Commit graph

77 commits

Author SHA1 Message Date
laochailan
36e4dc331b compatibility for old hardware
added two config options:

disable_shader: will turn off the use of shaders and fbos in the game. there is no full replacement for them, however.
disable_audio: guess what.

both options *should* be activated automatically as soon as something goes wrong.
2011-06-27 13:36:35 +02:00
laochailan
82c464fe44 GLEW "error handling", cleaning paths
enough porting issues for now, i think.
2011-06-27 08:20:42 +02:00
laochailan
f5550d4f49 there was a potential segfault 2011-06-26 21:15:01 +02:00
laochailan
61c4d39b7e some independence 2011-06-26 20:23:28 +02:00
laochailan
e470236379 use glew and err.h replacement
some changes for compatibility and windows.
2011-06-26 16:10:13 +02:00
laochailan
5a2ac5b7ba "API changes", swirl
you see dat swirl? you see two z^3*i^|z|?
2011-06-26 13:45:27 +02:00
laochailan
512fd9a8e3 deathbombing, marisa shot #1
DEATHBOMB_TIME shall be 10 frames. i think it's appropriate. marisa haz lasorz. (actually made of projectiles, not from lasers). some fixes.
2011-06-25 12:41:40 +02:00
laochailan
e2ec67bc39 Player Selection.
may also include traces of minor fixes i forgot.
2011-06-24 19:16:05 +02:00
laochailan
bd44c8b570 Marisa and difficulty menu 2011-06-24 12:35:03 +02:00
laochailan
924091b7be bugfix: no config segfault 2011-06-13 19:05:15 +02:00
laochailan
3861a69d62 menus - the beginning
implemented:
[x] ingame menu
[x] main menu
[x] menus
[x] fancy fades
[x] structural earthquake
[ ] the rest of the main menu (difficulty/char select)
2011-06-13 18:48:36 +02:00
laochailan
332a01d53d Config parser
config files to be placed at: ~/.taisei/config

see config.example.
2011-05-21 18:20:04 +02:00
laochailan
c811fa76e7 Fx/API/Particles
Bullet creation and death effects (don't know what is new in detail), improvements on the "API", especially around create_projectile() and extensive use of particles in addtion with generic particle/projectile movement and drawing rules (see projectile.h)
2011-05-21 15:02:19 +02:00
laochailan
5239e7ec08 added myon draw rule
sometimes complicated things already lay on the table. think about it before sacrificing your paper and spinal health for extensive math gore.
2011-05-14 17:26:43 +02:00
laochailan
91b3b7d65e reference system
added some kind of reference system (see list.h) to ensure particles/projectiles/enemies storing pointers to each other that they will not access a borked address.
2011-05-13 19:03:02 +02:00
laochailan
eae73f77ad added Freeze Sign ~ Perfect Freeze
implementation of test spellcard almost as seen in Touhou 6.
2011-05-09 13:42:02 +02:00
laochailan
d9fdc2aa0e Dialogs! conversational~
fun fact: taisei might build with -Wall -Werror now.
2011-05-08 13:48:25 +02:00
laochailan
b16df91ad5 removing SDL_image dependency
taisei now uses plain libpng to load graphics ... and various other changes I don't remember.
2011-05-06 17:09:43 +02:00
laochailan
aa1ed4d3c3 forgot the graphics :s 2011-04-29 11:38:21 +02:00
laochailan
c220f7b4ae uh cirno and poweritem -> item 2011-04-29 10:26:37 +02:00
laochailan
86f7f49988 fix of a fix.
:) never say something like "I have fixed all the memleaks." it's trolling fate. now, i'm not sure, but it should be less than before.
2011-04-26 22:47:13 +02:00
laochailan
3f2885e185 fix: memleaks
there were some memleaks I left out of laziness. fixed.
2011-04-26 22:39:50 +02:00
laochailan
72286b4529 projectile coloring by shader 2011-04-26 16:55:18 +02:00
laochailan
bdc0db9957 merged Slave and Fairy to Enemy
To create a slave, pass ENEMY_IMMUNE for hp in create_enemy(). tip: create_enemyg(...) is an abbreviation for create_enemy(&global.enemies, ...).
There is something like a super fancy event system for Enemies' logic rules now: logic_rule will be called with t = negative special values like EVENT_BIRTH or EVENT_DEATH on corresponding events. cool, isn't it? well those values have to be filtered out (like if(t < 0) return;) if you don't use them so they don't do strange things with your locus.
2011-04-26 12:04:45 +02:00
laochailan
fbccb951c1 architecture for shader & boss shader
I didn't think about it. I just. wrote. and it looked like I wanted it to be. yay.
2011-04-25 19:40:21 +02:00
laochailan
d280d8c8ad laz0rs
added straight and curved types of lasers. I'm searching for a better way to render them though. also, renewal of Youmu's shot, inspired by th13.
2011-04-24 15:39:17 +02:00
laochailan
171d74176d Points and slaves
Another Sarrg commit implementing score, different items and alternative player shot modes. Some things need improvements, some don't. But this commit fixes a bug with bomb counting, which is I think enough reason to push it now.
2011-04-10 11:27:58 +02:00
laochailan
a22ff34511 slave clean up
improvements on the slave system. it's player dependent and unglobalized. slaves are controlled by two different kinds of rules: a draw rule and a logic rule. this is necessary because some slaves need special appearances like Myon and drawing is only possible in stage_draw(). this also makes them configurable enough for different shot types and stuff.
2011-04-10 11:19:44 +02:00
laochailan
4583f592b6 Points and slaves
Another Sarrg commit implementing score, different items and alternative player shot modes. Some things need improvements, some don't. But this commit fixes a bug with bomb counting, which is I think enough reason to push it now.
2011-04-10 10:23:24 +02:00
laochailan
1a625a8ffa Bosses
added boss support. not enough time to explain.
2011-04-08 18:59:03 +02:00
laochailan
e8544d178f new item sprites
graphics for point and bomb items added. fixed README for ALUT and OpenAL
2011-04-03 08:05:01 +02:00
laochailan
eec11529b1 marisa player texture
new player animation: marisa.
2011-04-02 13:06:18 +02:00
laochailan
88a77b3fb8 sound system added
load_textures() was changed to load_resources() and will now load all sounds in sfx/. playing via play_sound(char *name) (or the pointer variant). positional audio is not implemented yet.

and some other changes.
2011-04-02 12:14:37 +02:00
laochailan
0268449151 fixed recovery for death/bombs
player.recovery is now negative for death recovery times and positive for bomb recovery. abs(player.recovery) is the end frame of the recovery.
2011-03-29 15:55:46 +02:00
laochailan
7118e359db new youmu sprite 2011-03-27 14:40:03 +02:00
laochailan
24aaafa929 Lifes, Bombs and mighty Perspective
Another Sarrg-commit.
2011-03-23 12:26:30 +01:00
laochailan
b48f5f195a fixed texture loader for alternative filesystems
it is unsave to use dirent's d_type as it is not defined on some filesystems. now using stat().
2011-03-20 09:01:54 +01:00
Martin Herkt
733343a56a sfx: updated laser 1 to sound more like the touhou equivalent 2011-03-19 21:13:43 +01:00
Martin Herkt
04db0a4b83 sfx: laser 1 2011-03-19 21:02:02 +01:00
laochailan
ec85251571 dynamic texture loader
The static texture loading was replaced by a dynamic loader. Every png file in gfx/ is (recursively) loaded at the beginning and accessed via get_tex(name) or get_ani(name).name for "gfx/stage1/border.png" would be "stage1/border".

Sprite information is to be specified in the filename in the pattern: ani_${row count}_${col count}_${animation frequency}_${name}.png
2011-03-19 16:21:48 +01:00
Martin Herkt
58e0c9c3c2 s/Seiyou/Taisei/ 2011-03-19 12:01:53 +01:00
Martin Herkt
ed1b363797 Merge branch 'master' of github.com:laochailan/taisei 2011-03-19 11:56:21 +01:00
Martin Herkt
2d7eb8a99d sfx: hit sound, special shot 1 (fairy spread shots etc.) 2011-03-19 11:56:09 +01:00
laochailan
2df1d06aa9 Merge branch 'master' of github.com:laochailan/taisei 2011-03-19 09:14:45 +01:00
laochailan
da36d2cd07 Power Items: Auto Collect
Items start approaching the player when they are on the top of the screen or close to them.
2011-03-19 09:11:05 +01:00
Martin Herkt
415bf58259 Merge branch 'master' of github.com:laochailan/taisei 2011-03-18 21:16:47 +01:00
Martin Herkt
e91140a52f sfx: generic energy charge 2011-03-18 21:16:30 +01:00
laochailan
4e174c446d Merge branch 'master' of github.com:laochailan/taisei 2011-03-18 19:07:02 +01:00
laochailan
a889515b2a Complex positions
Ever thought about abusing C1 as R2? I tried and it turned out to be very comfortable, especially when you realize that you can use massive imaginary power to move your rice. I also fixed various things on the way which I forgot. hm.
2011-03-18 19:03:06 +01:00
Martin Herkt
33eefebd89 sfx: generic item pickup 2011-03-18 18:19:20 +01:00