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authorGravatar chirs241097@gmail.com <chirs241097@gmail.com@c17bf020-1265-9734-9302-a83f62007ddb> 2014-04-25 08:41:29 +0000
committerGravatar chirs241097@gmail.com <chirs241097@gmail.com@c17bf020-1265-9734-9302-a83f62007ddb> 2014-04-25 08:41:29 +0000
commita53ffa43a1b9bb8eff54d94f9668e3ce0d9fb583 (patch)
treeb1259b21cc8fa5d2648163fd1028e1b20e15fc83
parentf71472046334287457a34a6ff19bf53d3aaf557a (diff)
downloadbullet-lab-remix-a53ffa43a1b9bb8eff54d94f9668e3ce0d9fb583.tar.xz
%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.
-rwxr-xr-xChangeLog9
-rw-r--r--Levels (renamed from Levels.txt)145
-rw-r--r--Readme1
-rw-r--r--Readme.zh1
-rwxr-xr-xVERSION2
-rw-r--r--background.h6
-rw-r--r--effects.h6
-rw-r--r--global.h8
-rw-r--r--hgeft.cpp1
-rw-r--r--hgeft.h1
-rw-r--r--levels.h7
-rw-r--r--libcgh.h12
-rw-r--r--libcghEx.cpp6
-rw-r--r--main.cpp13
-rw-r--r--menus.h20
-rw-r--r--music.h2
-rw-r--r--scorec.h6
-rw-r--r--scoresystem.h6
-rw-r--r--towernbullet.h32
19 files changed, 188 insertions, 96 deletions
diff --git a/ChangeLog b/ChangeLog
index c9b5669..9cc2991 100755
--- a/ChangeLog
+++ b/ChangeLog
@@ -8,6 +8,15 @@ Random segmentation fault in "Hyper-threading".(seen only once,
can not reproduce now...)
Pre-Released versions:
+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...
diff --git a/Levels.txt b/Levels
index affaa0a..a1a7b8c 100644
--- a/Levels.txt
+++ b/Levels
@@ -1,9 +1,27 @@
-BulletLabRemixII Level index
+BulletLabRemixII
+Level index/specifications/hints
+This document is probably NOT suitable for:
+Anybody who isn't insterested in this topic
+Liberal arts students(?...)
+
+This document is suitable for:
+Nobody(?)
+Coders who want to modify this game
+Casual persons who won't care anything
+Someone who is stuck at a part
+
+
+
+
+
+
+======================WARNING, LOTS OF WORDS BELOW!======================
Level 1 2/180
River levels 120
-It's confusing... so much bullets for Level1?
However it's fairly easy. Do not seek for death.
+
Double-directed labyrinth 60
-Still very easy.
@@ -11,10 +29,13 @@ Level 2 4/215
Polygon-red 60
-This is not hard...
Fake bullets aren't always annoying.
+
Polygon-white 60
--Make good use of precise mode!
-Polygon-white locked 65
--Find a good position, e.g. near by a line.
+-Make good use of precise mode
+
+Polygon-white locked 6
+-Find a good position, e.g. near by a line
+
Polygon-both 30
-This part doesn't make sense.
@@ -22,10 +43,13 @@ Level 3 4/150
Reflective 30
-Just meet them, do not make big movements.
They are pretty friendly aren't they?
+
*4 30
-It's a little difficult... Keep away from the edges!
+
Rotate ???? 60
-Stay away from the rotating bullets and you'll pass this level.
+
Wall of blues? 30
-Rather easy. Do not try to earn too may semi-collisions unless
you are really skilled.
@@ -35,15 +59,16 @@ Level 4 5/243
Orange 30
-Don't make big movements and stay away from the edges. (why?)
Those fast bullets are really annoying.
- Answer to the question asked in the tip: TH06 Cirno?
- In fact many level started as a copy of some spellcards in
- TH...
+
Orange trap 5+5+4+4+3+3+2+2+5
-Do NOT press shift!
+
Double spinner 60
-An easy part for level 4.
+
Squash-2 60
-Enjoy it yourself.
+
Circle-drawing 60
-Just draw the circle.
If you have any problem, try BLR 1.
@@ -51,161 +76,213 @@ Circle-drawing 60
Level 5 8/338
CChase 30+30
-Don't set player move speed to 1!
+ Remark: They are not really faster than you...
+
Vortex of leaves 60
-This is another annoying level, looks awesome and hard.
Keep away from those 'laser''s!
+ Remark: The lasers may have strange collision detection...
+ Be careful!
+
Upstream flow 60
-Rather easy.
Looks like something in level 3.
+
High speed threaten 30
-It's JUST threaten!
Precision is important.
Practice makes perfect.
+
Crossing threaten 30
-Appears very hard.
Choose the correct time to cross those bullets.
+
Orange trap2 2+2+2+2
-Just another level from level 4.
+
Fish in the barrel 60
-Where have I seen this...
+ Remark: Those bullets are comming directly towards you.
+
the Unbreakable jail 30
-This is fairly hard. Use CLR if you need it.
+ Remark: When the 'target' got red, it's about to update its
+ position.
Level 6 7/390
Snow WHITE 30
-Incredible fast. Do not treat your CLR as a
£100,000,000 cheque.
+ Remark: They are accelerated!
+
Photokeratitis 10+10+10+10+10
-This is sickly hard...
Treat fast bullets and slow bullets separately.
+ Remark: It looks like Wriggle Nightbug's spellcard...
+
Squash-4(?) 60
-Do not be trapped! You only need ONE CLR!...
+
Avalanche 60
-Do not stay at the screen bottom, it's very dangerous...
+
Dangerous target 60
-Keep moving!
It's a nightmare if you've choose a slow player...
+ Remark: The target follows you as a yellow bullet does.
+
Hexagon loops 10+20+7+7+7+19
-Step well back and watch the show.
+ Remark: This level will misbehave if FPS dropped...
+
Hyperfluid 60
-Also known as Superfluid.
Designed to be a spellcard(?) of someone who has the ability
to manipulate ice...
In fact, liquid helium is not cold enough. It's still several
Kelvin's degrees. I can make it even colder.
+ Remark: The white bullets are not accelerated, which are different
+ from the blue ones. The blue bullets share the same direction: 45 deg.
+ This part was designed as 「my」 「spellcard」 at first...
Level 7 12/930+ Mapped levels
Spring thunder storm - panic? 60 Thunder storm...
-Although it's based on something from level 6, they are completely
different!
And this one is really easy.
-<Color Transform>
+ Remark: Try to get to the top of the screen...
+
Rainbow tower - color theory 90 rainbow tower
--Basic level. Is it from BLR 1?
+-Basic level.
+ Remark: It's taken from the testbed version of BLRII.
Rainbow bullets - nauty photon 60 Lazy level;)
-Similar to one part in level1, but a lot harder.
Luck is really required.
+ Remark: The generation of bullets is really strange... If the last position
+ on the y axis is taken up... sorry that I started to talk about coding again.
+
Rainbow effect - appearance 60 draw a rainbow (of bullet)
-Random bullets. You will remember this part at once when you see the part.
If you feel it hard, go to assessment mode.
+ Remark: The bullets forming the rainbow are invincible.
+
Rainbow effect - interference 120 as the name tells
-This part is REALLY easy... but why?
+
Rainbow effect - diffraction 120 as the name tells
-Pretty hard. Those piles of shit may crash straight into you.
The code is pretty ugly too.
+
Rainbow effect - photon school 60 "particalization"!
-Pretty hard. Use CLR if necessary.
- It may be easier if you stay near the edges.
-<Color Transform>
+ It may be easier if you stay near the edges. (I don't really know.)
+
Over the Rainbow - timeless challenge - great circles
-Your goal is to reach the red block...
And, this one is also pretty hard...
If you're not well-skilled and you are working on FPM, try --suicide--!
+ Remark: This level will never end if you don't reach the red block...
+
Trypophobia 120 another two classes: Tail & Pile
-Very hard. You'll never know where they will go next.
However, they won't step on the same place twice.
Will this cause trypophobia?
+ Remark: I seem to forget an important thing: Bullets with effects won't collide
+ for a short time after they are created...
+
Photon fusion 90 Use a slightly modified tower8...
-Directed bullets+random bullets.
Find a formula for it.
+
Wave of Photon 60 class WOP+Lazy of particalization
-Not very hard at the beginning...
+
Return to void 90 return (void)(...);
-VERY HARD!!!
I don't know where this came from.
CLR is useless but it will give you a short period during which you are invincible.
+ Remark: There are "no solution" cases...
Level -1(Extreme) 7/1020
unknown circles*2 60*2
-Pretty easy as they are only the beginning of nightmare...
+
Spiky 120
-Hard. Their behavior is not predictable.
+ Remark: Again, never try to approach lasers! They are harmful to your eyes...
+
Achromatopsia 120(90+30)
-Or we should call this "deuteranopia vs protanopia"?
+ Remark: Color change may suddenly happen!!
+
Quad thread 120
-Do you humans really support it?
+ Remark: I don't...
+
Supernova(additive blending) 120
-Awesome supernova!
I enjoy coding(easy parts)...
+
yellow explosive 90
-Yellow explosive are poisonous? IDK.
+
Sink over the horizon 90
-Strange. You might be trapped without noticing it.
+
Gravity vortex 120
-It has nothing to do with gravity at all.
+
Incomplete Reflective 120
-Start in peace, end in mess.
+ Remark: one in four bullets will explode when it hits the wall.
Level -2(Assess) 10/?
--No CLR
--Collision and step to next level
Directed bullet
-A copy of a spellcard from someone...
Towers don't collide you, however they should do so.
+
Random bullet
-Pure random.
Are they getting faster?
+
Constant patterns
-Pretty awesome.
Doesn't look like anything.
+
Crossing 1(L+R)
-They started spinning!!!
+
Crossing 2(C)
-Used by Moriya Suwako...
Round bullets made me dizzy.
-Fake sink
--Aren't those things from the centre annoying...
+
+Trappy
+-The name is strange...
+ Remark: The lasers created just over you are not created there on purpose...
+ However, one third of the bullets could be directed.
+
Sine wave
-Oscilloscope?
Find a good place to vibrate with the graph...
+ Remark: Some positions will cause death instantly!
+
Density test
-Really high density.
- And they may block you way!
+ WTF? There's no way?!
Pleaz.. don't be hopeless...
+
"Pinballs"
-Why these pinballs don't collide each other?
+ --Because I don't know about the physics...
+
Road Blocks
-You'll understand this one day.
+ --Flappy square?...
+
Extreme High speed
-Copy of one part in level 5.
+
Laser crosses
-Only a show off of the Laser class.
+
Bonus test: Lunatic Lunar!
-May be the legacy of a vintage game...
-
-
-
-Level Enter Limits:
-Classic:
-Level 3: 1 restart(all)
-Level 4: 2 restarts
-Level 5: 3 restarts
-Level 6: 5 restarts
-Level 7: 8 restarts
-Level -1: 2 restarts
-FPM:
-Level 3: 10 collisions
-Level 4: 40 collisions
-Level 5: 75 collisions
-Level 6: 125 collisions
-Level 7: 200 collisions
-Level 8: 50 collisions \ No newline at end of file
diff --git a/Readme b/Readme
index a64b32c..21d2a1a 100644
--- a/Readme
+++ b/Readme
@@ -3,7 +3,6 @@ NOTE: This is a pre-release version. That means:
-The program may crash. It may even cause data loss.
-The levels may be too hard.
-There may be strange behavior.
--Now menus are partly broken...
-The in-game music is included but won't be played. (See FAQ.txt)
-The code may not even compile!
diff --git a/Readme.zh b/Readme.zh
index 35a0fea..8556f8b 100644
--- a/Readme.zh
+++ b/Readme.zh
@@ -3,7 +3,6 @@ This text is encoded in UTF-8.
-它可能会崩溃,甚至导致数据丢失。
-关卡太难。
-奇怪的行为。
--现在菜单处于部分报废状态…
-无视背景音乐(见FAQ.txt)
-代码都可能编译不了!
diff --git a/VERSION b/VERSION
index 20cc6cd..003c297 100755
--- a/VERSION
+++ b/VERSION
@@ -1 +1 @@
-0.9.1-1_PR (r87) \ No newline at end of file
+0.9.1-1_PR (r88) \ No newline at end of file
diff --git a/background.h b/background.h
index d422d16..849438c 100644
--- a/background.h
+++ b/background.h
@@ -1,6 +1,6 @@
-//Chrisoft Bullet Lab Remix HGE
-//Background drawing Implementations
-//Copyright Chrisoft 2014
+// Chrisoft Bullet Lab Remix HGE -*- C++ -*-
+// Background drawing Implementations
+// Copyright Chrisoft 2014
#include <list>
const char* BACKGROUND_H_FN="background.h";
diff --git a/effects.h b/effects.h
index 02f0daa..0e40824 100644
--- a/effects.h
+++ b/effects.h
@@ -1,6 +1,6 @@
-//Chrisoft Bullet Lab Remix HGE
-//Effects Implementations
-//Copyright Chrisoft 2014
+// Chrisoft Bullet Lab Remix HGE -*- C++ -*-
+// Effects Implementations
+// Copyright Chrisoft 2014
//static const char* EFFECTS_H_FN="effects.h";
void SCEffect_Attatch(vector2d Target=vector2d(-100,-100))
diff --git a/global.h b/global.h
index 0a6dcf9..a49ca90 100644
--- a/global.h
+++ b/global.h
@@ -1,6 +1,6 @@
-//Chrisoft Bullet Lab Remix HGE
-//Global varibles and implementations
-//Copyright Chrisoft 2014
+// Chrisoft Bullet Lab Remix HGE -*- C++ -*-
+// Global varibles and implementations
+// Copyright Chrisoft 2014
#include <hge.h>
#include <hgefont.h>
#define MaxRes 80
@@ -333,7 +333,7 @@ static const char* archive[]={
};
#endif
//static const char* GLOBAL_H_FN="global.h";
-static const char* BLRVERSION="0.9.1-1_PR (r87)";
+static const char* BLRVERSION="0.9.1-1_PR (r88)";
static const char* BuiltDate=__DATE__;
void Throw(char *Filename,char *Info)
diff --git a/hgeft.cpp b/hgeft.cpp
index c067a1f..a5b233a 100644
--- a/hgeft.cpp
+++ b/hgeft.cpp
@@ -1,3 +1,4 @@
+// Freetype2 ext4hge implementations -*- C++ -*-
#include "hgeft.h"
static const char* HGEFT_SRC_FN="hgeft.cpp";
void hgeTTChar::Free(){if(quad.tex)hge->Texture_Free(quad.tex),quad.tex=0;}
diff --git a/hgeft.h b/hgeft.h
index e17ba42..4069db3 100644
--- a/hgeft.h
+++ b/hgeft.h
@@ -1,3 +1,4 @@
+// Freetype2 ext4hge header -*- C++ -*-
/*
* Freetype2 extention for hge
* by Chris Xiong
diff --git a/levels.h b/levels.h
index 5e39e3d..2040903 100644
--- a/levels.h
+++ b/levels.h
@@ -1,7 +1,6 @@
-//Chrisoft Bullet Lab Remix HGE
-//Level Implementations
-//Copyright Chrisoft 2014
-//Now this is being fully rewritten..
+// Chrisoft Bullet Lab Remix HGE -*- C++ -*-
+// Level Implementations
+// Copyright Chrisoft 2014
/*
How to write a classic level/part...
Classic parts need only one procedure, like this.
diff --git a/libcgh.h b/libcgh.h
index 5369bd8..324ba42 100644
--- a/libcgh.h
+++ b/libcgh.h
@@ -1,9 +1,9 @@
-//Chrisoft Bullet Lab Remix HGE
-//Chrisoft Game Helper header
-//Copyright Chrisoft 2014
-//libcgh version 0007
-//Last full compatible version 0007
-//^Modify that when big change is made^
+// Chrisoft Bullet Lab Remix HGE -*- C++ -*-
+// Chrisoft Game Helper header
+// Copyright Chrisoft 2014
+// libcgh version 0007
+// Last full compatible version 0007
+// ^Modify that when big change is made^
#include <hge.h>
#include <hgefont.h>
#include <hgedistort.h>
diff --git a/libcghEx.cpp b/libcghEx.cpp
index 78aeb02..9c5f636 100644
--- a/libcghEx.cpp
+++ b/libcghEx.cpp
@@ -1,6 +1,6 @@
-//Chrisoft Bullet Lab Remix HGE
-//Chrisoft Game Helper Extras implementations
-//Copyright Chrisoft 2014
+// Chrisoft Bullet Lab Remix HGE -*- C++ -*-
+// Chrisoft Game Helper Extras implementations
+// Copyright Chrisoft 2014
#include "libcgh.h"
#include <cmath>
#include <cstring>
diff --git a/main.cpp b/main.cpp
index d0038c1..1505abf 100644
--- a/main.cpp
+++ b/main.cpp
@@ -1,6 +1,6 @@
-//Chrisoft Bullet Lab Remix HGE
-//Main Code
-//Copyright Chrisoft 2014
+// Chrisoft Bullet Lab Remix HGE -*- C++ -*-
+// Main Code
+// Copyright Chrisoft 2014
//Now that we use BSD license, so let's paste it here.
//(although it may be awful)
/*
@@ -352,7 +352,7 @@ void RefreshScore()
score+=16*mult;
else
score+=mult;
- if(scminus){if(mult/2>0.1)mult/=2;else mult=0.5;}
+ if(scminus){if(mult/2>0.1)mult/=2;else mult=0.1;}
score+=100*shots*mult;
score-=scminus*mult;
score+=2000*dsmc*mult;
@@ -982,10 +982,9 @@ bool FrameFunc()
}
fnt->SetColor(SETA(0xFFFFFF,infofade));
fnt->printf(5, 0, HGETEXT_LEFT, "Frames to go: %d",frameleft);
-#ifdef WIN32
+#if 0
fnt->printf(5, 25, HGETEXT_LEFT, "Score: %I64d",score);
-#endif
-#ifndef WIN32
+#else
fnt->printf(5, 25, HGETEXT_LEFT, "Score: %lld",score);
#endif
fnt->printf(5, 50, HGETEXT_LEFT, "Level %d",level);
diff --git a/menus.h b/menus.h
index 04c69d3..7164701 100644
--- a/menus.h
+++ b/menus.h
@@ -1,8 +1,8 @@
-//Chrisoft Bullet Lab Remix HGE
-//Menu Implementations
-//Copyright Chrisoft 2014
+// Chrisoft Bullet Lab Remix HGE -*- C++ -*-
+// Menu Implementations
+// Copyright Chrisoft 2014
+// The menu rewrite is almost complete...
//static const char* MENUS_H_FN="menus.h";
-//The menu rewrite is almost complete...
void TriggerSound(int type)
{
switch(type)
@@ -1013,7 +1013,7 @@ public:
hge->Gfx_RenderQuad(&UpperGradient);
hge->Gfx_RenderQuad(&LowerGradient);
MenuFont->printf(xoffset-100,250,HGETEXT_LEFT,
-#ifdef WIN32
+#if 0
"You scored %I64d at level %d"
#else
"You scored %lld at level %d"
@@ -1101,7 +1101,7 @@ public:
hge->Gfx_RenderQuad(&LowerGradient);
if(~CheckHighScore())
MenuFont->printf(xoffset-100,250,HGETEXT_LEFT,
-#ifdef WIN32
+#if 0
"New Highscore %I64d!"
#else
"New Highscore %lld!"
@@ -1109,7 +1109,7 @@ public:
,score);
else
MenuFont->printf(xoffset-100,250,HGETEXT_LEFT,
-#ifdef WIN32
+#if 0
"Score %I64d"
#else
"Score %lld"
@@ -1350,7 +1350,7 @@ public:
{
if(i<=WrapCnt)
MenuFont->printf(xoffset,calcy,HGETEXT_LEFT,"%u. %s - "
-#ifdef WIN32
+#if 0
"%I64d"
#else
"%lld"
@@ -1438,7 +1438,7 @@ public:
{
if(dyoffset+430>289.9&&dyoffset+430<540.1)
MenuFont->printf(xoffset,dyoffset+430,HGETEXT_LEFT,"Scored "
-#ifdef WIN32
+#if 0
"%I64d"
#else
"%lld"
@@ -1453,7 +1453,7 @@ public:
{
if(dyoffset+430>289.9&&dyoffset+430<540.1)
MenuFont->printf(xoffset,dyoffset+430,HGETEXT_LEFT,"Scored "
-#ifdef WIN32
+#if 0
"%I64d"
#else
"%lld"
diff --git a/music.h b/music.h
index 60e206a..0e9c4bf 100644
--- a/music.h
+++ b/music.h
@@ -1,4 +1,4 @@
-//Chrisoft Bullet Lab Remix HGE
+//Chrisoft Bullet Lab Remix HGE -*- C++ -*-
//In Game Music Implementations
//Copyright Chrisoft 2014
HEFFECT Mus;
diff --git a/scorec.h b/scorec.h
index 92a2532..55c0bf8 100644
--- a/scorec.h
+++ b/scorec.h
@@ -1,6 +1,6 @@
-//Chrisoft Bullet Lab Remix HGE
-//Score Recording Implementations
-//Copyright Chrisoft 2014
+// Chrisoft Bullet Lab Remix HGE -*- C++ -*-
+// Score Recording Implementations
+// Copyright Chrisoft 2014
//static const char* SCOREC_H_FN="scorec.h";
struct TRecord
diff --git a/scoresystem.h b/scoresystem.h
index 0f7939d..53ac222 100644
--- a/scoresystem.h
+++ b/scoresystem.h
@@ -1,6 +1,6 @@
-//Chrisoft Bullet Lab Remix HGE
-//Multiplier implementations
-//Copyright Chrisoft 2014
+// Chrisoft Bullet Lab Remix HGE -*- C++ -*-
+// Multiplier implementations
+// Copyright Chrisoft 2014
CircleIndicator MultTimer;
hgeFont *MultFnt;
hgeSprite *MB;
diff --git a/towernbullet.h b/towernbullet.h
index 3b0ef9c..2ec514c 100644
--- a/towernbullet.h
+++ b/towernbullet.h
@@ -1,10 +1,6 @@
-//Chrisoft Bullet Lab Remix HGE
-//Towers and Bullets Implementations
-//Copyright Chrisoft 2014
-//[Perfect Freeze]: code here for BLR2 won't change a lot since 30/08/2013
-//Sorry that I would break that...
-//I found the rendering code stupid so I MUST rewrite it RIGHT NOW.
-// --Announcement from Chirsno
+// Chrisoft Bullet Lab Remix HGE -*- C++ -*-
+// Towers and Bullets Implementations
+// Copyright Chrisoft 2014
#include "effects.h"
//static const char* TOWERNBULLET_H_FN="towernbullet.h";
@@ -293,6 +289,7 @@ void CreateBullet255(double x,double y,double bs,int spno=0)
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].exp1=re.NextInt(0,9)?0:1;
}
void All2pnt()
{
@@ -979,7 +976,7 @@ void ProcessBullet255(int i)
double dis=GetDist(bullet[i].bulletpos,playerpos+splitData[bullet[i].redattrib]);
if (dis<=6||bullet[i].bulletpos.x<=-10||bullet[i].bulletpos.x>=800||bullet[i].bulletpos.y<=-10||bullet[i].bulletpos.y>=600)
{
- score+=mult*100;mult+=0.0002f;
+ if(bullet[i].exp1)score+=mult*100;else mult+=0.01;
bullet[i].exist=false;
bullet[i].bulletpos.x=bullet[i].bulletpos.y=0;
bullet[i].bulletdir.x=bullet[i].bulletdir.y=0;
@@ -988,10 +985,21 @@ void ProcessBullet255(int i)
}
else
{
- bulletspr[grey]->SetColor(0x20FFFFFF);
- bulletspr[grey]->SetBlendMode(BLEND_ALPHAADD);
- bulletspr[grey]->RenderEx(bullet[i].bulletpos.x+6,bullet[i].bulletpos.y+6,0,0.5,0);
- bulletspr[grey]->SetBlendMode(BLEND_ALPHABLEND);
+ if(bullet[i].exp1)
+ {
+ bulletspr[green]->SetColor(0x40FFFFFF);
+ bulletspr[green]->SetBlendMode(BLEND_ALPHAADD);
+ bulletspr[green]->RenderEx(bullet[i].bulletpos.x+6,bullet[i].bulletpos.y+6,0,0.5,0);
+ bulletspr[green]->SetBlendMode(BLEND_ALPHABLEND);
+ bulletspr[green]->SetColor(0x80FFFFFF);
+ }
+ else
+ {
+ bulletspr[grey]->SetColor(0x20FFFFFF);
+ bulletspr[grey]->SetBlendMode(BLEND_ALPHAADD);
+ bulletspr[grey]->RenderEx(bullet[i].bulletpos.x+6,bullet[i].bulletpos.y+6,0,0.5,0);
+ bulletspr[grey]->SetBlendMode(BLEND_ALPHABLEND);
+ }
}
}
int CreateTower1(double x,double y,int timer,double bs,double offset=0,bool eff=false)