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

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