Moved all assets to their respective subdirectories. Much cleaner now.

Signed-off-by: Daniel Marsee <rdmarsee@gmail.com>
This commit is contained in:
Daniel Marsee 2016-11-02 16:35:29 -04:00
parent 9d0ae3bfe8
commit e134cbf8c0
69 changed files with 80 additions and 80 deletions

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BIN
death.wav

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@ -1,4 +1,4 @@
CONST versionvrsn = "v1.1:0003-indev" 'Update this each build! CONST versionvrsn = "v1.1:0004-indev" 'Update this each build!
_TITLE "Electric" _TITLE "Electric"
DIM SHARED ignore`, ignorethrot`, swidth, sheight, xoffset%, yoffset%, graphsetting, gamepad, screenanchorx%, screenanchory% DIM SHARED ignore`, ignorethrot`, swidth, sheight, xoffset%, yoffset%, graphsetting, gamepad, screenanchorx%, screenanchory%
@ -48,8 +48,8 @@ ELSE
PUT #1, 19, vol PUT #1, 19, vol
END IF END IF
CLOSE #1 CLOSE #1
electricicon& = _LOADIMAGE("electricicon.png") electricicon& = _LOADIMAGE("ui\electricicon.png")
premetal& = _LOADIMAGE("electricplane2.png") premetal& = _LOADIMAGE("bg\electricplane2.png")
brushedmetal& = _NEWIMAGE(swidth, sheight, 32) brushedmetal& = _NEWIMAGE(swidth, sheight, 32)
_PUTIMAGE (0, 0)-(swidth - 1, sheight - 1), premetal&, brushedmetal& _PUTIMAGE (0, 0)-(swidth - 1, sheight - 1), premetal&, brushedmetal&
_FREEIMAGE premetal& _FREEIMAGE premetal&
@ -183,7 +183,7 @@ DO
GET #1, 19, vol GET #1, 19, vol
CLOSE #1 CLOSE #1
IF menumusic& THEN _SNDVOL menumusic&, vol IF menumusic& THEN _SNDVOL menumusic&, vol
premetal& = _LOADIMAGE("electricplane2.png") premetal& = _LOADIMAGE("bg\electricplane2.png")
brushedmetal& = _NEWIMAGE(swidth, sheight, 32) brushedmetal& = _NEWIMAGE(swidth, sheight, 32)
_PUTIMAGE (0, 0)-(swidth - 1, sheight - 1), premetal&, brushedmetal& _PUTIMAGE (0, 0)-(swidth - 1, sheight - 1), premetal&, brushedmetal&
_FREEIMAGE premetal& _FREEIMAGE premetal&
@ -216,7 +216,7 @@ LOOP
_FREEFONT quartz& _FREEFONT quartz&
SUB credit SUB credit
premetal& = _LOADIMAGE("electricplane2.png") premetal& = _LOADIMAGE("bg\electricplane2.png")
brushedmetal& = _NEWIMAGE(swidth, sheight, 32) brushedmetal& = _NEWIMAGE(swidth, sheight, 32)
_PUTIMAGE (0, 0)-(swidth - 1, sheight - 1), premetal&, brushedmetal& _PUTIMAGE (0, 0)-(swidth - 1, sheight - 1), premetal&, brushedmetal&
_FREEIMAGE premetal& _FREEIMAGE premetal&
@ -559,7 +559,7 @@ IF numlazer% < 4999 THEN
SELECT CASE shot% SELECT CASE shot%
CASE 1 CASE 1
IF x + xoffset% > 0 AND x + xoffset% < swidth - 200 AND y + yoffset% > 0 AND y + yoffset% < sheight AND inmarket = 0 THEN IF x + xoffset% > 0 AND x + xoffset% < swidth - 200 AND y + yoffset% > 0 AND y + yoffset% < sheight AND inmarket = 0 THEN
zap& = _SNDOPEN("laser.wav", "sync") zap& = _SNDOPEN("sfx\laser.wav", "sync")
IF zap& THEN _SNDPLAY zap& IF zap& THEN _SNDPLAY zap&
_SNDCLOSE zap& _SNDCLOSE zap&
END IF END IF
@ -571,7 +571,7 @@ IF numlazer% < 4999 THEN
lazers(numlazer%).dir = lazers(numlazer%).dir + rad(RND * 4 - 2) lazers(numlazer%).dir = lazers(numlazer%).dir + rad(RND * 4 - 2)
vulcansound% = vulcansound% + 1 vulcansound% = vulcansound% + 1
IF x + xoffset% > 0 AND x + xoffset% < swidth - 200 AND y + yoffset% > 0 AND y + yoffset% < sheight AND inmarket = 0 AND vulcansound% >= 5 THEN IF x + xoffset% > 0 AND x + xoffset% < swidth - 200 AND y + yoffset% > 0 AND y + yoffset% < sheight AND inmarket = 0 AND vulcansound% >= 5 THEN
zap& = _SNDOPEN("shoot.wav", "sync") zap& = _SNDOPEN("sfx\shoot.wav", "sync")
IF zap& THEN _SNDPLAY zap& IF zap& THEN _SNDPLAY zap&
_SNDCLOSE zap& _SNDCLOSE zap&
vulcansound% = vulcansound% - 5 vulcansound% = vulcansound% - 5
@ -598,7 +598,7 @@ IF numlazer% < 4999 THEN
lazers(numlazer%).color = _RGB(0, 100, 200) lazers(numlazer%).color = _RGB(0, 100, 200)
NEXT NEXT
IF x + xoffset% > 0 AND x + xoffset% < swidth - 200 AND y + yoffset% > 0 AND y + yoffset% < sheight AND inmarket = 0 THEN IF x + xoffset% > 0 AND x + xoffset% < swidth - 200 AND y + yoffset% > 0 AND y + yoffset% < sheight AND inmarket = 0 THEN
zap& = _SNDOPEN("laser.wav", "sync") zap& = _SNDOPEN("sfx\laser.wav", "sync")
IF zap& THEN _SNDPLAY zap& IF zap& THEN _SNDPLAY zap&
_SNDCLOSE zap& _SNDCLOSE zap&
END IF END IF
@ -608,14 +608,14 @@ IF numlazer% < 4999 THEN
lazers(numlazer%).shape = 3 lazers(numlazer%).shape = 3
lazers(numlazer%).color = _RGB(0, 255, 0) lazers(numlazer%).color = _RGB(0, 255, 0)
IF x + xoffset% > 0 AND x + xoffset% < swidth - 200 AND y + yoffset% > 0 AND y + yoffset% < sheight AND inmarket = 0 THEN IF x + xoffset% > 0 AND x + xoffset% < swidth - 200 AND y + yoffset% > 0 AND y + yoffset% < sheight AND inmarket = 0 THEN
zap& = _SNDOPEN("plasma.wav", "sync") zap& = _SNDOPEN("sfx\plasma.wav", "sync")
IF zap& THEN _SNDPLAY zap& IF zap& THEN _SNDPLAY zap&
_SNDCLOSE zap& _SNDCLOSE zap&
END IF END IF
CASE 5 CASE 5
lazers(numlazer%).dir = lazers(numlazer%).dir + rad(RND * 4 - 2) lazers(numlazer%).dir = lazers(numlazer%).dir + rad(RND * 4 - 2)
IF x + xoffset% > 0 AND x + xoffset% < swidth - 200 AND y + yoffset% > 0 AND y + yoffset% < sheight AND inmarket = 0 THEN IF x + xoffset% > 0 AND x + xoffset% < swidth - 200 AND y + yoffset% > 0 AND y + yoffset% < sheight AND inmarket = 0 THEN
zap& = _SNDOPEN("gauss.wav", "sync") zap& = _SNDOPEN("sfx\gauss.wav", "sync")
IF zap& THEN _SNDPLAY zap& IF zap& THEN _SNDPLAY zap&
_SNDCLOSE zap& _SNDCLOSE zap&
END IF END IF
@ -639,7 +639,7 @@ IF numlazer% < 4999 THEN
lazers(numlazer%).dir = lazers(numlazer%).dir + rad(RND * 4 - 2) lazers(numlazer%).dir = lazers(numlazer%).dir + rad(RND * 4 - 2)
vulcansound% = vulcansound% + 1 vulcansound% = vulcansound% + 1
IF x + xoffset% > 0 AND x + xoffset% < swidth - 200 AND y + yoffset% > 0 AND y + yoffset% < sheight AND inmarket = 0 AND vulcansound% >= 5 THEN IF x + xoffset% > 0 AND x + xoffset% < swidth - 200 AND y + yoffset% > 0 AND y + yoffset% < sheight AND inmarket = 0 AND vulcansound% >= 5 THEN
zap& = _SNDOPEN("shoot.wav", "sync") zap& = _SNDOPEN("sfx\shoot.wav", "sync")
IF zap& THEN _SNDPLAY zap& IF zap& THEN _SNDPLAY zap&
_SNDCLOSE zap& _SNDCLOSE zap&
vulcansound% = vulcansound% - 5 vulcansound% = vulcansound% - 5
@ -688,7 +688,7 @@ IF numlazer% < 4999 THEN
lazers(numlazer%).color = _RGB(0, 255, 0) lazers(numlazer%).color = _RGB(0, 255, 0)
lazers(numlazer%).target = -1 lazers(numlazer%).target = -1
IF x + xoffset% > 0 AND x + xoffset% < swidth - 200 AND y + yoffset% > 0 AND y + yoffset% < sheight THEN IF x + xoffset% > 0 AND x + xoffset% < swidth - 200 AND y + yoffset% > 0 AND y + yoffset% < sheight THEN
zap& = _SNDOPEN("bolt.wav", "sync") zap& = _SNDOPEN("sfx\bolt.wav", "sync")
IF zap& THEN _SNDPLAY zap& IF zap& THEN _SNDPLAY zap&
_SNDCLOSE zap& _SNDCLOSE zap&
END IF END IF
@ -713,7 +713,7 @@ IF numlazer% < 4999 THEN
lazers(numlazer%).shape = 4 lazers(numlazer%).shape = 4
lazers(numlazer%).color = _RGB(127, 0, 255) lazers(numlazer%).color = _RGB(127, 0, 255)
IF x + xoffset% > 0 AND x + xoffset% < swidth - 200 AND y + yoffset% > 0 AND y + yoffset% < sheight THEN IF x + xoffset% > 0 AND x + xoffset% < swidth - 200 AND y + yoffset% > 0 AND y + yoffset% < sheight THEN
zap& = _SNDOPEN("bolt.wav", "sync") zap& = _SNDOPEN("sfx\bolt.wav", "sync")
IF zap& THEN _SNDPLAY zap& IF zap& THEN _SNDPLAY zap&
_SNDCLOSE zap& _SNDCLOSE zap&
END IF END IF
@ -727,7 +727,7 @@ IF nummissile% < 49 THEN
missiles(nummissile%).x = planes(plane%).x missiles(nummissile%).x = planes(plane%).x
missiles(nummissile%).y = planes(plane%).y missiles(nummissile%).y = planes(plane%).y
IF missiles(nummissile%).x + xoffset% > 0 AND missiles(nummissile%).x + xoffset% < swidth - 200 AND missiles(nummissile%).y + yoffset% > 0 AND missiles(nummissile%).y + yoffset% < sheight THEN IF missiles(nummissile%).x + xoffset% > 0 AND missiles(nummissile%).x + xoffset% < swidth - 200 AND missiles(nummissile%).y + yoffset% > 0 AND missiles(nummissile%).y + yoffset% < sheight THEN
whoosh& = _SNDOPEN("missile.wav", "sync") whoosh& = _SNDOPEN("sfx\missile.wav", "sync")
IF whoosh& THEN _SNDPLAY whoosh& IF whoosh& THEN _SNDPLAY whoosh&
_SNDCLOSE whoosh& _SNDCLOSE whoosh&
END IF END IF
@ -773,7 +773,7 @@ IF numlazer% > 0 THEN
FOR p% = 0 TO numplanes% FOR p% = 0 TO numplanes%
IF trigger(planes(p%).x - 16, planes(p%).y - 16, planes(p%).x + 15, planes(p%).y + 15, lazers(k%).x, lazers(k%).y) AND planes(p%).armor > 0 AND p% <> lazers(k%).fired THEN IF trigger(planes(p%).x - 16, planes(p%).y - 16, planes(p%).x + 15, planes(p%).y + 15, lazers(k%).x, lazers(k%).y) AND planes(p%).armor > 0 AND p% <> lazers(k%).fired THEN
IF lazers(k%).x + xoffset% > 0 AND lazers(k%).x + xoffset% < swidth - 200 AND lazers(k%).y + yoffset% > 0 AND lazers(k%).y + yoffset% < sheight THEN IF lazers(k%).x + xoffset% > 0 AND lazers(k%).x + xoffset% < swidth - 200 AND lazers(k%).y + yoffset% > 0 AND lazers(k%).y + yoffset% < sheight THEN
hit& = _SNDOPEN("hit.wav", "sync") hit& = _SNDOPEN("sfx\hit.wav", "sync")
IF hit& <> 0 THEN _SNDPLAY hit& IF hit& <> 0 THEN _SNDPLAY hit&
_SNDCLOSE hit& _SNDCLOSE hit&
END IF END IF
@ -873,7 +873,7 @@ IF nummissile% > 0 THEN
FOR p% = 0 TO numplanes% FOR p% = 0 TO numplanes%
IF trigger(planes(p%).x - 16, planes(p%).y - 16, planes(p%).x + 15, planes(p%).y + 15, missiles(k%).x, missiles(k%).y) AND planes(p%).armor > 0 AND p% <> missiles(k%).fired THEN IF trigger(planes(p%).x - 16, planes(p%).y - 16, planes(p%).x + 15, planes(p%).y + 15, missiles(k%).x, missiles(k%).y) AND planes(p%).armor > 0 AND p% <> missiles(k%).fired THEN
IF missiles(k%).x + xoffset% > 0 AND missiles(k%).x + xoffset% < swidth - 200 AND missiles(k%).y + yoffset% > 0 AND missiles(k%).y + yoffset% < sheight THEN IF missiles(k%).x + xoffset% > 0 AND missiles(k%).x + xoffset% < swidth - 200 AND missiles(k%).y + yoffset% > 0 AND missiles(k%).y + yoffset% < sheight THEN
hit& = _SNDOPEN("missilehit.wav", "sync") hit& = _SNDOPEN("sfx\missilehit.wav", "sync")
IF hit& <> 0 THEN _SNDPLAY hit& IF hit& <> 0 THEN _SNDPLAY hit&
_SNDCLOSE hit& _SNDCLOSE hit&
END IF END IF
@ -1110,50 +1110,50 @@ center "Loading...", 4
_DISPLAY _DISPLAY
DIM topo%(15, 15) DIM topo%(15, 15)
DIM ground&(43) DIM ground&(43)
ground&(0) = _LOADIMAGE("grass03.png") ground&(0) = _LOADIMAGE("bg\grass03.png")
ground&(1) = _LOADIMAGE("woods02.png") ground&(1) = _LOADIMAGE("bg\woods02.png")
'ground&(2) = _LOADIMAGE("water.png") 'ground&(2) = _LOADIMAGE("bg\water.png")
ground&(3) = _LOADIMAGE("blendgrasswoodsbottomright.png") ground&(3) = _LOADIMAGE("bg\blendgrasswoodsbottomright.png")
ground&(4) = _LOADIMAGE("blendgrasswoodsbottomleft.png") ground&(4) = _LOADIMAGE("bg\blendgrasswoodsbottomleft.png")
ground&(5) = _LOADIMAGE("blendgrasswoodstopright.png") ground&(5) = _LOADIMAGE("bg\blendgrasswoodstopright.png")
ground&(6) = _LOADIMAGE("blendgrasswoodstopleft.png") ground&(6) = _LOADIMAGE("bg\blendgrasswoodstopleft.png")
ground&(7) = _LOADIMAGE("blendgrasswoodsbottom.png") ground&(7) = _LOADIMAGE("bg\blendgrasswoodsbottom.png")
ground&(8) = _LOADIMAGE("blendgrasswoodsleft.png") ground&(8) = _LOADIMAGE("bg\blendgrasswoodsleft.png")
ground&(9) = _LOADIMAGE("blendgrasswoodstop.png") ground&(9) = _LOADIMAGE("bg\blendgrasswoodstop.png")
ground&(10) = _LOADIMAGE("blendgrasswoodsright.png") ground&(10) = _LOADIMAGE("bg\blendgrasswoodsright.png")
ground&(11) = _LOADIMAGE("blendgrasswoodstopright2.png") ground&(11) = _LOADIMAGE("bg\blendgrasswoodstopright2.png")
ground&(12) = _LOADIMAGE("blendgrasswoodsbottomright2.png") ground&(12) = _LOADIMAGE("bg\blendgrasswoodsbottomright2.png")
ground&(13) = _LOADIMAGE("blendgrasswoodsbottomleft2.png") ground&(13) = _LOADIMAGE("bg\blendgrasswoodsbottomleft2.png")
ground&(14) = _LOADIMAGE("blendgrasswoodstopleft2.png") ground&(14) = _LOADIMAGE("bg\blendgrasswoodstopleft2.png")
ground&(15) = _LOADIMAGE("blendgrasswoodsubottom.png") ground&(15) = _LOADIMAGE("bg\blendgrasswoodsubottom.png")
ground&(16) = _LOADIMAGE("blendgrasswoodsuleft.png") ground&(16) = _LOADIMAGE("bg\blendgrasswoodsuleft.png")
ground&(17) = _LOADIMAGE("blendgrasswoodsutop.png") ground&(17) = _LOADIMAGE("bg\blendgrasswoodsutop.png")
ground&(18) = _LOADIMAGE("blendgrasswoodsuright.png") ground&(18) = _LOADIMAGE("bg\blendgrasswoodsuright.png")
ground&(19) = _LOADIMAGE("blendgrasswoodscornerstop.png") ground&(19) = _LOADIMAGE("bg\blendgrasswoodscornerstop.png")
ground&(20) = _LOADIMAGE("blendgrasswoodscornersright.png") ground&(20) = _LOADIMAGE("bg\blendgrasswoodscornersright.png")
ground&(21) = _LOADIMAGE("blendgrasswoodscornersbottom.png") ground&(21) = _LOADIMAGE("bg\blendgrasswoodscornersbottom.png")
ground&(22) = _LOADIMAGE("blendgrasswoodscornersleft.png") ground&(22) = _LOADIMAGE("bg\blendgrasswoodscornersleft.png")
ground&(23) = _LOADIMAGE("blendgrasswoodsclearing.png") ground&(23) = _LOADIMAGE("bg\blendgrasswoodsclearing.png")
ground&(24) = _LOADIMAGE("blendgrasswoodstopbottomright.png") ground&(24) = _LOADIMAGE("bg\blendgrasswoodstopbottomright.png")
ground&(25) = _LOADIMAGE("blendgrasswoodstopbottomleft.png") ground&(25) = _LOADIMAGE("bg\blendgrasswoodstopbottomleft.png")
ground&(26) = _LOADIMAGE("blendgrasswoodsbottomtopright.png") ground&(26) = _LOADIMAGE("bg\blendgrasswoodsbottomtopright.png")
ground&(27) = _LOADIMAGE("blendgrasswoodsbottomtopleft.png") ground&(27) = _LOADIMAGE("bg\blendgrasswoodsbottomtopleft.png")
ground&(28) = _LOADIMAGE("blendgrasswoodsrightbottomleft.png") ground&(28) = _LOADIMAGE("bg\blendgrasswoodsrightbottomleft.png")
ground&(29) = _LOADIMAGE("blendgrasswoodsrighttopleft.png") ground&(29) = _LOADIMAGE("bg\blendgrasswoodsrighttopleft.png")
ground&(30) = _LOADIMAGE("blendgrasswoodsleftbottomright.png") ground&(30) = _LOADIMAGE("bg\blendgrasswoodsleftbottomright.png")
ground&(31) = _LOADIMAGE("blendgrasswoodslefttopright.png") ground&(31) = _LOADIMAGE("bg\blendgrasswoodslefttopright.png")
ground&(32) = _LOADIMAGE("blendgrasswoodshoriz.png") ground&(32) = _LOADIMAGE("bg\blendgrasswoodshoriz.png")
ground&(33) = _LOADIMAGE("blendgrasswoodsvert.png") ground&(33) = _LOADIMAGE("bg\blendgrasswoodsvert.png")
ground&(34) = _LOADIMAGE("blendgrasswoodstopwithcorners.png") ground&(34) = _LOADIMAGE("bg\blendgrasswoodstopwithcorners.png")
ground&(35) = _LOADIMAGE("blendgrasswoodsrightwithcorners.png") ground&(35) = _LOADIMAGE("bg\blendgrasswoodsrightwithcorners.png")
ground&(36) = _LOADIMAGE("blendgrasswoodsbottomwithcorners.png") ground&(36) = _LOADIMAGE("bg\blendgrasswoodsbottomwithcorners.png")
ground&(37) = _LOADIMAGE("blendgrasswoodsleftwithcorners.png") ground&(37) = _LOADIMAGE("bg\blendgrasswoodsleftwithcorners.png")
ground&(38) = _LOADIMAGE("blendgrasswoodstoprightcurve.png") ground&(38) = _LOADIMAGE("bg\blendgrasswoodstoprightcurve.png")
ground&(39) = _LOADIMAGE("blendgrasswoodsbottomrightcurve.png") ground&(39) = _LOADIMAGE("bg\blendgrasswoodsbottomrightcurve.png")
ground&(40) = _LOADIMAGE("blendgrasswoodsbottomleftcurve.png") ground&(40) = _LOADIMAGE("bg\blendgrasswoodsbottomleftcurve.png")
ground&(41) = _LOADIMAGE("blendgrasswoodstopleftcurve.png") ground&(41) = _LOADIMAGE("bg\blendgrasswoodstopleftcurve.png")
ground&(42) = _LOADIMAGE("blendgrasswoodsforwardslash.png") ground&(42) = _LOADIMAGE("bg\blendgrasswoodsforwardslash.png")
ground&(43) = _LOADIMAGE("blendgrasswoodsbackslash.png") ground&(43) = _LOADIMAGE("bg\blendgrasswoodsbackslash.png")
pointx% = INT(RND * 16) pointx% = INT(RND * 16)
pointy% = INT(RND * 16) pointy% = INT(RND * 16)
topo%(pointx%, pointy%) = 1 topo%(pointx%, pointy%) = 1
@ -1197,13 +1197,13 @@ _FREEIMAGE ground&(1)
FOR freeground% = 3 TO 43 FOR freeground% = 3 TO 43
IF ground&(freeground%) THEN _FREEIMAGE ground&(freeground%) IF ground&(freeground%) THEN _FREEIMAGE ground&(freeground%)
NEXT NEXT
player& = _LOADIMAGE("player.png") player& = _LOADIMAGE("ui\player.png")
plane& = _LOADIMAGE("plane.png") plane& = _LOADIMAGE("ui\plane.png")
missileimage& = _LOADIMAGE("missile.png") missileimage& = _LOADIMAGE("ui\missile.png")
weapon& = _LOADIMAGE("electricweapons.png") weapon& = _LOADIMAGE("ui\electricweapons.png")
aug& = _LOADIMAGE("electricmods.png") aug& = _LOADIMAGE("ui\electricmods.png")
stat& = _LOADIMAGE("electricstats.png") stat& = _LOADIMAGE("ui\electricstats.png")
premetal& = _LOADIMAGE("brushedmetal.png") premetal& = _LOADIMAGE("bg\brushedmetal.png")
brushedmetal& = _NEWIMAGE(swidth, sheight, 32) brushedmetal& = _NEWIMAGE(swidth, sheight, 32)
explosioneffect& = _COPYIMAGE(blob(128, 128, _RGB(255, 0, 0), _RGB(255, 255, 0))) explosioneffect& = _COPYIMAGE(blob(128, 128, _RGB(255, 0, 0), _RGB(255, 255, 0)))
contraileffect& = _COPYIMAGE(blob(16, 16, _RGB(127, 127, 127), _RGB(127, 127, 127))) contraileffect& = _COPYIMAGE(blob(16, 16, _RGB(127, 127, 127), _RGB(127, 127, 127)))
@ -1273,10 +1273,10 @@ wepimage&(0) = _NEWIMAGE(32, 32, 32)
modimage&(0) = _NEWIMAGE(32, 32, 32) modimage&(0) = _NEWIMAGE(32, 32, 32)
_CLEARCOLOR _RGB(0, 0, 0), wepimage&(0) _CLEARCOLOR _RGB(0, 0, 0), wepimage&(0)
_CLEARCOLOR _RGB(0, 0, 0), modimage&(0) _CLEARCOLOR _RGB(0, 0, 0), modimage&(0)
tooltips&(1) = _LOADIMAGE("aimer_tooltip.png") tooltips&(1) = _LOADIMAGE("ui\tooltips\aimer_tooltip.png")
tooltips&(2) = _LOADIMAGE("energy_armor_tooltip.png") tooltips&(2) = _LOADIMAGE("ui\tooltips\energy_armor_tooltip.png")
tooltips&(3) = _LOADIMAGE("srb_tooltip.png") tooltips&(3) = _LOADIMAGE("ui\tooltips\srb_tooltip.png")
tooltips&(4) = _LOADIMAGE("flare_tooltip.png") tooltips&(4) = _LOADIMAGE("ui\tooltips\flare_tooltip.png")
OPEN "electricsettings.cfg" FOR RANDOM AS #1 LEN = LEN(swidth) OPEN "electricsettings.cfg" FOR RANDOM AS #1 LEN = LEN(swidth)
GET #1, 5, red GET #1, 5, red
GET #1, 6, green GET #1, 6, green
@ -1651,7 +1651,7 @@ IF cyberbit& <> 0 THEN _FREEFONT (cyberbit&)
END SUB END SUB
SUB crash (planes() AS airplane, explosions%(), points() AS score, numexplosions%, numplanes%, difficulty, mods() AS aug, debriss() AS debris, numdebris%) 'Resets planes after they crash, and makes the crash sound SUB crash (planes() AS airplane, explosions%(), points() AS score, numexplosions%, numplanes%, difficulty, mods() AS aug, debriss() AS debris, numdebris%) 'Resets planes after they crash, and makes the crash sound
boom& = _SNDOPEN("factory_destroyed.wav", "sync") boom& = _SNDOPEN("sfx\factory_destroyed.wav", "sync")
FOR a% = 0 TO numplanes% FOR a% = 0 TO numplanes%
IF planes(a%).armor <= 0 AND planes(a%).respawntime <= 0 THEN IF planes(a%).armor <= 0 AND planes(a%).respawntime <= 0 THEN
IF boom& THEN _SNDPLAY boom& IF boom& THEN _SNDPLAY boom&
@ -1741,7 +1741,7 @@ GET #1, 25, scrup.axis
GET #1, 26, pick.axis GET #1, 26, pick.axis
quartz& = _LOADFONT("fonts\segment14.otf", sheight / 24, "") quartz& = _LOADFONT("fonts\segment14.otf", sheight / 24, "")
cyberbit& = _LOADFONT("fonts\cyberbit.ttf", sheight / 32, "") cyberbit& = _LOADFONT("fonts\cyberbit.ttf", sheight / 32, "")
premetal& = _LOADIMAGE("electricplane2.png") premetal& = _LOADIMAGE("bg\electricplane2.png")
brushedmetal& = _NEWIMAGE(swidth, sheight, 32) brushedmetal& = _NEWIMAGE(swidth, sheight, 32)
_PUTIMAGE (0, 0)-(swidth - 1, sheight - 1), premetal&, brushedmetal& _PUTIMAGE (0, 0)-(swidth - 1, sheight - 1), premetal&, brushedmetal&
_FREEIMAGE premetal& _FREEIMAGE premetal&
@ -1768,7 +1768,7 @@ DO
center "Back", 14 center "Back", 14
IF menu(4) THEN IF menu(4) THEN
pickres pickres
premetal& = _LOADIMAGE("electricplane2.png") premetal& = _LOADIMAGE("bg\electricplane2.png")
brushedmetal& = _NEWIMAGE(swidth, sheight, 32) brushedmetal& = _NEWIMAGE(swidth, sheight, 32)
_PUTIMAGE (0, 0)-(swidth - 1, sheight - 1), premetal&, brushedmetal& _PUTIMAGE (0, 0)-(swidth - 1, sheight - 1), premetal&, brushedmetal&
_FREEIMAGE premetal& _FREEIMAGE premetal&
@ -1897,7 +1897,7 @@ END SUB
SUB pickres 'screen resolution picking dialogue SUB pickres 'screen resolution picking dialogue
quartz& = _LOADFONT("fonsts\segment14.otf", sheight / 16, "") quartz& = _LOADFONT("fonsts\segment14.otf", sheight / 16, "")
cyberbit& = _LOADFONT("fonts\cyberbit.ttf", sheight / 32, "") cyberbit& = _LOADFONT("fonts\cyberbit.ttf", sheight / 32, "")
premetal& = _LOADIMAGE("brushedmetal.png") premetal& = _LOADIMAGE("bg\brushedmetal.png")
brushedmetal& = _NEWIMAGE(swidth, sheight, 32) brushedmetal& = _NEWIMAGE(swidth, sheight, 32)
_PUTIMAGE (0, 0)-(swidth - 1, sheight - 1), premetal&, brushedmetal& _PUTIMAGE (0, 0)-(swidth - 1, sheight - 1), premetal&, brushedmetal&
_FREEIMAGE premetal& _FREEIMAGE premetal&
@ -1925,7 +1925,7 @@ DO
sheight = resarray(a%).y sheight = resarray(a%).y
SCREEN _NEWIMAGE(swidth, sheight, 32) SCREEN _NEWIMAGE(swidth, sheight, 32)
_PRINTMODE _KEEPBACKGROUND _PRINTMODE _KEEPBACKGROUND
premetal& = _LOADIMAGE("brushedmetal.png") premetal& = _LOADIMAGE("bg\brushedmetal.png")
brushedmetal& = _NEWIMAGE(swidth, sheight, 32) brushedmetal& = _NEWIMAGE(swidth, sheight, 32)
_PUTIMAGE (0, 0)-(swidth - 1, sheight - 1), premetal&, brushedmetal& _PUTIMAGE (0, 0)-(swidth - 1, sheight - 1), premetal&, brushedmetal&
_FREEIMAGE premetal& _FREEIMAGE premetal&
@ -2064,7 +2064,7 @@ LOOP UNTIL done% = 1
END SUB END SUB
SUB keybind (gamepad, steering AS control, throttle AS control, primary AS control, secondary AS control, scrdown AS control, scrup AS control, pick AS control) SUB keybind (gamepad, steering AS control, throttle AS control, primary AS control, secondary AS control, scrdown AS control, scrup AS control, pick AS control)
premetal& = _LOADIMAGE("brushedmetal.png") premetal& = _LOADIMAGE("bg\brushedmetal.png")
brushedmetal& = _NEWIMAGE(swidth, sheight, 32) brushedmetal& = _NEWIMAGE(swidth, sheight, 32)
_PUTIMAGE (0, 0)-(swidth - 1, sheight - 1), premetal&, brushedmetal& _PUTIMAGE (0, 0)-(swidth - 1, sheight - 1), premetal&, brushedmetal&
_FREEIMAGE premetal& _FREEIMAGE premetal&
@ -2109,9 +2109,9 @@ END SUB
SUB colorslider (red, green, blue, livery) 'The RGB color sliders to choose plane colors SUB colorslider (red, green, blue, livery) 'The RGB color sliders to choose plane colors
DIM colory(2) DIM colory(2)
plane& = _LOADIMAGE("plane.png") plane& = _LOADIMAGE("ui\plane.png")
_CLEARCOLOR _RGB(0, 0, 0), plane& _CLEARCOLOR _RGB(0, 0, 0), plane&
premetal& = _LOADIMAGE("brushedmetal.png") premetal& = _LOADIMAGE("bg\brushedmetal.png")
brushedmetal& = _NEWIMAGE(swidth, sheight, 32) brushedmetal& = _NEWIMAGE(swidth, sheight, 32)
_PUTIMAGE (0, 0)-(swidth - 1, sheight - 1), premetal&, brushedmetal& _PUTIMAGE (0, 0)-(swidth - 1, sheight - 1), premetal&, brushedmetal&
_FREEIMAGE premetal& _FREEIMAGE premetal&
@ -2161,7 +2161,7 @@ _FREEIMAGE brushedmetal&
END SUB END SUB
SUB volumeslider (vol) SUB volumeslider (vol)
premetal& = _LOADIMAGE("brushedmetal.png") premetal& = _LOADIMAGE("bg\brushedmetal.png")
brushedmetal& = _NEWIMAGE(swidth, sheight, 32) brushedmetal& = _NEWIMAGE(swidth, sheight, 32)
_PUTIMAGE (0, 0)-(swidth - 1, sheight - 1), premetal&, brushedmetal& _PUTIMAGE (0, 0)-(swidth - 1, sheight - 1), premetal&, brushedmetal&
_FREEIMAGE premetal& _FREEIMAGE premetal&

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