp @@ -0,0 +1,510 @@ +//Chrisoft Bullet Lab Remix HGE
+//Main Code
+//"Copyleft" Chrisoft 2013
+//#define Debug
+#include "hge.h"
+#include "hgefont.h"
+#include "hgegui.h"
+#include <cmath>
+#include <ctime>
+#include <cstdlib>
+#include <cstdio>
+#include "menuitem.h"
+#include "global.h"
+#include "towernbullet.h"
+#include "levels.h"
+#include "scorec.h"
+#include "menus.h"
+void firststartup()
+{
+ /*if (MessageBoxA(NULL,"It seems that you are running BLR for the First time!\nLet's do some \
+basic settings first!\n\nEnable Low FPS Mode?","First Start Up",0x00000024)==6)
+ fpslvl=1;
+ else*/
+ fpslvl=0;
+ /*if (MessageBoxA(NULL,"Enable Fullscreen?","First Start Up",0x00000024)==6)
+ tfs=1;
+ else*/
+ tfs=0;
+ diffkey=false;
+ plrspd=3;plrslospd=3;clrbns=0;
+ hge->System_Log("Finishing first start up configuraion...");
+ Options_Writeback();
+ Score_Initailize();
+}
+void Player_Clear()
+{
+ if (LOWFPS)
+ clrrange+=13.6;
+ else
+ clrrange+=0.8;
+ for (int i=1;i<=bulcnt;++i)
+ {
+ double dis=GetDist(bullet[i].bulletpos,playerpos);
+ if (dis<=clrrange&&bullet[i].exist)
+ {
+ CreateBullet255(bullet[i].bulletpos.x,bullet[i].bulletpos.y,10);
+ bullet[i].exist=false;
+ bullet[i].bulletpos.x=bullet[i].bulletpos.y=0;
+ bullet[i].bulletdir.x=bullet[i].bulletdir.y=0;
+ bullet[i].dist=0;
+ bullet[i].bullettype=0;
+ }
+ }
+}
+void ProcessPlayer()
+{
+ playerspr->RenderEx(playerpos.x+8.4,playerpos.y+8.4,playerrot,0.7,0);
+ if (DisablePlayer)return;
+ if (!LOWFPS)
+ playerrot+=0.00174533;
+ else
+ playerrot+=0.00174533*17;
+ double realspd;
+ if (hge->Input_GetKeyState(HGEK_SHIFT))
+ if (LOWFPS)
+ realspd=playerslospeed*17;
+ else
+ realspd=playerslospeed;
+ else
+ if (LOWFPS)
+ realspd=playerspeed*17;
+ else
+ realspd=playerspeed;
+ if (hge->Input_GetKeyState(HGEK_LEFT))
+ {
+ if (playerpos.x>10)
+ playerpos.x-=realspd;
+ }
+ if (hge->Input_GetKeyState(HGEK_RIGHT))
+ {
+ if (playerpos.x<770)
+ playerpos.x+=realspd;
+ }
+ if (hge->Input_GetKeyState(HGEK_UP))
+ {
+ if (playerpos.y>10)
+ playerpos.y-=realspd;
+ }
+ if (hge->Input_GetKeyState(HGEK_DOWN))
+ {
+ if (playerpos.y<570)
+ playerpos.y+=realspd;
+ }
+ if (hge->Input_GetKeyState(HGEK_Z)&&clrrange==0&&clrtime+clrbns&&!diffkey)
+ {
+ Player_Clear();--clrtime;++clrusg;
+ }
+ if (hge->Input_GetKeyState(HGEK_X)&&clrrange==0&&clrtime+clrbns&&diffkey)
+ {
+ Player_Clear();--clrtime;++clrusg;
+ }
+ //Player_Attack();
+ if (clrrange!=0)Player_Clear();
+ if (clrrange>=300)clrrange=0;
+}
+void RefreshScore()
+{
+ if (DisablePlayer)return;
+ int multp=1;
+ if (mode==2)multp=5;
+ if (LOWFPS)
+ score+=multp*16;
+ else
+ score+=multp;
+ score+=100*shots;
+ score-=scminus;
+ score+=2000*dsmc;
+ ++frms;
+ averfps=(averfps*(frms-1)+hge->Timer_GetFPS())/(double)frms;
+}
+void CallLevels()
+{
+ //Use this to call level procedures.
+ //Don't use this to call the first level!
+ if (level<6)clrtime=0;
+ if ((mode==4||mode<=2)&&coll!=0){DeathGUI_Init();return;}
+ if (!IfCallLevel) return;
+ if (level==7&&part==0&&mode==4)//Easy
+ {
+ CompleteGUI_Init();
+ return;
+ }
+ if (level==8&&part==0&&mode==4)//Easy
+ {
+ CompleteGUI_Init();
+ return;
+ }
+ if (level==8&&part==12&&(mode==2||mode==3))//Extreme or FPM
+ {
+ CompleteGUI_Init();
+ return;
+ }
+ if (level==1&&part==1)Level1Part1();
+ if (level==1&&part==2)Level1Part2();
+ if (level==1&&part==3)Level1Part3();
+ if (level==1&&part==4)Level1Part4();
+ if (level==2&&part==0)Level2Part0();
+ if (level==2&&part==1)Level2Part1();
+ if (level==2&&part==2)Level2Part2();
+ if (level==2&&part==3)Level2Part3();
+ if (level==3&&part==0)Level3Part0();
+ if (level==3&&part==1)Level3Part1();
+ if (level==3&&part==2)Level3Part2();
+ if (level==3&&part==3)Level3Part3();
+ if (level==3&&part==4)Level3Part4();
+ if (level==3&&part==5)Level3Part5();
+ if (level==3&&part==6)Level3Part6();
+ if (level==3&&part==7)Level3Part7();
+ if (level==4&&part==0)Level4Part0();
+ if (level==4&&part==1)Level4Part1();
+ if (level==4&&part==2)Level4Part2();
+ if (level==4&&part==3)Level4Part3();
+ if (level==4&&part==4)Level4Part4();
+ if (level==4&&part==5)Level4Part5();
+ if (level==4&&part==6)Level4Part6();
+ if (level==5&&part==0)Level5Part0();
+ if (level==5&&part==1)Level5Part1();
+ if (level==5&&part==2)Level5Part2();
+ if (level==5&&part==3)Level5Part3();
+ if (level==5&&part==4)Level5Part4();
+ if (level==6&&part==0)Level6Part0();
+ if (level==6&&part==1)Level6Part1();
+ if (level==6&&part==2)Level6Part2();
+ if (level==6&&part==3)Level6Part3();
+ if (level==6&&part==4)Level6Part4();
+ if (level==6&&part==5)Level6Part5();
+ if (level==6&&part==6)Level6Part6();
+ if (level==6&&part==7)Level6Part7();
+ if (level==6&&part==8)Level6Part8();
+ if (level==6&&part==9)Level6Part9();
+ if (level==7&&part==0)Level7Part0();
+ if (level==7&&part==1)Level7Part1();
+ if (level==7&&part==2)Level7Part2();
+ if (level==7&&part==3)Level7Part3();
+ if (level==7&&part==4)Level7Part4();
+ if (level==7&&part==5)Level7Part5();
+ if (level==7&&part==6)Level7Part6();
+ if (level==7&&part==7)Level7Part7();
+ if (level==7&&part==8)Level7Part8();
+ if (level==7&&part==9)Level7Part9();
+ if (level==7&&part==10)Level7Part10();
+ if (level==7&&part==11)Level7Part11();
+ if (level==7&&part==12)Level7Part12();
+ if (level==8&&part==0)Level8Part0();
+ if (level==8&&part==1)Level8Part1();
+ if (level==8&&part==2)Level8Part2();
+ if (level==8&&part==3)Level8Part3();
+ if (level==8&&part==4)Level8Part4();
+ if (level==8&&part==5)Level8Part5();
+ if (level==8&&part==6)Level8Part6();
+ if (level==8&&part==7)Level8Part7();
+ if (level==8&&part==8)Level8Part8();
+ if (level==8&&part==9)Level8Part9();
+ if (level==8&&part==10)Level8Part10();
+ if (level==8&&part==11)Level8Part11();
+}
+void AboutScene()
+{
+ if (LOWFPS)scroll+=0.51;else scroll+=0.03;
+ Credits->Render(200,600-scroll);
+ CreditsRail->Render(200,0);
+ if(hge->Input_GetKeyState(HGEK_Z)||scroll>1624)
+ {
+ Current_Position=0;
+ gui->SetFocus(1);
+ gui->Enter();
+ }
+}
+bool FrameFunc()
+{
+ float dt=hge->Timer_GetDelta();
+ static float t=0.0f;
+ float tx,ty;
+ int id;
+ static int lastid=0;
+ // If ESCAPE was pressed, tell the GUI to finish
+ if (hge->Input_GetKeyState(HGEK_ESCAPE)&&Current_Position==0) { lastid=5; gui->Leave(); }
+ if (Current_Position==1&&hge->Input_GetKeyState(HGEK_ESCAPE))PauseGUI_Init();
+ // We update the GUI and take an action if
+ // one of the menu items was selected
+ if (Current_Position==0)
+ {
+ id=gui->Update(dt);
+ if(id == -1)
+ {
+ switch(lastid)
+ {
+ case 1:Current_Position=3; StartGUI_Init();gui->Leave();break;
+ case 2:gui->Leave();HighScoreGUI_Init();break;
+ case 3:gui->Leave();OptionsGUI_Init();break;
+ case 4:
+ Credits=new hgeSprite(TexCredits,0,0,400,1024);
+ CreditsRail=new hgeSprite(TexCredits,400,0,400,1024);
+ scroll=0;
+ Current_Position=4;
+ AboutScene();
+ lastid=0;
+ break;
+ case 5: return true;
+ }
+ }
+ else if(id) { lastid=id; gui->Leave(); }
+ }
+ if (Current_Position==3)StartGUI_FrameFnk();
+ if (Current_Position==5)DeathGUI_FrameFnk();
+ if (Current_Position==6)CompleteGUI_FrameFnk();
+ if (Current_Position==7)NewHighScoreGUI_FrameFnk();
+ if (Current_Position==8)HighScoreGUI_FrameFnk();
+ if (Current_Position==9)HSViewGUI_FrameFnk();
+ if (Current_Position==10)HSDetGUI_FrameFnk();
+ if (Current_Position==11)PauseGUI_FrameFnk();
+ if (Current_Position==12)BkTTitleGUI_FrameFnk();
+ if (Current_Position==13)OptionsGUI_FrameFnk();
+ if (Current_Position==14)PlayerProfGUI_FrameFnk();
+ // Here we update our background animation
+ t+=dt;
+ tx=50*cosf(t/60);
+ ty=50*sinf(t/60);
+ quad.v[0].tx=tx; quad.v[0].ty=ty;
+ quad.v[1].tx=tx+800/64; quad.v[1].ty=ty;
+ quad.v[2].tx=tx+800/64; quad.v[2].ty=ty+600/64;
+ quad.v[3].tx=tx; quad.v[3].ty=ty+600/64;
+ return false;
+}
+bool RenderFunc()
+{
+ // Render graphics
+ hge->Gfx_BeginScene();
+ hge->Gfx_RenderQuad(&quad);
+ if (Current_Position==0||Current_Position==3||Current_Position==8||
+ Current_Position==9||Current_Position==10||Current_Position==13||Current_Position==14)
+ {
+ if (Current_Position==0)
+ gui->Render();
+ titlespr->Render(160,0);
+ }
+ if (Current_Position==3)
+ StartGUI->Render();
+ if (Current_Position==1||Current_Position==2||Current_Position==5||Current_Position==11||Current_Position==12)
+ {
+ //If we are at the main scene or tip scene(which towers and bullets should still appear..)
+ //Render towers, bullets and player.
+ shots=0;
+ dsmc=0;
+ scminus=0;
+ ProcessTower1();
+ ProcessTower2();
+ ProcessTower3();
+ ProcessTower4();
+ ProcessTower5();
+ ProcessTower6();
+ ProcessTower7();
+ ProcessBullet1();
+ ProcessBullet2();
+ //No ProcessBullet3() needed
+ ProcessBullet4();
+ ProcessBullet5();
+ ProcessBullet6();
+ ProcessBullet7();
+ ProcessBullet255();
+ ProcessPlayer();
+ SCEffect_Process();
+ RefreshScore();
+ if (!DisablePlayer)
+ --frameleft;//If we are at the tip scene, disable the player movement.
+ if (!LOWFPS)
+ {
+ if (playerspeed<playerfulspd)playerspeed+=playerfulspd/400;
+ if (playerslospeed<playerfulslospd)playerslospeed+=playerfulslospd/400;
+ }
+ else
+ {
+ if (playerspeed<playerfulspd)playerspeed+=playerfulspd/25;
+ if (playerslospeed<playerfulslospd)playerslospeed+=playerfulslospd/25;
+ }
+ }
+ if (frameleft == 0&&Current_Position==1)
+ {
+ IfCallLevel=true;
+ ++part;
+ IfShowTip=true;
+ if (level==1&&part==5)++level,part=0;
+ if (level==2&&part==4)++level,part=0;
+ if (level==3&&part==8)++level,part=0;
+ if (level==4&&part==7)++level,part=0;
+ if (level==5&&part==5)++level,part=0;
+ if (level==6&&part==10)++level,part=0;
+ if (level==7&&part==13)++level,part=0;
+ }
+ if (Current_Position==1)
+ {
+ CallLevels();
+ }
+ if (shots)hge->Effect_Play(snd);
+ if (Current_Position==2)
+ {
+ ShowTip(lasttip);
+ //if (Complete)
+ // TipFont->printf(200,200,HGETEXT_LEFT,"Score");
+ }
+ if (Current_Position==4)AboutScene();
+ if (Current_Position==5)DeathGUI->Render();
+ if (Current_Position==6)CompleteGUI->Render();
+ if (Current_Position==7)NewHighScoreGUI_Render();
+ if (Current_Position==8)HighScoreGUI->Render();
+ if (Current_Position==9)HSViewGUI->Render();
+ if (Current_Position==10)HSDetailGUI->Render();
+ if (Current_Position==11)PauseGUI->Render();
+ if (Current_Position==12)BkTTitleGUI->Render();
+ if (Current_Position==13)OptionsGUI->Render();
+ if (Current_Position==14)PlayerProfGUI->Render();
+ fnt->SetColor(0xFFFFFFFF);
+ fnt->printf(680, 575, HGETEXT_LEFT, "FPS: %d", hge->Timer_GetFPS());
+ if (Current_Position==1||Current_Position==2)
+ {
+ fnt->printf(670,555, HGETEXT_LEFT, "AF: %.2f", averfps);
+ fnt->printf(5, 0, HGETEXT_LEFT, "Frames to go: %d",frameleft);
+ fnt->printf(5, 25, HGETEXT_LEFT, "Score: %lld",score);
+ fnt->printf(5, 50, HGETEXT_LEFT, "Level %d Part %d",level,part);
+ if (mode==3)
+ fnt->printf(5, 75, HGETEXT_LEFT, "Collisions: %d",coll);
+ else
+ fnt->printf(5, 75, HGETEXT_LEFT, "Restarts: %d",restarts);
+ fnt->printf(5, 100, HGETEXT_LEFT, "Semi-Collisions: %d",semicoll);
+ fnt->printf(5, 125, HGETEXT_LEFT, "Clear Range Left: %d",clrtime+clrbns);
+ }
+ hge->Gfx_EndScene();
+ return false;
+}
+int main()
+{
+ srand(time(NULL));
+ hge = hgeCreate(HGE_VERSION);
+ hge->System_SetState(HGE_LOGFILE, "BLRLOG.txt");
+ hge->System_Log("Bullet Lab Remix Log File");
+ hge->System_Log("Folder Decompressed created successfully.");
+ /*
+ Resourece Files list
+ bg.lz->bg.png
+ blnsns.lz->blnsns.png
+ charmap.lz->charmap.fnt
+ ss1.lz->ss1.png
+ ss2.lz->ss2.png
+ title.lz->title.png
+ credits.lz->credits.png
+ tap.lz->tap.wav
+ */
+ hge->System_SetState(HGE_FRAMEFUNC, FrameFunc);
+ hge->System_SetState(HGE_RENDERFUNC, RenderFunc);
+ hge->System_SetState(HGE_TITLE, "Bullet Lab Remix");
+ hge->System_SetState(HGE_WINDOWED, true);
+ hge->System_SetState(HGE_SCREENWIDTH, 800);
+ hge->System_SetState(HGE_SCREENHEIGHT, 600);
+ hge->System_SetState(HGE_SCREENBPP, 32);
+ hge->System_SetState(HGE_SHOWSPLASH, false);
+ hge->System_SetState(HGE_FPS,0);
+ if((access("blr.cfg",0))==-1)
+ {
+ hge->System_Log("Config file not found. Calling first startup.");
+ firststartup();
+ }
+ hge->System_Log("Loading config file");
+ freopen("blr.cfg","r",stdin);
+ char tch=getchar();
+ if (tch!=';'){}
+ tch=getchar();
+ if (tch!='C'){}
+ tch=getchar();
+ if (tch!='B'){}
+ tch=getchar();
+ if (tch!='L'){}
+ fpslvl=0;
+ tch=getchar();//LOWFPS
+ if (tch==1)
+ {
+ LOWFPS=true;
+ TenSeconds=600;
+ TwentySeconds=1200;
+ ThirtySeconds=1800;
+ AMinute=3600;
+ hge->System_SetState(HGE_FPS,61);
+ fpslvl=1;
+ }
+ tch=getchar();//FULLSCRREEN
+ tfs=false;
+ if (tch==1)
+ hge->System_SetState(HGE_WINDOWED, false),tfs=true;
+ tch=getchar();//LockFPS
+ if (tch==1&&!LOWFPS)
+ {
+ hge->System_SetState(HGE_FPS,1000);
+ fpslvl=2;
+ }
+ tch=getchar();//Key binding
+ if (tch==1)diffkey=true;
+ plrspd=tch=getchar();
+ playerfulspd=(tch)*0.05f;
+ playerspeed=playerfulspd;
+ plrslospd=tch=getchar();
+ playerfulslospd=(tch)*0.0125f;
+ playerslospeed=playerfulslospd;
+ tch=getchar();
+ clrbns=tch;
+ fclose(stdin);
+ if (AP_Update(plrspd,plrslospd,clrbns)>10000)Error("Invalid configuration!\nDelete blr.cfg and run the game again!");
+ hge->System_Log("Loading Score file");
+ Score_Init();
+#ifdef Debug
+ playerspeed=playerfulspd=0.2;
+ playerslospeed=playerfulslospd=0.05;
+#endif
+ Current_Position=0;//We are at the main menu at first
+ if(hge->System_Initiate())
+ {
+ quad.tex=hge->Texture_Load("./Resources/bg.png");
+ SprSheet1=hge->Texture_Load("./Resources/ss1.png");
+ SprSheet2=hge->Texture_Load("./Resources/ss2.png");
+ TexTitle=hge->Texture_Load("./Resources/title.png");
+ TexCredits=hge->Texture_Load("./Resources/credits.png");
+ snd=hge->Effect_Load("./Resources/tap.ogg");
+ titlespr=new hgeSprite(TexTitle,0,0,640,320);
+ playerspr=new hgeSprite(SprSheet1,47,46,24,24);
+ playerspr->SetHotSpot(12,12);//Set player anchor
+ playerspr->SetColor(0xC0FFFFFF);
+ if(!quad.tex||!SprSheet1||!SprSheet2||!TexTitle||!TexCredits)
+ {
+ Error("Error Loading Resources!",true);
+ }
+ quad.blend=BLEND_ALPHABLEND | BLEND_COLORMUL | BLEND_NOZWRITE;
+ for(int i=0;i<4;i++)
+ {
+ quad.v[i].z=0.5f;
+ quad.v[i].col=0xFFFFFFFF;
+ }
+ quad.v[0].x=0; quad.v[0].y=0;
+ quad.v[1].x=800; quad.v[1].y=0;
+ quad.v[2].x=800; quad.v[2].y=600;
+ quad.v[3].x=0; quad.v[3].y=600;
+ fnt=new hgeFont("./Resources/charmap.fnt");
+ TipFont=new hgeFont("./Resources/charmap.fnt");
+ spr=new hgeSprite(SprSheet1,24,46,24,24);
+ gui=new hgeGUI();
+ gui->AddCtrl(new hgeGUIMenuItem(1,fnt,snd,400,200,0.0f,"Start"));
+ gui->AddCtrl(new hgeGUIMenuItem(2,fnt,snd,400,240,0.1f,"Highscores && Records"));
+ gui->AddCtrl(new hgeGUIMenuItem(3,fnt,snd,400,280,0.2f,"Options"));
+ gui->AddCtrl(new hgeGUIMenuItem(4,fnt,snd,400,320,0.3f,"About"));
+ gui->AddCtrl(new hgeGUIMenuItem(5,fnt,snd,400,360,0.4f,"Exit"));
+ gui->SetNavMode(HGEGUI_UPDOWN | HGEGUI_CYCLED);
+ gui->SetCursor(spr);
+ gui->SetFocus(1);
+ gui->Enter();
+ if (LOWFPS)
+ hge->System_Log("Low FPS Mode Enabled.\n");
+ hge->System_Start();
+ }
+ // Clean up and shutdown
+ hge->System_Shutdown();
+ hge->Release();
+ return 0;
+}
diff --git a/archive/blr1/src/menuitem.cpp b/archive/blr1/src/menuitem.cpp new file mode 100644 index 0000000..353b6b7 --- /dev/null +++ b/archive/blr1/src/menuitem.cpp @@ -0,0 +1,201 @@ +/*
+** Haaf's Game Engine 1.7
+** Copyright (C) 2003-2007, Relish Games
+** hge.relishgames.com
+**
+** Tutorial 06 - Creating menus
+*/
+
+// In menuitem.cpp/h we define the
+// behaviour of our custom GUI control
+
+#include "menuitem.h"
+#define UnfocColor 0xFFAAAAAA
+#define FocColor 0xFFFFFFFF
+// This is a GUI control constructor,
+// we should initialize all the variables here
+hgeGUIMenuItem::hgeGUIMenuItem(int _id, hgeFont *_fnt, HEFFECT _snd, float _x, float _y, float _delay, char *_title)
+{
+ float w;
+
+ id=_id;
+ fnt=_fnt;
+ snd=_snd;
+ delay=_delay;
+ title=_title;
+
+ color.SetHWColor(UnfocColor);
+ shadow.SetHWColor(0x30000000);
+ offset=0.0f;
+ timer=-1.0f;
+ timer2=-1.0f;
+
+ bStatic=false;
+ bVisible=true;
+ bEnabled=true;
+
+ w=fnt->GetStringWidth(title);
+ rect.Set(_x-w/2, _y, _x+w/2, _y+fnt->GetHeight());
+}
+
+// Reposition the item
+void hgeGUIMenuItem::RePos(float x,float y)
+{
+ float w=fnt->GetStringWidth(title);
+ rect.Set(x-w/2, y, x+w/2, y+fnt->GetHeight());
+}
+
+// This method is called when the control should be rendered
+void hgeGUIMenuItem::Render()
+{
+ fnt->SetColor(shadow.GetHWColor());
+ fnt->Render(rect.x1+offset+3, rect.y1+3, HGETEXT_LEFT, title);
+ fnt->SetColor(color.GetHWColor());
+ fnt->Render(rect.x1-offset, rect.y1-offset, HGETEXT_LEFT, title);
+}
+
+// This method is called each frame,
+// we should update the animation here
+void hgeGUIMenuItem::Update(float dt)
+{
+ if(timer2 != -1.0f)
+ {
+ timer2+=dt;
+ if(timer2 >= delay+0.1f)
+ {
+ color=scolor2+dcolor2;
+ shadow=sshadow+dshadow;
+ offset=0.0f;
+ timer2=-1.0f;
+ }
+ else
+ {
+ if(timer2 < delay) { color=scolor2; shadow=sshadow; }
+ else { color=scolor2+dcolor2*(timer2-delay)*10; shadow=sshadow+dshadow*(timer2-delay)*10; }
+ }
+ }
+ else if(timer != -1.0f)
+ {
+ timer+=dt;
+ if(timer >= 0.2f)
+ {
+ color=scolor+dcolor;
+ offset=soffset+doffset;
+ timer=-1.0f;
+ }
+ else
+ {
+ color=scolor+dcolor*timer*5;
+ offset=soffset+doffset*timer*5;
+ }
+ }
+}
+
+// This method is called when the GUI
+// is about to appear on the screen
+void hgeGUIMenuItem::Enter()
+{
+ hgeColor tcolor2;
+
+ scolor2.SetHWColor(UnfocColor&0x00FFFFFF);
+ tcolor2.SetHWColor(UnfocColor);
+ dcolor2=tcolor2-scolor2;
+
+ sshadow.SetHWColor(0x00000000);
+ tcolor2.SetHWColor(0x30000000);
+ dshadow=tcolor2-sshadow;
+
+ timer2=0.0f;
+}
+
+// This method is called when the GUI
+// is about to disappear from the screen
+void hgeGUIMenuItem::Leave()
+{
+ hgeColor tcolor2;
+
+ scolor2.SetHWColor(UnfocColor);
+ tcolor2.SetHWColor(UnfocColor&0x00FFFFFF);
+ dcolor2=tcolor2-scolor2;
+
+ sshadow.SetHWColor(0x30000000);
+ tcolor2.SetHWColor(0x00000000);
+ dshadow=tcolor2-sshadow;
+
+ timer2=0.0f;
+}
+
+// This method is called to test whether the control
+// have finished it's Enter/Leave animation
+bool hgeGUIMenuItem::IsDone()
+{
+ if(timer2==-1.0f) return true;
+ else return false;
+}
+
+// This method is called when the control
+// receives or loses keyboard input focus
+void hgeGUIMenuItem::Focus(bool bFocused)
+{
+ hgeColor tcolor;
+
+ if(bFocused)
+ {
+ hge->Effect_Play(snd);
+ scolor.SetHWColor(UnfocColor);
+ tcolor.SetHWColor(FocColor);
+ soffset=0;
+ doffset=4;
+ }
+ else
+ {
+ scolor.SetHWColor(FocColor);
+ tcolor.SetHWColor(UnfocColor);
+ soffset=4;
+ doffset=-4;
+ }
+
+ dcolor=tcolor-scolor;
+ timer=0.0f;
+}
+
+// This method is called to notify the control
+// that the mouse cursor has entered or left it's area
+void hgeGUIMenuItem::MouseOver(bool bOver)
+{
+ if(bOver) gui->SetFocus(id);
+}
+
+// This method is called to notify the control
+// that the left mouse button state has changed.
+// If it returns true - the caller will receive
+// the control's ID
+bool hgeGUIMenuItem::MouseLButton(bool bDown)
+{
+ if(!bDown)
+ {
+ offset=4;
+ return true;
+ }
+ else
+ {
+ hge->Effect_Play(snd);
+ offset=0;
+ return false;
+ }
+}
+
+// This method is called to notify the
+// control that a key has been clicked.
+// If it returns true - the caller will
+// receive the control's ID
+bool hgeGUIMenuItem::KeyClick(int key, int chr)
+{
+ if(key==HGEK_ENTER || key==HGEK_SPACE || key==HGEK_Z)
+ {
+ MouseLButton(true);
+ return MouseLButton(false);
+ }
+
+ return false;
+}
diff --git a/archive/blr1/src/menuitem.h b/archive/blr1/src/menuitem.h new file mode 100644 index 0000000..5788ed9 --- /dev/null +++ b/archive/blr1/src/menuitem.h @@ -0,0 +1,46 @@ +/*
+** Haaf's Game Engine 1.7
+** Copyright (C) 2003-2007, Relish Games
+** hge.relishgames.com
+**
+** Tutorial 06 - Creating menus
+*/
+
+// In menuitem.cpp/h we define the
+// behaviour of our custom GUI control
+
+#include "hge.h"
+#include "hgegui.h"
+#include "hgefont.h"
+#include "hgecolor.h"
+
+
+class hgeGUIMenuItem : public hgeGUIObject
+{
+public:
+ hgeGUIMenuItem(int id, hgeFont *fnt, HEFFECT snd, float x, float y, float delay, char *title);
+
+ virtual void Render();
+ virtual void Update(float dt);
+
+ virtual void Enter();
+ virtual void Leave();
+ virtual bool IsDone();
+ virtual void Focus(bool bFocused);
+ virtual void MouseOver(bool bOver);
+
+ virtual bool MouseLButton(bool bDown);
+ virtual bool KeyClick(int key, int chr);
+ virtual void RePos(float x,float y);
+ char *title;
+
+private:
+ hgeFont *fnt;
+ HEFFECT snd;
+ float delay;
+
+ hgeColor scolor, dcolor, scolor2, dcolor2, sshadow, dshadow;
+ hgeColor color, shadow;
+ float soffset, doffset, offset;
+ float timer, timer2;
+};
diff --git a/archive/blr1/src/menus.h b/archive/blr1/src/menus.h new file mode 100644 index 0000000..cffcee7 --- /dev/null +++ b/archive/blr1/src/menus.h @@ -0,0 +1,742 @@ +//Chrisoft Bullet Lab Remix HGE
+//Menu Implementations
+//"Copyleft" Chrisoft 2013
+hgeGUI *StartGUI,*DeathGUI,*CompleteGUI,*HighScoreGUI;
+hgeGUI *HSViewGUI,*HSDetailGUI,*PauseGUI,*BkTTitleGUI;
+hgeGUI *OptionsGUI,*PlayerProfGUI;
+char ds1[255],ds2[255],ds3[255],ds4[255];
+char hs1[255],hs2[255],hs3[255],hs4[255],hs5[255],hs6[255];
+char HSVstr[7][255];
+char HSDetstr[10][255];
+char opt[10][255];
+bool toogleundl;
+int view,detv;
+int lastkeypressed;
+void HSViewGUI_Init();
+void HighScoreGUI_Init();
+void PauseGUI_Init();
+void StartGUI_Init()
+{
+ StartGUI=new hgeGUI();
+ StartGUI->AddCtrl(new hgeGUIMenuItem(1,fnt,snd,400,200,0.0f,"Easy"));
+ StartGUI->AddCtrl(new hgeGUIMenuItem(2,fnt,snd,400,240,0.1f,"Normal"));
+ StartGUI->AddCtrl(new hgeGUIMenuItem(3,fnt,snd,400,280,0.2f,"Extreme"));
+ StartGUI->AddCtrl(new hgeGUIMenuItem(4,fnt,snd,400,320,0.3f,"Free Play Mode"));
+ StartGUI->AddCtrl(new hgeGUIMenuItem(5,fnt,snd,400,360,0.4f,"Back"));
+ StartGUI->SetCursor(spr);
+ StartGUI->SetNavMode(HGEGUI_UPDOWN);
+ StartGUI->SetFocus(1);
+ StartGUI->Enter();
+}
+void StartGUI_FrameFnk()
+{
+ float dt=hge->Timer_GetDelta();
+ int id=StartGUI->Update(dt);
+ if (id)
+ {
+ switch (id)
+ {
+ case 1:
+ playerpos.x=400,playerpos.y=400,playerrot=0;
+ frameleft=TenSeconds;
+ level=1,part=1;frms=0,averfps=0.0;restarts=0;bsscale=0.75;
+ towcnt=bulcnt=0;
+ mode=4;
+ score=0;
+ coll=semicoll=clrusg=0;
+ memset(tower,0,sizeof(tower));
+ memset(bullet,0,sizeof(bullet));
+ Complete=false;
+ Refliction=false;
+ Level1Part1();
+ IfCallLevel=true;
+ break;
+ case 2:
+ playerpos.x=400,playerpos.y=400,playerrot=0;
+ frameleft=TenSeconds;
+ level=1,part=1;frms=0,averfps=0.0;restarts=0;bsscale=1;
+ towcnt=bulcnt=0;
+ mode=1;
+ score=0;
+ coll=semicoll=clrusg=0;
+ memset(tower,0,sizeof(tower));
+ memset(bullet,0,sizeof(bullet));
+ Complete=false;
+ Refliction=false;
+ Level1Part1();
+ IfCallLevel=true;
+ break;
+ case 3:
+ playerpos.x=400,playerpos.y=400,playerrot=0;
+ frameleft=ThirtySeconds;
+ level=3,part=1;frms=0,averfps=0.0;restarts=0;bsscale=1.5;
+ towcnt=4;bulcnt=0;
+ memset(tower,0,sizeof(tower));
+ memset(bullet,0,sizeof(bullet));
+ mode=2;
+ score=0;
+ coll=semicoll=clrusg=0;
+ IfShowTip=true;
+ Complete=false;
+ Refliction=false;
+ Level3Part0();
+ IfCallLevel=true;
+ break;
+ case 4:
+ playerpos.x=400,playerpos.y=400,playerrot=0;
+ frameleft=TenSeconds;
+ level=1,part=1;frms=0,averfps=0.0;bsscale=1;
+ towcnt=bulcnt=0;
+ score=0;
+ coll=semicoll=clrusg=0;
+ memset(tower,0,sizeof(tower));
+ memset(bullet,0,sizeof(bullet));
+ Complete=false;
+ Refliction=false;
+ Level1Part1();
+ IfCallLevel=true;
+ mode=3;
+ break;
+ case 5:
+ Current_Position=0;
+ StartGUI->Leave();
+ gui->Enter();
+ }
+ }
+}
+void DeathGUI_Init()
+{
+ DeathGUI=new hgeGUI();
+ Current_Position=5;
+ DisableAllTower=true;DisablePlayer=true;
+ DeathGUI->AddCtrl(new hgeGUIMenuItem(1,fnt,snd,400,160,0.0f,"You Are Dead!"));
+ sprintf(ds1,"You scored %lld at level %d",score,level);
+ DeathGUI->AddCtrl(new hgeGUIMenuItem(2,fnt,snd,400,200,0.1f,ds1));
+ switch (mode)
+ {
+ case 1:sprintf(ds2,"Difficulty: Normal");break;
+ case 2:sprintf(ds2,"Difficulty: Extreme");break;
+ case 3:sprintf(ds2,"What Happened?! You died in Free Play Mode?!");break;
+ case 4:sprintf(ds2,"Difficulty: Easy");break;
+ }
+ DeathGUI->AddCtrl(new hgeGUIMenuItem(3,fnt,snd,400,240,0.2f,ds2));
+ sprintf(ds3,"Average FPS: %.2f",averfps);
+ DeathGUI->AddCtrl(new hgeGUIMenuItem(4,fnt,snd,400,280,0.3f,ds3));
+ DeathGUI->AddCtrl(new hgeGUIMenuItem(5,fnt,snd,400,320,0.3f,""));
+ DeathGUI->AddCtrl(new hgeGUIMenuItem(6,fnt,snd,400,360,0.4f,"Continue from beginning of level? Your score will be set to minus!"));
+ DeathGUI->AddCtrl(new hgeGUIMenuItem(7,fnt,snd,400,400,0.5f,"Continue!"));
+ DeathGUI->AddCtrl(new hgeGUIMenuItem(8,fnt,snd,400,440,0.6f,"No thanks..."));
+ for (int i=1;i<=6;++i)DeathGUI->EnableCtrl(i,false);
+ DeathGUI->SetCursor(spr);
+ DeathGUI->SetNavMode(HGEGUI_UPDOWN|HGEGUI_CYCLED);
+ DeathGUI->SetFocus(7);
+ DeathGUI->Enter();
+}
+void DeathGUI_FrameFnk()
+{
+ float dt=hge->Timer_GetDelta();
+ int id=DeathGUI->Update(dt);
+ if (id)
+ {
+ switch (id)
+ {
+ case 7:
+ IfCallLevel=true;
+ Current_Position=1;
+ DeathGUI->Leave();
+ score=-abs(score);
+ ++restarts;
+ part=1;
+ clockrot=deltarot=0;
+ coll=towcnt=bulcnt=0;
+ DisableAllTower=DisablePlayer=false;
+ break;
+ case 8:Current_Position=0;gui->Enter();DeathGUI->Leave();break;
+ }
+ }
+}
+void NewHighScoreGUI_Init()
+{
+ Current_Position=7;
+ memset(newname,0,sizeof(newname));newlen=0;tbframebrk=0;toogleundl=false;
+ TipFont->SetColor(0xFFFFFFFF);
+}
+void nameins(char a)
+{
+ if (newlen<=14)
+ newname[newlen++]=a;
+}
+void namedel()
+{
+ if (newlen>0)newname[--newlen]=0;
+}
+void NewHighScoreGUI_FrameFnk()
+{
+ int key=hge->Input_GetKey();
+ if (key>=0x30&&key<=0x39)nameins('0'+key-0x30);
+ if (key>=0x41&&key<=0x5A)
+ nameins('a'+key-0x41);
+ if (key==HGEK_SPACE)nameins('_');
+ if (key==HGEK_BACKSPACE)namedel();
+ if (key==HGEK_ENTER)
+ {
+ InsertHighScore();
+ switch (mode)
+ {
+ case 4:view=1;HSViewGUI_Init();break;
+ case 1:view=2;HSViewGUI_Init();break;
+ case 2:view=3;HSViewGUI_Init();break;
+ case 3:view=4;HSViewGUI_Init();break;
+ }
+ }
+}
+void NewHighScoreGUI_Render()
+{
+ if (LOWFPS)tbframebrk+=17;else ++tbframebrk;
+ if (tbframebrk>=500)toogleundl=!toogleundl,tbframebrk=0;
+ TipFont->printf(200,200,HGETEXT_LEFT,"Please Enter Your Honorable Name...");
+ if (!toogleundl)
+ TipFont->printf(200,240,HGETEXT_LEFT,"%s",newname);
+ else
+ TipFont->printf(200,240,HGETEXT_LEFT,"%s_",newname);
+}
+void CompleteGUI_Init()
+{
+ CompleteGUI=new hgeGUI();
+ Current_Position=6;
+ DisableAllTower=true;DisablePlayer=true;
+ CompleteGUI->AddCtrl(new hgeGUIMenuItem(1,fnt,snd,400,120,0.0f,"YOU DID THAT!"));
+ if (CheckHighScore()!=-1)
+ sprintf(hs1,"New Highscore %lld!",score);
+ else
+ sprintf(hs1,"Score %lld",score);
+ CompleteGUI->AddCtrl(new hgeGUIMenuItem(2,fnt,snd,400,160,0.1f,hs1));
+ switch (mode)
+ {
+ case 1:
+ case 2:
+ case 4:sprintf(hs2,"Restarts %d",restarts);break;
+ case 3:sprintf(hs2,"Collisions %d",coll);break;
+ }
+ CompleteGUI->AddCtrl(new hgeGUIMenuItem(3,fnt,snd,400,200,0.2f,hs2));
+ sprintf(hs3,"Semi-Collisions %d",semicoll);
+ CompleteGUI->AddCtrl(new hgeGUIMenuItem(4,fnt,snd,400,240,0.3f,hs3));
+ sprintf(hs4,"CLR usage %d",clrusg);
+ CompleteGUI->AddCtrl(new hgeGUIMenuItem(5,fnt,snd,400,280,0.3f,hs4));
+ sprintf(hs5,"Average FPS %.2f",averfps);
+ CompleteGUI->AddCtrl(new hgeGUIMenuItem(6,fnt,snd,400,320,0.4f,hs5));
+ if (CheckHighScore()!=-1)
+ {
+ CompleteGUI->AddCtrl(new hgeGUIMenuItem(7,fnt,snd,400,360,0.5f,"Keep this in your record?"));
+ CompleteGUI->AddCtrl(new hgeGUIMenuItem(8,fnt,snd,400,400,0.6f,"Yes"));
+ CompleteGUI->AddCtrl(new hgeGUIMenuItem(9,fnt,snd,400,440,0.7f,"No thanks..."));
+ }
+ else
+ {
+ CompleteGUI->AddCtrl(new hgeGUIMenuItem(7,fnt,snd,400,360,0.5f,""));
+ CompleteGUI->AddCtrl(new hgeGUIMenuItem(8,fnt,snd,400,400,0.6f,""));
+ CompleteGUI->AddCtrl(new hgeGUIMenuItem(9,fnt,snd,400,440,0.7f,"Back to menu"));
+ }
+ for (int i=1;i<=7;++i)CompleteGUI->EnableCtrl(i,false);
+ CompleteGUI->SetCursor(spr);
+ CompleteGUI->SetNavMode(HGEGUI_UPDOWN|HGEGUI_CYCLED);
+ CompleteGUI->SetFocus(7);
+ CompleteGUI->Enter();
+}
+void CompleteGUI_FrameFnk()
+{
+ float dt=hge->Timer_GetDelta();
+ int id=CompleteGUI->Update(dt);
+ if (id)
+ {
+ switch (id)
+ {
+ case 8:NewHighScoreGUI_Init();CompleteGUI->Leave();break;
+ case 9:Current_Position=0;gui->Enter();CompleteGUI->Leave();break;
+ }
+ }
+}
+void HSDetGUI_Init()
+{
+ HSDetailGUI=new hgeGUI();
+ Current_Position=10;
+ switch (view)
+ {
+ case 1:
+ memset(HSDetstr,0,sizeof(HSDetstr));
+ if (!ERec[detv].score)sprintf(HSDetstr[1],"Nothing here...");
+ else
+ {
+ sprintf(HSDetstr[1],"No. %d of Easy Mode",detv);
+ sprintf(HSDetstr[2],"Scored %lld by %s",ERec[detv].score,ERec[detv].name);
+ sprintf(HSDetstr[3],"Restarts %d",ERec[detv].rescol);
+ sprintf(HSDetstr[4],"Semi-Collisions %d",ERec[detv].scoll);
+ sprintf(HSDetstr[5],"CLR Usage %d",ERec[detv].clrusg);
+ sprintf(HSDetstr[6],"Average FPS %d.%d",ERec[detv].af_int,ERec[detv].af_fric);
+ }
+ for (int i=1;i<=6;++i)
+ HSDetailGUI->AddCtrl(new hgeGUIMenuItem(i,fnt,snd,400,170+30*i,0.1f*i-0.1f,HSDetstr[i])),
+ HSDetailGUI->EnableCtrl(i,false);
+ HSDetailGUI->AddCtrl(new hgeGUIMenuItem(7,fnt,snd,400,380,0.6f,"Back"));
+ break;
+ case 2:
+ memset(HSDetstr,0,sizeof(HSDetstr));
+ if (!NRec[detv].score)sprintf(HSDetstr[1],"Nothing here...");
+ else
+ {
+ sprintf(HSDetstr[1],"No. %d of Normal Mode",detv);
+ sprintf(HSDetstr[2],"Scored %lld by %s",NRec[detv].score,NRec[detv].name);
+ sprintf(HSDetstr[3],"Restarts %d",NRec[detv].rescol);
+ sprintf(HSDetstr[4],"Semi-Collisions %d",NRec[detv].scoll);
+ sprintf(HSDetstr[5],"CLR Usage %d",NRec[detv].clrusg);
+ sprintf(HSDetstr[6],"Average FPS %d.%d",NRec[detv].af_int,NRec[detv].af_fric);
+ }
+ for (int i=1;i<=6;++i)
+ HSDetailGUI->AddCtrl(new hgeGUIMenuItem(i,fnt,snd,400,170+30*i,0.1f*i-0.1f,HSDetstr[i])),
+ HSDetailGUI->EnableCtrl(i,false);
+ HSDetailGUI->AddCtrl(new hgeGUIMenuItem(7,fnt,snd,400,380,0.6f,"Back"));
+ break;
+ case 3:
+ memset(HSDetstr,0,sizeof(HSDetstr));
+ if (!ExRec[detv].score)sprintf(HSDetstr[1],"Nothing here...");
+ else
+ {
+ sprintf(HSDetstr[1],"No. %d of Extreme Mode",detv);
+ sprintf(HSDetstr[2],"Scored %lld by %s",ExRec[detv].score,ExRec[detv].name);
+ sprintf(HSDetstr[3],"Restarts %d",ExRec[detv].rescol);
+ sprintf(HSDetstr[4],"Semi-Collisions %d",ExRec[detv].scoll);
+ sprintf(HSDetstr[5],"CLR Usage %d",ExRec[detv].clrusg);
+ sprintf(HSDetstr[6],"Average FPS %d.%d",ExRec[detv].af_int,ExRec[detv].af_fric);
+ }
+ for (int i=1;i<=6;++i)
+ HSDetailGUI->AddCtrl(new hgeGUIMenuItem(i,fnt,snd,400,170+30*i,0.1f*i-0.1f,HSDetstr[i])),
+ HSDetailGUI->EnableCtrl(i,false);
+ HSDetailGUI->AddCtrl(new hgeGUIMenuItem(7,fnt,snd,400,380,0.6f,"Back"));
+ break;
+ case 4:
+ memset(HSDetstr,0,sizeof(HSDetstr));
+ if (!FPMRec[detv].score)sprintf(HSDetstr[1],"Nothing here...");
+ else
+ {
+ sprintf(HSDetstr[1],"No. %d of Free Play Mode",detv);
+ sprintf(HSDetstr[2],"Scored %lld by %s",FPMRec[detv].score,FPMRec[detv].name);
+ sprintf(HSDetstr[3],"Collisions %d",FPMRec[detv].rescol);
+ sprintf(HSDetstr[4],"Semi-Collisions %d",FPMRec[detv].scoll);
+ sprintf(HSDetstr[5],"CLR Usage %d",FPMRec[detv].clrusg);
+ sprintf(HSDetstr[6],"Average FPS %d.%d",FPMRec[detv].af_int,FPMRec[detv].af_fric);
+ }
+ for (int i=1;i<=6;++i)
+ HSDetailGUI->AddCtrl(new hgeGUIMenuItem(i,fnt,snd,400,170+30*i,0.1f*i-0.1f,HSDetstr[i])),
+ HSDetailGUI->EnableCtrl(i,false);
+ HSDetailGUI->AddCtrl(new hgeGUIMenuItem(7,fnt,snd,400,380,0.6f,"Back"));
+ break;
+ }
+ HSDetailGUI->SetCursor(spr);
+ HSDetailGUI->SetNavMode(HGEGUI_UPDOWN);
+ HSDetailGUI->SetFocus(7);
+ HSDetailGUI->Enter();
+}
+void HSDetGUI_FrameFnk()
+{
+ float dt=hge->Timer_GetDelta();
+ int id=HSDetailGUI->Update(dt);
+ if (id)
+ {
+ switch (id)
+ {
+ case 7:Current_Position=9;HSDetailGUI->Leave();HSViewGUI->Enter();break;
+ }
+ }
+}
+void HSViewGUI_Init()
+{
+ Current_Position=9;
+ HSViewGUI=new hgeGUI();
+ switch (view)
+ {
+ case 1:
+ HSViewGUI->AddCtrl(new hgeGUIMenuItem(1,fnt,snd,400,200,0.0f,"Highscore - Easy"));
+ for (int i=1;i<=Ecnt;++i)
+ {
+ sprintf(HSVstr[i],"%d. %s - %lld",i,ERec[i].name,ERec[i].score);
+ HSViewGUI->AddCtrl(new hgeGUIMenuItem(i+1,fnt,snd,400,200+30*i,0.1f*i,HSVstr[i]));
+ }
+ for (int i=Ecnt+1;i<=5;++i)
+ {
+ sprintf(HSVstr[i],"%d. ----------",i);
+ HSViewGUI->AddCtrl(new hgeGUIMenuItem(i+1,fnt,snd,400,200+30*i,0.1f*i,HSVstr[i]));
+ }
+ break;
+ case 2:
+ HSViewGUI->AddCtrl(new hgeGUIMenuItem(1,fnt,snd,400,200,0.0f,"Highscore - Normal"));
+ for (int i=1;i<=Ncnt;++i)
+ {
+ sprintf(HSVstr[i],"%d. %s - %lld",i,NRec[i].name,NRec[i].score);
+ HSViewGUI->AddCtrl(new hgeGUIMenuItem(i+1,fnt,snd,400,200+30*i,0.1f*i,HSVstr[i]));
+ }
+ for (int i=Ncnt+1;i<=5;++i)
+ {
+ sprintf(HSVstr[i],"%d. ----------",i);
+ HSViewGUI->AddCtrl(new hgeGUIMenuItem(i+1,fnt,snd,400,200+30*i,0.1f*i,HSVstr[i]));
+ }
+ break;
+ case 3:
+ HSViewGUI->AddCtrl(new hgeGUIMenuItem(1,fnt,snd,400,200,0.0f,"Highscore - Extreme"));
+ for (int i=1;i<=Excnt;++i)
+ {
+ sprintf(HSVstr[i],"%d. %s - %lld",i,ExRec[i].name,ExRec[i].score);
+ HSViewGUI->AddCtrl(new hgeGUIMenuItem(i+1,fnt,snd,400,200+30*i,0.1f*i,HSVstr[i]));
+ }
+ for (int i=Excnt+1;i<=5;++i)
+ {
+ sprintf(HSVstr[i],"%d. ----------",i);
+ HSViewGUI->AddCtrl(new hgeGUIMenuItem(i+1,fnt,snd,400,200+30*i,0.1f*i,HSVstr[i]));
+ }
+ break;
+ case 4:
+ HSViewGUI->AddCtrl(new hgeGUIMenuItem(1,fnt,snd,400,200,0.0f,"Highscore - Free Play Mode"));
+ for (int i=1;i<=FPMcnt;++i)
+ {
+ sprintf(HSVstr[i],"%d. %s - %lld",i,FPMRec[i].name,FPMRec[i].score);
+ HSViewGUI->AddCtrl(new hgeGUIMenuItem(i+1,fnt,snd,400,200+30*i,0.1f*i,HSVstr[i]));
+ }
+ for (int i=FPMcnt+1;i<=5;++i)
+ {
+ sprintf(HSVstr[i],"%d. ----------",i);
+ HSViewGUI->AddCtrl(new hgeGUIMenuItem(i+1,fnt,snd,400,200+30*i,0.1f*i,HSVstr[i]));
+ }
+ break;
+ }
+ HSViewGUI->AddCtrl(new hgeGUIMenuItem(7,fnt,snd,400,380,0.6f,"Select one record to view details."));
+ HSViewGUI->AddCtrl(new hgeGUIMenuItem(8,fnt,snd,400,410,0.7f,"Back"));
+ HSViewGUI->EnableCtrl(1,false);HSViewGUI->EnableCtrl(7,false);
+ HSViewGUI->SetCursor(spr);
+ HSViewGUI->SetNavMode(HGEGUI_UPDOWN|HGEGUI_CYCLED);
+ HSViewGUI->SetFocus(2);
+ HSViewGUI->Enter();
+}
+void HSViewGUI_FrameFnk()
+{
+ float dt=hge->Timer_GetDelta();
+ int id=HSViewGUI->Update(dt);
+ if (id)
+ {
+ switch (id)
+ {
+ case 2:detv=1;HSDetGUI_Init();break;
+ case 3:detv=2;HSDetGUI_Init();break;
+ case 4:detv=3;HSDetGUI_Init();break;
+ case 5:detv=4;HSDetGUI_Init();break;
+ case 6:detv=5;HSDetGUI_Init();break;
+ case 8:Current_Position=8;HSViewGUI->Leave();if (!HighScoreGUI)HighScoreGUI_Init();HighScoreGUI->Enter();break;
+ }
+ }
+}
+void HighScoreGUI_Init()
+{
+ HighScoreGUI=new hgeGUI();
+ Current_Position=8;
+ HighScoreGUI->AddCtrl(new hgeGUIMenuItem(1,fnt,snd,350,200,0.0f,"View Highscores && Records for..."));
+ HighScoreGUI->AddCtrl(new hgeGUIMenuItem(2,fnt,snd,400,240,0.1f,"Easy"));
+ HighScoreGUI->AddCtrl(new hgeGUIMenuItem(3,fnt,snd,400,280,0.2f,"Normal"));
+ HighScoreGUI->AddCtrl(new hgeGUIMenuItem(4,fnt,snd,400,320,0.3f,"Extreme"));
+ HighScoreGUI->AddCtrl(new hgeGUIMenuItem(5,fnt,snd,400,360,0.4f,"Free Play Mode"));
+ HighScoreGUI->AddCtrl(new hgeGUIMenuItem(6,fnt,snd,400,400,0.5f,"Back"));
+ HighScoreGUI->EnableCtrl(1,false);
+ HighScoreGUI->SetCursor(spr);
+ HighScoreGUI->SetNavMode(HGEGUI_UPDOWN|HGEGUI_CYCLED);
+ HighScoreGUI->SetFocus(7);
+ HighScoreGUI->Enter();
+}
+void HighScoreGUI_FrameFnk()
+{
+ float dt=hge->Timer_GetDelta();
+ int id=HighScoreGUI->Update(dt);
+ if (id)
+ {
+ switch (id)
+ {
+ case 2:view=1;HSViewGUI_Init();break;
+ case 3:view=2;HSViewGUI_Init();break;
+ case 4:view=3;HSViewGUI_Init();break;
+ case 5:view=4;HSViewGUI_Init();break;
+ case 6:Current_Position=0;HighScoreGUI->Leave();gui->Enter();break;
+ }
+ }
+
+}
+void BkTTitleGUI_Init()
+{
+ BkTTitleGUI=new hgeGUI();
+ Current_Position=12;
+ BkTTitleGUI->AddCtrl(new hgeGUIMenuItem(1,fnt,snd,400,200,0.0f,"Really?"));
+ BkTTitleGUI->AddCtrl(new hgeGUIMenuItem(2,fnt,snd,200,250,0.1f,"I've pressed the wrong key"));
+ BkTTitleGUI->AddCtrl(new hgeGUIMenuItem(3,fnt,snd,600,250,0.2f,"Do return to menu!"));
+ BkTTitleGUI->EnableCtrl(1,false);
+ BkTTitleGUI->SetCursor(spr);
+ BkTTitleGUI->SetNavMode(HGEGUI_LEFTRIGHT|HGEGUI_CYCLED);
+ BkTTitleGUI->SetFocus(2);
+ BkTTitleGUI->Enter();
+}
+void BkTTitleGUI_FrameFnk()
+{
+ float dt=hge->Timer_GetDelta();
+ int id=BkTTitleGUI->Update(dt);
+ if (id)
+ {
+ switch (id)
+ {
+ case 2:
+ BkTTitleGUI->Leave();
+ Current_Position=11;
+ PauseGUI_Init();
+ break;
+ case 3:
+ Current_Position=0;BkTTitleGUI->Leave();gui->Enter();
+ break;
+ }
+ }
+}
+void PauseGUI_Init()
+{
+ PauseGUI=new hgeGUI();
+ Current_Position=11;
+ DisableAllTower=DisablePlayer=true;
+ PauseGUI->AddCtrl(new hgeGUIMenuItem(1,fnt,snd,400,200,0.0f,"Paused..."));
+ PauseGUI->AddCtrl(new hgeGUIMenuItem(2,fnt,snd,400,240,0.1f,"Return to Game"));
+ PauseGUI->AddCtrl(new hgeGUIMenuItem(3,fnt,snd,400,280,0.2f,"Return to Title"));
+ PauseGUI->EnableCtrl(1,false);
+ PauseGUI->SetCursor(spr);
+ PauseGUI->SetNavMode(HGEGUI_UPDOWN|HGEGUI_CYCLED);
+ PauseGUI->SetFocus(2);
+ PauseGUI->Enter();
+}
+void PauseGUI_FrameFnk()
+{
+ float dt=hge->Timer_GetDelta();
+ int id=PauseGUI->Update(dt);
+ if (id)
+ {
+ switch (id)
+ {
+ case 2:
+ PauseGUI->Leave();
+ Current_Position=1;
+ DisableAllTower=DisablePlayer=false;
+ break;
+ case 3:
+ BkTTitleGUI_Init();
+ break;
+ }
+ }
+}
+int AP_Update(int plrspd,int plrslospd,int clrbns)
+{
+ int res=0;
+ if (plrspd<=4)res+=plrspd*1200;else res+=5000;
+ switch (plrslospd)
+ {
+ case 1:res+=4000;break;
+ case 2:res+=3200;break;
+ case 3:res+=2000;break;
+ case 4:res+=1500;break;
+ case 5:res+=700;break;
+ }
+ switch (clrbns)
+ {
+ case 0:break;
+ case 1:res+=1500;break;
+ case 2:res+=2700;break;
+ case 3:res+=4000;break;
+ case 4:res+=5500;break;
+ }
+ return res;
+}
+void Options_Writeback()
+{
+ freopen("blr.cfg","w",stdout);
+ printf(";CBL");
+ printf("%c",fpslvl==1?1:0);
+ printf("%c",tfs?1:0);
+ printf("%c",fpslvl==2?1:0);
+ printf("%c",diffkey?1:0);
+ printf("%c%c%c",plrspd,plrslospd,clrbns);
+ fclose(stdout);
+}
+void OptionsGUI_Init()
+{
+ OptionsGUI=new hgeGUI();
+ Current_Position=13;
+ if (!tfs)
+ sprintf(opt[0],"Fullscreen: Off");
+ else
+ sprintf(opt[0],"Fullscreen: On");
+ OptionsGUI->AddCtrl(new hgeGUIMenuItem(1,fnt,snd,400,200,0.0f,opt[0]));
+ switch (fpslvl)
+ {
+ case 0:sprintf(opt[1],"FPS Level: Natural");break;
+ case 1:sprintf(opt[1],"FPS Level: Low FPS");break;
+ case 2:sprintf(opt[1],"FPS Level: Highest");break;
+ }
+ OptionsGUI->AddCtrl(new hgeGUIMenuItem(2,fnt,snd,400,240,0.1f,opt[1]));
+ if (diffkey)
+ sprintf(opt[2],"Use Key X for Clear Range");
+ else
+ sprintf(opt[2],"Use Key Z for Clear Range");
+ OptionsGUI->AddCtrl(new hgeGUIMenuItem(3,fnt,snd,400,280,0.2f,opt[2]));
+ OptionsGUI->AddCtrl(new hgeGUIMenuItem(4,fnt,snd,400,320,0.3f,"Player Profile"));
+ OptionsGUI->AddCtrl(new hgeGUIMenuItem(5,fnt,snd,400,360,0.4f,"Save and Exit"));
+ OptionsGUI->SetNavMode(HGEGUI_UPDOWN);
+ OptionsGUI->SetCursor(spr);
+ OptionsGUI->SetFocus(1);
+ OptionsGUI->Enter();
+}
+void PlayerProfGUI_Init()
+{
+ PlayerProfGUI=new hgeGUI();
+ Current_Position=14;
+ sprintf(opt[3],"Moving Speed: -%d+",plrspd);
+ sprintf(opt[4],"Precise Moving Speed: -%d+",plrslospd);
+ sprintf(opt[5],"Clear Range Bonus: -%d+",clrbns);
+ sprintf(opt[6],"Ability Point %d/10000",AP_Update(plrspd,plrslospd,clrbns));
+ PlayerProfGUI->AddCtrl(new hgeGUIMenuItem(1,fnt,snd,400,200,0.0f,opt[3]));
+ PlayerProfGUI->AddCtrl(new hgeGUIMenuItem(2,fnt,snd,400,240,0.1f,opt[4]));
+ PlayerProfGUI->AddCtrl(new hgeGUIMenuItem(3,fnt,snd,400,280,0.2f,opt[5]));
+ PlayerProfGUI->AddCtrl(new hgeGUIMenuItem(4,fnt,snd,400,320,0.3f,opt[6]));
+ PlayerProfGUI->AddCtrl(new hgeGUIMenuItem(5,fnt,snd,400,360,0.4f,"Back"));
+ PlayerProfGUI->SetNavMode(HGEGUI_UPDOWN);
+ PlayerProfGUI->SetCursor(spr);
+ PlayerProfGUI->SetFocus(1);
+ PlayerProfGUI->Enter();
+}
+void PlayerProfGUI_FrameFnk()
+{
+ float dt=hge->Timer_GetDelta();
+ int id=PlayerProfGUI->Update(dt);
+ if (id==5&&AP_Update(plrspd,plrslospd,clrbns)<=10000)
+ {PlayerProfGUI->Leave();OptionsGUI_Init();}
+ if (hge->Input_GetKeyState(HGEK_LEFT))
+ {
+ if (!LOWFPS)++lastkeypressed;else lastkeypressed+=17;
+ if (lastkeypressed>=100)
+ {
+ switch (PlayerProfGUI->GetFocus())
+ {
+ case 1:
+ if (plrspd>1)--plrspd;
+ sprintf(opt[3],"Moving Speed: -%d+",plrspd);
+ ((hgeGUIMenuItem*)PlayerProfGUI->GetCtrl(1))->RePos(400,200);
+ sprintf(opt[6],"Ability Point %d/10000",AP_Update(plrspd,plrslospd,clrbns));
+ ((hgeGUIMenuItem*)PlayerProfGUI->GetCtrl(4))->RePos(400,320);
+ break;
+ case 2:
+ if (plrslospd>1)--plrslospd;
+ sprintf(opt[4],"Precise Moving Speed: -%d+",plrslospd);
+ ((hgeGUIMenuItem*)PlayerProfGUI->GetCtrl(2))->RePos(400,240);
+ sprintf(opt[6],"Ability Point %d/10000",AP_Update(plrspd,plrslospd,clrbns));
+ ((hgeGUIMenuItem*)PlayerProfGUI->GetCtrl(4))->RePos(400,320);
+ break;
+ case 3:
+ if (clrbns>0)--clrbns;
+ sprintf(opt[5],"Clear Range Bonus: -%d+",clrbns);
+ ((hgeGUIMenuItem*)PlayerProfGUI->GetCtrl(3))->RePos(400,280);
+ sprintf(opt[6],"Ability Point %d/10000",AP_Update(plrspd,plrslospd,clrbns));
+ ((hgeGUIMenuItem*)PlayerProfGUI->GetCtrl(4))->RePos(400,320);
+ break;
+ }
+ lastkeypressed=0;
+ }
+ }
+ if (hge->Input_GetKeyState(HGEK_RIGHT))
+ {
+ if (!LOWFPS)++lastkeypressed;else lastkeypressed+=17;
+ if (lastkeypressed>=100)
+ {
+ switch (PlayerProfGUI->GetFocus())
+ {
+ case 1:
+ if (plrspd<5)++plrspd;
+ sprintf(opt[3],"Moving Speed: -%d+",plrspd);
+ ((hgeGUIMenuItem*)PlayerProfGUI->GetCtrl(1))->RePos(400,200);
+ sprintf(opt[6],"Ability Point %d/10000",AP_Update(plrspd,plrslospd,clrbns));
+ ((hgeGUIMenuItem*)PlayerProfGUI->GetCtrl(4))->RePos(400,320);
+ break;
+ case 2:
+ if (plrslospd<5)++plrslospd;
+ sprintf(opt[4],"Precise Moving Speed: -%d+",plrslospd);
+ ((hgeGUIMenuItem*)PlayerProfGUI->GetCtrl(2))->RePos(400,240);
+ sprintf(opt[6],"Ability Point %d/10000",AP_Update(plrspd,plrslospd,clrbns));
+ ((hgeGUIMenuItem*)PlayerProfGUI->GetCtrl(4))->RePos(400,320);
+ break;
+ case 3:
+ if (clrbns<4)++clrbns;
+ sprintf(opt[5],"Clear Range Bonus: -%d+",clrbns);
+ ((hgeGUIMenuItem*)PlayerProfGUI->GetCtrl(3))->RePos(400,280);
+ sprintf(opt[6],"Ability Point %d/10000",AP_Update(plrspd,plrslospd,clrbns));
+ ((hgeGUIMenuItem*)PlayerProfGUI->GetCtrl(4))->RePos(400,320);
+ break;
+ }
+ lastkeypressed=0;
+ }
+ }
+}
+void OptionsGUI_FrameFnk()
+{
+ float dt=hge->Timer_GetDelta();
+ int id=OptionsGUI->Update(dt);
+ if (id)
+ {
+ switch (id)
+ {
+ case 1:
+ tfs=!tfs;
+ if (!tfs)
+ sprintf(opt[0],"Fullscreen: Off");
+ else
+ sprintf(opt[0],"Fullscreen: On");
+ ((hgeGUIMenuItem*)OptionsGUI->GetCtrl(1))->RePos(400,200);
+ break;
+ case 2:
+ switch (fpslvl)
+ {
+ case 0:
+ fpslvl=1;LOWFPS=true;
+ hge->System_SetState(HGE_FPS,61);
+ break;
+ case 1:
+ fpslvl=2;LOWFPS=false;
+ hge->System_SetState(HGE_FPS,1000);
+ break;
+ case 2:
+ fpslvl=0;LOWFPS=false;
+ hge->System_SetState(HGE_FPS,0);
+ break;
+ }
+ switch (fpslvl)
+ {
+ case 0:sprintf(opt[1],"FPS Level: Natural");break;
+ case 1:sprintf(opt[1],"FPS Level: Low FPS");break;
+ case 2:sprintf(opt[1],"FPS Level: Highest");break;
+ }
+ ((hgeGUIMenuItem*)OptionsGUI->GetCtrl(2))->RePos(400,240);
+ break;
+ case 3:
+ diffkey=!diffkey;
+ if (diffkey)
+ sprintf(opt[2],"Use Key X for Clear Range");
+ else
+ sprintf(opt[2],"Use Key Z for Clear Range");
+ ((hgeGUIMenuItem*)OptionsGUI->GetCtrl(3))->RePos(400,280);
+ break;
+ case 4:
+ PlayerProfGUI_Init();
+ break;
+ case 5:
+ Options_Writeback();
+ OptionsGUI->Leave();
+ gui->Enter();
+ Current_Position=0;
+ break;
+ }
+ }
+}
diff --git a/archive/blr1/src/scorec.h b/archive/blr1/src/scorec.h new file mode 100644 index 0000000..d07615a --- /dev/null +++ b/archive/blr1/src/scorec.h @@ -0,0 +1,252 @@ +//Chrisoft Bullet Lab Remix HGE
+//Score Recording Implementations
+//"Copyleft" Chrisoft 2013
+struct TRecord
+{
+ long long score;
+ int len,rescol,scoll,clrusg;
+ int af_int,af_fric;
+ char name[16];
+}ERec[10],NRec[10],ExRec[10],FPMRec[10];
+unsigned int Ecnt,Ncnt,Excnt,FPMcnt;
+unsigned int header,seprt;
+char newname[16];
+int newlen,tbframebrk;
+unsigned int Getuint()
+{
+ unsigned int c1,c2,c3,c4,res;
+ c1=c2=c3=c4=0;
+ scanf("%c%c%c%c",&c1,&c2,&c3,&c4);
+ res=(c1<<24)+(c2<<16)+(c3<<8)+c4;
+ return res;
+}
+int Getint()
+{
+ return (int)Getuint();
+}
+long long Getll()
+{
+ long long c1,c2,c3,c4,c5,c6,c7,c8,res;
+ c1=c2=c3=c4=c5=c6=c7=c8=0;
+ scanf("%c%c%c%c%c%c%c%c",&c1,&c2,&c3,&c4,&c5,&c6,&c7,&c8);
+ res=(c1<<56)+(c2<<48)+(c3<<40)+(c4<<32)+(c5<<24)+(c6<<16)+(c7<<8)+c8;
+ return res;
+}
+void Putuint(unsigned int a)
+{
+ unsigned int c1,c2,c3,c4;
+ c1=a&0xFF000000;c2=a&0x00FF0000;
+ c3=a&0x0000FF00;c4=a&0x000000FF;
+ printf("%c%c%c%c",c1,c2,c3,c4);
+}
+void Putint(int a)
+{
+ Putuint((unsigned int)a);
+}
+void Putll(long long a)
+{
+ int c1,c2,c3,c4,c5,c6,c7,c8;
+ c1=a&0xFF00000000000000;
+ c2=a&0x00FF000000000000;
+ c3=a&0x0000FF0000000000;
+ c4=a&0x000000FF00000000;
+ c5=a&0x00000000FF000000;
+ c6=a&0x0000000000FF0000;
+ c7=a&0x000000000000FF00;
+ c8=a&0x00000000000000FF;
+ printf("%c%c%c%c%c%c%c%c",c1,c2,c3,c4,c5,c6,c7,c8);
+}
+TRecord GetTRecord()
+{
+ TRecord res;
+ res.len=Getint();
+ memset(res.name,0,sizeof(res.name));
+ for (int i=0;i<res.len;++i)scanf("%c",&res.name[i]);
+ res.score=Getll();
+ res.rescol=Getint();
+ res.scoll=Getint();
+ res.clrusg=Getint();
+ res.af_int=Getint();res.af_fric=Getint();
+ return res;
+}
+void PutTRecord(TRecord a)
+{
+ Putint(a.len);
+ for (int i=0;i<a.len;++i)printf("%c",a.name[i]);
+ Putll(a.score);
+ Putint(a.rescol);
+ Putint(a.scoll);
+ Putint(a.clrusg);
+ Putint(a.af_int);Putint(a.af_fric);
+}
+void Score_Init()
+{
+ freopen("score.cfg","r",stdin);
+ header=Getuint();
+ if (header!=0x3b424c53)//0x3b424c53=";BLS"
+ {
+ fclose(stdin);
+ Error("Error when loading score file!");
+ }
+ seprt=Getuint();
+ if (seprt!=0xd1ffa0c0)
+ {
+ fclose(stdin);
+ Error("Error when loading score file!");
+ }
+ Ecnt=Getuint();
+ for (unsigned int i=1;i<=Ecnt;++i)ERec[i]=GetTRecord();
+ seprt=Getuint();
+ if (seprt!=0xd1ffa0c1)
+ {
+ fclose(stdin);
+ Error("Error when loading score file!");
+ }
+ Ncnt=Getuint();
+ for (unsigned int i=1;i<=Ncnt;++i)NRec[i]=GetTRecord();
+ seprt=Getuint();
+ if (seprt!=0xd1ffa0c2)
+ {
+ fclose(stdin);
+ Error("Error when loading score file!");
+ }
+ Excnt=Getuint();
+ for (unsigned int i=1;i<=Excnt;++i)ExRec[i]=GetTRecord();
+ seprt=Getuint();
+ if (seprt!=0xd1ffa0c3)
+ {
+ fclose(stdin);
+ Error("Error when loading score file!");
+ }
+ FPMcnt=Getuint();
+ for (unsigned int i=1;i<=FPMcnt;++i)FPMRec[i]=GetTRecord();
+ fclose(stdin);
+}
+int CheckHighScore()
+{
+ int i;
+ switch (mode)
+ {
+ case 4:
+ for (i=1;i<=Ecnt;++i)
+ if (ERec[i].score<score)break;
+ if (i==5&&ERec[i].score>score)return -1;
+ if (Ecnt<5&&ERec[Ecnt].score>score)return Ecnt+1;
+ return i;
+ break;
+ case 1:
+ for (i=1;i<=Ncnt;++i)
+ if (NRec[i].score<score)break;
+ if (i==5&&NRec[i].score>score)return -1;
+ if (Ncnt<5&&NRec[Ncnt].score>score)return Ncnt+1;
+ return i;
+ break;
+ case 2:
+ for (i=1;i<=Excnt;++i)
+ if (ExRec[i].score<score)break;
+ if (i==5&&ExRec[i].score>score)return -1;
+ if (Excnt<5&&ExRec[Ncnt].score>score)return Excnt+1;
+ return i;
+ break;
+ case 3:
+ for (i=1;i<=FPMcnt;++i)
+ if (FPMRec[i].score<score)break;
+ if (i==5&&FPMRec[i].score>score)return -1;
+ if (FPMcnt<5&&FPMRec[Ncnt].score>score)return FPMcnt+1;
+ return i;
+ break;
+ }
+}
+void Score_Write()
+{
+ freopen("score.cfg","w",stdout);
+ Putuint(0x3b424c53u);
+ Putuint(0xd1ffa0c0u);
+ Putint(Ecnt);
+ for (int i=1;i<=Ecnt;++i)
+ PutTRecord(ERec[i]);
+ Putuint(0xd1ffa0c1u);
+ Putint(Ncnt);
+ for (int i=1;i<=Ncnt;++i)
+ PutTRecord(NRec[i]);
+ Putuint(0xd1ffa0c2u);
+ Putint(Excnt);
+ for (int i=1;i<=Excnt;++i)
+ PutTRecord(ExRec[i]);
+ Putuint(0xd1ffa0c3u);
+ Putint(FPMcnt);
+ for (int i=1;i<=FPMcnt;++i)
+ PutTRecord(FPMRec[i]);
+ fclose(stdout);
+}
+void Score_Initailize()
+{
+ freopen("score.cfg","w",stdout);
+ printf(";BLS");
+ printf("%c%c%c%c",0xd1,0xff,0xa0,0xc0);printf("%c%c%c%c",0,0,0,0);
+ printf("%c%c%c%c",0xd1,0xff,0xa0,0xc1);printf("%c%c%c%c",0,0,0,0);
+ printf("%c%c%c%c",0xd1,0xff,0xa0,0xc2);printf("%c%c%c%c",0,0,0,0);
+ printf("%c%c%c%c",0xd1,0xff,0xa0,0xc3);printf("%c%c%c%c",0,0,0,0);
+ fclose(stdout);
+}
+void InsertHighScore()
+{
+ int pos=CheckHighScore();
+ switch (mode)
+ {
+ case 4:
+ if (pos<=Ecnt)
+ for (int i=5;i>pos;--i)
+ ERec[i]=ERec[i-1];
+ else ++Ecnt;
+ if (Ecnt<5)++Ecnt;
+ ERec[pos].score=score;
+ ERec[pos].len=newlen;
+ memcpy(ERec[pos].name,newname,sizeof(newname));
+ ERec[pos].clrusg=clrusg;
+ ERec[pos].rescol=restarts;ERec[pos].scoll=semicoll;
+ ERec[pos].af_int=(int)averfps;
+ ERec[pos].af_fric=(int)(averfps*10)%10*10+(int)(averfps*100)%10;
+ break;
+ case 1:
+ if (pos<=Ncnt)
+ for (int i=5;i>pos;--i)
+ NRec[i]=NRec[i-1];
+ if (Ncnt<5)++Ncnt;
+ NRec[pos].score=score;
+ NRec[pos].len=newlen;
+ memcpy(NRec[pos].name,newname,sizeof(newname));
+ NRec[pos].clrusg=clrusg;
+ NRec[pos].rescol=restarts;NRec[pos].scoll=semicoll;
+ NRec[pos].af_int=(int)averfps;
+ NRec[pos].af_fric=(int)(averfps*10)%10*10+(int)(averfps*100)%10;
+ break;
+ case 2:
+ if (pos<=Excnt)
+ for (int i=5;i>pos;--i)
+ ExRec[i]=ExRec[i-1];
+ if (Excnt<5)++Excnt;
+ ExRec[pos].score=score;
+ ExRec[pos].len=newlen;
+ memcpy(ExRec[pos].name,newname,sizeof(newname));
+ ExRec[pos].clrusg=clrusg;
+ ExRec[pos].rescol=restarts;ExRec[pos].scoll=semicoll;
+ ExRec[pos].af_int=(int)averfps;
+ ExRec[pos].af_fric=(int)(averfps*10)%10*10+(int)(averfps*100)%10;
+ break;
+ case 3:
+ if (pos<=FPMcnt)
+ for (int i=5;i>pos;--i)
+ FPMRec[i]=FPMRec[i-1];
+ if (FPMcnt<5)++FPMcnt;
+ FPMRec[pos].score=score;
+ FPMRec[pos].len=newlen;
+ memcpy(FPMRec[pos].name,newname,sizeof(newname));
+ FPMRec[pos].clrusg=clrusg;
+ FPMRec[pos].rescol=coll;FPMRec[pos].scoll=semicoll;
+ FPMRec[pos].af_int=(int)averfps;
+ FPMRec[pos].af_fric=(int)(averfps*10)%10*10+(int)(averfps*100)%10;
+ break;
+ }
+ Score_Write();
+}
\ No newline at end of file diff --git a/archive/blr1/src/towernbullet.h b/archive/blr1/src/towernbullet.h new file mode 100644 index 0000000..6cae63d --- /dev/null +++ b/archive/blr1/src/towernbullet.h @@ -0,0 +1,983 @@ +//Chrisoft Bullet Lab Remix HGE
+//Towers and Bullets Implementations
+//"Copyleft" Chrisoft 2013
+//WANTED:
+//Human-being which really knows what these mean, please contact Chirsno which is puzzled by these shitty codes..
+#include "effects.h"
+int CreateBullet1(double x,double y,double bs,bool eff=false)
+{
+ ++shots;
+ int i;
+ if (bulcnt==0)
+ bulcnt=i=1;
+ else
+ {
+ for (i=1;i<=bulcnt;++i)
+ if (!bullet[i].exist)break;
+ if (i>bulcnt)bulcnt=i;
+ }
+ bullet[i].exist=true;
+ bullet[i].bullettype=1;
+ bullet[i].bulletpos.x=x;
+ bullet[i].bulletpos.y=y;
+ bullet[i].bulletdir.x=x-playerpos.x;
+ bullet[i].bulletdir.y=y-playerpos.y;
+ bullet[i].dist=bullet[i].bulletdir.x*bullet[i].bulletdir.x+bullet[i].bulletdir.y*bullet[i].bulletdir.y;
+ bullet[i].dist=sqrt(bullet[i].dist);
+ bullet[i].bulletspeed=bs;
+ bullet[i].bulletspr=new hgeSprite(SprSheet1,23,0,24,24);
+ bullet[i].bulletspr->SetColor(0x80FFFFFF);
+ bullet[i].scollable=true;
+ bullet[i].scale=1;
+ bullet[i].bulletspr->SetHotSpot(12,12);
+ if (eff)BulletEffect_Attatch(i);
+ return i;
+}
+void CreateBullet2(double x,double y,double bs,double rad,bool eff=false)
+{
+ ++shots;
+ int i;
+ if (bulcnt==0)
+ bulcnt=i=1;
+ else
+ {
+ for (i=1;i<=bulcnt;++i)
+ if (!bullet[i].exist)break;
+ if (i>bulcnt)bulcnt=i;
+ }
+ bullet[i].exist=true;
+ bullet[i].bullettype=2;
+ bullet[i].bulletpos.x=x;
+ bullet[i].bulletpos.y=y;
+ bullet[i].bulletdir.x=cos(rad);
+ bullet[i].bulletdir.y=sin(rad);
+ bullet[i].bulletspeed=bs;
+ bullet[i].lifetime=0;
+ bullet[i].bulletspr=new hgeSprite(SprSheet1,0,0,24,24);
+ bullet[i].bulletspr->SetColor(0x80FFFFFF);
+ bullet[i].scollable=true;
+ bullet[i].scale=1;
+ bullet[i].bulletspr->SetHotSpot(12,12);
+ if (eff)BulletEffect_Attatch(i);
+}
+void CreateBullet3(double x,double y,double bs,int dir,bool eff=false)
+{
+ CreateBullet2(x,y,bs,dir*0.5235987756,eff);
+}
+void CreateBullet4(double x,double y,double bs,int yelbrk=0,bool eff=false)
+{
+ ++shots;
+ int i;
+ if (bulcnt==0)
+ bulcnt=i=1;
+ else
+ {
+ for (i=1;i<=bulcnt;++i)
+ if (!bullet[i].exist)break;
+ if (i>bulcnt)bulcnt=i;
+ }
+ bullet[i].exist=true;
+ bullet[i].bullettype=4;
+ bullet[i].bulletpos.x=x;
+ bullet[i].bulletpos.y=y;
+ bullet[i].bulletdir.x=x-playerpos.x;
+ bullet[i].bulletdir.y=y-playerpos.y;
+ bullet[i].dist=bullet[i].bulletdir.x*bullet[i].bulletdir.x+bullet[i].bulletdir.y*bullet[i].bulletdir.y;
+ bullet[i].dist=sqrt(bullet[i].dist);
+ bullet[i].bulletspeed=bs;
+ bullet[i].yelbrk=yelbrk;
+ bullet[i].bulletspr=new hgeSprite(SprSheet1,0,46,24,24);
+ bullet[i].bulletspr->SetColor(0x80FFFFFF);
+ bullet[i].scollable=true;
+ bullet[i].scale=1;
+ bullet[i].bulletspr->SetHotSpot(12,12);
+ if (eff)BulletEffect_Attatch(i);
+}
+void CreateBullet5(double x,double y,double bs,bool eff=false)
+{
+ ++shots;
+ int i;
+ if (bulcnt==0)
+ bulcnt=i=1;
+ else
+ {
+ for (i=1;i<=bulcnt;++i)
+ if (!bullet[i].exist)break;
+ if (i>bulcnt)bulcnt=i;
+ }
+ bullet[i].exist=true;
+ bullet[i].bullettype=5;
+ bullet[i].bulletpos.x=x;
+ bullet[i].bulletpos.y=y;
+ bullet[i].bulletdir.x=x-playerpos.x;
+ bullet[i].bulletdir.y=y-playerpos.y;
+ bullet[i].dist=bullet[i].bulletdir.x*bullet[i].bulletdir.x+bullet[i].bulletdir.y*bullet[i].bulletdir.y;
+ bullet[i].dist=sqrt(bullet[i].dist);
+ bullet[i].bulletspeed=bs;
+ bullet[i].bulletspr=new hgeSprite(SprSheet1,0,23,24,24);
+ bullet[i].bulletspr->SetColor(0x80FFFFFF);
+ bullet[i].scollable=true;
+ bullet[i].scale=1;
+ bullet[i].bulletspr->SetHotSpot(12,12);
+ if (eff)BulletEffect_Attatch(i);
+}
+int CreateBullet6(double x,double y,double bs,int explo,bool eff=false)
+{
+ ++shots;
+ int i;
+ if (bulcnt==0)
+ bulcnt=i=1;
+ else
+ {
+ for (i=1;i<=bulcnt;++i)
+ if (!bullet[i].exist)break;
+ if (i>bulcnt)bulcnt=i;
+ }
+ bullet[i].exist=true;
+ bullet[i].bullettype=6;
+ bullet[i].bulletpos.x=x;
+ bullet[i].bulletpos.y=y;
+ bullet[i].bulletdir.x=rand()%100-50;
+ bullet[i].bulletdir.y=rand()%100-50;
+ bullet[i].dist=bullet[i].bulletdir.x*bullet[i].bulletdir.x+bullet[i].bulletdir.y*bullet[i].bulletdir.y;
+ bullet[i].dist=sqrt(bullet[i].dist);
+ bullet[i].bulletspeed=bs;
+ bullet[i].oriexplo=bullet[i].redexplo=explo;
+ bullet[i].bulletspr=new hgeSprite(SprSheet1,23,23,24,24);
+ bullet[i].bulletspr->SetColor(0x80FFFFFF);
+ bullet[i].scollable=true;
+ bullet[i].scale=1;
+ bullet[i].bulletspr->SetHotSpot(12,12);
+ if (eff)BulletEffect_Attatch(i);
+ return i;
+}
+int CreateBullet7(double x,double y,double bs,int explo,bool eff=false)
+{
+ ++shots;
+ int i;
+ if (bulcnt==0)
+ bulcnt=i=1;
+ else
+ {
+ for (i=1;i<=bulcnt;++i)
+ if (!bullet[i].exist)break;
+ if (i>bulcnt)bulcnt=i;
+ }
+ bullet[i].exist=true;
+ bullet[i].bullettype=7;
+ bullet[i].bulletpos.x=x;
+ bullet[i].bulletpos.y=y;
+ bullet[i].bulletdir.x=rand()%100-50;
+ bullet[i].bulletdir.y=rand()%100-50;
+ bullet[i].dist=bullet[i].bulletdir.x*bullet[i].bulletdir.x+bullet[i].bulletdir.y*bullet[i].bulletdir.y;
+ bullet[i].dist=sqrt(bullet[i].dist);
+ bullet[i].bulletspeed=bs;
+ bullet[i].oriexplo=bullet[i].redexplo=explo;
+ bullet[i].bulletspr=new hgeSprite(SprSheet1,46,23,24,24);
+ bullet[i].bulletspr->SetColor(0x80FFFFFF);
+ bullet[i].redattrib=0;
+ bullet[i].whirem=whicnt;
+ bullet[i].whiskp=0;
+ bullet[i].scollable=true;
+ bullet[i].scale=1;
+ bullet[i].bulletspr->SetHotSpot(12,12);
+ if (eff)BulletEffect_Attatch(i);
+ return i;
+}
+void CreateBullet255(double x,double y,double bs)
+{
+ int i;
+ if (bulcnt==0)
+ bulcnt=i=1;
+ else
+ {
+ for (i=1;i<=bulcnt;++i)
+ if (!bullet[i].exist)break;
+ if (i>bulcnt)bulcnt=i;
+ }
+ bullet[i].exist=true;
+ bullet[i].bullettype=255;
+ bullet[i].bulletpos.x=x;
+ bullet[i].bulletpos.y=y;
+ bullet[i].bulletdir.x=x-playerpos.x;
+ bullet[i].bulletdir.y=y-playerpos.y;
+ bullet[i].dist=bullet[i].bulletdir.x*bullet[i].bulletdir.x+bullet[i].bulletdir.y*bullet[i].bulletdir.y;
+ bullet[i].dist=sqrt(bullet[i].dist);
+ bullet[i].bulletspeed=bs;
+ bullet[i].bulletspr=new hgeSprite(SprSheet1,46,0,24,24);
+ bullet[i].bulletspr->SetColor(0x80FFFFFF);
+}
+void ProcessBullet1()
+{
+ for (int i=1;i<=bulcnt;++i)
+ {
+ if (!bullet[i].exist||bullet[i].bullettype!=1)continue;//If this bullet doesn't exist or is not of this type, do not render it.
+ if (!DisablePlayer)
+ {
+ if (LOWFPS)
+ {
+ bullet[i].bulletpos.x-=bsscale*bullet[i].bulletspeed*(bullet[i].bulletdir.x/bullet[i].dist)/20*17;//Process bullet's x coor.
+ bullet[i].bulletpos.y-=bsscale*bullet[i].bulletspeed*(bullet[i].bulletdir.y/bullet[i].dist)/20*17;//Process bullet's y coor.
+ }
+ else
+ {
+ bullet[i].bulletpos.x-=bsscale*bullet[i].bulletspeed*(bullet[i].bulletdir.x/bullet[i].dist)/20;//Process bullet's x coor.
+ bullet[i].bulletpos.y-=bsscale*bullet[i].bulletspeed*(bullet[i].bulletdir.y/bullet[i].dist)/20;//Process bullet's y coor.
+ }
+ }
+ BulletEffect_Process(i);
+ double dis=GetDist(bullet[i].bulletpos,playerpos);//Get distance between player and bullet
+ if (dis<=6||bullet[i].bulletpos.x<=-10||bullet[i].bulletpos.x>=800||bullet[i].bulletpos.y<=-10||bullet[i].bulletpos.y>=600)
+ //If collision is detected or the bullet flys out of screen, delete it.
+ {
+ if (dis<=6)++coll,scminus+=10000;
+ bullet[i].exist=false;
+ bullet[i].bulletpos.x=bullet[i].bulletpos.y=0;
+ bullet[i].bulletdir.x=bullet[i].bulletdir.y=0;
+ bullet[i].dist=0;
+ bullet[i].bullettype=0;
+ }
+ else
+ {
+ bullet[i].bulletspr->RenderEx(bullet[i].bulletpos.x+7.2,bullet[i].bulletpos.y+7.2,0,0.6*bullet[i].scale,0);
+ if (dis<=16&&bullet[i].scollable)++semicoll,++dsmc,bullet[i].scollable=false,SCEffect_Attatch();
+ }
+ }
+}
+void ProcessBullet2()
+{
+ for (int i=1;i<=bulcnt;++i)
+ {
+ if (!bullet[i].exist||bullet[i].bullettype!=2)continue;//If this bullet doesn't exist or is not of this type, do not render it.
+ if (LOWFPS)bullet[i].lifetime+=17;else ++bullet[i].lifetime;
+ if (bullet[i].lifetime>=15000&&Refliction)
+ {
+ bullet[i].exist=false;
+ bullet[i].bulletpos.x=bullet[i].bulletpos.y=0;
+ bullet[i].bulletdir.x=bullet[i].bulletdir.y=0;
+ bullet[i].dist=0;
+ bullet[i].bullettype=0;
+ continue;
+ }
+ if (!DisablePlayer)
+ {
+ if (LOWFPS)
+ {
+ bullet[i].bulletpos.x-=bsscale*bullet[i].bulletspeed*(bullet[i].bulletdir.x)/20*17;//Process bullet's x coor.
+ bullet[i].bulletpos.y-=bsscale*bullet[i].bulletspeed*(bullet[i].bulletdir.y)/20*17;//Process bullet's y coor.
+ }
+ else
+ {
+ bullet[i].bulletpos.x-=bsscale*bullet[i].bulletspeed*(bullet[i].bulletdir.x)/20;//Process bullet's x coor.
+ bullet[i].bulletpos.y-=bsscale*bullet[i].bulletspeed*(bullet[i].bulletdir.y)/20;//Process bullet's y coor.
+ }
+ }
+ BulletEffect_Process(i);
+ double dis=GetDist(bullet[i].bulletpos,playerpos);//Get distance between player and bullet
+ if (bullet[i].bulletpos.x<=-10||bullet[i].bulletpos.x>=800||bullet[i].bulletpos.y<=-10||bullet[i].bulletpos.y>=600)
+ {
+ if (Refliction)
+ bullet[i].bulletdir.x=-bullet[i].bulletdir.x,
+ bullet[i].bulletdir.y=-bullet[i].bulletdir.y;
+ else
+ {
+ bullet[i].exist=false;
+ bullet[i].bulletpos.x=bullet[i].bulletpos.y=0;
+ bullet[i].bulletdir.x=bullet[i].bulletdir.y=0;
+ bullet[i].dist=0;
+ bullet[i].bullettype=0;
+ continue;
+ }
+ }
+ if (dis<=6)
+ //If collision is detected or the bullet flys out of screen, delete it.
+ {
+ ++coll,scminus+=10000;
+ bullet[i].exist=false;
+ bullet[i].bulletpos.x=bullet[i].bulletpos.y=0;
+ bullet[i].bulletdir.x=bullet[i].bulletdir.y=0;
+ bullet[i].dist=0;
+ bullet[i].bullettype=0;
+ continue;
+ }
+ else
+ {
+ bullet[i].bulletspr->RenderEx(bullet[i].bulletpos.x+7.2,bullet[i].bulletpos.y+7.2,0,0.6*bullet[i].scale,0);
+ if (dis<=16&&bullet[i].scollable)++semicoll,++dsmc,bullet[i].scollable=false,SCEffect_Attatch();
+ }
+ }
+}
+//There is no need for ProcessBullet3() because they are in fact bullet2
+void ProcessBullet4()
+{
+ for (int i=1;i<=bulcnt;++i)
+ {
+ if (!bullet[i].exist||bullet[i].bullettype!=4)continue;//If this bullet doesn't exist or is not of this type, do not render it.
+ if (!DisablePlayer)
+ {
+ if (LOWFPS)
+ bullet[i].whirem+=17;
+ else
+ ++bullet[i].whirem;
+ if ((yelattrib&&bullet[i].whirem>=bullet[i].yelbrk)||!yelattrib)
+ {
+ bullet[i].whirem=0;
+ bullet[i].bulletdir.x=bullet[i].bulletpos.x-playerpos.x;
+ bullet[i].bulletdir.y=bullet[i].bulletpos.y-playerpos.y;
+ bullet[i].dist=bullet[i].bulletdir.x*bullet[i].bulletdir.x+bullet[i].bulletdir.y*bullet[i].bulletdir.y;
+ bullet[i].dist=sqrt(bullet[i].dist);
+ }
+ if (LOWFPS)
+ {
+ bullet[i].bulletpos.x-=bsscale*bullet[i].bulletspeed*(bullet[i].bulletdir.x/bullet[i].dist)/20*17;//Process bullet's x coor.
+ bullet[i].bulletpos.y-=bsscale*bullet[i].bulletspeed*(bullet[i].bulletdir.y/bullet[i].dist)/20*17;//Process bullet's y coor.
+ }
+ else
+ {
+ bullet[i].bulletpos.x-=bsscale*bullet[i].bulletspeed*(bullet[i].bulletdir.x/bullet[i].dist)/20;//Process bullet's x coor.
+ bullet[i].bulletpos.y-=bsscale*bullet[i].bulletspeed*(bullet[i].bulletdir.y/bullet[i].dist)/20;//Process bullet's y coor.
+ }
+ //bullet[i].bulletpos.x-=bullet[i].bulletspeed*(bullet[i].bulletdir.x/bullet[i].dist)/20;//Process bullet's x coor.
+ //bullet[i].bulletpos.y-=bullet[i].bulletspeed*(bullet[i].bulletdir.y/bullet[i].dist)/20;//Process bullet's y coor.
+ }
+ BulletEffect_Process(i);
+ double dis=GetDist(bullet[i].bulletpos,playerpos);//Get distance between player and bullet
+ if (dis<=6||bullet[i].bulletpos.x<=-10||bullet[i].bulletpos.x>=800||bullet[i].bulletpos.y<=-10||bullet[i].bulletpos.y>=600)
+ //If collision is detected or the bullet flys out of screen, delete it.
+ {
+ if (dis<=6)++coll,scminus+=10000;
+ bullet[i].exist=false;
+ bullet[i].bulletpos.x=bullet[i].bulletpos.y=0;
+ bullet[i].bulletdir.x=bullet[i].bulletdir.y=0;
+ bullet[i].dist=0;
+ bullet[i].bullettype=0;
+ }
+ else
+ {
+ bullet[i].bulletspr->RenderEx(bullet[i].bulletpos.x+7.2,bullet[i].bulletpos.y+7.2,0,0.6*bullet[i].scale,0);
+ if (dis<=16&&bullet[i].scollable)++semicoll,++dsmc,bullet[i].scollable=false,SCEffect_Attatch();
+ }
+ }
+}
+void ProcessBullet5()
+{
+ for (int i=1;i<=bulcnt;++i)
+ {
+ if (!bullet[i].exist||bullet[i].bullettype!=5)continue;//If this bullet doesn't exist or is not of this type, do not render it.
+ if (!DisablePlayer)
+ {
+ if (LOWFPS)
+ {
+ bullet[i].bulletpos.x-=bsscale*bullet[i].bulletspeed*(bullet[i].bulletdir.x/bullet[i].dist)/20*17;//Process bullet's x coor.
+ bullet[i].bulletpos.y-=bsscale*bullet[i].bulletspeed*(bullet[i].bulletdir.y/bullet[i].dist)/20*17;//Process bullet's y coor.
+ }
+ else
+ {
+ bullet[i].bulletpos.x-=bsscale*bullet[i].bulletspeed*(bullet[i].bulletdir.x/bullet[i].dist)/20;//Process bullet's x coor.
+ bullet[i].bulletpos.y-=bsscale*bullet[i].bulletspeed*(bullet[i].bulletdir.y/bullet[i].dist)/20;//Process bullet's y coor.
+ }
+ //bullet[i].bulletpos.x-=bullet[i].bulletspeed*(bullet[i].bulletdir.x/bullet[i].dist)/20;//Process bullet's x coor.
+ //bullet[i].bulletpos.y-=bullet[i].bulletspeed*(bullet[i].bulletdir.y/bullet[i].dist)/20;//Process bullet's y coor.
+ }
+ BulletEffect_Process(i);
+ double dis=GetDist(bullet[i].bulletpos,playerpos);//Get distance between player and bullet
+ if (dis<=6||bullet[i].bulletpos.x<=-10||bullet[i].bulletpos.x>=800||bullet[i].bulletpos.y<=-10||bullet[i].bulletpos.y>=600)
+ //If collision is detected or the bullet flys out of screen, delete it.
+ {
+ if (dis<=6)playerspeed*=0.9,playerslospeed*=0.9;
+ bullet[i].exist=false;
+ bullet[i].bulletpos.x=bullet[i].bulletpos.y=0;
+ bullet[i].bulletdir.x=bullet[i].bulletdir.y=0;
+ bullet[i].dist=0;
+ bullet[i].bullettype=0;
+ }
+ else
+ {
+ bullet[i].bulletspr->RenderEx(bullet[i].bulletpos.x+7.2,bullet[i].bulletpos.y+7.2,0,0.6*bullet[i].scale,0);
+ }
+ }
+}
+void ProcessBullet6()
+{
+ for (int i=1;i<=bulcnt;++i)
+ {
+ if (!bullet[i].exist||bullet[i].bullettype!=6)continue;//If this bullet doesn't exist or is not of this type, do not render it.
+ if (!DisablePlayer)
+ {
+ if (LOWFPS)
+ {
+ bullet[i].bulletpos.x-=bsscale*bullet[i].bulletspeed*(bullet[i].bulletdir.x/bullet[i].dist)/20*17;//Process bullet's x coor.
+ bullet[i].bulletpos.y-=bsscale*bullet[i].bulletspeed*(bullet[i].bulletdir.y/bullet[i].dist)/20*17;//Process bullet's y coor.
+ }
+ else
+ {
+ bullet[i].bulletpos.x-=bsscale*bullet[i].bulletspeed*(bullet[i].bulletdir.x/bullet[i].dist)/20;//Process bullet's x coor.
+ bullet[i].bulletpos.y-=bsscale*bullet[i].bulletspeed*(bullet[i].bulletdir.y/bullet[i].dist)/20;//Process bullet's y coor.
+ }
+ //bullet[i].bulletpos.x-=bullet[i].bulletspeed*(bullet[i].bulletdir.x/bullet[i].dist)/20;//Process bullet's x coor.
+ //bullet[i].bulletpos.y-=bullet[i].bulletspeed*(bullet[i].bulletdir.y/bullet[i].dist)/20;//Process bullet's y coor.
+ }
+ BulletEffect_Process(i);
+ if (!LOWFPS)
+ {
+ if (bullet[i].redattrib==0)
+ --bullet[i].redexplo;
+ else
+ bullet[i].redexplo-=2;
+ }
+ else
+ {
+ if (bullet[i].redattrib==0)
+ bullet[i].redexplo-=17;
+ else
+ bullet[i].redexplo-=34;
+ }
+ if (bullet[i].redexplo<=0&&!DisableAllTower)
+ {
+ if (bullet[i].redattrib==0)
+ {
+ for (int j=1;j<=8;++j)
+ {
+ int pnt=CreateBullet6(bullet[i].bulletpos.x,bullet[i].bulletpos.y,bullet[i].bulletspeed,bullet[i].oriexplo);
+ //hge->Effect_PlayEx(snd,100,(bullet[i].bulletpos.x-400)/4);
+ bullet[pnt].bulletdir.x=cos(j*0.785398);
+ bullet[pnt].bulletdir.y=sin(j*0.785398);
+ bullet[pnt].dist=bullet[pnt].bulletdir.x*bullet[pnt].bulletdir.x+bullet[pnt].bulletdir.y*bullet[pnt].bulletdir.y;
+ bullet[pnt].dist=sqrt(bullet[pnt].dist);
+ bullet[pnt].redattrib=1;
+ }
+ }
+ else
+ {
+ for (int j=1;j<=12;++j)
+ CreateBullet2(bullet[i].bulletpos.x,bullet[i].bulletpos.y,bullet[i].bulletspeed,j*0.5236+clockrot);
+ clockrot+=deltarot;
+ deltarot+=0.004363322313;
+ }
+ bullet[i].exist=false;
+ bullet[i].bulletpos.x=bullet[i].bulletpos.y=0;
+ bullet[i].bulletdir.x=bullet[i].bulletdir.y=0;
+ bullet[i].dist=0;
+ bullet[i].bullettype=0;
+ }
+ double dis=GetDist(bullet[i].bulletpos,playerpos);//Get distance between player and bullet
+ if (dis<=6||bullet[i].bulletpos.x<=-10||bullet[i].bulletpos.x>=800||bullet[i].bulletpos.y<=-10||bullet[i].bulletpos.y>=600)
+ //If collision is detected or the bullet flys out of screen, delete it.
+ {
+ if (dis<=6)++coll,scminus+=10000;
+ bullet[i].exist=false;
+ bullet[i].bulletpos.x=bullet[i].bulletpos.y=0;
+ bullet[i].bulletdir.x=bullet[i].bulletdir.y=0;
+ bullet[i].dist=0;
+ bullet[i].bullettype=0;
+ }
+ else
+ {
+ bullet[i].bulletspr->RenderEx(bullet[i].bulletpos.x+7.2,bullet[i].bulletpos.y+7.2,0,0.6*bullet[i].scale,0);
+ if (dis<=16&&bullet[i].scollable)++semicoll,++dsmc,bullet[i].scollable=false,SCEffect_Attatch();
+ }
+ }
+}
+void ProcessBullet7()
+{
+ for (int i=1;i<=bulcnt;++i)
+ {
+ if (!bullet[i].exist||bullet[i].bullettype!=7)continue;//If this bullet doesn't exist or is not of this type, do not render it.
+ if (!DisablePlayer)
+ {
+ if (LOWFPS)
+ {
+ bullet[i].bulletpos.x-=bsscale*bullet[i].bulletspeed*(bullet[i].bulletdir.x/bullet[i].dist)/20*17;//Process bullet's x coor.
+ bullet[i].bulletpos.y-=bsscale*bullet[i].bulletspeed*(bullet[i].bulletdir.y/bullet[i].dist)/20*17;//Process bullet's y coor.
+ }
+ else
+ {
+ bullet[i].bulletpos.x-=bsscale*bullet[i].bulletspeed*(bullet[i].bulletdir.x/bullet[i].dist)/20;//Process bullet's x coor.
+ bullet[i].bulletpos.y-=bsscale*bullet[i].bulletspeed*(bullet[i].bulletdir.y/bullet[i].dist)/20;//Process bullet's y coor.
+ }
+ //bullet[i].bulletpos.x-=bullet[i].bulletspeed*(bullet[i].bulletdir.x/bullet[i].dist)/20;//Process bullet's x coor.
+ //bullet[i].bulletpos.y-=bullet[i].bulletspeed*(bullet[i].bulletdir.y/bullet[i].dist)/20;//Process bullet's y coor.
+ }
+ BulletEffect_Process(i);
+ if (!LOWFPS)
+ {
+ if (bullet[i].redattrib==0)
+ --bullet[i].redexplo;
+ else
+ bullet[i].redexplo-=3;
+ }
+ else
+ {
+ if (bullet[i].redattrib==0)
+ bullet[i].redexplo-=17;
+ else
+ bullet[i].redexplo-=51;
+ }
+ if (bullet[i].redexplo<=0&&!DisableAllTower)
+ {
+ if (bullet[i].redattrib==0)
+ {
+ int pnt=CreateBullet7(bullet[i].bulletpos.x,bullet[i].bulletpos.y,bullet[i].bulletspeed,bullet[i].oriexplo);
+ //hge->Effect_PlayEx(snd,100,(bullet[i].bulletpos.x-400)/4);
+ bullet[pnt].bulletdir.x=0;
+ bullet[pnt].bulletdir.y=0;
+ bullet[pnt].dist=1;
+ bullet[pnt].redattrib=1;
+ bullet[i].exist=false;
+ bullet[i].bulletpos.x=bullet[i].bulletpos.y=0;
+ bullet[i].bulletdir.x=bullet[i].bulletdir.y=0;
+ bullet[i].dist=0;
+ bullet[i].bullettype=0;
+ }
+ else
+ {
+ if (!LOWFPS)
+ ++bullet[i].whiskp;
+ else
+ bullet[i].whiskp+=17;
+ if (bullet[i].whiskp>50)
+ {
+ for (int j=1;j<=12;++j)
+ CreateBullet2(bullet[i].bulletpos.x,bullet[i].bulletpos.y,bullet[i].bulletspeed,j*0.5236+whirot);
+ whirot+=dwhirot;
+ dwhirot+=0.004363322313;
+ bullet[i].whiskp=0;
+ --bullet[i].whirem;
+ }
+ if (bullet[i].whirem<=0)
+ {
+ bullet[i].exist=false;
+ bullet[i].bulletpos.x=bullet[i].bulletpos.y=0;
+ bullet[i].bulletdir.x=bullet[i].bulletdir.y=0;
+ bullet[i].dist=0;
+ bullet[i].bullettype=0;
+ }
+ }
+ }
+ double dis=GetDist(bullet[i].bulletpos,playerpos);//Get distance between player and bullet
+ if (dis<=6||bullet[i].bulletpos.x<=-10||bullet[i].bulletpos.x>=800||bullet[i].bulletpos.y<=-10||bullet[i].bulletpos.y>=600)
+ //If collision is detected or the bullet flys out of screen, delete it.
+ {
+ if (dis<=6)++coll,scminus+=10000;
+ bullet[i].exist=false;
+ bullet[i].bulletpos.x=bullet[i].bulletpos.y=0;
+ bullet[i].bulletdir.x=bullet[i].bulletdir.y=0;
+ bullet[i].dist=0;
+ bullet[i].bullettype=0;
+ }
+ else
+ {
+ bullet[i].bulletspr->RenderEx(bullet[i].bulletpos.x+7.2,bullet[i].bulletpos.y+7.2,0,0.6*bullet[i].scale,0);
+ if (dis<=16&&bullet[i].scollable)++semicoll,++dsmc,bullet[i].scollable=false,SCEffect_Attatch();
+ }
+ }
+}
+void ProcessBullet255()
+{
+ for (int i=1;i<=bulcnt;++i)
+ {
+ if (!bullet[i].exist||bullet[i].bullettype!=255)continue;//If this bullet doesn't exist or is not of this type, do not render it.
+ if (!DisablePlayer)
+ {
+ bullet[i].bulletdir.x=bullet[i].bulletpos.x-playerpos.x;
+ bullet[i].bulletdir.y=bullet[i].bulletpos.y-playerpos.y;
+ bullet[i].dist=bullet[i].bulletdir.x*bullet[i].bulletdir.x+bullet[i].bulletdir.y*bullet[i].bulletdir.y;
+ bullet[i].dist=sqrt(bullet[i].dist);
+ if (LOWFPS)
+ {
+ bullet[i].bulletpos.x-=bullet[i].bulletspeed*(bullet[i].bulletdir.x/bullet[i].dist)/20*17;//Process bullet's x coor.
+ bullet[i].bulletpos.y-=bullet[i].bulletspeed*(bullet[i].bulletdir.y/bullet[i].dist)/20*17;//Process bullet's y coor.
+ }
+ else
+ {
+ bullet[i].bulletpos.x-=bullet[i].bulletspeed*(bullet[i].bulletdir.x/bullet[i].dist)/20;//Process bullet's x coor.
+ bullet[i].bulletpos.y-=bullet[i].bulletspeed*(bullet[i].bulletdir.y/bullet[i].dist)/20;//Process bullet's y coor.
+ }
+ //bullet[i].bulletpos.x-=bullet[i].bulletspeed*(bullet[i].bulletdir.x/bullet[i].dist)/20;//Process bullet's x coor.
+ //bullet[i].bulletpos.y-=bullet[i].bulletspeed*(bullet[i].bulletdir.y/bullet[i].dist)/20;//Process bullet's y coor.
+ }
+ double dis=GetDist(bullet[i].bulletpos,playerpos);//Get distance between player and bullet
+ if (dis<=6||bullet[i].bulletpos.x<=-10||bullet[i].bulletpos.x>=800||bullet[i].bulletpos.y<=-10||bullet[i].bulletpos.y>=600)
+ //If collision is detected or the bullet flys out of screen, delete it.
+ {
+ bullet[i].exist=false;
+ bullet[i].bulletpos.x=bullet[i].bulletpos.y=0;
+ bullet[i].bulletdir.x=bullet[i].bulletdir.y=0;
+ bullet[i].dist=0;
+ bullet[i].bullettype=0;
+ }
+ else
+ {
+ bullet[i].bulletspr->RenderEx(bullet[i].bulletpos.x,bullet[i].bulletpos.y,0,0.5,0);
+ }
+ }
+}
+int CreateTower1(double x,double y,int timer,double bs,bool eff=false)//This returns the created tower number.
+{
+ int i;
+ if (towcnt==0)
+ towcnt=i=1;
+ else
+ {
+ for (i=1;i<=towcnt;++i)
+ {
+ if (!tower[i].exist)break;
+ if (abs(tower[i].towerpos.x-x)<=zero&&abs(tower[i].towerpos.y-y)<=zero)
+ {
+ return i;
+ }
+ }
+ if (i>towcnt)
+ towcnt=i;
+ }
+ tower[i].exist=true;
+ tower[i].towertype=1;
+ tower[i].bulletspeed=bs;
+ tower[i].towertimer=tower[i].curtimer=timer;
+ tower[i].towerpos.x=x,tower[i].towerpos.y=y;
+ tower[i].towerspr=new hgeSprite(SprSheet2,44,0,44,44);
+ tower[i].towerspr->SetHotSpot(22,22);
+ tower[i].towerspr->SetColor(0x80FFFFFF);
+ tower[i].effect=eff;
+ return i;
+}
+int CreateTower2(double x,double y,int timer,double bs,bool eff=false)//This returns the created tower number.
+{
+ int i;
+ if (towcnt==0)
+ towcnt=i=1;
+ else
+ {
+ for (i=1;i<=towcnt;++i)
+ {
+ if (!tower[i].exist)break;
+ if (abs(tower[i].towerpos.x-x)<=zero&&abs(tower[i].towerpos.y-y)<=zero)return i;
+ }
+ if (i>towcnt)
+ towcnt=i;
+ }
+ tower[i].exist=true;
+ tower[i].towertype=2;
+ tower[i].bulletspeed=bs;
+ tower[i].towertimer=tower[i].curtimer=timer;
+ tower[i].towerpos.x=x,tower[i].towerpos.y=y;
+ tower[i].towerspr=new hgeSprite(SprSheet2,0,0,44,44);
+ tower[i].towerspr->SetHotSpot(22,22);
+ tower[i].towerspr->SetColor(0x80FFFFFF);
+ tower[i].effect=eff;
+ return i;
+}
+int CreateTower3(double x,double y,int timer,double bs,bool eff=false)//This returns the created tower number.
+{
+ int i;
+ if (towcnt==0)
+ towcnt=i=1;
+ else
+ {
+ for (i=1;i<=towcnt;++i)
+ {
+ if (!tower[i].exist)break;
+ if (abs(tower[i].towerpos.x-x)<=zero&&abs(tower[i].towerpos.y-y)<=zero)return i;
+ }
+ if (i>towcnt)
+ towcnt=i;
+ }
+ tower[i].exist=true;
+ tower[i].towertype=3;
+ tower[i].bulletspeed=bs;
+ tower[i].towertimer=tower[i].curtimer=timer;
+ tower[i].towerpos.x=x,tower[i].towerpos.y=y;
+ tower[i].towerspr=new hgeSprite(SprSheet2,0,0,44,44);
+ tower[i].towerspr->SetHotSpot(22,22);
+ tower[i].towerspr->SetColor(0x80FFFFFF);
+ tower[i].effect=eff;
+ return i;
+}
+int CreateTower4(double x,double y,int timer,double bs,int yelbrk=0,bool eff=false)//This returns the created tower number.
+{
+ int i;
+ if (towcnt==0)
+ towcnt=i=1;
+ else
+ {
+ for (i=1;i<=towcnt;++i)
+ {
+ if (!tower[i].exist)break;
+ if (abs(tower[i].towerpos.x-x)<=zero&&abs(tower[i].towerpos.y-y)<=zero)
+ {
+ return i;
+ }
+ }
+ if (i>towcnt)
+ towcnt=i;
+ }
+ tower[i].exist=true;
+ tower[i].towertype=4;
+ tower[i].bulletspeed=bs;
+ tower[i].towertimer=tower[i].curtimer=timer;
+ tower[i].towerpos.x=x,tower[i].towerpos.y=y;
+ tower[i].towerspr=new hgeSprite(SprSheet2,88,44,44,44);
+ tower[i].towerspr->SetHotSpot(22,22);
+ tower[i].towerspr->SetColor(0x80FFFFFF);
+ tower[i].yelbrk=yelbrk;
+ tower[i].effect=eff;
+ return i;
+}
+int CreateTower5(double x,double y,int timer,double bs,bool eff=false)//This returns the created tower number.
+{
+ int i;
+ if (towcnt==0)
+ towcnt=i=1;
+ else
+ {
+ for (i=1;i<=towcnt;++i)
+ {
+ if (!tower[i].exist)break;
+ if (abs(tower[i].towerpos.x-x)<=zero&&abs(tower[i].towerpos.y-y)<=zero)
+ {
+ return i;
+ }
+ }
+ if (i>towcnt)
+ towcnt=i;
+ }
+ tower[i].exist=true;
+ tower[i].towertype=5;
+ tower[i].bulletspeed=bs;
+ tower[i].towertimer=tower[i].curtimer=timer;
+ tower[i].towerpos.x=x,tower[i].towerpos.y=y;
+ tower[i].towerspr=new hgeSprite(SprSheet2,88,0,44,44);
+ tower[i].towerspr->SetHotSpot(22,22);
+ tower[i].towerspr->SetColor(0x80FFFFFF);
+ tower[i].effect=eff;
+ return i;
+}
+int CreateTower6(double x,double y,int timer,double bs,int redexplo,bool eff=false)//This returns the created tower number.
+{
+ int i;
+ if (towcnt==0)
+ towcnt=i=1;
+ else
+ {
+ for (i=1;i<=towcnt;++i)
+ {
+ if (!tower[i].exist)break;
+ if (abs(tower[i].towerpos.x-x)<=zero&&abs(tower[i].towerpos.y-y)<=zero)
+ {
+ return i;
+ }
+ }
+ if (i>towcnt)
+ towcnt=i;
+ }
+ tower[i].exist=true;
+ tower[i].towertype=6;
+ tower[i].bulletspeed=bs;
+ tower[i].redexplo=redexplo;
+ tower[i].towertimer=tower[i].curtimer=timer;
+ tower[i].towerpos.x=x,tower[i].towerpos.y=y;
+ tower[i].towerspr=new hgeSprite(SprSheet2,0,44,44,44);
+ tower[i].towerspr->SetHotSpot(22,22);
+ tower[i].towerspr->SetColor(0x80FFFFFF);
+ tower[i].effect=eff;
+ return i;
+}
+int CreateTower7(double x,double y,int timer,double bs,int redexplo,bool eff=false)//This returns the created tower number.
+{
+ int i;
+ if (towcnt==0)
+ towcnt=i=1;
+ else
+ {
+ for (i=1;i<=towcnt;++i)
+ {
+ if (!tower[i].exist)break;
+ if (abs(tower[i].towerpos.x-x)<=zero&&abs(tower[i].towerpos.y-y)<=zero)
+ {
+ return i;
+ }
+ }
+ if (i>towcnt)
+ towcnt=i;
+ }
+ tower[i].exist=true;
+ tower[i].towertype=7;
+ tower[i].bulletspeed=bs;
+ tower[i].redexplo=redexplo;
+ tower[i].towertimer=tower[i].curtimer=timer;
+ tower[i].towerpos.x=x,tower[i].towerpos.y=y;
+ tower[i].towerspr=new hgeSprite(SprSheet2,44,44,44,44);
+ tower[i].towerspr->SetHotSpot(22,22);
+ tower[i].towerspr->SetColor(0x80FFFFFF);
+ tower[i].whicnt=whicnt;
+ tower[i].effect=eff;
+ return i;
+}
+void ProcessTower1()
+{
+ for (int i=1;i<=towcnt;++i)
+ {
+ if (!tower[i].exist||tower[i].towertype!=1)continue;
+ tower[i].towerspr->RenderEx(tower[i].towerpos.x+7.2,tower[i].towerpos.y+7.2,0,0.545);
+ if (DisableAllTower)continue;
+ if (LOWFPS)
+ tower[i].curtimer-=17;
+ else
+ --tower[i].curtimer;
+ if (tower[i].curtimer<=0)
+ {
+ //hge->Effect_PlayEx(snd,100,(tower[i].towerpos.x-400)/4);
+ tower[i].curtimer=tower[i].towertimer;
+ CreateBullet1(tower[i].towerpos.x,tower[i].towerpos.y,tower[i].bulletspeed,tower[i].effect);
+ }
+ }
+}
+void ProcessTower2()
+{
+ for (int i=1;i<=towcnt;++i)
+ {
+ if (!tower[i].exist||tower[i].towertype!=2)continue;
+ tower[i].towerspr->RenderEx(tower[i].towerpos.x+7.2,tower[i].towerpos.y+7.2,0,0.545);
+ if (DisableAllTower)continue;
+ if (LOWFPS)
+ tower[i].curtimer-=17;
+ else
+ --tower[i].curtimer;
+ if (tower[i].curtimer<=0)
+ {
+ tower[i].curtimer=tower[i].towertimer;
+ for (int j=1;j<=12;++j)
+ CreateBullet2(tower[i].towerpos.x,tower[i].towerpos.y,tower[i].bulletspeed,j*0.5236+clockrot,tower[i].effect);
+ //hge->Effect_PlayEx(snd,100,(tower[i].towerpos.x-400)/4);
+ clockrot+=deltarot;
+ //deltarot+=0.004363322313;
+ deltarot+=deltadelta;
+ }
+ }
+}
+void ProcessTower3()
+{
+ for (int i=1;i<=towcnt;++i)
+ {
+ if (!tower[i].exist||tower[i].towertype!=3)continue;
+ tower[i].towerspr->RenderEx(tower[i].towerpos.x+7.2,tower[i].towerpos.y+7.2,0,0.545);
+ if (DisableAllTower)continue;
+ if (LOWFPS)
+ tower[i].curtimer-=17;
+ else
+ --tower[i].curtimer;
+ if (tower[i].curtimer<=0)
+ {
+ tower[i].curtimer=tower[i].towertimer;
+ if (tower[i].t3t==0)
+ for (int j=1;j<=12;++j)
+ CreateBullet3(tower[i].towerpos.x,tower[i].towerpos.y,tower[i].bulletspeed,j,tower[i].effect);
+ //hge->Effect_PlayEx(snd,100,(tower[i].towerpos.x-400)/4);
+ if (tower[i].t3t==1)
+ {
+ CreateBullet3(tower[i].towerpos.x,tower[i].towerpos.y,tower[i].bulletspeed,12,tower[i].effect);
+ //hge->Effect_PlayEx(snd,100,(tower[i].towerpos.x-400)/4);
+ CreateBullet3(tower[i].towerpos.x,tower[i].towerpos.y,tower[i].bulletspeed,3,tower[i].effect);
+ //hge->Effect_PlayEx(snd,100,(tower[i].towerpos.x-400)/4);
+ CreateBullet3(tower[i].towerpos.x,tower[i].towerpos.y,tower[i].bulletspeed,6,tower[i].effect);
+ //hge->Effect_PlayEx(snd,100,(tower[i].towerpos.x-400)/4);
+ CreateBullet3(tower[i].towerpos.x,tower[i].towerpos.y,tower[i].bulletspeed,9,tower[i].effect);
+ //hge->Effect_PlayEx(snd,100,(tower[i].towerpos.x-400)/4);
+ }
+ if (tower[i].t3t==2)
+ {
+ if (rand()%2==0)
+ CreateBullet3(tower[i].towerpos.x,tower[i].towerpos.y,tower[i].bulletspeed,12,tower[i].effect);
+ //hge->Effect_PlayEx(snd,100,(tower[i].towerpos.x-400)/4);
+ else
+ CreateBullet3(tower[i].towerpos.x,tower[i].towerpos.y,tower[i].bulletspeed,6,tower[i].effect);
+ //hge->Effect_PlayEx(snd,100,(tower[i].towerpos.x-400)/4);
+ }
+ if (tower[i].t3t==3)
+ {
+ if (rand()%2==0)
+ CreateBullet3(tower[i].towerpos.x,tower[i].towerpos.y,tower[i].bulletspeed,3,tower[i].effect);
+ //hge->Effect_PlayEx(snd,100,(tower[i].towerpos.x-400)/4);
+ else
+ CreateBullet3(tower[i].towerpos.x,tower[i].towerpos.y,tower[i].bulletspeed,9,tower[i].effect);
+ //hge->Effect_PlayEx(snd,100,(tower[i].towerpos.x-400)/4);
+ }
+ }
+ }
+}
+void ProcessTower4()
+{
+ for (int i=1;i<=towcnt;++i)
+ {
+ if (!tower[i].exist||tower[i].towertype!=4)continue;
+ tower[i].towerspr->RenderEx(tower[i].towerpos.x+7.2,tower[i].towerpos.y+7.2,0,0.545);
+ if (DisableAllTower)continue;
+ if (LOWFPS)
+ tower[i].curtimer-=17;
+ else
+ --tower[i].curtimer;
+ if (tower[i].curtimer<=0)
+ {
+ tower[i].curtimer=tower[i].towertimer;
+ CreateBullet4(tower[i].towerpos.x,tower[i].towerpos.y,tower[i].bulletspeed,tower[i].yelbrk,tower[i].effect);
+ //hge->Effect_PlayEx(snd,100,(tower[i].towerpos.x-400)/4);
+ }
+ }
+}
+void ProcessTower5()
+{
+ for (int i=1;i<=towcnt;++i)
+ {
+ if (!tower[i].exist||tower[i].towertype!=5)continue;
+ tower[i].towerspr->RenderEx(tower[i].towerpos.x+7.2,tower[i].towerpos.y+7.2,0,0.545);
+ if (DisableAllTower)continue;
+ if (LOWFPS)
+ tower[i].curtimer-=17;
+ else
+ --tower[i].curtimer;
+ if (tower[i].curtimer<=0)
+ {
+ tower[i].curtimer=tower[i].towertimer;
+ CreateBullet5(tower[i].towerpos.x,tower[i].towerpos.y,tower[i].bulletspeed,tower[i].effect);
+ //hge->Effect_PlayEx(snd,100,(tower[i].towerpos.x-400)/4);
+ }
+ }
+}
+void ProcessTower6()
+{
+ for (int i=1;i<=towcnt;++i)
+ {
+ if (!tower[i].exist||tower[i].towertype!=6)continue;
+ tower[i].towerspr->RenderEx(tower[i].towerpos.x+7.2,tower[i].towerpos.y+7.2,0,0.545);
+ if (DisableAllTower)continue;
+ if (LOWFPS)
+ tower[i].curtimer-=17;
+ else
+ --tower[i].curtimer;
+ if (tower[i].curtimer<=0)
+ {
+ tower[i].curtimer=tower[i].towertimer;
+ CreateBullet6(tower[i].towerpos.x,tower[i].towerpos.y,tower[i].bulletspeed,tower[i].redexplo,tower[i].effect);
+ //hge->Effect_PlayEx(snd,100,(tower[i].towerpos.x-400)/4);
+ }
+ }
+}
+void ProcessTower7()
+{
+ for (int i=1;i<=towcnt;++i)
+ {
+ if (!tower[i].exist||tower[i].towertype!=7)continue;
+ tower[i].towerspr->RenderEx(tower[i].towerpos.x+7.2,tower[i].towerpos.y+7.2,0,0.545);
+ if (DisableAllTower)continue;
+ if (LOWFPS)
+ tower[i].curtimer-=17;
+ else
+ --tower[i].curtimer;
+ if (tower[i].curtimer<=0)
+ {
+ tower[i].curtimer=tower[i].towertimer;
+ CreateBullet7(tower[i].towerpos.x,tower[i].towerpos.y,tower[i].bulletspeed,tower[i].redexplo,tower[i].effect);
+ //hge->Effect_PlayEx(snd,100,(tower[i].towerpos.x-400)/4);
+ }
+ }
+}
diff --git a/archive/blr2/COPYING b/archive/blr2/COPYING new file mode 100644 index 0000000..bf98efc --- /dev/null +++ b/archive/blr2/COPYING @@ -0,0 +1,51 @@ +BLRII itself distributes under the terms of the BSD license. +Varieties of hge-unix and hge included in the source code distribution are still zlib-licensed. +Here's the text of the BSD license and the zlib license. +============================================================================================== +Copyright (c) 2014, Chris Xiong +All rights reserved. + +Redistribution and use in source and binary forms, with or without +modification, are permitted provided that the following conditions are met: + * Redistributions of source code must retain the above copyright + notice, this list of conditions and the following disclaimer. + * Redistributions in binary form must reproduce the above copyright + notice, this list of conditions and the following disclaimer in the + documentation and/or other materials provided with the distribution. + * Neither the name of "Chrisoft" nor the names of its contributors may + be used to endorse or promote products derived from this software + without specific prior written permission. + +THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND +ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED +WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE +DISCLAIMED. IN NO EVENT SHALL CHRIS XIONG BE LIABLE FOR ANY +DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES +(INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; +LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND +ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT +(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS +SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. +============================================================================================== +Copyright (c) 2003-2008 Relish Games + 2011 Ryan C. Gordon + 2013-2014 Chris Xiong + + +This software is provided 'as-is', without any express or implied warranty. +In no event will the authors be held liable for any damages arising from +the use of this software. + +Permission is granted to anyone to use this software for any purpose, +including commercial applications, and to alter it and redistribute it +freely, subject to the following restrictions: + +1. The origin of this software must not be misrepresented; you must not + claim that you wrote the original software. If you use this software + in a product, an acknowledgment in the product documentation would be + appreciated but is not required. + +2. Altered source versions must be plainly marked as such, and must not + be misrepresented as being the original software. + +3. This notice may not be removed or altered from any source distribution. diff --git a/archive/blr2/ChangeLog b/archive/blr2/ChangeLog new file mode 100755 index 0000000..cbd158e --- /dev/null +++ b/archive/blr2/ChangeLog @@ -0,0 +1,728 @@ +=================================================================== +Next version: +The final release is just there!! +Todo's: +Bug fixes. +Tests. + +Known bugs: +Blue bullets appearing in Vortex of leaves.//don't know why... + +Wishlist: <-strikethrough +~~Now Playing(Music Room)~~ +~~BLR script virtual machine~~(Now working for BLR3) + +Releases: + +1.0.0-0 (r101) +Fix a bug in the hgeft library, and try git... + +1.0.0-0 (r100) +Rev. 100!!! +This is the final release. +No more major changes will be made. +Further changes of BLR2 will only be bug fixes (BGM addition +excluded). + +Changes: +Fix screenshot excluding the info panel. +Make Lv-2P4 harder (reporter: BLumia). +If it is the first time you start BLR in Windows, resolution in +the options menu will be "?". Fixed now. +Fixed a critical bug in scorec.h. + +Pre-Released versions: + +0.9.9-0 (r99) +Rev. 99! WTF? +THIS IS THE FINAL RELEASE CANDIDATE!!! +Everything is frozen, that means no more new features will be +added and no big changes will be made after this revision. Only +bug fixes will be provided. +//Again, "frozen" is a term borrowed from the Debian project and +//is completely unrelated to Cirno! + +Tweak bullet9, shrink its removal border. +Change Multpo texture, add spawning effect. +Fix stubbed rankings. +Update sprite sheet. +Store assessment total elapsed time in the score file. Score +files from older revisions shouldn't cause any errors but you may +get "Time elapsed 0.00" in highscore details. If you've got any +sort of OCD (Obsessive-compulsive disorder), just remove it. +Document!!! + +0.9.8-0 (r98) +Dear Pre-Release Candidate version(RC-0). + +CLR will collect multiplier +1's in range now. +Multiplier +1's caught by player won't disappear now. +Add/Move background transitions. +Add volume control to options. This make the configuration file +not compatible with older versions. Just delete it! +Modify hge's API so that it can handle real volume and pan values. +Volume value varys from 0 to 1, pan value varys from -1 to 1. +Document... + +0.9.7-0 (r97) +Fix: small semi-coll bullets are collected by clr... +Add Multpo's for Level 7/-1. +Do slight changes to level -1... +Distribute CLRs for level 1~-1. + +0.9.6-0 (r96) +Fix bug that cause you unable to charge if you try to use clr directly +after your clr's used up. +Add Multpo's for Level 3/4/5/6, and level 7 partically. +Fix stupid bug in Level4Part2 and other similiar parts. +Fix several bugs in level 5/6. +Reduce given-away score in level "Sine Wave". It wassssSssss too long! +Fix typo... +Blinking HangUpText *should* be fixed now... + +0.9.5-0 (r95) +Change configuration and score file names. Files with their names +begin with "." may be annoying in Windows though... +If we find a score file during first start up, assume it's valid and +don't overwrite it. +Fix the problem that in-game music won't be resumed when back from pause. +Fix the problem that Multpo's won't be removed if a new game is created. +Fix the problem that the first tip is not shown correctly if the game +is restarted. +(Probably) fixed the problem that the sound is played out of game. +Prevent Multpo's from "escaping". This happens when fps is extremely low... +Adding Multpo for Level2. +Update CanonTechno. + +0.9.2-0 (r94) +Mod, mod, mod...! +Assessment mode is mostly frozen now. +I'll make a pre-release at r99 and that revision will be set to +0.9.9-0. +Write the document... That's really tiring. + +~~0.9.1-4 (r94)~~ +Ooooooooops... I've forgotten to commit this one! +So this is merged to the revision above, actually. +================================================================================= +Modify a couple of levels. (Making them easier...) +Fix about scene text rendering out of the window. +(Probably) fixed Level3Part3 by making them temporarily invulnerable... +Are we bug-free now? + +0.9.1-4 (r93) +Picking it up after almost one month... I'm now lost in my code... +--------------------------------------------------------------------------------- +Add player position display into debug display. +Rewrite pinball, adding collision between the balls... +The collision code is based on Kollision (a game included in KDE SC). + +0.9.1-3 (r92) +I installed Archlinux alongside Debian recently. Now we officially support +Archlinux and Debian. +Archlinux doesn't eat my CPU or try to destroy it... So further development will +be made mainly under archlinux... +--------------------------------------------------------------------------------- +Content freeze -- nothing will be added or removed any more (music etc excluded). +Fix build failure in Archlinux. +Fix font issue in Archlinux. +realloc may change the base address... That's the cause of the crashes... +--now removing all Bullet* based implementations. +Affected parts: +Assessment: Constant patterns, pinball +All parts in level 2. +L4P2, and more +L5P5~6 +L-1P17 +L-1P19 +L3P3 +L7P12 +L7P14 +L7P25 +Avoid memory leaks... I don't know if they have been really fixed... + +0.9.1-2 (r91) +Add built-in help. +Now the pause menu should be fixed... +Compress resources again. + +0.9.1-1 (r90) +Fix a bug in the credit scene. +Now the pause menu shouldn't be broken now...(It's so hard to reproduce +that I have to assume it *has* been fixed.(IT STILL HAPPENS!!!) +Close the "infinity CLR" "bug". +(Huge) Code cleanup, mainly removing duplicate code. +Allocate bullets dynamically. The array is freed every time a new game +is started. +Add a signal handler, print back trace on error(currently only available +for linux...). + +0.9.1-1 (r89) +Fix a critical bug in Score_Initailize. +Modify level pinball. +Drop "_PR" in version string. +Partly rewrite the credit scene, displaying accurate version +details. +Remove some warnings from hgewin. +A set of basic tests are done on a Intel+Nvidia desktop computer. +Add a simple build script(instead of makefile). +Reduce the Windows version executable size...(local work, recompile +freetype using reduced features enabled.) +Current tested (by me) and worked plantforms: +Debian sid x86_64/Windows 8.1 @Intel core i7-2670QM, 8GiB RAM, +Intel HD3000. +Debian sid x86_64 @Intel Core2 Quad Q8300, 8GiB RAM, nvidia GT320. +Windows XP x64 @VirutalBox, Dualcore Virtual CPU, 1.5GiB RAM, VBox +Addons installed. +Windows XP @Intel core i3-3240, 4GiB RAM, Intel HD3000. + +0.9.1-1_PR (r88) +%lld seems to work with mingw-w64(also VS2005+)... +So let's remove all %I64d. +Change point bullet behaviour. +Fix a minor multiplier problem. +Mark the source code as C++. +Re-document levels(not done). +Update wiki. + +0.9.1-1_PR (r87) +Disable screenshot when you're entering your honourable name. It's +not tested so we could only hope that will work... +Add crappy sounds to (part of) the menus. + +Replace a level in assessment mode. The original one was meanless.. +The menu sounds are too crappy... remove them temporarily. However, +let's complete the code base so that we won't waste time writing +it... + +0.9.1-1_PR (r86) +Port highscore view and details menu. Menu rewrite is almost done! +Disable select key while transferring. +Fix "typo" caused bugs. +Hopefully fix small bugs in the new menu system. +Rename several files. Add some additional files. +Remove legacy menu components. + +0.9.1-0_PR (r85) +Port death menu, complete menu and new highscore menu to the new +menu code base. +Clean up old menu code. +Update wiki. + +0.9.1-0_PR (r84) +Port player preference menu, pause menu and return to title menu +to the new menu code base. +Add shake effect to player preference menu. +Make effects faster... +Press esc in a menu will select back/exit now. +Add several background transfers. +Fix possible memory leaks in HangUpText. +Remove some commented statements. + +0.9.1-0_PR (r83) +Now you can change the game resolution. +Some resources are not re-made so they may look blurred... +Make font bigger for higher resolution. +Add command line option for changing the resolution. +Complete the option menu rewrite. + +0.9.1-0_PR (r82) +Add missing file menus.png... +Finish the start menu rewrite. +Modify "Lunatic Lunar", however it's not done... +Modify resource unpacking of Windows version. + +0.9.1-0_PR (r81) +Start menu rewrite... +Add information about the built time. + +0.9.1-0_PR (r80) +Remove "high FPS mode", it won't reach 500 FPS on my computer any +more. Replace it with Vsync mode. +Add float HGE::Timer_GetFPSf(). The return value will be updated +every 1000ms. + +0.9.0-1_PR (b79/r79) +Bump version! +BLR will use revision number instead of build number one day... +==changelog here== +New assessment level "density test"... +New assessment level "pinball"... +New assessment level "Road blocks"... +New assessment level "Extreme speeds"... +New assessment level "Messed up"... +New assessment level "Bonus - Lunatic Lunar!", finishing assessment +mode! +Laser extentions, add LineLaser for two-point laser inheriting all +Laser interfaces. +Modify laser collision parameters. +Level corrections. +Improve density test. +Add screen shot. Press S for a screen shot. +Fix the upside down screen shot output. +Fix stubbed HGE::System_Launch. + +0.9.0-0_PR (b78) +First two assessment levels. +Two more assessment levels... +Tow _more_ assessment levels...... +Another assessment level... +Yet another level for assessment mode... why don't I bump the +version? +Modify player attribute. +Allow bullet to kill itself at a certain point. +Add extborder attribute. +Finish assessment system framework. +Add circ2pnt. + +0.8.1-1_PR (b77) +All parts from level -1 to 7 are completed! +Fixed the crash in the mingw-w64 build. +Switch to mingw-w64 for building Windows version now. +Complete GUI bring back. +Fix a bug appeared after the cross-plantform port(when forked +from BLRI). +Prepare for assessment mode. + +0.8.1-0_PR (b76) +New level "Sink over the horizon". +New level "Gravity vortex". +New level "Double reflective". +Make point bullet additive blending. +Allow bullets to pause before being accelerated. +Modify "Gravity vortex". +Modify "Achromatopsia". (Thanks to my classmate's advice...) +Report build and version in the log file. +Add command line argument support. Use "--help" for usage. +Add freetype support to hge. It's still pretty buggy. (and make +the executable extremely big!) +Add experimental support for cross compiling with mingw-w64. +(Mingw-w64 build *will* be the official build in the future.) +Fix blinking HangUpText. +Fix crashes in mingw-64 build. +Change numeric characters to monospace. +Modify player speed settings. +Beewx still messes up memory... fixed now. +Exit 1 if not terminated correctly. + +0.8.0-1_PR (b75) +New level Supernova. +New level (still unnamed). +Support additive blending bullets(for Supernova). +Add some additional tips. +Move levels to level -1. +Fix blinking of HGE::Gfx_SetTransform in OpenGL. +Fix includes like " #include "../../include/..." " that would +cause errors. +Extend libcgh again. Adding operator ^ and method l(). +Modify clearrange behaviour in level hyper-threading. +Modify the corresponding score bullet. + +0.8.0-0_PR (b74) +New level Achromatopsia. +New level hyper-threading. +Tower8 partly rewritten, dropping tdir. +Fix a small problem in level 2. +Move levels to level -1. <-typo fixed +Modify the semi-coll threshold of laser. +SCEffect_Attatch now take a optional parameter. +Global varibles cleanup. +Fix a bug in bullet8 caused by RandomEngine port. +Rename "Minesweeper"->"Spiky", add noname2pnt. +Add achroma2pnt. + +0.7.3-0_PR (b73) +This is a pre-release version of 0.7.2-2_PR. +This version is released to public for level previewing. +This release contains level 1~7 (while level -1/-2 are still +"imaginary") +Changes: +Compress several png files. +Merge code for Windows. +Fixed compile problems of Windows version. +Small fixes of level2. +This build will be short-lived. + +0.7.2-2_PR (b72) +New level "return to void". That's a 3 in 1 class. I used +particularly many "return(void)(...);" in this level (which I +always love to use). +This indicates all "normal" levels are completed. +Multiplier system was fully adopted into BLR. +Implement a RandomEngine, replacing all rand(). +Rewrite Leaf_Anim using std::list, won't cause crashes now. +Fixed: Trypophobia stops if too many CLR's are used. +Fixed the problem in All2pnt(). +Fixed blinking target. +Fixed Hexagon loops memory leak (the pointer array is too small...) +Tests under Windows were done, all gameplay features ran perfectly. +Make Laser::GetDist() private to avoid misusage. +Fixed several background problems. +Remove unused statements: +DWORD ColTrans(DWORD,DWORD,DWORD): replaced by +DWORD ColorTransfer(DWORD,DWORD). +void SaySomethingAndBye(char*): useless. +void DirectBullet(Bullet&,double): this has been coexisted with +the same method in the Bullet class for a long time. Now it's +replaced by Bullet::setdir(double). +A Small bug in the Windows build is fixed. +File list in the Windows build is updated. + +0.7.2-1_PR (b71) +(Level7 will be almost twice longer than Level6!) +I'm extremely tired these days, I can't even keep my eyes open +while typing... +Some of my classmates helped testing several levels and found +some bugs, thanks a lot! + +After a short test, I found that the Windows build is almost +broken... Crashes and misbehaves are everywhere! + +Maybe Windows is noble and won't run this garbage:( +===Real changelog starts from here=== +New level "Trypophobia", however it seems that this level won't +cause trypophobia at all! +New level "Photon fusion", using a slightly modified Tower8. +Rewrote laser distance detection using vector2d calculations, +extending libcgh and bump its version at the same time.(*2) +Put the new level to the correct place. +Bring back "Minesweeper" level, adjust it to the new interfaces. +Convert Bullet from struct to class. +Bring back Classic Mode. There are no "easy", "normal" or "hard" +now, there's only "classic"! Fix problems with the classic mode in +the new code base. +Fixed a bug appeared after the levels were put together. +Other minor changes to the level WOP. +Minor cleanups and code style adjustments. Add missing free's and +delete's. +Remake the credits page, it grows from 350KiB to 6MiB. (And so I'll +enable PNG compression later.) + +0.7.2-0_PR (b70) +I wasn't willing to bump the build number because I want the svn +revision to chase the build number. +However it wouldn't be appropriate to put three new levels into one +build... +The real changelog is here: +New level "interference" (it's another small class "SimpleThing"). +New level "diffraction" (yet another dull class), hopefully fixed a +memory leak in this level (by using more memory!) +Rearrange levels to the order they will appear in the final version. +New background interface, use background pictures easily. +Make "Tiled" background mode work. +Add SetScale to background class. Make you dizzy easily... +Fix a small glitch in Level3Part3-4. This level won't run correctly +under Low FPS Mode. +Minor code cleanups. +Removed more useless comments, my code is still hard to comprehend, +though. +Fix the misbehave of modulo with minus numbers... +Small interface and behaviour changes: +-If a bullet is effect-attatched and the effect is running, it won't +die. +-Bullet::redir now always make dist=1, for some bullet processing +doesn't use dist now. +Don't copyleft, it's radical. + +0.7.1-6_PR (b69) +Finish some new levels ("Great Circle" bring back & "rainbow +appearance"). +Fusion bullet first work draft. +Fix some of the warnings from the compiler. +Adjust level difficulty. It was indeed too easy... +Remake some resources with GIMP. +Merge great circles and finish it. +Small code cleanups. + +0.7.1-5_PR (b68) +Draft new level. (Another level threatening you using circles!) +Update some old interfaces from BLR1. + +0.7.1-4_PR (b67) +New level (name and placement undetermined). +Fix level transition mismatches. +Improved accelerated bullets. + +0.7.1-3_PR (b66) +Fix a few glitches. Removing some useless interfaces for BLR I. +Change "Dangerous Target" for proper difficulty. + +0.7.1-2_PR (b65) +Bullet death effect, applied to Wave of Photon. It seems buggy. +Fixed something left for debuging in the last commit. + +0.7.1-1_PR (b64) +New level: Wave of Photon. A lazy level again. Despite of a new +class, it's a copy of "photon school". +Level improved: Cross threaten. Make it impossible to pass this +part without crossing those blue bullets. +libcgh improvement. Added new interfaces to vector2d struct. So the +libcgh version was bumped. Was it worth doing that? + +0.7.1-0_PR (b63) +New level: Rainbow bullets - nauty photon (in fact it's a lazy +level! I must have seen the same thing some where else...) +The last "photon school" level was put to where it should be. +Rewrite some silly parts of the Changelog. +I ran out of my AppEngine quota today... So I can't commit that to +svn as planned... + +0.7.0-9_PR (b62) +Performed a couple of tests, under both full FPS mode and low FPS +mode. +New background is used by now. + +0.7.0-8_PR (b61) +Improved the rendering code. More tests are required... +That made the rendering more efficient. It also eats less RAM then. +--Okay it's now tested. Another bug in FPS independent bullets +fixed. No (big) bugs were found in the new rendering code. + +0.7.0-7_PR (b60) +Spring Festival commit... +One level is rewritten. +Ready to sync this to svn... + +0.7.0-6_PR (b59) +Fixed 3D clouds background. New background components added. +Experimental FPS independent bullets. + +0.7.0-5_PR (b58) +Fixed another critical bug in laser collision detection +implementation... Laser is almost perfect now...//Still, it's +inefficient. + +0.7.0-4_PR (b57) +Fixed a critical bug in laser implementation and another awful +memory leak bug... + +0.7.0-3_PR (b56) +A new level is going to be complete... + +0.7.0-2_PR (b55) +Auto pause and do not make game suspend if focus is lost. + +0.7.0-1_PR (b54) +First two parts for level7. + +0.7.0-0_PR (b53) +New background for level7. Preparing interfaces for level7. + +0.6.2-2_PR (b52) +Level6 is frozen now. It's the longest level ever... (in blr!) + +0.6.2-1_PR (b51) +Completing level6! +Spring is coming? (Well, not really...) + +0.6.2-0_PR (b50) +Completing && improving hexagon. +Bumped the minor version for the sixth level is almost complete. + +0.6.1-4_PR (b49) +New level hexagon. + +0.6.1-3_PR (b48) +New level...(Avalanche) +Spotlight: Supporting BGM loop points(using my new hge +interfaces...)! +I have no idea on new levels (except "hyper fluid", that's a well- +planned part...). Maybe I've spent too much time staring at the +desktop? I feel like void these days. +The build count is bumped four times a day, you enough! + +0.6.1-2_PR (b47) +New level "Wriggle Nightbug-like"?... + +0.6.1-1_PR (b46) +Implemented several unimplemented audio interfaces of hge (OpenAL). +A Windows build to check compatibility is planned. + +0.6.1-0_PR (b45) +Now we have 11 parts in level6... +A BGM called Canon Techno is completed around here... + +0.6.0-0_PR (b44) +Starting level 6! +//We are in 2014 now. I'm regretful for I didn't have the dates +recorded. + +0.5.3-2_PR (b43) +Optimizing memory usage... (first step...)[*] +Borrowed "the unbreakable jail" from old code... +//[*]Note @ 0.6.1-3 && @ 0.7.0-9: +//1. I found this useless. +//2. This may cause SIGSEGV! +//3. It's completely removed after b61. Because they are not used +// any longer + +0.5.3-1_PR (b42) +Final(the second last..) level for level 5, fish in a barrel? + +0.5.3-0_PR (b41) +Small fixes and levels as usual... + +0.5.2-3_PR (b40) +New minor parts for level5, fixed a bug in Player_Clear_Rotate. + +0.5.2-2_PR (b39) +Several patches on new clear range. +Changing interfaces for new levels. + +0.5.2-1_PR (b38) +New trigger method for clear range... + +0.4.4-0_PRG (b37a) +Regression version for releasing... +------------------------------------------------------------- +This will be released as a official Preview Release version.<-obsolete +------------------------------------------------------------- + +0.5.2-0_PR (b37) +New part for level5. Now I'm working on the regression 0.4.x. + +0.5.1-1_PR (b36) +Several fixes including: +-Fading info panel when approaching. +-Sending mult. inc. indicator layer up. + +0.5.1-0_PR (b35) +First two levels of level5. + +0.5.0-0_PR (b34) +Starting level5... Crazy Autumn... + +A regression is planned to release a 0.4.x-x_PR version as +official pre-released version. However it's still nowhere in sight +that if I could use Windows these days. + +0.4.3-0_PR (b33) +Level4 is almost complete. Now I'm using LOW FPS Mode for +development because I just want to cool my laptop down without +using my own power. //However I stopped that at the next version... + +0.4.2-0_PR (b32) +A new level... without using *ANY* old code (from level.h). + +0.4.1-2_PR (b31) +Level4 is now 18 parts... + +0.4.1-1_PR (b30) +Transfered sevel old levels here. + +0.4.1-0_PR (b29) +Optimizing old code for level4. + +0.4.0-0_PR (b28) +Now let's move to level4... + +0.3.2-0_PR (b27) +New levels for level3. In fact, it's almost completed now... + +0.3.1-2_PR (b26) +Improved bullet clearing method, avoiding hidden bullets +completely!(Just by converting them all to score points...) + +0.3.1-1_PR (b25) +A new "big" level for level3. +Added several new interfaces to tower&bullet section. + +0.3.1-0_PR (b24) +Complete the first two parts of level3. + +0.3.0-0_PR (b23) +Starting the development of level3... + +0.2.9-2_PR (b22) +Completing level2... + +0.2.9-1_PR (b21) +New parts for level2. level2 is almost completed now. +PlayerLockX/Y implemented. +------------------------------------------------------------- +This will be released as a official Preview Release version.<-obsolete +------------------------------------------------------------- +BLR will be licensed under WTFPL from now. +(WTF?) +............................................................. +No it's now licensed under the BSD license... + +0.2.9_PR (b20) +Level 2 is frozen "by heart". (How? By heart?) + +0.2.5_PR (b19) +Optimizing the second level to a "realistic" state... Added two +extra musics(although still remain not used). + +0.2.2_PR (b18) +The main development has been transferred to Linux. Optimizing +code for Linux. +//Revision count is not important. + +0.2.0_PR (b17) +Level 2?... + +0.1.7-2_PR (b16) +The first level is almost completed now... + +0.1.7-1_PR (b15) +Fixed several serious bug in Low FPS Mode. Fixed FPS Level option +code. + +0.1.7_PR (b14) +Updated the only level to synchronize with the In-Game Music. +Added "Multiplier +1" into the game system. Added an unimportant +loading screen.//In fact, it's loading nothing. May be unpacking +resource pack in Windows version... + +0.1.4_PR (b13) +libcghEx has been made independent and can apply to any other +projects. This is also the first BLR version that includes +In-Game Music. libcghEx has been extended with LinearProgresser +and HangUpText. + +0.1.1_PR (b12) +Added auto-multiplier system. libcghEx (Chrisoft Game Helper +Extras Library) is included in this version with CircleIndicator. + +0.1.0_PR (b11) +Creation of the Pre-Released Version. Removed all old level code. +Bourne-again!//Can you imagine what I was thinking when deleting +the result of 3 months' work?... +================================================================= +TestBed versions: + +TB130907 (b10) +A "Noname" level. Laser implementation partly rewritten. + +TB130903 (b9) +Additional backgrounds + +TB130827 (b8) +Laser implementation, Cheers! + +TB130818 (b7) +New Levels such as rainbow towers and squashing levels. + +TB130802 (b6) +Discarding old code, rewrite of part of the code. + +TB130718 (b5) +Bullet creation effects, sync code back to BLR1. + +TB130714 (b4) +Target indicator completed. + +TB130705 (b3) +New level and bullet creation code for orange bullets. + +TB130703 (b2) +Completing Orange Towers. + +TB130620 (b1) +Completing Deep Blue Towers.//Well, "Dark Blue" right? Or more formally, "Navy". +//However, they are all not the real color. I used #0000FF, which is just "Blue", +//it just seems dark. + +TB130610 (b0) +Creation of Testbed version. diff --git a/Extras b/archive/blr2/Extras index 0368e7e..0368e7e 100644 --- a/Extras +++ b/archive/blr2/Extras diff --git a/FAQ.zh b/archive/blr2/FAQ.zh index f6561f5..f6561f5 100644 --- a/FAQ.zh +++ b/archive/blr2/FAQ.zh diff --git a/archive/blr2/INSTALL b/archive/blr2/INSTALL new file mode 100644 index 0000000..c48e870 --- /dev/null +++ b/archive/blr2/INSTALL @@ -0,0 +1,29 @@ +Installing a game is really useless, isn't it? +So just compile it! + +A brief guide for compiling BLR +Required SDKs: +OpenAL +ogg +vorbis +DirectX(Windows only) +OpenGL(Linux only) +SDL(Linux only) + +Steps to do: +1. Get the source code. + You can choose from svn or the official packaged release. + The code from svn will always be newer than the official + packaged release. +2. Get required SDKs mentioned above. + Piece of cake. +3. Use Visual Studio(Windows) or Code::Blocks(Linux), create + project. Configure it correctly. + If you'd like to do it, you can also write a Makefile + yourself. +4. Hit build (or type make)! +5. If it failed, check step 2 and 3, then repeat step 4... + +Warning: +Some revisions in the svn repo has noticeable problems. +Always build the latest svn revision or official release! diff --git a/Levels b/archive/blr2/Levels index e22e9f4..e22e9f4 100644 --- a/Levels +++ b/archive/blr2/Levels diff --git a/Levels.zh b/archive/blr2/Levels.zh index 123b1e6..123b1e6 100644 --- a/Levels.zh +++ b/archive/blr2/Levels.zh diff --git a/Readme b/archive/blr2/Readme index 9161aca..9161aca 100644 --- a/Readme +++ b/archive/blr2/Readme diff --git a/Readme.zh b/archive/blr2/Readme.zh index f712fca..f712fca 100644 --- a/Readme.zh +++ b/archive/blr2/Readme.zh diff --git a/archive/blr2/VERSION b/archive/blr2/VERSION new file mode 100755 index 0000000..9f8cf97 --- /dev/null +++ b/archive/blr2/VERSION @@ -0,0 +1 @@ +1.0.0-0 (r101)
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+Char="S",373,38,15,36,1,0
+Char="T",389,38,18,36,0,-1
+Char="U",408,38,20,36,1,1
+Char="V",429,38,21,36,0,0
+Char="W",451,38,30,36,0,0
+Char="X",482,38,20,36,0,-1
+Char="Y",1,75,20,36,0,0
+Char="Z",22,75,19,36,-1,-1
+Char="[",42,75,11,36,2,-1
+Char="\",54,75,10,36,0,0
+Char="]",65,75,11,36,-1,2
+Char="^",77,75,17,36,-1,0
+Char="_",95,75,17,36,-1,-1
+Char="`",113,75,11,36,0,1
+Char="a",125,75,19,36,0,0
+Char="b",145,75,17,36,1,1
+Char="c",163,75,13,36,0,1
+Char="d",177,75,18,36,0,1
+Char="e",196,75,15,36,0,1
+Char="f",212,75,12,36,-1,-1
+Char="g",225,75,17,36,0,1
+Char="h",243,75,16,36,1,1
+Char="i",260,75,7,36,1,0
+Char="j",268,75,9,36,-2,1
+Char="k",278,75,17,36,1,1
+Char="l",296,75,6,36,1,1
+Char="m",303,75,29,36,0,1
+Char="n",333,75,17,36,0,1
+Char="o",351,75,17,36,0,0
+Char="p",369,75,18,36,0,1
+Char="q",388,75,19,36,0,0
+Char="r",408,75,12,36,0,-1
+Char="s",421,75,9,36,0,1
+Char="t",431,75,12,36,-1,1
+Char="u",444,75,17,36,1,1
+Char="v",462,75,17,36,0,1
+Char="w",480,75,26,36,0,-1
+Char="x",1,112,14,36,0,1
+Char="y",16,112,15,36,0,1
+Char="z",32,112,14,36,0,0
+Char="{",47,112,13,36,0,-1
+Char="|",61,112,5,36,2,1
+Char="}",67,112,12,36,0,0
+Char="~",80,112,18,36,0,-1
diff --git a/archive/blr2/resources/credits.png b/archive/blr2/resources/credits.png Binary files differnew file mode 100755 index 0000000..d647d86 --- /dev/null +++ b/archive/blr2/resources/credits.png diff --git a/archive/blr2/resources/e_leaf.png b/archive/blr2/resources/e_leaf.png Binary files differnew file mode 100755 index 0000000..d64d6ca --- /dev/null +++ b/archive/blr2/resources/e_leaf.png diff --git a/archive/blr2/resources/e_sflake.png b/archive/blr2/resources/e_sflake.png Binary files differnew file mode 100644 index 0000000..963d85e --- /dev/null +++ b/archive/blr2/resources/e_sflake.png diff --git a/archive/blr2/resources/e_skyitem.png b/archive/blr2/resources/e_skyitem.png Binary files differnew file mode 100644 index 0000000..e3e168b --- /dev/null +++ b/archive/blr2/resources/e_skyitem.png diff --git a/archive/blr2/resources/help.png b/archive/blr2/resources/help.png Binary files differnew file mode 100644 index 0000000..32718ee --- /dev/null +++ b/archive/blr2/resources/help.png diff --git a/archive/blr2/resources/menus.png b/archive/blr2/resources/menus.png Binary files differnew file mode 100644 index 0000000..9ce0aba --- /dev/null +++ b/archive/blr2/resources/menus.png diff --git a/archive/blr2/resources/ss.png b/archive/blr2/resources/ss.png Binary files differnew file mode 100755 index 0000000..e34abbb --- /dev/null +++ b/archive/blr2/resources/ss.png diff --git a/archive/blr2/resources/tap.ogg b/archive/blr2/resources/tap.ogg Binary files differnew file mode 100755 index 0000000..1ef00b0 --- /dev/null +++ b/archive/blr2/resources/tap.ogg diff --git a/archive/blr2/resources/title.png b/archive/blr2/resources/title.png Binary files differnew file mode 100644 index 0000000..f0801ef --- /dev/null +++ b/archive/blr2/resources/title.png diff --git a/archive/blr2/resources/vdig.fnt b/archive/blr2/resources/vdig.fnt new file mode 100644 index 0000000..6d89742 --- /dev/null +++ b/archive/blr2/resources/vdig.fnt @@ -0,0 +1,20 @@ +[HGEFONT] + +Bitmap=credits.png + +Char=" ",541,279,1,50,33,5 +Char="(",326,278,23,61,0,0 +Char=")",354,278,23,60,0,0 +Char="-",512,279,29,50,0,0 +Char=".",483,279,7,50,13,14 +Char="0",244,222,42,50,0,0 +Char="1",305,222,15,50,0,0 +Char="2",341,222,39,50,0,0 +Char="3",389,222,39,50,0,0 +Char="4",440,222,34,50,0,0 +Char="5",485,222,39,50,0,0 +Char="6",533,222,39,50,0,0 +Char="7",248,279,34,50,0,0 +Char="8",383,279,43,50,0,0 +Char="9",433,279,39,50,0,0 +Char="r",293,279,29,50,0,0 diff --git a/background.h b/archive/blr2/src/background.h index 849438c..849438c 100644 --- a/background.h +++ b/archive/blr2/src/background.h diff --git a/effects.h b/archive/blr2/src/effects.h index d71a445..d71a445 100644 --- a/effects.h +++ b/archive/blr2/src/effects.h diff --git a/global.h b/archive/blr2/src/global.h index 5e1d873..a20c5d1 100644 --- a/global.h +++ b/archive/blr2/src/global.h @@ -7,7 +7,7 @@ #define Resd 20.0f #define MaxBulCnt 20000 HGE *hge=0; -HEFFECT snd,menuin,menuout; +HEFFECT snd,menuin,menuout,menumov; hgeQuad quad; hgeFont *fnt,*vdig,*bdig; hgeSprite *spr,*titlespr; diff --git a/hgeft.cpp b/archive/blr2/src/hgeft.cpp index e424756..479027b 100644 --- a/hgeft.cpp +++ b/archive/blr2/src/hgeft.cpp @@ -11,7 +11,9 @@ bool hgeTTChar::SetChar(wchar_t ch,FT_Face ttfface) err=FT_Render_Glyph(ttfface->glyph,FT_RENDER_MODE_NORMAL); if(err){hge->System_Log("%s: Glyph render failed!",HGEFT_SRC_FN);return false;} _w=slot->advance.x>>6;_h=slot->bitmap.rows;//we are one line only. - rw=slot->bitmap.width;rh=slot->bitmap.rows;yofst=slot->bitmap.rows-slot->bitmap_top; + rw=slot->bitmap.width;rh=slot->bitmap.rows; + xofst=slot->bitmap_left; + yofst=slot->bitmap.rows-slot->bitmap_top; quad.tex=hge->Texture_Create( slot->bitmap.width?slot->bitmap.width:1, slot->bitmap.rows?slot->bitmap.rows:1); diff --git a/hgeft.h b/archive/blr2/src/hgeft.h index 1badc74..1badc74 100644 --- a/hgeft.h +++ b/archive/blr2/src/hgeft.h diff --git a/levels.h b/archive/blr2/src/levels.h index 58d7505..58d7505 100644 --- a/levels.h +++ b/archive/blr2/src/levels.h diff --git a/libcgh.h b/archive/blr2/src/libcgh.h index 324ba42..324ba42 100644 --- a/libcgh.h +++ b/archive/blr2/src/libcgh.h diff --git a/libcghEx.cpp b/archive/blr2/src/libcghEx.cpp index 9c9fa78..a8fa698 100644 --- a/libcghEx.cpp +++ b/archive/blr2/src/libcghEx.cpp @@ -41,30 +41,30 @@ void CircleIndicator::Init(double _r,double _thk,BYTE _a,bool _gr,HTEXTURE _Text void CircleIndicator::SetAlpha(BYTE _alpha){alpha=_alpha;} void CircleIndicator::SetValue(double _value) { - value=_value; - for (int i=0;i<=1024;++i) + value=_value; + for (int i=0;i<=1024;++i) + { + int tr=(int)((1.0f-value)*255); + int tg=(int)(value*255); + DWORD tcolour=ARGB(alpha,tr,tg,0); + hgeColorHSV *tc=new hgeColorHSV(tcolour); + if (tc->v<0.85)tc->v=0.85; + if (gradient)tcolour=SETA(tc->GetHWColor(),alpha);else tcolour=SETA(ccolour,alpha); + if ((double)i/1024.0f<=value) { - int tr=(int)((1.0f-value)*255); - int tg=(int)(value*255); - DWORD tcolour=ARGB(alpha,tr,tg,0); - hgeColorHSV *tc=new hgeColorHSV(tcolour); - if (tc->v<0.85)tc->v=0.85; - if (gradient)tcolour=SETA(tc->GetHWColor(),alpha);else tcolour=SETA(ccolour,alpha); - if ((double)i/1024.0f<=value) - { - circle->SetColor(i,0,tcolour); - circle->SetColor(i,1,SETA(0x00FFFFFF,alpha)); - circle->SetColor(i,2,tcolour); - } - else - { - circle->SetColor(i,0,0x00000000); - circle->SetColor(i,1,0x00000000); - circle->SetColor(i,2,0x00000000); - } - delete tc; + circle->SetColor(i,0,tcolour); + circle->SetColor(i,1,SETA(0x00FFFFFF,alpha)); + circle->SetColor(i,2,tcolour); } + else + { + circle->SetColor(i,0,0x00000000); + circle->SetColor(i,1,0x00000000); + circle->SetColor(i,2,0x00000000); + } + delete tc; } +} void CircleIndicator::Render(double x,double y){circle->Render(x,y);} void LinearProgresser::Init(double _a,double _b,double _Lim){a=_a,b=_b,Limit=_Lim;} diff --git a/archive/blr2/src/loading.h b/archive/blr2/src/loading.h new file mode 100644 index 0000000..acf59aa --- /dev/null +++ b/archive/blr2/src/loading.h @@ -0,0 +1,384 @@ +unsigned char Loading[]= +{0x89,0x50,0x4E,0x47,0x0D,0x0A,0x1A,0x0A,0x00,0x00,0x00,0x0D,0x49,0x48,0x44,0x52,0x00,0x00,0x00,0x60, +0x00,0x00,0x00,0x20,0x08,0x06,0x00,0x00,0x00,0xED,0xC0,0x7D,0x54,0x00,0x00,0x00,0x09,0x70,0x48, +0x59,0x73,0x00,0x00,0x0B,0x13,0x00,0x00,0x0B,0x13,0x01,0x00,0x9A,0x9C,0x18,0x00,0x00,0x0A,0x4D, +0x69,0x43,0x43,0x50,0x50,0x68,0x6F,0x74,0x6F,0x73,0x68,0x6F,0x70,0x20,0x49,0x43,0x43,0x20,0x70, +0x72,0x6F,0x66,0x69,0x6C,0x65,0x00,0x00,0x78,0xDA,0x9D,0x53,0x77,0x58,0x93,0xF7,0x16,0x3E,0xDF, +0xF7,0x65,0x0F,0x56,0x42,0xD8,0xF0,0xB1,0x97,0x6C,0x81,0x00,0x22,0x23,0xAC,0x08,0xC8,0x10,0x59, +0xA2,0x10,0x92,0x00,0x61,0x84,0x10,0x12,0x40,0xC5,0x85,0x88,0x0A,0x56,0x14,0x15,0x11,0x9C,0x48, +0x55,0xC4,0x82,0xD5,0x0A,0x48,0x9D,0x88,0xE2,0xA0,0x28,0xB8,0x67,0x41,0x8A,0x88,0x5A,0x8B,0x55, +0x5C,0x38,0xEE,0x1F,0xDC,0xA7,0xB5,0x7D,0x7A,0xEF,0xED,0xED,0xFB,0xD7,0xFB,0xBC,0xE7,0x9C,0xE7, 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+0x00,0x00,0x00,0x49,0x45,0x4E,0x44,0xAE,0x42,0x60,0x82}; +unsigned char LoadCircle[]= +{0x89,0x50,0x4E,0x47,0x0D,0x0A,0x1A,0x0A,0x00,0x00,0x00,0x0D,0x49,0x48,0x44,0x52,0x00,0x00,0x00,0x30, +0x00,0x00,0x00,0x2E,0x08,0x06,0x00,0x00,0x00,0x6E,0xDE,0x9A,0x6C,0x00,0x00,0x00,0x09,0x70,0x48, +0x59,0x73,0x00,0x00,0x0B,0x13,0x00,0x00,0x0B,0x13,0x01,0x00,0x9A,0x9C,0x18,0x00,0x00,0x0A,0x4D, +0x69,0x43,0x43,0x50,0x50,0x68,0x6F,0x74,0x6F,0x73,0x68,0x6F,0x70,0x20,0x49,0x43,0x43,0x20,0x70, +0x72,0x6F,0x66,0x69,0x6C,0x65,0x00,0x00,0x78,0xDA,0x9D,0x53,0x77,0x58,0x93,0xF7,0x16,0x3E,0xDF, +0xF7,0x65,0x0F,0x56,0x42,0xD8,0xF0,0xB1,0x97,0x6C,0x81,0x00,0x22,0x23,0xAC,0x08,0xC8,0x10,0x59, +0xA2,0x10,0x92,0x00,0x61,0x84,0x10,0x12,0x40,0xC5,0x85,0x88,0x0A,0x56,0x14,0x15,0x11,0x9C,0x48, +0x55,0xC4,0x82,0xD5,0x0A,0x48,0x9D,0x88,0xE2,0xA0,0x28,0xB8,0x67,0x41,0x8A,0x88,0x5A,0x8B,0x55, +0x5C,0x38,0xEE,0x1F,0xDC,0xA7,0xB5,0x7D,0x7A,0xEF,0xED,0xED,0xFB,0xD7,0xFB,0xBC,0xE7,0x9C,0xE7, 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+0xE9,0x52,0x8F,0x85,0xFD,0x4A,0x19,0x15,0xCA,0x4D,0xF5,0x15,0xB7,0x98,0x5B,0x64,0x6E,0x49,0x31, +0x70,0x33,0x55,0xEE,0x95,0x0F,0x02,0x91,0x22,0x46,0x81,0xE3,0xCF,0x00,0xD2,0xF0,0xF4,0x75,0x05, +0xC1,0xEC,0xA0,0x00,0x00,0x00,0x00,0x49,0x45,0x4E,0x44,0xAE,0x42,0x60,0x82}; diff --git a/main.cpp b/archive/blr2/src/main.cpp index 3fa99b9..3c1bec1 100644 --- a/main.cpp +++ b/archive/blr2/src/main.cpp @@ -1236,8 +1236,9 @@ int main(int argc,char *argv[]) HelpTex=hge->Texture_Load("./Resources/help.png"); sky.Init(); snd=hge->Effect_Load("./Resources/tap.ogg"); - menuin=hge->Effect_Load("./Resources/menuin.ogg"); - menuout=hge->Effect_Load("./Resources/menuout.ogg"); + menumov=hge->Effect_Load("./Resources/tap.ogg"); + menuin=hge->Effect_Load("./Resources/tap.ogg"); + menuout=hge->Effect_Load("./Resources/tap.ogg"); if(!quad.tex||!SprSheet||!TexTitle||!TexCredits) Error("Error Loading Resources!",true); titlespr=new hgeSprite(TexTitle,0,0,640,320); @@ -1331,7 +1332,7 @@ int main(int argc,char *argv[]) if(i<grey)delete towerspr[i]; } hge->Effect_Free(snd);hge->Effect_Free(menuin); - hge->Effect_Free(menuout); + hge->Effect_Free(menuout);hge->Effect_Free(menumov); hge->Texture_Free(SprSheet);hge->Texture_Free(TLeaf); hge->Texture_Free(quad.tex);hge->Texture_Free(TSflake); hge->Texture_Free(TexTitle);hge->Texture_Free(TexCredits); diff --git a/menus.h b/archive/blr2/src/menus.h index 4dcd7c6..30d8b0a 100644 --- a/menus.h +++ b/archive/blr2/src/menus.h @@ -7,9 +7,9 @@ void TriggerSound(int type) { switch(type) { - case 0:hge->Effect_PlayEx(snd,sfxvol/15.0,0,1,false);break; - //case 1:hge->Effect_Play(menuin);break; - //case 2:hge->Effect_Play(menuout);break; + case 0:hge->Effect_PlayEx(menumov,sfxvol/15.0,0,1,false);break; + case 1:hge->Effect_Play(menuin);break; + case 2:hge->Effect_Play(menuout);break; } } void ConfigureQuad(hgeQuad *quad,double x,double y,double w,double h) @@ -391,7 +391,7 @@ public: { if(selected==7&&!(hge->Input_GetKeyStateEx(HGEK_Z)==HGEKST_HIT||hge->Input_GetKeyStateEx(HGEK_ENTER)==HGEKST_HIT)) return -1; - TriggerSound(selected==7?2:1); + TriggerSound(selected==7?2:0); if(onSwitch||onSwitchi)return -1; if(selected<=5) { @@ -426,7 +426,7 @@ public: if(hge->Input_GetKeyStateEx(HGEK_LEFT)==HGEKST_HIT) { if(onSwitch||onSwitchi)return -1; - TriggerSound(1); + TriggerSound(0); if(selected<=5){onSwitchi=true;swoffset=0;} if(selected==0)tfs=!tfs; if(selected==1) diff --git a/music.h b/archive/blr2/src/music.h index ef09c41..ef09c41 100644 --- a/music.h +++ b/archive/blr2/src/music.h diff --git a/scorec.h b/archive/blr2/src/scorec.h index abca9c6..abca9c6 100644 --- a/scorec.h +++ b/archive/blr2/src/scorec.h diff --git a/scoresystem.h b/archive/blr2/src/scoresystem.h index c8efc79..c8efc79 100644 --- a/scoresystem.h +++ b/archive/blr2/src/scoresystem.h diff --git a/towernbullet.h b/archive/blr2/src/towernbullet.h index 8acf516..8acf516 100644 --- a/towernbullet.h +++ b/archive/blr2/src/towernbullet.h diff --git a/hge/CxImage/license.txt b/archive/hge/CxImage/license.txt index 1ea1f04..1ea1f04 100644 --- a/hge/CxImage/license.txt +++ b/archive/hge/CxImage/license.txt diff --git a/hge/CxImage/stdint.h b/archive/hge/CxImage/stdint.h index 2e93323..2e93323 100644 --- a/hge/CxImage/stdint.h +++ b/archive/hge/CxImage/stdint.h diff --git a/hge/CxImage/tif_xfile.cpp b/archive/hge/CxImage/tif_xfile.cpp index 4d1d79a..4d1d79a 100644 --- a/hge/CxImage/tif_xfile.cpp +++ b/archive/hge/CxImage/tif_xfile.cpp diff --git a/hge/CxImage/xfile.h b/archive/hge/CxImage/xfile.h index 6de281c..6de281c 100644 --- a/hge/CxImage/xfile.h +++ b/archive/hge/CxImage/xfile.h diff --git a/hge/CxImage/ximabmp.cpp b/archive/hge/CxImage/ximabmp.cpp index c173c7d..c173c7d 100644 --- a/hge/CxImage/ximabmp.cpp +++ b/archive/hge/CxImage/ximabmp.cpp diff --git a/hge/CxImage/ximabmp.h b/archive/hge/CxImage/ximabmp.h index c828de5..c828de5 100644 --- a/hge/CxImage/ximabmp.h +++ b/archive/hge/CxImage/ximabmp.h diff --git a/hge/CxImage/ximacfg.h b/archive/hge/CxImage/ximacfg.h index 875f517..875f517 100644 --- a/hge/CxImage/ximacfg.h +++ b/archive/hge/CxImage/ximacfg.h diff --git a/hge/CxImage/ximadef.h b/archive/hge/CxImage/ximadef.h index 372ec13..372ec13 100644 --- a/hge/CxImage/ximadef.h +++ b/archive/hge/CxImage/ximadef.h diff --git a/hge/CxImage/ximadsp.cpp b/archive/hge/CxImage/ximadsp.cpp index df73136..df73136 100644 --- a/hge/CxImage/ximadsp.cpp +++ b/archive/hge/CxImage/ximadsp.cpp diff --git a/hge/CxImage/ximaenc.cpp b/archive/hge/CxImage/ximaenc.cpp index 6064e49..6064e49 100644 --- a/hge/CxImage/ximaenc.cpp +++ b/archive/hge/CxImage/ximaenc.cpp diff --git a/hge/CxImage/ximaexif.cpp b/archive/hge/CxImage/ximaexif.cpp index f880d72..f880d72 100644 --- a/hge/CxImage/ximaexif.cpp +++ b/archive/hge/CxImage/ximaexif.cpp diff --git a/hge/CxImage/ximage.cpp b/archive/hge/CxImage/ximage.cpp index 904b807..904b807 100644 --- a/hge/CxImage/ximage.cpp +++ b/archive/hge/CxImage/ximage.cpp diff --git a/hge/CxImage/ximage.h b/archive/hge/CxImage/ximage.h index 4eed84e..4eed84e 100644 --- a/hge/CxImage/ximage.h +++ b/archive/hge/CxImage/ximage.h diff --git a/hge/CxImage/ximagif.cpp b/archive/hge/CxImage/ximagif.cpp index 8c94b9e..8c94b9e 100644 --- a/hge/CxImage/ximagif.cpp +++ b/archive/hge/CxImage/ximagif.cpp diff --git a/hge/CxImage/ximagif.h b/archive/hge/CxImage/ximagif.h index 4eec35e..4eec35e 100644 --- a/hge/CxImage/ximagif.h +++ b/archive/hge/CxImage/ximagif.h diff --git a/hge/CxImage/ximahist.cpp b/archive/hge/CxImage/ximahist.cpp index 830337f..830337f 100644 --- a/hge/CxImage/ximahist.cpp +++ b/archive/hge/CxImage/ximahist.cpp diff --git a/hge/CxImage/ximaico.cpp b/archive/hge/CxImage/ximaico.cpp index a808697..a808697 100644 --- a/hge/CxImage/ximaico.cpp +++ b/archive/hge/CxImage/ximaico.cpp diff --git a/hge/CxImage/ximaico.h b/archive/hge/CxImage/ximaico.h index 8d81b02..8d81b02 100644 --- a/hge/CxImage/ximaico.h +++ b/archive/hge/CxImage/ximaico.h diff --git a/hge/CxImage/ximainfo.cpp b/archive/hge/CxImage/ximainfo.cpp index 582d9ed..582d9ed 100644 --- a/hge/CxImage/ximainfo.cpp +++ b/archive/hge/CxImage/ximainfo.cpp diff --git a/hge/CxImage/ximaint.cpp b/archive/hge/CxImage/ximaint.cpp index 5f93038..5f93038 100644 --- a/hge/CxImage/ximaint.cpp +++ b/archive/hge/CxImage/ximaint.cpp diff --git a/hge/CxImage/ximaiter.h b/archive/hge/CxImage/ximaiter.h index 2371d28..2371d28 100644 --- a/hge/CxImage/ximaiter.h +++ b/archive/hge/CxImage/ximaiter.h diff --git a/hge/CxImage/ximajas.cpp b/archive/hge/CxImage/ximajas.cpp index 788e204..788e204 100644 --- a/hge/CxImage/ximajas.cpp +++ b/archive/hge/CxImage/ximajas.cpp diff --git a/hge/CxImage/ximajas.h b/archive/hge/CxImage/ximajas.h index da76dfc..da76dfc 100644 --- a/hge/CxImage/ximajas.h +++ b/archive/hge/CxImage/ximajas.h diff --git a/hge/CxImage/ximajbg.cpp b/archive/hge/CxImage/ximajbg.cpp index ee7bc10..ee7bc10 100644 --- a/hge/CxImage/ximajbg.cpp +++ b/archive/hge/CxImage/ximajbg.cpp diff --git a/hge/CxImage/ximajbg.h b/archive/hge/CxImage/ximajbg.h index 1cf4965..1cf4965 100644 --- a/hge/CxImage/ximajbg.h +++ b/archive/hge/CxImage/ximajbg.h diff --git a/hge/CxImage/ximajpg.cpp b/archive/hge/CxImage/ximajpg.cpp index b66bf97..b66bf97 100644 --- a/hge/CxImage/ximajpg.cpp +++ b/archive/hge/CxImage/ximajpg.cpp diff --git a/hge/CxImage/ximajpg.h b/archive/hge/CxImage/ximajpg.h index da21643..da21643 100644 --- a/hge/CxImage/ximajpg.h +++ b/archive/hge/CxImage/ximajpg.h diff --git a/hge/CxImage/ximalpha.cpp b/archive/hge/CxImage/ximalpha.cpp index 2932068..2932068 100644 --- a/hge/CxImage/ximalpha.cpp +++ b/archive/hge/CxImage/ximalpha.cpp diff --git a/hge/CxImage/ximalyr.cpp b/archive/hge/CxImage/ximalyr.cpp index 23dc226..23dc226 100644 --- a/hge/CxImage/ximalyr.cpp +++ b/archive/hge/CxImage/ximalyr.cpp diff --git a/hge/CxImage/ximamng.cpp b/archive/hge/CxImage/ximamng.cpp index d5ea82e..d5ea82e 100644 --- a/hge/CxImage/ximamng.cpp +++ b/archive/hge/CxImage/ximamng.cpp diff --git a/hge/CxImage/ximamng.h b/archive/hge/CxImage/ximamng.h index 9466fc2..9466fc2 100644 --- a/hge/CxImage/ximamng.h +++ b/archive/hge/CxImage/ximamng.h diff --git a/hge/CxImage/ximapal.cpp b/archive/hge/CxImage/ximapal.cpp index fe0615b..fe0615b 100644 --- a/hge/CxImage/ximapal.cpp +++ b/archive/hge/CxImage/ximapal.cpp diff --git a/hge/CxImage/ximapcx.cpp b/archive/hge/CxImage/ximapcx.cpp index 2fa2f5d..2fa2f5d 100644 --- a/hge/CxImage/ximapcx.cpp +++ b/archive/hge/CxImage/ximapcx.cpp diff --git a/hge/CxImage/ximapcx.h b/archive/hge/CxImage/ximapcx.h index 05c5ad0..05c5ad0 100644 --- a/hge/CxImage/ximapcx.h +++ b/archive/hge/CxImage/ximapcx.h diff --git a/hge/CxImage/ximapng.cpp b/archive/hge/CxImage/ximapng.cpp index db2f636..db2f636 100644 --- a/hge/CxImage/ximapng.cpp +++ b/archive/hge/CxImage/ximapng.cpp diff --git a/hge/CxImage/ximapng.h b/archive/hge/CxImage/ximapng.h index 262ea02..262ea02 100644 --- a/hge/CxImage/ximapng.h +++ b/archive/hge/CxImage/ximapng.h diff --git a/hge/CxImage/ximapsd.cpp b/archive/hge/CxImage/ximapsd.cpp index 2d8417b..2d8417b 100644 --- a/hge/CxImage/ximapsd.cpp +++ b/archive/hge/CxImage/ximapsd.cpp diff --git a/hge/CxImage/ximapsd.h b/archive/hge/CxImage/ximapsd.h index 92be8f1..92be8f1 100644 --- a/hge/CxImage/ximapsd.h +++ b/archive/hge/CxImage/ximapsd.h diff --git a/hge/CxImage/ximaraw.cpp b/archive/hge/CxImage/ximaraw.cpp index aedc50a..aedc50a 100644 --- a/hge/CxImage/ximaraw.cpp +++ b/archive/hge/CxImage/ximaraw.cpp diff --git a/hge/CxImage/ximaraw.h b/archive/hge/CxImage/ximaraw.h index 2fe4961..2fe4961 100644 --- a/hge/CxImage/ximaraw.h +++ b/archive/hge/CxImage/ximaraw.h diff --git a/hge/CxImage/ximasel.cpp b/archive/hge/CxImage/ximasel.cpp index c50ff99..c50ff99 100644 --- a/hge/CxImage/ximasel.cpp +++ b/archive/hge/CxImage/ximasel.cpp diff --git a/hge/CxImage/ximaska.cpp b/archive/hge/CxImage/ximaska.cpp index 6f1b1c2..6f1b1c2 100644 --- a/hge/CxImage/ximaska.cpp +++ b/archive/hge/CxImage/ximaska.cpp diff --git a/hge/CxImage/ximaska.h b/archive/hge/CxImage/ximaska.h index ad3f598..ad3f598 100644 --- a/hge/CxImage/ximaska.h +++ b/archive/hge/CxImage/ximaska.h diff --git a/hge/CxImage/ximatga.cpp b/archive/hge/CxImage/ximatga.cpp index f1a762a..f1a762a 100644 --- a/hge/CxImage/ximatga.cpp +++ b/archive/hge/CxImage/ximatga.cpp diff --git a/hge/CxImage/ximatga.h b/archive/hge/CxImage/ximatga.h index 3cbc36a..3cbc36a 100644 --- a/hge/CxImage/ximatga.h +++ b/archive/hge/CxImage/ximatga.h diff --git a/hge/CxImage/ximath.cpp b/archive/hge/CxImage/ximath.cpp index 0175184..0175184 100644 --- a/hge/CxImage/ximath.cpp +++ b/archive/hge/CxImage/ximath.cpp diff --git a/hge/CxImage/ximath.h b/archive/hge/CxImage/ximath.h index 014c14b..014c14b 100644 --- a/hge/CxImage/ximath.h +++ b/archive/hge/CxImage/ximath.h diff --git a/hge/CxImage/ximatif.cpp b/archive/hge/CxImage/ximatif.cpp index 7675361..7675361 100644 --- a/hge/CxImage/ximatif.cpp +++ b/archive/hge/CxImage/ximatif.cpp diff --git a/hge/CxImage/ximatif.h b/archive/hge/CxImage/ximatif.h index 5ea31f0..5ea31f0 100644 --- a/hge/CxImage/ximatif.h +++ b/archive/hge/CxImage/ximatif.h diff --git a/hge/CxImage/ximatran.cpp b/archive/hge/CxImage/ximatran.cpp index decac18..decac18 100644 --- a/hge/CxImage/ximatran.cpp +++ b/archive/hge/CxImage/ximatran.cpp diff --git a/hge/CxImage/ximawbmp.cpp b/archive/hge/CxImage/ximawbmp.cpp index 7ba5d00..7ba5d00 100644 --- a/hge/CxImage/ximawbmp.cpp +++ b/archive/hge/CxImage/ximawbmp.cpp diff --git a/hge/CxImage/ximawbmp.h b/archive/hge/CxImage/ximawbmp.h index 9a7837e..9a7837e 100644 --- a/hge/CxImage/ximawbmp.h +++ b/archive/hge/CxImage/ximawbmp.h diff --git a/hge/CxImage/ximawmf.cpp b/archive/hge/CxImage/ximawmf.cpp index a1057f5..a1057f5 100644 --- a/hge/CxImage/ximawmf.cpp +++ b/archive/hge/CxImage/ximawmf.cpp diff --git a/hge/CxImage/ximawmf.h b/archive/hge/CxImage/ximawmf.h index 94fb168..94fb168 100644 --- a/hge/CxImage/ximawmf.h +++ b/archive/hge/CxImage/ximawmf.h diff --git a/hge/CxImage/ximawnd.cpp b/archive/hge/CxImage/ximawnd.cpp index 7f23f8f..7f23f8f 100644 --- a/hge/CxImage/ximawnd.cpp +++ b/archive/hge/CxImage/ximawnd.cpp diff --git a/hge/CxImage/xiofile.h b/archive/hge/CxImage/xiofile.h index e05811e..e05811e 100644 --- a/hge/CxImage/xiofile.h +++ b/archive/hge/CxImage/xiofile.h diff --git a/hge/CxImage/xmemfile.cpp b/archive/hge/CxImage/xmemfile.cpp index f235899..f235899 100644 --- a/hge/CxImage/xmemfile.cpp +++ b/archive/hge/CxImage/xmemfile.cpp diff --git a/hge/CxImage/xmemfile.h b/archive/hge/CxImage/xmemfile.h index e132db3..e132db3 100644 --- a/hge/CxImage/xmemfile.h +++ b/archive/hge/CxImage/xmemfile.h diff --git a/hge/ZLIB/adler32.c b/archive/hge/ZLIB/adler32.c index 65ad6a5..65ad6a5 100644 --- a/hge/ZLIB/adler32.c +++ b/archive/hge/ZLIB/adler32.c diff --git a/hge/ZLIB/crc32.c b/archive/hge/ZLIB/crc32.c index 91be372..91be372 100644 --- a/hge/ZLIB/crc32.c +++ b/archive/hge/ZLIB/crc32.c diff --git a/hge/ZLIB/crc32.h b/archive/hge/ZLIB/crc32.h index 8053b61..8053b61 100644 --- a/hge/ZLIB/crc32.h +++ b/archive/hge/ZLIB/crc32.h diff --git a/hge/ZLIB/crypt.h b/archive/hge/ZLIB/crypt.h index c01e587..c01e587 100644 --- a/hge/ZLIB/crypt.h +++ b/archive/hge/ZLIB/crypt.h diff --git a/hge/ZLIB/deflate.h b/archive/hge/ZLIB/deflate.h index cbf0d1e..cbf0d1e 100644 --- a/hge/ZLIB/deflate.h +++ b/archive/hge/ZLIB/deflate.h diff --git a/hge/ZLIB/inffast.c b/archive/hge/ZLIB/inffast.c index 2f1d60b..2f1d60b 100644 --- a/hge/ZLIB/inffast.c +++ b/archive/hge/ZLIB/inffast.c diff --git a/hge/ZLIB/inffast.h b/archive/hge/ZLIB/inffast.h index e5c1aa4..e5c1aa4 100644 --- a/hge/ZLIB/inffast.h +++ b/archive/hge/ZLIB/inffast.h diff --git a/hge/ZLIB/inffixed.h b/archive/hge/ZLIB/inffixed.h index 75ed4b5..75ed4b5 100644 --- a/hge/ZLIB/inffixed.h +++ b/archive/hge/ZLIB/inffixed.h diff --git a/hge/ZLIB/inflate.c b/archive/hge/ZLIB/inflate.c index a8431ab..a8431ab 100644 --- a/hge/ZLIB/inflate.c +++ b/archive/hge/ZLIB/inflate.c diff --git a/hge/ZLIB/inflate.h b/archive/hge/ZLIB/inflate.h index 95f4986..95f4986 100644 --- a/hge/ZLIB/inflate.h +++ b/archive/hge/ZLIB/inflate.h diff --git a/hge/ZLIB/inftrees.c b/archive/hge/ZLIB/inftrees.c index 11e9c52..11e9c52 100644 --- a/hge/ZLIB/inftrees.c +++ b/archive/hge/ZLIB/inftrees.c diff --git a/hge/ZLIB/inftrees.h b/archive/hge/ZLIB/inftrees.h index baa53a0..baa53a0 100644 --- a/hge/ZLIB/inftrees.h +++ b/archive/hge/ZLIB/inftrees.h diff --git a/hge/ZLIB/ioapi.c b/archive/hge/ZLIB/ioapi.c index 9ac1985..9ac1985 100644 --- a/hge/ZLIB/ioapi.c +++ b/archive/hge/ZLIB/ioapi.c diff --git a/hge/ZLIB/ioapi.h b/archive/hge/ZLIB/ioapi.h index b2ffb14..b2ffb14 100644 --- a/hge/ZLIB/ioapi.h +++ b/archive/hge/ZLIB/ioapi.h diff --git a/hge/ZLIB/trees.c b/archive/hge/ZLIB/trees.c index 56e9bb1..56e9bb1 100644 --- a/hge/ZLIB/trees.c +++ b/archive/hge/ZLIB/trees.c diff --git a/hge/ZLIB/trees.h b/archive/hge/ZLIB/trees.h index d35639d..d35639d 100644 --- a/hge/ZLIB/trees.h +++ b/archive/hge/ZLIB/trees.h diff --git a/hge/ZLIB/uncompr.c b/archive/hge/ZLIB/uncompr.c index ad98be3..ad98be3 100644 --- a/hge/ZLIB/uncompr.c +++ b/archive/hge/ZLIB/uncompr.c diff --git a/hge/ZLIB/unzip.c b/archive/hge/ZLIB/unzip.c index 868f035..868f035 100644 --- a/hge/ZLIB/unzip.c +++ b/archive/hge/ZLIB/unzip.c diff --git a/hge/ZLIB/unzip.h b/archive/hge/ZLIB/unzip.h index 2a9f26f..2a9f26f 100644 --- a/hge/ZLIB/unzip.h +++ b/archive/hge/ZLIB/unzip.h diff --git a/hge/ZLIB/zconf.h b/archive/hge/ZLIB/zconf.h index 02ce56c..02ce56c 100644 --- a/hge/ZLIB/zconf.h +++ b/archive/hge/ZLIB/zconf.h diff --git a/hge/ZLIB/zconf.in.h b/archive/hge/ZLIB/zconf.in.h index 91a0f73..91a0f73 100644 --- a/hge/ZLIB/zconf.in.h +++ b/archive/hge/ZLIB/zconf.in.h diff --git a/hge/ZLIB/zip.h b/archive/hge/ZLIB/zip.h index 944ed78..944ed78 100644 --- a/hge/ZLIB/zip.h +++ b/archive/hge/ZLIB/zip.h diff --git a/hge/ZLIB/zlib.h b/archive/hge/ZLIB/zlib.h index bfbba83..bfbba83 100644 --- a/hge/ZLIB/zlib.h +++ b/archive/hge/ZLIB/zlib.h diff --git a/hge/ZLIB/zutil.c b/archive/hge/ZLIB/zutil.c index 898ed34..898ed34 100644 --- a/hge/ZLIB/zutil.c +++ b/archive/hge/ZLIB/zutil.c diff --git a/hge/ZLIB/zutil.h b/archive/hge/ZLIB/zutil.h index 258fa88..258fa88 100644 --- a/hge/ZLIB/zutil.h +++ b/archive/hge/ZLIB/zutil.h diff --git a/hge/demo.cpp b/archive/hge/demo.cpp index a8a2ce3..a8a2ce3 100644 --- a/hge/demo.cpp +++ b/archive/hge/demo.cpp diff --git a/hge/gl.h b/archive/hge/gl.h index 96fb7d7..96fb7d7 100644 --- a/hge/gl.h +++ b/archive/hge/gl.h diff --git a/hge/graphics.cpp b/archive/hge/graphics.cpp index 6ee9578..6ee9578 100644 --- a/hge/graphics.cpp +++ b/archive/hge/graphics.cpp diff --git a/hge/hge_glfuncs.h b/archive/hge/hge_glfuncs.h index 1c0af81..1c0af81 100644 --- a/hge/hge_glfuncs.h +++ b/archive/hge/hge_glfuncs.h diff --git a/hge/hge_impl.h b/archive/hge/hge_impl.h index bf42c2f..bf42c2f 100644 --- a/hge/hge_impl.h +++ b/archive/hge/hge_impl.h diff --git a/hge/ini.cpp b/archive/hge/ini.cpp index 6fed586..6fed586 100644 --- a/hge/ini.cpp +++ b/archive/hge/ini.cpp diff --git a/hge/input.cpp b/archive/hge/input.cpp index 2710c7f..2710c7f 100644 --- a/hge/input.cpp +++ b/archive/hge/input.cpp diff --git a/hge/power.cpp b/archive/hge/power.cpp index eabeeaa..eabeeaa 100644 --- a/hge/power.cpp +++ b/archive/hge/power.cpp diff --git a/hge/random.cpp b/archive/hge/random.cpp index ab9956a..ab9956a 100644 --- a/hge/random.cpp +++ b/archive/hge/random.cpp diff --git a/hge/resource.cpp b/archive/hge/resource.cpp index 4937ee1..4937ee1 100644 --- a/hge/resource.cpp +++ b/archive/hge/resource.cpp diff --git a/hge/sound.cpp b/archive/hge/sound.cpp index 9024652..9024652 100644 --- a/hge/sound.cpp +++ b/archive/hge/sound.cpp diff --git a/hge/system.cpp b/archive/hge/system.cpp index b32783b..b32783b 100644 --- a/hge/system.cpp +++ b/archive/hge/system.cpp diff --git a/hge/timer.cpp b/archive/hge/timer.cpp index 13711c7..13711c7 100644 --- a/hge/timer.cpp +++ b/archive/hge/timer.cpp diff --git a/hgehelp/hgeanim.cpp b/archive/hgehelp/hgeanim.cpp index 0e370db..0e370db 100644 --- a/hgehelp/hgeanim.cpp +++ b/archive/hgehelp/hgeanim.cpp diff --git a/hgehelp/hgecolor.cpp b/archive/hgehelp/hgecolor.cpp index 561a9cc..561a9cc 100644 --- a/hgehelp/hgecolor.cpp +++ b/archive/hgehelp/hgecolor.cpp diff --git a/hgehelp/hgedistort.cpp b/archive/hgehelp/hgedistort.cpp index c7dc821..c7dc821 100644 --- a/hgehelp/hgedistort.cpp +++ b/archive/hgehelp/hgedistort.cpp diff --git a/hgehelp/hgefont.cpp b/archive/hgehelp/hgefont.cpp index eb06393..eb06393 100644 --- a/hgehelp/hgefont.cpp +++ b/archive/hgehelp/hgefont.cpp diff --git a/hgehelp/hgegui.cpp b/archive/hgehelp/hgegui.cpp index 2faf24c..2faf24c 100644 --- a/hgehelp/hgegui.cpp +++ b/archive/hgehelp/hgegui.cpp diff --git a/hgehelp/hgeguictrls.cpp b/archive/hgehelp/hgeguictrls.cpp index 4319491..4319491 100644 --- a/hgehelp/hgeguictrls.cpp +++ 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b/archive/hgewin/graphics.cpp diff --git a/hgewin/hge_impl.h b/archive/hgewin/hge_impl.h index 244dafc..244dafc 100755 --- a/hgewin/hge_impl.h +++ b/archive/hgewin/hge_impl.h diff --git a/hgewin/ini.cpp b/archive/hgewin/ini.cpp index eef4354..eef4354 100755 --- a/hgewin/ini.cpp +++ b/archive/hgewin/ini.cpp diff --git a/hgewin/input.cpp b/archive/hgewin/input.cpp index 0610376..0610376 100755 --- a/hgewin/input.cpp +++ b/archive/hgewin/input.cpp diff --git a/hgewin/power.cpp b/archive/hgewin/power.cpp index dadcda9..dadcda9 100755 --- a/hgewin/power.cpp +++ b/archive/hgewin/power.cpp diff --git a/hgewin/random.cpp b/archive/hgewin/random.cpp index c3332f1..c3332f1 100755 --- a/hgewin/random.cpp +++ b/archive/hgewin/random.cpp diff --git a/hgewin/resource.cpp b/archive/hgewin/resource.cpp index 6921dc6..6921dc6 100755 --- a/hgewin/resource.cpp +++ b/archive/hgewin/resource.cpp diff --git a/hgewin/sound.cpp b/archive/hgewin/sound.cpp index 9024652..9024652 100644 --- a/hgewin/sound.cpp +++ b/archive/hgewin/sound.cpp diff --git a/hgewin/system.cpp b/archive/hgewin/system.cpp index 2cbd741..2cbd741 100755 --- a/hgewin/system.cpp +++ b/archive/hgewin/system.cpp diff --git a/hgewin/timer.cpp b/archive/hgewin/timer.cpp index 13711c7..13711c7 100755 --- a/hgewin/timer.cpp +++ b/archive/hgewin/timer.cpp diff --git a/include/hge.h b/archive/include/hge.h index 18d57b9..18d57b9 100644 --- a/include/hge.h +++ b/archive/include/hge.h diff --git a/include/hgeanim.h b/archive/include/hgeanim.h index 7c5f237..7c5f237 100644 --- a/include/hgeanim.h +++ b/archive/include/hgeanim.h diff --git a/include/hgecolor.h b/archive/include/hgecolor.h index 7cd4d82..7cd4d82 100644 --- a/include/hgecolor.h +++ b/archive/include/hgecolor.h diff --git a/include/hgedistort.h b/archive/include/hgedistort.h index 3c8f449..3c8f449 100644 --- a/include/hgedistort.h +++ b/archive/include/hgedistort.h diff --git a/include/hgefont.h b/archive/include/hgefont.h index 403d307..403d307 100644 --- a/include/hgefont.h +++ b/archive/include/hgefont.h diff --git a/include/hgegui.h b/archive/include/hgegui.h index 7e2144b..7e2144b 100644 --- a/include/hgegui.h +++ b/archive/include/hgegui.h diff --git a/include/hgeguictrls.h b/archive/include/hgeguictrls.h index 8a1addd..8a1addd 100644 --- a/include/hgeguictrls.h +++ b/archive/include/hgeguictrls.h diff --git a/include/hgeparticle.h b/archive/include/hgeparticle.h index fd1e622..fd1e622 100644 --- a/include/hgeparticle.h +++ b/archive/include/hgeparticle.h diff --git a/include/hgerect.h b/archive/include/hgerect.h index 9e26907..9e26907 100644 --- a/include/hgerect.h +++ b/archive/include/hgerect.h diff --git a/include/hgeresource.h b/archive/include/hgeresource.h index ace8f21..ace8f21 100644 --- a/include/hgeresource.h +++ b/archive/include/hgeresource.h diff --git a/include/hgesprite.h b/archive/include/hgesprite.h index e414c02..e414c02 100644 --- a/include/hgesprite.h +++ b/archive/include/hgesprite.h diff --git a/include/hgestrings.h b/archive/include/hgestrings.h index e02cbe9..e02cbe9 100644 --- a/include/hgestrings.h +++ b/archive/include/hgestrings.h diff --git a/include/hgevector.h b/archive/include/hgevector.h index b86bd01..b86bd01 100644 --- a/include/hgevector.h +++ b/archive/include/hgevector.h diff --git a/include/unix_compat.h b/archive/include/unix_compat.h index 56ec4b3..56ec4b3 100644 --- a/include/unix_compat.h +++ b/archive/include/unix_compat.h @@ -1,42 +0,0 @@ -#!/bin/bash -cd hge -############################################################################# -cd CxImage -echo Compiling CxImage... -g++ -c *.cpp -D_LINUX -ar rcs libCxImage.a *.o -rm *.o -cd .. -mv ./CxImage/libCxImage.a libCxImage.a -############################################################################# -cd ZLIB -echo Compiling zlib... -gcc -c *.c -ar rcs libz.a *.o -rm *.o -cd .. -mv ./ZLIB/libz.a libz.a -############################################################################# -echo Compiling libhge... -g++ -c *.cpp -I/usr/include/SDL/ -I../include -ar rcs libhge.a *.o -rm *.o -cd .. -mv ./hge/*.a ./ -############################################################################# -cd hgehelp -echo Compiling libhgehelp... -g++ -c *.cpp -I../include -ar rcs libhgehelp.a *.o -rm *.o -cd .. -mv ./hgehelp/libhgehelp.a libhgehelp.a -############################################################################# -echo Compiling the main executable... -g++ *.cpp -I/usr/include/freetype2 -I./include \ --lSDL -lvorbis -lvorbisfile -lopenal -ljpeg -lpng -lfreetype \ --Wl,libhgehelp.a,libhge.a,libCxImage.a,libz.a -o BulletLabRemixII -############################################################################# -rm *.a -strip BulletLabRemixII -cd ..
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