Commit graph

4116 commits

Author SHA1 Message Date
Lukas Weber
7d5fdfa0ea nothing important
uhm just putting a newer version online.
2010-11-29 16:33:01 +01:00
Lukas Weber
b1458e2725 more fancyness & fixes
second commit today. things from this morning were improved and there were some bugfixes. try focussing. :)
2010-11-28 13:08:39 +01:00
Lukas Weber
efe53bb47b Bugfixes & more fancyness
Second commit today. Things from earlier were made even fancier and there are some minor bugfixes. Try focussing. :)
2010-11-28 12:54:13 +01:00
Lukas Weber
7ddf4fe3ca Fancyness! Fairies + HUD
- HUD is more like in original touhou
- Fairies look hot now.

- sorry for the giant svg diff :/
2010-11-28 07:31:26 +01:00
Lukas Weber
bdfceda7b9 Power! and fonts
I built some font support (new dependency: SDL_ttf). The Biolinum font of the Libertine project was included as the new ingame font.

Shot at fairies and you will get power. The system is pretty dumb currently, i guess i'll improve it somwhen. If you get a power level >= 2 you get a better shot. anyway, just testing. the player projectiles are somewhat uncomfortable to look at. to do.
2010-11-14 13:24:56 +01:00
Lukas Weber
a4a2d9a1a1 killed list double code
yay. look, i cut some of that annoying list code repetitions you always have with linked lists in C. let's just pretend C had templates, put some void-pointers in, add the necessary (void *) casts to show that you are really serious about this and wazaah, you created another funny piece of (C++)--
2010-10-27 19:51:49 +02:00
Lukas Weber
3203fc754f new create_particle() syntax; drawing
- order of create_projectile() arguments changed to enable stating a variable amount of parameters depending on the movement rule. movement rules were generalized and could be used for fairies also in the future.

- drawing should be faster now. we have a frame limiter and clearer drawing code now (except of draw_projectiles() which was victim to an optimizing frenzy)
2010-10-24 14:44:48 +02:00
Lukas Weber
6a418fe2a1 projectile drawing faster
performance improvements on the drawing part. mostly achieved by minimizing texture changes and efficient use of glScalef().
2010-10-18 14:40:15 +02:00
Lukas Weber
f5f844235b test danmaku
small danmaku showing the momentary possibilities of the system
2010-10-17 22:25:10 +02:00
Lukas Weber
d21b14ce82 missing textures added ^^'
well, that was some tiny mistake caused by my git inexperience.
2010-10-17 10:43:38 +02:00
Lukas Weber
5e3061a911 fairy collision
fairies are hit and hurt by player's projectiles. rampage risk for openth players raised by 200%
2010-10-17 10:39:07 +02:00
Lukas Weber
4cdadbc918 projectile collisions
player can be hit by projectiles now.
2010-10-17 09:27:44 +02:00
Lukas Weber
38fff7fc29 new textures + fix
- added rice, bigball and youmu textures.
- minor fix in projectile drawing.
2010-10-14 12:27:00 +02:00
Lukas Weber
8e3970f3ae texture-projectiles/texture improvements
- added reimplementation of texture-projectiles (drawing them with opengl primitives wasn't a good idea after all).

Note: projectile graphics now contain two versions of the projectile, look at gfx/projectiles/ball.png for example. the left version is the uncolored part and the right one is the colored part. I added a shell script building these projectile textures from the B and G channels of an image to make storing the sources in one piece easier (reference: gfx/projectiles/{render.sh,ball.svg}).

- some improvements on texture loading/drawing + a fancy error message, so it won't segault silently at that place again.
2010-10-13 12:38:38 +02:00
Lukas Weber
832d733131 projectile textures disabled
disabled loading of non-existent textures for projectiles.
2010-10-12 18:17:15 +02:00
Lukas Weber
95c257064c first commit
yay, let's get things started.
2010-10-12 10:55:23 +02:00