Commit graph

4116 commits

Author SHA1 Message Date
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
Martin Herkt
46c9986e6b updated UI (HUD) artwork 2011-03-18 17:05:28 +01:00
laochailan
18166180ad despiking.
yet another "I forgot this one" commit. but i thought testing would be more fun without this obvious lag that was caused by a misplaced glPopMatrix()
2011-03-17 21:21:01 +01:00
laochailan
08de57089e Power Items
Sarrg was friendly enough to provide us some awesome power item support. looks almost like the original, but may need some improvement.
2011-03-17 21:16:09 +01:00
laochailan
a10f5eea93 power items.
Sarrg was friendly enough to provide us some power item support. Looks like in the orignal in some way.
2011-03-17 21:13:11 +01:00
laochailan
05fb40b7f4 forgot git add *cough* 2011-03-07 13:59:55 +01:00
laochailan
48b42d42e6 memleak/crash on player shot fix
two fixes.
2011-03-07 13:41:10 +01:00
laochailan
6036e5a44e or not fixed + border
The problem still is there I think. But look, I added the border! it will be used in stage 1.
2011-03-07 12:45:32 +01:00
laochailan
55c7866755 drawing gaps fixed
The gap problem is solved for now, by abandonning the frame limiter and setting simple delay plus using a higher framerate (100 FPS). but i had to regress to frame-dependent movement, because things were buggy.
2011-03-07 07:26:43 +01:00
Lukas Weber
5b9199adcf reverted style
and added higher resolution version of fairy_circle.png
2011-03-06 17:00:25 +01:00
Lukas Weber
90ad677742 frame independent movement
didn't fix the problem though.
2011-03-05 19:03:32 +01:00
Lukas Weber
f35130ad1c openth becomes seiyou
After this short break, I have to announce that this project is no longer called openth. The name was stereotypical and conflicted with Open Theme Hospital. Thus, gentlemen, we are now working on Seiyou (西洋). Thanks to lachs0r for this wonderful suggestion.

Also the lincense has changed. Farewell, gnutardedness, hello MIT. I feel somehow relieved now after freeing the project of nearly one thousand lines.
2011-03-05 13:44:21 +01:00