Andrei "Akari" Alexeyev
748043c8ca
Added the life/bomb fragment items
2017-03-24 21:42:56 +02:00
Andrei "Akari" Alexeyev
263c112e8a
Basic support for life/bomb fragments. Not yet used by the game.
2017-03-21 12:10:38 +02:00
Andrei "Akari" Alexeyev
67128fad8f
Consistent drawing order of items based on significance
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So e.g. a Life will never be obscured behind a Point
2017-03-19 05:09:41 +02:00
Andrei "Akari" Alexeyev
c82928a8da
WIP transition from resource scanning to manual preloading
2017-03-11 21:36:25 +02:00
Andrei "Akari" Alexeyev
591b5258fc
Improved player input handling. Smooth focus transitions at all times.
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Note that the focus change may desync some old replays (particularly,
the MarisaA ones)
2017-03-06 16:24:57 +02:00
Andrei "Akari" Alexeyev
db3f474035
Got rid of all the imaginary constants
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They are a non-standard GCC extension, not all compilers support them
universally. An extra character is a small price to pay for portability.
2017-02-23 12:39:31 +02:00
Andrei "Akari" Alexeyev
16cbec9ca1
Special rules for spell practice mode stages
2017-02-19 03:28:00 +01:00
Andrei "Akari" Alexeyev
0be20dab0d
Improved replay consistency
2017-02-15 19:34:47 +02:00
Andrew "Akari" Alexeyew
6adc079ecd
Power penalty for dying: lose 1/2, drop 1/3
2017-02-12 00:23:01 +02:00
Andrei "Akari" Alexeyev
9a7a874783
Use the standard bool type instead of that stupid enum
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Also removed all of the annoying trailing tabs/whitespaces
2017-02-11 05:56:47 +02:00
Andrei "Akari" Alexeyev
d0377bd537
Eliminated floating point values from replays for portability
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Player power is now internally an integer. There is no good reason to use floating point math there. Stored as an uint16 in replays.
Player coordinates are now floored when a stage starts. This is unnoticable to the player. Stored as a pair of uint16s in replays.
2017-02-08 21:59:43 +02:00
Andrei "Akari" Alexeyev
187919cb7c
Turn power items into point items when their logic is processed, not when they are drawn.
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See previous commit as for why. Note that this slightly changes the processing order, unlike the previous change, so any replays recorded prior to this commit will desync. The new behaviour, however, should be slightly more correct.
2017-02-06 01:18:34 +02:00
Andrei "Akari" Alexeyev
2b824fdfe4
Fixed the item pickup radius being always doubled regardless of focus.
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Bless the new GCC warnings.
2017-02-04 02:55:15 +02:00
makise-homura
991af45b85
Integral complex constants changed to float
2016-12-19 17:17:09 +03:00
Andrew "Akari" Alexeyew
779ff58684
Fixed all the () prototypes, changed to (void)
2012-08-10 23:08:51 +03:00
Andrew "Akari" Alexeyew
0f78b1a7eb
Got rid of inline prototypes
2012-08-10 22:27:46 +03:00
laochailan
3835fe7a6e
fixed one wrong afrand
2012-08-09 16:38:37 +02:00
Andrew "Akari" Alexeyew
60a0b3e2a1
(hopefully) cleaned everything else
2012-08-04 04:25:43 +03:00
Andrew "Akari" Alexeyew
5a7f17a240
Added a custom random generator
2012-07-27 20:11:45 +03:00
laochailan
8c46e4acf2
increased power item value
2012-07-20 16:31:16 +02:00
laochailan
d2b1da1bca
plr_* -> player_*
2012-07-20 16:11:24 +02:00
laochailan
beef1c059e
Finished stage 0
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Balancing issues, different difficulty settings still not implemented.
2011-08-27 15:56:02 +02:00
laochailan
a2a6fb9343
marisa laser revamped
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also added fullscreen config option
2011-06-29 17:01:03 +02:00
laochailan
561a7faf4b
fancyness and content
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i am content with the current development of content.
2011-06-28 19:23:02 +02:00
laochailan
36e4dc331b
compatibility for old hardware
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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
e470236379
use glew and err.h replacement
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some changes for compatibility and windows.
2011-06-26 16:10:13 +02:00
laochailan
5a2ac5b7ba
"API changes", swirl
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you see dat swirl? you see two z^3*i^|z|?
2011-06-26 13:45:27 +02:00
laochailan
91b3b7d65e
reference system
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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
c220f7b4ae
uh cirno and poweritem -> item
2011-04-29 10:26:37 +02:00