Commit graph

1846 commits

Author SHA1 Message Date
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
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
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
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
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
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
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
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
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
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