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.
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++)--
- 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)
- 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.