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-rwxr-xr-xChangeLog17
-rw-r--r--FAQ3
-rw-r--r--FAQ.zh3
-rw-r--r--Levels63
-rw-r--r--Levels.zh45
-rw-r--r--Readme6
-rw-r--r--Readme.zh35
-rwxr-xr-xVERSION2
-rw-r--r--global.h4
-rw-r--r--hge/CxImage/ximapng.cpp2
-rw-r--r--hge/hge_impl.h6
-rw-r--r--hge/sound.cpp26
-rwxr-xr-xhgewin/hge_impl.h6
-rw-r--r--hgewin/sound.cpp27
-rw-r--r--include/hge.h6
-rw-r--r--levels.h44
-rw-r--r--main.cpp21
-rw-r--r--menus.h131
-rw-r--r--music.h2
-rw-r--r--scoresystem.h22
20 files changed, 314 insertions, 157 deletions
diff --git a/ChangeLog b/ChangeLog
index cc7adbe..c7335db 100755
--- a/ChangeLog
+++ b/ChangeLog
@@ -5,8 +5,9 @@ Todo's:
*Adjust difficulty!*//almost done?
*Add multpo's.*//almost done?
*Distribute CLRs.*//almost done?
+Ranking rewrite.
Bug fixes.
-Tests.
+Tests.*//done?...
Wishlist?
Known bugs:
@@ -21,6 +22,18 @@ In-game music bring back.
of next BLR.)
Pre-Released versions:
+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.
@@ -40,6 +53,8 @@ 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
diff --git a/FAQ b/FAQ
index ac50631..3d3608c 100644
--- a/FAQ
+++ b/FAQ
@@ -113,6 +113,9 @@ Q: It's sssSssso hard!
A: It's supposed to be hard! The only solution is to practice more.
However you can get more CLRs in player preference settings (with
a sacrifice of moving speed).
+
+Q: I can't get those "+1"'s...
+A: It's designed to be so! Some of the "+1"'s are only for adventurers!
Q: Tell me the history.
A: Changelog tracked a full history of this project (Although it's not
diff --git a/FAQ.zh b/FAQ.zh
index 2514429..f1eb990 100644
--- a/FAQ.zh
+++ b/FAQ.zh
@@ -88,6 +88,9 @@ Q: 怎么这么难啊。
A: 这是故意的!唯一的解决方法是多练…
但是你在游戏设置中可以搞到更多的CLR(需要以降低移动速度为代价)。
+Q: 我根本拿不到那些“+1”!
+A: 这也是故意的!一部分“+1”是专门为愿意为它们冒险的人设计的。
+
Q: 我认为图形绘制的有问题。
A: 对于DirectX,我了解的不太多,因为我没有修改hge的DirectX版。
但是它不应该和OpenGL版有太大的不同。
diff --git a/Levels b/Levels
index 3ac34d6..4706cb0 100644
--- a/Levels
+++ b/Levels
@@ -4,6 +4,8 @@ Level index/specifications/hints
I'm still working on this document.
Please don't trouble me if it misled you.
+*Trying the levels before reading this is strongly recommended.*
+
This document is probably NOT suitable for:
Anybody who isn't insterested in this topic
Liberal arts students(?...)
@@ -23,7 +25,8 @@ Someone who is stuck at a part
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.
+ However it's fairly easy. Do not seek for death(where those "+1" are
+ leading you to)
Double-directed labyrinth 60
-Still very easy.
@@ -34,10 +37,11 @@ Polygon-red 60
Fake bullets aren't always annoying.
Polygon-white 60
--Make good use of precise mode
+-Make good use of precise mode.
Polygon-white locked 6
--Find a good position, e.g. near by a line
+-You can't move vertically!
+ Find a good position, e.g. near by a line.
Polygon-both 30
-This part doesn't make sense.
@@ -51,7 +55,7 @@ Reflective 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.
+-Stay away from the rotating bullets.
Wall of blues? 30
-Rather easy. Do not try to earn too may semi-collisions unless
@@ -95,22 +99,24 @@ High speed threaten 30
-It's JUST threaten!
Precision is important.
Practice makes perfect.
+ If you *can't* move horizonally may be it's easier...
Crossing threaten 30
-Appears very hard.
Choose the correct time to cross those bullets.
-Orange trap2 2+2+2+2
+Orange trap2 2+2+2+5
-Just another level from level 4.
Fish in the barrel 60
--Where have I seen this...
+-Seems to be faster and faster? NO...
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.
+ position. If you keep moving when it's updating its position,
+ it will stuck in update mode, or it will stop.
Level 6 7/390
Snow WHITE 30
@@ -122,6 +128,8 @@ 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...
+ As of r94, it's not so hard as it was before. Fast bullets
+ won't hit you *if you don't move*.
Squash-4(?) 60
-Do not be trapped! You only need ONE CLR!...
@@ -132,7 +140,8 @@ Avalanche 60
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.
+ Remark: The target follows you as a yellow bullet does,
+ but not in the same manner.
Hexagon loops 10+20+7+7+7+19
-Step well back and watch the show.
@@ -147,6 +156,7 @@ Hyperfluid 60
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...
+ Also will become easier if horizonal movement is restricted...
Level 7 12/930+ Mapped levels
Spring thunder storm - panic? 60 Thunder storm...
@@ -154,12 +164,14 @@ Spring thunder storm - panic? 60 Thunder storm...
different!
And this one is really easy.
Remark: Try to get to the top of the screen...
+ Try restricting vertical movement this time...
Rainbow tower - color theory 90 rainbow tower
-Basic level.
- Remark: It's taken from the testbed version of BLRII.
+ Remark: It's taken from the old testbed version of BLRII.
+
Rainbow bullets - nauty photon 60 Lazy level;)
--Similar to one part in level1, but a lot harder.
+-Similar to one part in level1, but *much* 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.
@@ -183,14 +195,16 @@ Rainbow effect - photon school 60 "particalization"!
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--!
+ If you're not well-skilled and you are working on FPM, try --suicide--,
+ it worthwhile to do so!
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
+ Remark: This level almost burn my computer...
+ I seem to forget an important thing: Bullets with effects won't collide
for a short time after they are created...
Photon fission 90 Use a slightly modified tower8...
@@ -205,16 +219,22 @@ Return to void 90 return (void)(...);
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...
+unknown circles1 60
+-They slow down as they approach the border. VERY ANNOYING!!!
+
+unknown circles2 60
+-They STUCK at the border!! And they get THICKER and THICKER!!......
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"?
+-There's no way?!
+ Well, mind the name please...
+ Or we should call this "deuteranopia vs protanopia"?
Remark: Color change may suddenly happen!!
Quad thread 120
@@ -222,19 +242,22 @@ Quad thread 120
Remark: I don't...
Gravity vortex 120
--It has nothing to do with gravity at all.
+-It has nothing to do with gravity at all, but it's pretty
+ hard!
+ Seems to be very graceful.
Supernova(additive blending) 120
-After gathering enough power, they explode --
Awesome supernova!
I enjoy coding(such easy parts)...
+ Remark: Newly created bullets are... I can't give more clue.
yellow explosive 90
-There's nothing to code, so I came up with this...
- Not deadly at all.
+ --Not deadly at all.--
Sink over the horizon 90
--Strange. You might be trapped without noticing it.
+-Strange. You will be easily trapped.
Incomplete Reflective 120
-Start in peace, end in mess.
@@ -286,13 +309,13 @@ Density test
-Really high density.
WTF? There's no way?!
You MUST end up in a horrible traffic accident, squeezing every drop of blood
- out on the left board. That's a bad image.
+ out on the left board. That's really a bad image.
"Pinballs"
-Well... They have collisions since r93!
These balls spawn with random velocity!
You may end up...
- just imagine a enlarged bowling ball flying direct towards you.
+ just imagine an eXtra-eXtra Large sized bowling ball flying direct towards you.
Road Blocks
-You'll understand this one day.
diff --git a/Levels.zh b/Levels.zh
index 0647885..e3f364f 100644
--- a/Levels.zh
+++ b/Levels.zh
@@ -4,6 +4,8 @@ BulletLabRemixII
此文档仍未完成。
如果它误导了你,也不要来找我啊。。。
+强烈推荐在阅读本文档前先自己玩一下。
+
不适宜人群:
Anybody who isn't insterested in this topic
Liberal arts students(?...)
@@ -23,7 +25,8 @@ Someone who is stuck at a part
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.
+ However it's fairly easy. Do not seek for death(where those "+1" are
+ leading you to)
Double-directed labyrinth 60
-Still very easy.
@@ -34,10 +37,11 @@ Polygon-red 60
Fake bullets aren't always annoying.
Polygon-white 60
--Make good use of precise mode
+-Make good use of precise mode.
Polygon-white locked 6
--Find a good position, e.g. near by a line
+-You can't move vertically!
+ Find a good position, e.g. near by a line.
Polygon-both 30
-This part doesn't make sense.
@@ -51,7 +55,7 @@ Reflective 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.
+-Stay away from the rotating bullets.
Wall of blues? 30
-Rather easy. Do not try to earn too may semi-collisions unless
@@ -95,22 +99,24 @@ High speed threaten 30
-It's JUST threaten!
Precision is important.
Practice makes perfect.
+ If you *can't* move horizonally may be it's easier...
Crossing threaten 30
-Appears very hard.
Choose the correct time to cross those bullets.
-Orange trap2 2+2+2+2
+Orange trap2 2+2+2+5
-Just another level from level 4.
Fish in the barrel 60
--Where have I seen this...
+-Seems to be faster and faster? NO...
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.
+ position. If you keep moving when it's updating its position,
+ it will stuck in update mode, or it will stop.
Level 6 7/390
Snow WHITE 30
@@ -122,6 +128,8 @@ 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...
+ As of r94, it's not so hard as it was before. Fast bullets
+ won't hit you *if you don't move*.
Squash-4(?) 60
-Do not be trapped! You only need ONE CLR!...
@@ -132,7 +140,8 @@ Avalanche 60
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.
+ Remark: The target follows you as a yellow bullet does,
+ but not in the same manner.
Hexagon loops 10+20+7+7+7+19
-Step well back and watch the show.
@@ -147,6 +156,7 @@ Hyperfluid 60
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...
+ Also will become easier if horizonal movement is restricted...
Level 7 12/930+ Mapped levels
Spring thunder storm - panic? 60 Thunder storm...
@@ -154,12 +164,14 @@ Spring thunder storm - panic? 60 Thunder storm...
different!
And this one is really easy.
Remark: Try to get to the top of the screen...
+ Try restricting vertical movement this time...
Rainbow tower - color theory 90 rainbow tower
-Basic level.
- Remark: It's taken from the testbed version of BLRII.
+ Remark: It's taken from the old testbed version of BLRII.
+
Rainbow bullets - nauty photon 60 Lazy level;)
--Similar to one part in level1, but a lot harder.
+-Similar to one part in level1, but *much* 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.
@@ -183,14 +195,16 @@ Rainbow effect - photon school 60 "particalization"!
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--!
+ If you're not well-skilled and you are working on FPM, try --suicide--,
+ it worthwhile to do so!
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
+ Remark: This level almost burn my computer...
+ I seem to forget an important thing: Bullets with effects won't collide
for a short time after they are created...
Photon fission 90 Use a slightly modified tower8...
@@ -205,6 +219,7 @@ Return to void 90 return (void)(...);
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...
@@ -286,7 +301,7 @@ Sine wave
-示波器?
找一个合适的位置,跟图像一起振动…
说明:有些地方是秒撞的!
- 结局:喂,我在那个示波器上找不到你啊…
+ 结局:喂,我在那个坏掉的示波器上找不到你啊…
Density test
密度测试
@@ -294,8 +309,8 @@ Density test
卧×?没路了?
结局:
玩家×××
- 死于一场可怕的车祸,身体中每滴血都被*挤*到了左边的墙上。
- 这景象真是可怕。
+ 死于一场可怕的车祸,每滴血都被*挤*到了左边的墙上。
+ 这景象真是有点可怕。
"Pinballs"
“弹球”
diff --git a/Readme b/Readme
index f4e5b30..4008694 100644
--- a/Readme
+++ b/Readme
@@ -135,6 +135,10 @@ To Dear Windows Users
This game is developed and tested mostly under Linux. The official Windows version is also
built under Linux(awesome, isn't it?). It's only briefly tested.
+How to play it?
+This section has been moved to the built-in help. Select "help" in the main menu to view
+it.
+
Menus
------------------------------------------------------------------------------------
Main menu
@@ -165,7 +169,7 @@ Go for the highest score!
Free Play Mode
You'll never die! Enjoy!...
-
+Command line options
------------------------------------------------------------------------------------
Yes, it accept command line options! (And some of them may be very useful...)
You can override your settings with them if you can't start it after changing the settings.
diff --git a/Readme.zh b/Readme.zh
index ea6d59a..5621e9f 100644
--- a/Readme.zh
+++ b/Readme.zh
@@ -132,6 +132,10 @@ GPU&VRAM: 非常快的渲染速度。
开发和测试基本是在Linux下进行的。发布的Windows版也是从Linux下编译的(听起来很厉害?)。Windows版
只进行过简单的测试。
+怎么玩?
+这部分已经移动到游戏内的帮助里了,它在主菜单的help选项中。
+如果您看不懂,建议使用机器翻译…
+
菜单
------------------------------------------------------------------------------------
主菜单
@@ -216,35 +220,34 @@ ChangeLog包含了该工程的全部历史。
这里是一个「里程碑」的列表。
0.9.1-1_PR (r86)
-Current public release. Comes with all levels that will appear in the final release.
-Done menu rewrite.
-Make multiplier system functional.
+当前的公开版本。已经包含了所有会出现在最终版本里的关卡。
+菜单重写完成。
+“倍数系统”终于能正常工作了。
0.7.3-0_PR (b73)
-Comes with all seven "normal" levels.
-Many bug fixes, making the Windows port (almost) stable.
-Huge code changes happened here.
+包含7个关卡。
+众多问题修复,Windows版基本稳定了。
+代码发生了巨大的变化。
0.4.4-0_PRG (b37a)
-Comes with four levels and some parts of the fifth level.
-Contains several bug fixes.
+包含4个多一点的关卡。
+修正了一部分问题。
0.2.9-1_PR (b21)
-First public prerelease version.
-Comes with two levels.
-Introduced multiplier system, not functional yet.
+第一个公开版,包含两个完整的关卡。
+初次出现了“倍数”系统,但是没有实际作用。
0.1.7-2_PR (b16)
-Level 1 is finished.
+第一关完成。
TB130907 (b10)
-Laser implementation rev 2.
+激光实现重写。
TB130827 (b8)
-Initial laser implementation.
+最早的支持“激光”的版本。
TB130620~TB130818 (b1~b7)
-New towers and new levels.
+添加新的“塔”和关卡。
TB130610 (b0)
-Creation of the Testbed version.
+试验版本建立。
diff --git a/VERSION b/VERSION
index 9870f8e..fcadebd 100755
--- a/VERSION
+++ b/VERSION
@@ -1 +1 @@
-0.9.7-0 (r97) \ No newline at end of file
+0.9.8-0 (r98) \ No newline at end of file
diff --git a/global.h b/global.h
index e36af5a..a666c22 100644
--- a/global.h
+++ b/global.h
@@ -302,7 +302,7 @@ double scale;
#ifndef WIN32
double yos;
#endif
-int fpslvl,clrmode;
+int fpslvl,clrmode,sfxvol,bgmvol;
const vector2d splitData[4]={vector2d(0,0),vector2d(400,0),vector2d(0,300),vector2d(400,300)};
//options from command line arguments
bool fNoSound,
@@ -341,7 +341,7 @@ static const char* archive[]={
};
#endif
//static const char* GLOBAL_H_FN="global.h";
-static const char* BLRVERSION="0.9.7-0 (r97)";
+static const char* BLRVERSION="0.9.8-0 (r98)";
static const char *months="JanFebMarAprMayJunJulAugSepOctNovDec";
char *parseDate(const char *date)
{
diff --git a/hge/CxImage/ximapng.cpp b/hge/CxImage/ximapng.cpp
index 2e39d1b..db2f636 100644
--- a/hge/CxImage/ximapng.cpp
+++ b/hge/CxImage/ximapng.cpp
@@ -85,7 +85,7 @@ bool CxImagePNG::Decode(CxFile *hFile)
png_read_info(png_ptr, info_ptr);
png_uint_32 _width,_height;
- int _bit_depth,_color_type,_interlace_type/*,_compression_type,_filter_type*/;
+ int _bit_depth,_color_type,_interlace_type,_compression_type,_filter_type;
#if PNG_LIBPNG_VER > 10399
png_get_IHDR(png_ptr,info_ptr,&_width,&_height,&_bit_depth,&_color_type,
&_interlace_type,&_compression_type,&_filter_type);
diff --git a/hge/hge_impl.h b/hge/hge_impl.h
index 26cb850..bf42c2f 100644
--- a/hge/hge_impl.h
+++ b/hge/hge_impl.h
@@ -156,7 +156,7 @@ public:
virtual HEFFECT CALL Effect_Load(const char *filename, DWORD size=0);
virtual void CALL Effect_Free(HEFFECT eff);
virtual HCHANNEL CALL Effect_Play(HEFFECT eff);
- virtual HCHANNEL CALL Effect_PlayEx(HEFFECT eff, int volume=100, int pan=0, float pitch=1.0f, bool loop=false);
+ virtual HCHANNEL CALL Effect_PlayEx(HEFFECT eff, float volume=1.0, float pan=0.0, float pitch=1.0f, bool loop=false);
virtual HMUSIC CALL Music_Load(const char *filename, DWORD size=0);
virtual void CALL Music_Free(HMUSIC mus);
@@ -175,8 +175,8 @@ public:
virtual void CALL Stream_Free(HSTREAM stream);
virtual HCHANNEL CALL Stream_Play(HSTREAM stream, bool loop, int volume = 100);
- virtual void CALL Channel_SetPanning(HCHANNEL chn, int pan);
- virtual void CALL Channel_SetVolume(HCHANNEL chn, int volume);
+ virtual void CALL Channel_SetPanning(HCHANNEL chn, float pan);
+ virtual void CALL Channel_SetVolume(HCHANNEL chn, float volume);
virtual void CALL Channel_SetPitch(HCHANNEL chn, float pitch);
virtual void CALL Channel_Pause(HCHANNEL chn);
virtual void CALL Channel_Resume(HCHANNEL chn);
diff --git a/hge/sound.cpp b/hge/sound.cpp
index 9f6869c..9024652 100644
--- a/hge/sound.cpp
+++ b/hge/sound.cpp
@@ -217,23 +217,23 @@ HEFFECT CALL HGE_Impl::Effect_Load(const char *filename, DWORD size)
HCHANNEL CALL HGE_Impl::Effect_Play(HEFFECT eff)
{
- return Effect_PlayEx(eff, 100, 0, 1.0f, false);
+ return Effect_PlayEx(eff, 1.0f, 0, 1.0f, false);
}
-HCHANNEL CALL HGE_Impl::Effect_PlayEx(HEFFECT eff, int volume, int pan, float pitch, bool loop)
+HCHANNEL CALL HGE_Impl::Effect_PlayEx(HEFFECT eff, float volume, float pan, float pitch, bool loop)
{
if(hOpenAL)
{
const ALuint sid = get_source(); // find an unused sid, or generate a new one.
if (sid != 0)
{
- if (volume < 0) volume = 0; else if (volume > 100) volume = 100;
- if (pan < -100) pan = -100; else if (pan > 100) pan = 100;
+ if (volume < 0) volume = 0; else if (volume > 1.0) volume = 1.0;
+ if (pan < -1.0) pan = -1.0; else if (pan > 1.0) pan = 1.0;
alSourceStop(sid);
alSourcei(sid, AL_BUFFER, (ALint) eff);
- alSourcef(sid, AL_GAIN, ((ALfloat) volume) / 100.0f);
+ alSourcef(sid, AL_GAIN, volume);
alSourcef(sid, AL_PITCH, pitch);
- alSource3f(sid, AL_POSITION, ((ALfloat) pan) / 100.0f, 0.0f, 0.0f);
+ alSource3f(sid, AL_POSITION, pan, 0.0f, 0.0f);
alSourcei(sid, AL_LOOPING, loop ? AL_TRUE : AL_FALSE);
alSourcePlay(sid);
}
@@ -281,22 +281,22 @@ void CALL HGE_Impl::Stream_Free(HSTREAM stream){}
HCHANNEL CALL HGE_Impl::Stream_Play(HSTREAM stream, bool loop, int volume){return 0;}
-void CALL HGE_Impl::Channel_SetPanning(HCHANNEL chn, int pan)
+void CALL HGE_Impl::Channel_SetPanning(HCHANNEL chn, float pan)
{
- assert(pan >= -100);
- assert(pan <= 100);
+ if(pan>1.0)pan=1.0;
+ if(pan<-1.0)pan=-1.0;
if(hOpenAL)
{
- alSource3f((ALuint) chn, AL_POSITION, ((ALfloat) pan) / 100.0f, 0.0f, 0.0f);
+ alSource3f((ALuint) chn, AL_POSITION, pan, 0.0f, 0.0f);
}
}
-void CALL HGE_Impl::Channel_SetVolume(HCHANNEL chn, int volume)
+void CALL HGE_Impl::Channel_SetVolume(HCHANNEL chn, float volume)
{
if(hOpenAL)
{
- if (volume < 0) volume = 0; else if (volume > 100) volume = 100;
- alSourcef((ALuint) chn, AL_GAIN, ((ALfloat) volume) / 100.0f);
+ if (volume < 0) volume = 0; else if (volume > 1.0f) volume = 1.0f;
+ alSourcef((ALuint) chn, AL_GAIN, volume);
}
}
diff --git a/hgewin/hge_impl.h b/hgewin/hge_impl.h
index 5acdcd4..244dafc 100755
--- a/hgewin/hge_impl.h
+++ b/hgewin/hge_impl.h
@@ -123,7 +123,7 @@ public:
virtual HEFFECT CALL Effect_Load(const char *filename, DWORD size=0);
virtual void CALL Effect_Free(HEFFECT eff);
virtual HCHANNEL CALL Effect_Play(HEFFECT eff);
- virtual HCHANNEL CALL Effect_PlayEx(HEFFECT eff, int volume=100, int pan=0, float pitch=1.0f, bool loop=false);
+ virtual HCHANNEL CALL Effect_PlayEx(HEFFECT eff, float volume=1.0, float pan=0.0, float pitch=1.0f, bool loop=false);
virtual HMUSIC CALL Music_Load(const char *filename, DWORD size=0);
virtual void CALL Music_Free(HMUSIC mus);
@@ -142,8 +142,8 @@ public:
virtual void CALL Stream_Free(HSTREAM stream);
virtual HCHANNEL CALL Stream_Play(HSTREAM stream, bool loop, int volume = 100);
- virtual void CALL Channel_SetPanning(HCHANNEL chn, int pan);
- virtual void CALL Channel_SetVolume(HCHANNEL chn, int volume);
+ virtual void CALL Channel_SetPanning(HCHANNEL chn, float pan);
+ virtual void CALL Channel_SetVolume(HCHANNEL chn, float volume);
virtual void CALL Channel_SetPitch(HCHANNEL chn, float pitch);
virtual void CALL Channel_Pause(HCHANNEL chn);
virtual void CALL Channel_Resume(HCHANNEL chn);
diff --git a/hgewin/sound.cpp b/hgewin/sound.cpp
index 2bde29e..9024652 100644
--- a/hgewin/sound.cpp
+++ b/hgewin/sound.cpp
@@ -16,7 +16,6 @@
// Channel functions are fully supported now. However music and streaming are
// still not supported. Some APIs changed for OpenAL is different from BA$$.
-#include <cassert>
#include "hge_impl.h"
#include "AL/al.h"
@@ -218,23 +217,23 @@ HEFFECT CALL HGE_Impl::Effect_Load(const char *filename, DWORD size)
HCHANNEL CALL HGE_Impl::Effect_Play(HEFFECT eff)
{
- return Effect_PlayEx(eff, 100, 0, 1.0f, false);
+ return Effect_PlayEx(eff, 1.0f, 0, 1.0f, false);
}
-HCHANNEL CALL HGE_Impl::Effect_PlayEx(HEFFECT eff, int volume, int pan, float pitch, bool loop)
+HCHANNEL CALL HGE_Impl::Effect_PlayEx(HEFFECT eff, float volume, float pan, float pitch, bool loop)
{
if(hOpenAL)
{
const ALuint sid = get_source(); // find an unused sid, or generate a new one.
if (sid != 0)
{
- if (volume < 0) volume = 0; else if (volume > 100) volume = 100;
- if (pan < -100) pan = -100; else if (pan > 100) pan = 100;
+ if (volume < 0) volume = 0; else if (volume > 1.0) volume = 1.0;
+ if (pan < -1.0) pan = -1.0; else if (pan > 1.0) pan = 1.0;
alSourceStop(sid);
alSourcei(sid, AL_BUFFER, (ALint) eff);
- alSourcef(sid, AL_GAIN, ((ALfloat) volume) / 100.0f);
+ alSourcef(sid, AL_GAIN, volume);
alSourcef(sid, AL_PITCH, pitch);
- alSource3f(sid, AL_POSITION, ((ALfloat) pan) / 100.0f, 0.0f, 0.0f);
+ alSource3f(sid, AL_POSITION, pan, 0.0f, 0.0f);
alSourcei(sid, AL_LOOPING, loop ? AL_TRUE : AL_FALSE);
alSourcePlay(sid);
}
@@ -282,22 +281,22 @@ void CALL HGE_Impl::Stream_Free(HSTREAM stream){}
HCHANNEL CALL HGE_Impl::Stream_Play(HSTREAM stream, bool loop, int volume){return 0;}
-void CALL HGE_Impl::Channel_SetPanning(HCHANNEL chn, int pan)
+void CALL HGE_Impl::Channel_SetPanning(HCHANNEL chn, float pan)
{
- assert(pan >= -100);
- assert(pan <= 100);
+ if(pan>1.0)pan=1.0;
+ if(pan<-1.0)pan=-1.0;
if(hOpenAL)
{
- alSource3f((ALuint) chn, AL_POSITION, ((ALfloat) pan) / 100.0f, 0.0f, 0.0f);
+ alSource3f((ALuint) chn, AL_POSITION, pan, 0.0f, 0.0f);
}
}
-void CALL HGE_Impl::Channel_SetVolume(HCHANNEL chn, int volume)
+void CALL HGE_Impl::Channel_SetVolume(HCHANNEL chn, float volume)
{
if(hOpenAL)
{
- if (volume < 0) volume = 0; else if (volume > 100) volume = 100;
- alSourcef((ALuint) chn, AL_GAIN, ((ALfloat) volume) / 100.0f);
+ if (volume < 0) volume = 0; else if (volume > 1.0f) volume = 1.0f;
+ alSourcef((ALuint) chn, AL_GAIN, volume);
}
}
diff --git a/include/hge.h b/include/hge.h
index ce5badd..18d57b9 100644
--- a/include/hge.h
+++ b/include/hge.h
@@ -366,7 +366,7 @@ public:
virtual HEFFECT CALL Effect_Load(const char *filename, DWORD size=0) = 0;
virtual void CALL Effect_Free(HEFFECT eff) = 0;
virtual HCHANNEL CALL Effect_Play(HEFFECT eff) = 0;
- virtual HCHANNEL CALL Effect_PlayEx(HEFFECT eff, int volume=100, int pan=0, float pitch=1.0f, bool loop=false) = 0;
+ virtual HCHANNEL CALL Effect_PlayEx(HEFFECT eff, float volume=1.0, float pan=0.0, float pitch=1.0f, bool loop=false) = 0;
virtual HMUSIC CALL Music_Load(const char *filename, DWORD size=0) = 0;
virtual void CALL Music_Free(HMUSIC mus) = 0;
@@ -385,8 +385,8 @@ public:
virtual void CALL Stream_Free(HSTREAM stream) = 0;
virtual HCHANNEL CALL Stream_Play(HSTREAM stream, bool loop, int volume = 100) = 0;
- virtual void CALL Channel_SetPanning(HCHANNEL chn, int pan) = 0;
- virtual void CALL Channel_SetVolume(HCHANNEL chn, int volume) = 0;
+ virtual void CALL Channel_SetPanning(HCHANNEL chn, float pan) = 0;
+ virtual void CALL Channel_SetVolume(HCHANNEL chn, float volume) = 0;
virtual void CALL Channel_SetPitch(HCHANNEL chn, float pitch) = 0;
virtual void CALL Channel_Pause(HCHANNEL chn) = 0;
virtual void CALL Channel_Resume(HCHANNEL chn) = 0;
diff --git a/levels.h b/levels.h
index d866989..1dea6c1 100644
--- a/levels.h
+++ b/levels.h
@@ -1418,7 +1418,7 @@ void Level5Part16()
}
void Level5Part17()
{
- frameleft=TenSeconds/10*2;clrtime=0;
+ frameleft=TenSeconds/2;clrtime=0;
DisableAllTower=false;
if (Current_Position==1)
{
@@ -1532,7 +1532,7 @@ void Level5Part22()
}
void Level6Part0()
{
- frameleft=50;All2pnt();towcnt=0;
+ frameleft=TenSeconds;All2pnt();towcnt=0;
DisableAllTower=false;
if (IfShowTip)
{
@@ -1546,11 +1546,14 @@ void Level6Part0()
Level 6-Peaceful(?) Winter\n\
Look, there's a question mark in the title...\
");
- IfCallLevel=false;
}
if (Current_Position==1)
{
- frameleft=0;
+ if (!LOWFPS)
+ DBGColor=ColorTransfer(DBGColor,0xFF60A0FF);
+ else
+ for (int i=1;i<=17;++i)DBGColor=ColorTransfer(DBGColor,0xFF60A0FF);
+ if(DBGColor==0xFF60A0FF)++part;
return;
}
}
@@ -3277,18 +3280,25 @@ void Levelm1Part13()//Gravity Vortex
ShowTip("Who's collecting such great power here?");
return;
}
- All2pnt();memset(m19lead,0,sizeof(m19lead));
- memset(m19gen,0,sizeof(m19gen));
- ++part;m19rad=m19step=m19cnt=0;
- avabrk=0.05;avacurbrk=0;
- for(int i=0;i<8;++i)
+ if (!LOWFPS)
+ DBGColor=ColorTransfer(DBGColor,0xFF000000);
+ else
+ for (int i=1;i<=17;++i)DBGColor=ColorTransfer(DBGColor,0xFF000000);
+ if (DBGColor==0xFF000000)
{
- m19lead[i]=CreateBullet2(400,300,0,0);
- bullet[m19lead[i]].bulletpos=vector2d(400+250*cos(m19rad+i*pi/4),300+250*sin(m19rad+i*pi/4));
- bullet[m19lead[i]].alterColor=(TColors)i;
- bullet[m19lead[i]].inv=true;
+ All2pnt();memset(m19lead,0,sizeof(m19lead));
+ memset(m19gen,0,sizeof(m19gen));
+ ++part;m19rad=m19step=m19cnt=0;
+ avabrk=0.05;avacurbrk=0;
+ for(int i=0;i<8;++i)
+ {
+ m19lead[i]=CreateBullet2(400,300,0,0);
+ bullet[m19lead[i]].bulletpos=vector2d(400+250*cos(m19rad+i*pi/4),300+250*sin(m19rad+i*pi/4));
+ bullet[m19lead[i]].alterColor=(TColors)i;
+ bullet[m19lead[i]].inv=true;
+ }
+ m19pldir=false;BTarg.targpos=playerpos;
}
- m19pldir=false;BTarg.targpos=playerpos;
}
void Levelm1Part20update()
{
@@ -3386,11 +3396,7 @@ void Levelm1Part15()//"Supernova"
...nova!!");
return;
}
- if (!LOWFPS)
- DBGColor=ColorTransfer(DBGColor,0xFF000000);
- else
- for (int i=1;i<=17;++i)DBGColor=ColorTransfer(DBGColor,0xFF000000);
- if (DBGColor==0xFF000000)
+ if (Current_Position==1)
{
snexTarg.Init(0.001,vector2d(400,300));
All2pnt();
diff --git a/main.cpp b/main.cpp
index 7777a47..033b4a8 100644
--- a/main.cpp
+++ b/main.cpp
@@ -86,7 +86,7 @@ basic settings first!\n\nUse vsync?","First Start Up",0x00000024)==6)
else
tfs=0;
diffkey=false;
- plrspd=3;plrslospd=3;clrbns=clrmode=0;
+ plrspd=3;plrslospd=3;clrbns=clrmode=0;bgmvol=15;sfxvol=10;
hge->System_Log("%s: Finishing first start up configuraion...",MAIN_SRC_FN);
Options_Writeback();
Score_Initailize();
@@ -95,7 +95,7 @@ basic settings first!\n\nUse vsync?","First Start Up",0x00000024)==6)
void firststartup()
{
fpslvl=2;tfs=0;VidMode=0;diffkey=false;
- plrspd=3;plrslospd=3;clrbns=clrmode=0;
+ plrspd=3;plrslospd=3;clrbns=clrmode=0;bgmvol=15;sfxvol=10;
hge->System_Log("%s: Finishing (stubbed) first start up configuraion...",MAIN_SRC_FN);
Options_Writeback();
Score_Initailize();
@@ -824,13 +824,13 @@ bool FrameFunc()
{
if(~OMR)
{
- if(OMR==4||OMR==5)optionMenu.Leave();
- if(OMR==4)
+ if(OMR==6||OMR==7)optionMenu.Leave();
+ if(OMR==6)
{
playerPreferenceMenu.Init(-200);
Current_Position=14;
}
- if(OMR==5)
+ if(OMR==7)
{
Options_Writeback();
mainMenu.Init(-200);
@@ -941,7 +941,7 @@ bool FrameFunc()
++part;
IfShowTip=true;
}
- if (Current_Position==1&&shots)hge->Effect_Play(snd);
+ if(Current_Position==1&&shots)hge->Effect_PlayEx(snd,sfxvol/15.0,0,1,false);
if(mainMenu.isActive())mainMenu.Render();
if(startMenu.isActive())startMenu.Render();
if(optionMenu.isActive())optionMenu.Render();
@@ -955,8 +955,8 @@ bool FrameFunc()
if(highScoreViewMenu.isActive())highScoreViewMenu.Render();
if(highScoreDetailsMenu.isActive())highScoreDetailsMenu.Render();
if(Current_Position==15)HelpScene();if(hshl)HelpScene(1);
- 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||Current_Position==3||Current_Position==8||
+ Current_Position==9||Current_Position==10||Current_Position==13||Current_Position==14)
{
titlespr->Render(160,0);
}
@@ -1202,6 +1202,7 @@ int main(int argc,char *argv[])
#endif
tch=getchar();//Key binding
if (tch==1)diffkey=true;
+ bgmvol=getchar();sfxvol=getchar();
plrspd=tch=getchar();
playerfulspd=(tch)*0.08f;
playerspeed=playerfulspd;
@@ -1310,8 +1311,8 @@ int main(int argc,char *argv[])
level=startLvl,part=startPrt;frms=0,averfps=0.0;bsscale=1;DBGColor=0xFF000000;
if(bullet){free(bullet);bullet=NULL;}
towcnt=bulcnt=0;whrcnt=12;skyactive=false;PlayerSplit=false;
- score=0;Mult_Init();Music_Init("./Resources/Music/CanonTechno.ogg");
- lpst=4607901;lped=9215893;Music_Play();
+ score=0;Mult_Init();Music_Init("./Resources/Music/st05.ogg");
+ lpst=346222;lped=5539039;Music_Play();
coll=semicoll=clrusg=0;playerLockX=playerLockY=false;
Lock.Init(2);IfShowTip=true;lsc=0;
clrrad=pi/2;clrrange=0;re.SetSeed(time(NULL));
diff --git a/menus.h b/menus.h
index 70d6998..7ffc955 100644
--- a/menus.h
+++ b/menus.h
@@ -7,7 +7,7 @@ void TriggerSound(int type)
{
switch(type)
{
- case 0:hge->Effect_Play(snd);break;
+ 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;
}
@@ -54,6 +54,7 @@ void Options_Writeback()
printf("%c",tfs?1:0);
printf("%c",VidMode);
printf("%c",diffkey?1:0);
+ printf("%c%c",bgmvol,sfxvol);
printf("%c%c%c%c",plrspd,plrslospd,clrbns,clrmode);
fclose(stdout);
}
@@ -84,6 +85,8 @@ static const char* OMStr[]={
"VSync",
"Clear Range Key",
"Resolution",
+ "Music Volume",
+ "SFX Volume",
"Player Preference",
"Save and Exit",
"On",
@@ -368,8 +371,8 @@ public:
if(!onSwitch)
{
if(hge->Input_GetKeyStateEx(HGEK_UP)==HGEKST_HIT&&selected>0)--selected,TriggerSound(0);
- if(hge->Input_GetKeyStateEx(HGEK_DOWN)==HGEKST_HIT&&selected<6-1)++selected,TriggerSound(0);
- if(hge->Input_GetKeyStateEx(HGEK_ESCAPE)==HGEKST_HIT)selected=5,TriggerSound(0);
+ if(hge->Input_GetKeyStateEx(HGEK_DOWN)==HGEKST_HIT&&selected<8-1)++selected,TriggerSound(0);
+ if(hge->Input_GetKeyStateEx(HGEK_ESCAPE)==HGEKST_HIT)selected=7,TriggerSound(0);
}
yoffset=-selected*30;
if(fabs(dyoffset-yoffset)<7)dyoffset=yoffset;
@@ -379,11 +382,11 @@ public:
if(hge->Input_GetKeyStateEx(HGEK_RIGHT)==HGEKST_HIT&&hge->Input_GetKeyStateEx(HGEK_LEFT)==HGEKST_HIT)return -1;
if(hge->Input_GetKeyStateEx(HGEK_RIGHT)==HGEKST_HIT||hge->Input_GetKeyStateEx(HGEK_Z)==HGEKST_HIT||hge->Input_GetKeyStateEx(HGEK_ENTER)==HGEKST_HIT)
{
- if(selected==5&&!(hge->Input_GetKeyStateEx(HGEK_Z)==HGEKST_HIT||hge->Input_GetKeyStateEx(HGEK_ENTER)==HGEKST_HIT))
+ if(selected==7&&!(hge->Input_GetKeyStateEx(HGEK_Z)==HGEKST_HIT||hge->Input_GetKeyStateEx(HGEK_ENTER)==HGEKST_HIT))
return -1;
- TriggerSound(selected==5?2:1);
+ TriggerSound(selected==7?2:1);
if(onSwitch||onSwitchi)return -1;
- if(selected<=3)
+ if(selected<=5)
{
onSwitch=true;
swoffset=100;
@@ -401,13 +404,23 @@ public:
++VidMode;
if(VidMode>4)VidMode=0;
}
+ if(selected==4)
+ {
+ ++bgmvol;
+ if(bgmvol>15)bgmvol=0;
+ }
+ if(selected==5)
+ {
+ ++sfxvol;
+ if(sfxvol>15)sfxvol=0;
+ }
return selected;
}
if(hge->Input_GetKeyStateEx(HGEK_LEFT)==HGEKST_HIT)
{
if(onSwitch||onSwitchi)return -1;
TriggerSound(1);
- if(selected<=3){onSwitchi=true;swoffset=0;}
+ if(selected<=5){onSwitchi=true;swoffset=0;}
if(selected==0)tfs=!tfs;
if(selected==1)
{
@@ -421,13 +434,23 @@ public:
--VidMode;
if(VidMode<0)VidMode=4;
}
+ if(selected==4)
+ {
+ --bgmvol;
+ if(bgmvol<0)bgmvol=15;
+ }
+ if(selected==5)
+ {
+ --sfxvol;
+ if(sfxvol<0)sfxvol=15;
+ }
return selected;
}
return -1;
}
void Render()
{
- for(int i=0;i<6;++i)
+ for(int i=0;i<8;++i)
{
double calcy=i*30+dyoffset+360;
if(calcy>249.9&&calcy<500.1)
@@ -437,24 +460,24 @@ public:
if(i==0)
{
if(!(onSwitch||onSwitchi)||selected!=0)
- MenuFont->printf(xoffset+200,calcy,HGETEXT_LEFT,OMStr[tfs?6:7]);
+ MenuFont->printf(xoffset+200,calcy,HGETEXT_LEFT,OMStr[tfs?8:9]);
else
{
if(onSwitch)
{
MenuFont->SetColor(SETA(0xFFFFFF,255.0f*(swoffset/100.0f)));
- MenuFont->printf(xoffset+100+swoffset,calcy,HGETEXT_LEFT,OMStr[tfs?7:6]);
+ MenuFont->printf(xoffset+100+swoffset,calcy,HGETEXT_LEFT,OMStr[tfs?9:8]);
MenuFont->SetColor(SETA(0xFFFFFF,255.0f-255.0f*(swoffset/100.0f)));
- MenuFont->printf(xoffset+200+swoffset,calcy,HGETEXT_LEFT,OMStr[tfs?6:7]);
+ MenuFont->printf(xoffset+200+swoffset,calcy,HGETEXT_LEFT,OMStr[tfs?8:9]);
swoffset-=hge->Timer_GetDelta()*400;
if(swoffset<0)swoffset=0,onSwitch=false;
}
if(onSwitchi)
{
MenuFont->SetColor(SETA(0xFFFFFF,255.0f*(swoffset/100.0f)));
- MenuFont->printf(xoffset+100+swoffset,calcy,HGETEXT_LEFT,OMStr[tfs?6:7]);
+ MenuFont->printf(xoffset+100+swoffset,calcy,HGETEXT_LEFT,OMStr[tfs?8:9]);
MenuFont->SetColor(SETA(0xFFFFFF,255.0f-255.0f*(swoffset/100.0f)));
- MenuFont->printf(xoffset+200+swoffset,calcy,HGETEXT_LEFT,OMStr[tfs?7:6]);
+ MenuFont->printf(xoffset+200+swoffset,calcy,HGETEXT_LEFT,OMStr[tfs?9:8]);
swoffset+=hge->Timer_GetDelta()*400;
if(swoffset>100)swoffset=0,onSwitchi=false;
}
@@ -463,24 +486,24 @@ public:
if(i==1)
{
if(!(onSwitch||onSwitchi)||selected!=1)
- MenuFont->printf(xoffset+200,calcy,HGETEXT_LEFT,OMStr[fpslvl==2?6:7]);
+ MenuFont->printf(xoffset+200,calcy,HGETEXT_LEFT,OMStr[fpslvl==2?8:9]);
else
{
if(onSwitch)
{
MenuFont->SetColor(SETA(0xFFFFFF,255.0f*(swoffset/100.0f)));
- MenuFont->printf(xoffset+100+swoffset,calcy,HGETEXT_LEFT,OMStr[fpslvl==2?7:6]);
+ MenuFont->printf(xoffset+100+swoffset,calcy,HGETEXT_LEFT,OMStr[fpslvl==2?9:8]);
MenuFont->SetColor(SETA(0xFFFFFF,255.0f-255.0f*(swoffset/100.0f)));
- MenuFont->printf(xoffset+200+swoffset,calcy,HGETEXT_LEFT,OMStr[fpslvl==2?6:7]);
+ MenuFont->printf(xoffset+200+swoffset,calcy,HGETEXT_LEFT,OMStr[fpslvl==2?8:9]);
swoffset-=hge->Timer_GetDelta()*400;
if(swoffset<0)swoffset=0,onSwitch=false;
}
if(onSwitchi)
{
MenuFont->SetColor(SETA(0xFFFFFF,255.0f*(swoffset/100.0f)));
- MenuFont->printf(xoffset+100+swoffset,calcy,HGETEXT_LEFT,OMStr[fpslvl==2?6:7]);
+ MenuFont->printf(xoffset+100+swoffset,calcy,HGETEXT_LEFT,OMStr[fpslvl==2?8:9]);
MenuFont->SetColor(SETA(0xFFFFFF,255.0f-255.0f*(swoffset/100.0f)));
- MenuFont->printf(xoffset+200+swoffset,calcy,HGETEXT_LEFT,OMStr[fpslvl==2?7:6]);
+ MenuFont->printf(xoffset+200+swoffset,calcy,HGETEXT_LEFT,OMStr[fpslvl==2?9:8]);
swoffset+=hge->Timer_GetDelta()*400;
if(swoffset>100)swoffset=0,onSwitchi=false;
}
@@ -489,24 +512,24 @@ public:
if(i==2)
{
if(!(onSwitch||onSwitchi)||selected!=2)
- MenuFont->printf(xoffset+200,calcy,HGETEXT_LEFT,OMStr[diffkey?8:9]);
+ MenuFont->printf(xoffset+200,calcy,HGETEXT_LEFT,OMStr[diffkey?10:11]);
else
{
if(onSwitch)
{
MenuFont->SetColor(SETA(0xFFFFFF,255.0f*(swoffset/100.0f)));
- MenuFont->printf(xoffset+100+swoffset,calcy,HGETEXT_LEFT,OMStr[diffkey?9:8]);
+ MenuFont->printf(xoffset+100+swoffset,calcy,HGETEXT_LEFT,OMStr[diffkey?11:10]);
MenuFont->SetColor(SETA(0xFFFFFF,255.0f-255.0f*(swoffset/100.0f)));
- MenuFont->printf(xoffset+200+swoffset,calcy,HGETEXT_LEFT,OMStr[diffkey?8:9]);
+ MenuFont->printf(xoffset+200+swoffset,calcy,HGETEXT_LEFT,OMStr[diffkey?10:11]);
swoffset-=hge->Timer_GetDelta()*400;
if(swoffset<0)swoffset=0,onSwitch=false;
}
if(onSwitchi)
{
MenuFont->SetColor(SETA(0xFFFFFF,255.0f*(swoffset/100.0f)));
- MenuFont->printf(xoffset+100+swoffset,calcy,HGETEXT_LEFT,OMStr[diffkey?8:9]);
+ MenuFont->printf(xoffset+100+swoffset,calcy,HGETEXT_LEFT,OMStr[diffkey?10:11]);
MenuFont->SetColor(SETA(0xFFFFFF,255.0f-255.0f*(swoffset/100.0f)));
- MenuFont->printf(xoffset+200+swoffset,calcy,HGETEXT_LEFT,OMStr[diffkey?9:8]);
+ MenuFont->printf(xoffset+200+swoffset,calcy,HGETEXT_LEFT,OMStr[diffkey?11:10]);
swoffset+=hge->Timer_GetDelta()*400;
if(swoffset>100)swoffset=0,onSwitchi=false;
}
@@ -515,24 +538,76 @@ public:
if(i==3)
{
if(!(onSwitch||onSwitchi)||selected!=3)
- MenuFont->printf(xoffset+200,calcy,HGETEXT_LEFT,VidMode>=0&&VidMode<=4?OMStr[VidMode+10]:OMStr[15]);
+ MenuFont->printf(xoffset+200,calcy,HGETEXT_LEFT,VidMode>=0&&VidMode<=4?OMStr[VidMode+12]:OMStr[17]);
+ else
+ {
+ if(onSwitch)
+ {
+ MenuFont->SetColor(SETA(0xFFFFFF,255.0f*(swoffset/100.0f)));
+ MenuFont->printf(xoffset+100+swoffset,calcy,HGETEXT_LEFT,VidMode>=0&&VidMode<=4?OMStr[VidMode==0?16:VidMode+11]:OMStr[17]);
+ MenuFont->SetColor(SETA(0xFFFFFF,255.0f-255.0f*(swoffset/100.0f)));
+ MenuFont->printf(xoffset+200+swoffset,calcy,HGETEXT_LEFT,VidMode>=0&&VidMode<=4?OMStr[VidMode+12]:OMStr[17]);
+ swoffset-=hge->Timer_GetDelta()*400;
+ if(swoffset<0)swoffset=0,onSwitch=false;
+ }
+ if(onSwitchi)
+ {
+ MenuFont->SetColor(SETA(0xFFFFFF,255.0f*(swoffset/100.0f)));
+ MenuFont->printf(xoffset+100+swoffset,calcy,HGETEXT_LEFT,VidMode>=0&&VidMode<=4?OMStr[VidMode+12]:OMStr[17]);
+ MenuFont->SetColor(SETA(0xFFFFFF,255.0f-255.0f*(swoffset/100.0f)));
+ MenuFont->printf(xoffset+200+swoffset,calcy,HGETEXT_LEFT,VidMode>=0&&VidMode<=4?OMStr[VidMode==4?12:VidMode+13]:OMStr[17]);
+ swoffset+=hge->Timer_GetDelta()*400;
+ if(swoffset>100)swoffset=0,onSwitchi=false;
+ }
+ }
+ }
+ if(i==4)
+ {
+ if(!(onSwitch||onSwitchi)||selected!=4)
+ MenuFont->printf(xoffset+200,calcy,HGETEXT_LEFT,"%d",bgmvol);
+ else
+ {
+ if(onSwitch)
+ {
+ MenuFont->SetColor(SETA(0xFFFFFF,255.0f*(swoffset/100.0f)));
+ MenuFont->printf(xoffset+100+swoffset,calcy,HGETEXT_LEFT,"%d",bgmvol==0?15:bgmvol-1);
+ MenuFont->SetColor(SETA(0xFFFFFF,255.0f-255.0f*(swoffset/100.0f)));
+ MenuFont->printf(xoffset+200+swoffset,calcy,HGETEXT_LEFT,"%d",bgmvol);
+ swoffset-=hge->Timer_GetDelta()*400;
+ if(swoffset<0)swoffset=0,onSwitch=false;
+ }
+ if(onSwitchi)
+ {
+ MenuFont->SetColor(SETA(0xFFFFFF,255.0f*(swoffset/100.0f)));
+ MenuFont->printf(xoffset+100+swoffset,calcy,HGETEXT_LEFT,"%d",bgmvol);
+ MenuFont->SetColor(SETA(0xFFFFFF,255.0f-255.0f*(swoffset/100.0f)));
+ MenuFont->printf(xoffset+200+swoffset,calcy,HGETEXT_LEFT,"%d",bgmvol==15?0:bgmvol+1);
+ swoffset+=hge->Timer_GetDelta()*400;
+ if(swoffset>100)swoffset=0,onSwitchi=false;
+ }
+ }
+ }
+ if(i==5)
+ {
+ if(!(onSwitch||onSwitchi)||selected!=5)
+ MenuFont->printf(xoffset+200,calcy,HGETEXT_LEFT,"%d",sfxvol);
else
{
if(onSwitch)
{
MenuFont->SetColor(SETA(0xFFFFFF,255.0f*(swoffset/100.0f)));
- MenuFont->printf(xoffset+100+swoffset,calcy,HGETEXT_LEFT,VidMode>=0&&VidMode<=4?OMStr[VidMode==0?14:VidMode+9]:OMStr[15]);
+ MenuFont->printf(xoffset+100+swoffset,calcy,HGETEXT_LEFT,"%d",sfxvol==0?15:sfxvol-1);
MenuFont->SetColor(SETA(0xFFFFFF,255.0f-255.0f*(swoffset/100.0f)));
- MenuFont->printf(xoffset+200+swoffset,calcy,HGETEXT_LEFT,VidMode>=0&&VidMode<=4?OMStr[VidMode+10]:OMStr[15]);
+ MenuFont->printf(xoffset+200+swoffset,calcy,HGETEXT_LEFT,"%d",sfxvol);
swoffset-=hge->Timer_GetDelta()*400;
if(swoffset<0)swoffset=0,onSwitch=false;
}
if(onSwitchi)
{
MenuFont->SetColor(SETA(0xFFFFFF,255.0f*(swoffset/100.0f)));
- MenuFont->printf(xoffset+100+swoffset,calcy,HGETEXT_LEFT,VidMode>=0&&VidMode<=4?OMStr[VidMode+10]:OMStr[15]);
+ MenuFont->printf(xoffset+100+swoffset,calcy,HGETEXT_LEFT,"%d",sfxvol);
MenuFont->SetColor(SETA(0xFFFFFF,255.0f-255.0f*(swoffset/100.0f)));
- MenuFont->printf(xoffset+200+swoffset,calcy,HGETEXT_LEFT,VidMode>=0&&VidMode<=4?OMStr[VidMode==4?10:VidMode+11]:OMStr[15]);
+ MenuFont->printf(xoffset+200+swoffset,calcy,HGETEXT_LEFT,"%d",sfxvol==15?0:sfxvol+1);
swoffset+=hge->Timer_GetDelta()*400;
if(swoffset>100)swoffset=0,onSwitchi=false;
}
diff --git a/music.h b/music.h
index 0e9c4bf..ef09c41 100644
--- a/music.h
+++ b/music.h
@@ -12,7 +12,7 @@ void Music_Init(const char* file)
}
void Music_Play()
{
- Muc=hge->Effect_PlayEx(Mus,100,0,1.0,true);
+ Muc=hge->Effect_PlayEx(Mus,bgmvol/15.0,0,1.0,true);
}
void Music_Update()
{
diff --git a/scoresystem.h b/scoresystem.h
index 31bd62b..ff7e4b7 100644
--- a/scoresystem.h
+++ b/scoresystem.h
@@ -42,13 +42,20 @@ public:
void Process()
{
if(GetDist(playerpos,position)<=64)followplyr=true;
+ if(!clrmode)
+ {
+ if(clrrange!=0&&GetDist(playerpos,position)<=clrmaxrange)followplyr=true;
+ }
+ else
+ {
+ if(clrrad-pi/2>1e-7&&GetDist(playerpos,position)<=clrmaxrange)followplyr=true;
+ }
if(followplyr)
{
direction=ToUnitCircle(playerpos-position);
- speed=0.3;
- }
+ speed=0.4;
+ }else Lifetime+=hge->Timer_GetDelta();
if(GetDist(playerpos,position)<=9)++mult,NewMT(),Active=false;
- Lifetime+=hge->Timer_GetDelta();
if(Lifetime>LifeLim)return (void)(Active=false);
if(Lifetime>LifeLim*0.8)
{
@@ -59,8 +66,11 @@ public:
}
else
Mult->RenderEx(position.x,position.y,0,0.8);
- if (position.x>780||position.x<20)direction.x=-direction.x;
- if (position.y>780||position.y<20)direction.y=-direction.y;
+ if(!followplyr)
+ {
+ if (position.x>780||position.x<20)direction.x=-direction.x;
+ if (position.y>780||position.y<20)direction.y=-direction.y;
+ }
int times=1;if (LOWFPS)times=17;
for (int i=1;i<=times;++i)
position.x+=direction.x*speed,position.y+=direction.y*speed;
@@ -71,7 +81,7 @@ void NewMultpo(vector2d pos=vector2d(-99,-99))
{
int i=0;while (Multpo[i].IsActive())++i;
if (pos.x+99<=1e-6&&pos.y+99<=1e-6)
- pos.x=rand()%750+20,pos.y=rand()%550+20;
+ pos.x=re.NextInt(20,770),pos.y=re.NextInt(20,570);
vector2d dir=ToUnitCircle(vector2d(rand()%1000-500,rand()%1000-500));
Multpo[i].Init(7.5,0.02,pos,dir);
}