From a53ffa43a1b9bb8eff54d94f9668e3ce0d9fb583 Mon Sep 17 00:00:00 2001 From: "chirs241097@gmail.com" Date: Fri, 25 Apr 2014 08:41:29 +0000 Subject: %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. --- ChangeLog | 9 ++ Levels | 288 +++++++++++++++++++++++++++++++++++++++++++++++++++++++++ Levels.txt | 211 ------------------------------------------ Readme | 1 - Readme.zh | 1 - VERSION | 2 +- background.h | 6 +- effects.h | 6 +- global.h | 8 +- hgeft.cpp | 1 + hgeft.h | 1 + levels.h | 7 +- libcgh.h | 12 +-- libcghEx.cpp | 6 +- main.cpp | 13 ++- menus.h | 20 ++-- music.h | 2 +- scorec.h | 6 +- scoresystem.h | 6 +- towernbullet.h | 32 ++++--- 20 files changed, 365 insertions(+), 273 deletions(-) create mode 100644 Levels delete mode 100644 Levels.txt 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 b/Levels new file mode 100644 index 0000000..a1a7b8c --- /dev/null +++ b/Levels @@ -0,0 +1,288 @@ +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. + +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 6 +-Find a good position, e.g. near by a line + +Polygon-both 30 +-This part doesn't make sense. + +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. + Looks awesome? + +Level 4 5/243 +Orange 30 +-Don't make big movements and stay away from the edges. (why?) + Those fast bullets are really annoying. + +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. + +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. + Remark: Try to get to the top of the screen... + +Rainbow tower - color theory 90 rainbow tower +-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. (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/? +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. + +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. + 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... diff --git a/Levels.txt b/Levels.txt deleted file mode 100644 index affaa0a..0000000 --- a/Levels.txt +++ /dev/null @@ -1,211 +0,0 @@ -BulletLabRemixII Level index - -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. - -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. -Polygon-both 30 --This part doesn't make sense. - -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. - Looks awesome? - -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. - -Level 5 8/338 -CChase 30+30 --Don't set player move speed to 1! -Vortex of leaves 60 --This is another annoying level, looks awesome and hard. - Keep away from those 'laser''s! -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... -the Unbreakable jail 30 --This is fairly hard. Use CLR if you need it. - -Level 6 7/390 -Snow WHITE 30 --Incredible fast. Do not treat your CLR as a - £100,000,000 cheque. -Photokeratitis 10+10+10+10+10 --This is sickly hard... - Treat fast bullets and slow bullets separately. -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... -Hexagon loops 10+20+7+7+7+19 --Step well back and watch the show. -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. - -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. - -Rainbow tower - color theory 90 rainbow tower --Basic level. Is it from BLR 1? -Rainbow bullets - nauty photon 60 Lazy level;) --Similar to one part in level1, but a lot harder. - Luck is really required. -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. -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. - -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--! -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? -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. -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. -Achromatopsia 120(90+30) --Or we should call this "deuteranopia vs protanopia"? -Quad thread 120 --Do you humans really support it? -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. - -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... -Sine wave --Oscilloscope? - Find a good place to vibrate with the graph... -Density test --Really high density. - And they may block you way! - Pleaz.. don't be hopeless... -"Pinballs" --Why these pinballs don't collide each other? -Road Blocks --You'll understand this one day. -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 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 #include #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 #include #include 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 #include 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) -- cgit v1.2.3