From 2ac90a8bd24d4d9d82064792918f167293bce840 Mon Sep 17 00:00:00 2001 From: Daniel Marsee Date: Wed, 2 Nov 2016 11:26:22 -0400 Subject: [PATCH 01/13] First 1.1 branch for Electric Now ignoring electricconfig.cfg because it needs to be unique for everyone Moved config to its own folder Moved fonts to thier own folder More similar changes are to come. 1.1 is intended to be built with QB64 1.1. Signed-off-by: Daniel Marsee --- .gitignore | 5 +++ electric.bas | 50 +++++++++++++-------------- Segment14.otf => fonts/Segment14.otf | Bin cyberbit.ttf => fonts/cyberbit.ttf | Bin 4 files changed, 30 insertions(+), 25 deletions(-) rename Segment14.otf => fonts/Segment14.otf (100%) rename cyberbit.ttf => fonts/cyberbit.ttf (100%) diff --git a/.gitignore b/.gitignore index 1dab934..a394bfe 100644 --- a/.gitignore +++ b/.gitignore @@ -21,6 +21,11 @@ *.tar *.zip +# Configurations # +################## +# ignore the autogenerated electric config files +*.cfg + # Logs and databases # ###################### *.log diff --git a/electric.bas b/electric.bas index 908fe39..50dd217 100644 --- a/electric.bas +++ b/electric.bas @@ -1,8 +1,8 @@ -'Electric v1.0:0015 +CONST versionvrsn = "v1.1:0002-indev" 'Update this each build! _TITLE "Electric" DIM SHARED ignore`, ignorethrot`, swidth, sheight, xoffset%, yoffset%, graphsetting, gamepad, screenanchorx%, screenanchory% -OPEN "electricsettings.cfg" FOR RANDOM AS #1 LEN = LEN(swidth) +OPEN "cfg\electricsettings.cfg" FOR RANDOM AS #1 LEN = LEN(swidth) GET #1, 1, swidth GET #1, 2, sheight GET #1, 3, fs @@ -59,8 +59,8 @@ IF electricicon& THEN _FREEIMAGE electricicon& END IF IF fs = 1 THEN _FULLSCREEN -quartz& = _LOADFONT("segment14.otf", sheight / 24, "") -cyberbit& = _LOADFONT("cyberbit.ttf", sheight / 32, "") +quartz& = _LOADFONT("fonts\segment14.otf", sheight / 24, "") +cyberbit& = _LOADFONT("fonts\cyberbit.ttf", sheight / 32, "") _PRINTMODE _KEEPBACKGROUND RANDOMIZE TIMER TYPE control @@ -151,7 +151,7 @@ TYPE debris rotation AS SINGLE END TYPE -menumusic& = _SNDOPEN("not-from-this-world_z1Fsz8Su.ogg", "sync,vol") +menumusic& = _SNDOPEN("menu_music.ogg", "sync,vol") _SNDVOL menumusic&, vol IF menumusic& THEN _SNDPLAY menumusic& DO @@ -171,7 +171,7 @@ DO center "Tell me a fun fact!", 8 wot funfact$, 0, 9 * _FONTHEIGHT, swidth END IF - _PRINTSTRING (0, sheight - _FONTHEIGHT), "v.1.0:0015" + _PRINTSTRING (0, sheight - _FONTHEIGHT), versionvrsn IF menu(4) THEN IF _SNDPLAYING(menumusic&) THEN _SNDSTOP menumusic& env @@ -179,7 +179,7 @@ DO END IF IF menu(5) THEN options - OPEN "electricsettings.cfg" FOR RANDOM AS #1 LEN = LEN(swidth) + OPEN "cfg\electricsettings.cfg" FOR RANDOM AS #1 LEN = LEN(swidth) GET #1, 19, vol CLOSE #1 IF menumusic& THEN _SNDVOL menumusic&, vol @@ -188,8 +188,8 @@ DO _PUTIMAGE (0, 0)-(swidth - 1, sheight - 1), premetal&, brushedmetal& _FREEIMAGE premetal& _FONT 16 - quartz& = _LOADFONT("segment14.otf", sheight / 24, "") - cyberbit& = _LOADFONT("cyberbit.ttf", sheight / 32, "") + quartz& = _LOADFONT("fonts\segment14.otf", sheight / 24, "") + cyberbit& = _LOADFONT("fonts\cyberbit.ttf", sheight / 32, "") END IF IF menu(6) THEN credit IF menu(7) THEN @@ -222,8 +222,8 @@ _PUTIMAGE (0, 0)-(swidth - 1, sheight - 1), premetal&, brushedmetal& _FREEIMAGE premetal& _PUTIMAGE (0, 0), brushedmetal& _FONT 16 -quartz& = _LOADFONT("segment14.otf", sheight / 24, "") -cyberbit& = _LOADFONT("cyberbit.ttf", sheight / 32, "") +quartz& = _LOADFONT("fonts\segment14.otf", sheight / 24, "") +cyberbit& = _LOADFONT("fonts\cyberbit.ttf", sheight / 32, "") _FONT quartz& center "CREDITS", 1 _FONT cyberbit& @@ -232,7 +232,7 @@ center "Patrick 'Cheese-Water' Marsee", 5 center "In-Game Music:", 7 center "N/A", 8 center "Title Music:", 10 -center "Neil Cross", 11 +center "N/A", 11 center "Other Stuff:", 13 center "QB64 - IDE", 14 center "GIMP - Graphics", 15 @@ -1277,7 +1277,7 @@ 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") -OPEN "electricsettings.cfg" FOR RANDOM AS #1 LEN = LEN(swidth) +OPEN "cfg\electricsettings.cfg" FOR RANDOM AS #1 LEN = LEN(swidth) GET #1, 5, red GET #1, 6, green GET #1, 7, blue @@ -1317,9 +1317,9 @@ _DEST 0 IF team < 1 THEN team = 1 IF team > 4 THEN team = 4 planeshadow& = shadow&(plane&) -quartz& = _LOADFONT("segment14.otf", 16) -bigquartz& = _LOADFONT("segment14.otf", 32) -cyberbit& = _LOADFONT("cyberbit.ttf", 24, "") +quartz& = _LOADFONT("fonts\segment14.otf", 16) +bigquartz& = _LOADFONT("fonts\segment14.otf", 32) +cyberbit& = _LOADFONT("fonts\cyberbit.ttf", 24, "") numplanes% = team * 4 - 1 DIM points(3) AS score DIM planes(15) AS airplane @@ -1712,7 +1712,7 @@ END SUB SUB options 'The options menu DIM steering AS control, throttle AS control, primary AS control, secondary AS control, scrdown AS control, scrup AS control, pick AS control -OPEN "electricsettings.cfg" FOR RANDOM AS #1 LEN = LEN(swidth) +OPEN "cfg\electricsettings.cfg" FOR RANDOM AS #1 LEN = LEN(swidth) GET #1, 1, swidth GET #1, 2, sheight GET #1, 3, fs @@ -1739,8 +1739,8 @@ GET #1, 23, secondary.axis GET #1, 24, scrdown.axis GET #1, 25, scrup.axis GET #1, 26, pick.axis -quartz& = _LOADFONT("segment14.otf", sheight / 24, "") -cyberbit& = _LOADFONT("cyberbit.ttf", sheight / 32, "") +quartz& = _LOADFONT("fonts\segment14.otf", sheight / 24, "") +cyberbit& = _LOADFONT("fonts\cyberbit.ttf", sheight / 32, "") premetal& = _LOADIMAGE("electricplane2.png") brushedmetal& = _NEWIMAGE(swidth, sheight, 32) _PUTIMAGE (0, 0)-(swidth - 1, sheight - 1), premetal&, brushedmetal& @@ -1776,8 +1776,8 @@ DO PUT #1, 2, sheight _PRINTMODE _KEEPBACKGROUND _FONT 16 - quartz& = _LOADFONT("segment14.otf", sheight / 24, "") - cyberbit& = _LOADFONT("cyberbit.ttf", sheight / 32, "") + quartz& = _LOADFONT("fonts\segment14.otf", sheight / 24, "") + cyberbit& = _LOADFONT("fonts\cyberbit.ttf", sheight / 32, "") END IF IF menu(5) THEN IF fs = 0 THEN fs = 1 ELSE fs = 0 @@ -1895,8 +1895,8 @@ _FREEIMAGE brushedmetal& END SUB SUB pickres 'screen resolution picking dialogue -quartz& = _LOADFONT("segment14.otf", sheight / 16, "") -cyberbit& = _LOADFONT("cyberbit.ttf", sheight / 32, "") +quartz& = _LOADFONT("fonsts\segment14.otf", sheight / 16, "") +cyberbit& = _LOADFONT("fonts\cyberbit.ttf", sheight / 32, "") premetal& = _LOADIMAGE("brushedmetal.png") brushedmetal& = _NEWIMAGE(swidth, sheight, 32) _PUTIMAGE (0, 0)-(swidth - 1, sheight - 1), premetal&, brushedmetal& @@ -1930,8 +1930,8 @@ DO _PUTIMAGE (0, 0)-(swidth - 1, sheight - 1), premetal&, brushedmetal& _FREEIMAGE premetal& _FONT 16 - quartz& = _LOADFONT("segment14.otf", sheight / 16, "") - cyberbit& = _LOADFONT("cyberbit.ttf", sheight / 32, "") + quartz& = _LOADFONT("fonts\segment14.otf", sheight / 16, "") + cyberbit& = _LOADFONT("fonts\cyberbit.ttf", sheight / 32, "") END IF NEXT IF menu(21) THEN diff --git a/Segment14.otf b/fonts/Segment14.otf similarity index 100% rename from Segment14.otf rename to fonts/Segment14.otf diff --git a/cyberbit.ttf b/fonts/cyberbit.ttf similarity index 100% rename from cyberbit.ttf rename to fonts/cyberbit.ttf From 9d0ae3bfe87d97af8cce97aa9eb17901bcfa5d8b Mon Sep 17 00:00:00 2001 From: Daniel Marsee Date: Wed, 2 Nov 2016 11:32:15 -0400 Subject: [PATCH 02/13] Moved the config back to root folder. Didn't make sense to have a single config to be in its own directory. Signed-off-by: Daniel Marsee --- electric.bas | 10 +++++----- 1 file changed, 5 insertions(+), 5 deletions(-) diff --git a/electric.bas b/electric.bas index 50dd217..137544b 100644 --- a/electric.bas +++ b/electric.bas @@ -1,8 +1,8 @@ -CONST versionvrsn = "v1.1:0002-indev" 'Update this each build! +CONST versionvrsn = "v1.1:0003-indev" 'Update this each build! _TITLE "Electric" DIM SHARED ignore`, ignorethrot`, swidth, sheight, xoffset%, yoffset%, graphsetting, gamepad, screenanchorx%, screenanchory% -OPEN "cfg\electricsettings.cfg" FOR RANDOM AS #1 LEN = LEN(swidth) +OPEN "electricsettings.cfg" FOR RANDOM AS #1 LEN = LEN(swidth) GET #1, 1, swidth GET #1, 2, sheight GET #1, 3, fs @@ -179,7 +179,7 @@ DO END IF IF menu(5) THEN options - OPEN "cfg\electricsettings.cfg" FOR RANDOM AS #1 LEN = LEN(swidth) + OPEN "electricsettings.cfg" FOR RANDOM AS #1 LEN = LEN(swidth) GET #1, 19, vol CLOSE #1 IF menumusic& THEN _SNDVOL menumusic&, vol @@ -1277,7 +1277,7 @@ 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") -OPEN "cfg\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, 6, green GET #1, 7, blue @@ -1712,7 +1712,7 @@ END SUB SUB options 'The options menu DIM steering AS control, throttle AS control, primary AS control, secondary AS control, scrdown AS control, scrup AS control, pick AS control -OPEN "cfg\electricsettings.cfg" FOR RANDOM AS #1 LEN = LEN(swidth) +OPEN "electricsettings.cfg" FOR RANDOM AS #1 LEN = LEN(swidth) GET #1, 1, swidth GET #1, 2, sheight GET #1, 3, fs From e134cbf8c0ad48b663974a29ea5a354d38661af8 Mon Sep 17 00:00:00 2001 From: Daniel Marsee Date: Wed, 2 Nov 2016 16:35:29 -0400 Subject: [PATCH 03/13] Moved all assets to their respective subdirectories. Much cleaner now. Signed-off-by: Daniel Marsee --- .../blendgrasswoods02.png | Bin .../blendgrasswoodsbackslash.png | Bin .../blendgrasswoodsbottom.png | Bin .../blendgrasswoodsbottomleft.png | Bin .../blendgrasswoodsbottomleft2.png | Bin .../blendgrasswoodsbottomleftcurve.png | Bin .../blendgrasswoodsbottomright.png | Bin .../blendgrasswoodsbottomright2.png | Bin .../blendgrasswoodsbottomrightcurve.png | Bin .../blendgrasswoodsbottomtopleft.png | Bin .../blendgrasswoodsbottomtopright.png | Bin .../blendgrasswoodsbottomwithcorners.png | Bin .../blendgrasswoodsclearing.png | Bin .../blendgrasswoodscornersbottom.png | Bin .../blendgrasswoodscornersleft.png | Bin .../blendgrasswoodscornersright.png | Bin .../blendgrasswoodscornerstop.png | Bin .../blendgrasswoodsforwardslash.png | Bin .../blendgrasswoodshoriz.png | Bin .../blendgrasswoodsleft.png | Bin .../blendgrasswoodsleftbottomright.png | Bin .../blendgrasswoodslefttopright.png | Bin .../blendgrasswoodsleftwithcorners.png | Bin .../blendgrasswoodsright.png | Bin .../blendgrasswoodsrightbottomleft.png | Bin .../blendgrasswoodsrighttopleft.png | Bin .../blendgrasswoodsrightwithcorners.png | Bin .../blendgrasswoodstop.png | Bin .../blendgrasswoodstopbottomleft.png | Bin .../blendgrasswoodstopbottomright.png | Bin .../blendgrasswoodstopleft.png | Bin .../blendgrasswoodstopleft2.png | Bin .../blendgrasswoodstopleftcurve.png | Bin .../blendgrasswoodstopright.png | Bin .../blendgrasswoodstopright2.png | Bin .../blendgrasswoodstoprightcurve.png | Bin .../blendgrasswoodstopwithcorners.png | Bin .../blendgrasswoodsubottom.png | Bin .../blendgrasswoodsuleft.png | Bin .../blendgrasswoodsuright.png | Bin .../blendgrasswoodsutop.png | Bin .../blendgrasswoodsvert.png | Bin brushedmetal.png => bg/brushedmetal.png | Bin electricplane2.png => bg/electricplane2.png | Bin grass03.png => bg/grass03.png | Bin woods02.png => bg/woods02.png | Bin death.wav | Bin 3369 -> 0 bytes electric.bas | 160 +++++++++--------- bolt.wav => sfx/bolt.wav | Bin .../factory_destroyed.wav | Bin gauss.wav => sfx/gauss.wav | Bin hit.wav => sfx/hit.wav | Bin laser.wav => sfx/laser.wav | Bin missile.wav => sfx/missile.wav | Bin missilehit.wav => sfx/missilehit.wav | Bin plane.wav => sfx/plane.wav | Bin plasma.wav => sfx/plasma.wav | Bin shoot.wav => sfx/shoot.wav | Bin electricicon.png => ui/electricicon.png | Bin electricmods.png => ui/electricmods.png | Bin electricstats.png => ui/electricstats.png | Bin electricweapons.png => ui/electricweapons.png | Bin missile.png => ui/missile.png | Bin plane.png => ui/plane.png | Bin player.png => ui/player.png | Bin .../tooltips/aimer_tooltip.png | Bin .../tooltips/energy_armor_tooltip.png | Bin .../tooltips/flare_tooltip.png | Bin .../tooltips/srb_tooltip.png | Bin 69 files changed, 80 insertions(+), 80 deletions(-) rename blendgrasswoods02.png => bg/blendgrasswoods02.png (100%) rename blendgrasswoodsbackslash.png => bg/blendgrasswoodsbackslash.png (100%) rename blendgrasswoodsbottom.png => bg/blendgrasswoodsbottom.png (100%) rename blendgrasswoodsbottomleft.png => bg/blendgrasswoodsbottomleft.png (100%) rename blendgrasswoodsbottomleft2.png => bg/blendgrasswoodsbottomleft2.png (100%) rename blendgrasswoodsbottomleftcurve.png => bg/blendgrasswoodsbottomleftcurve.png (100%) rename blendgrasswoodsbottomright.png => bg/blendgrasswoodsbottomright.png (100%) rename blendgrasswoodsbottomright2.png => bg/blendgrasswoodsbottomright2.png (100%) rename blendgrasswoodsbottomrightcurve.png => bg/blendgrasswoodsbottomrightcurve.png (100%) rename blendgrasswoodsbottomtopleft.png => bg/blendgrasswoodsbottomtopleft.png (100%) rename blendgrasswoodsbottomtopright.png => bg/blendgrasswoodsbottomtopright.png (100%) rename blendgrasswoodsbottomwithcorners.png => bg/blendgrasswoodsbottomwithcorners.png (100%) rename blendgrasswoodsclearing.png => bg/blendgrasswoodsclearing.png (100%) rename blendgrasswoodscornersbottom.png => bg/blendgrasswoodscornersbottom.png (100%) rename blendgrasswoodscornersleft.png => bg/blendgrasswoodscornersleft.png (100%) rename blendgrasswoodscornersright.png => bg/blendgrasswoodscornersright.png (100%) rename blendgrasswoodscornerstop.png => bg/blendgrasswoodscornerstop.png (100%) rename blendgrasswoodsforwardslash.png => bg/blendgrasswoodsforwardslash.png (100%) rename blendgrasswoodshoriz.png => bg/blendgrasswoodshoriz.png (100%) rename blendgrasswoodsleft.png => bg/blendgrasswoodsleft.png (100%) rename blendgrasswoodsleftbottomright.png => bg/blendgrasswoodsleftbottomright.png (100%) rename blendgrasswoodslefttopright.png => bg/blendgrasswoodslefttopright.png (100%) rename blendgrasswoodsleftwithcorners.png => bg/blendgrasswoodsleftwithcorners.png (100%) rename blendgrasswoodsright.png => bg/blendgrasswoodsright.png (100%) rename blendgrasswoodsrightbottomleft.png => bg/blendgrasswoodsrightbottomleft.png (100%) rename blendgrasswoodsrighttopleft.png => bg/blendgrasswoodsrighttopleft.png (100%) rename blendgrasswoodsrightwithcorners.png => bg/blendgrasswoodsrightwithcorners.png (100%) rename blendgrasswoodstop.png => bg/blendgrasswoodstop.png (100%) rename blendgrasswoodstopbottomleft.png => bg/blendgrasswoodstopbottomleft.png (100%) rename blendgrasswoodstopbottomright.png => bg/blendgrasswoodstopbottomright.png (100%) rename blendgrasswoodstopleft.png => bg/blendgrasswoodstopleft.png (100%) rename blendgrasswoodstopleft2.png => bg/blendgrasswoodstopleft2.png (100%) rename blendgrasswoodstopleftcurve.png => bg/blendgrasswoodstopleftcurve.png (100%) rename blendgrasswoodstopright.png => bg/blendgrasswoodstopright.png (100%) rename blendgrasswoodstopright2.png => bg/blendgrasswoodstopright2.png (100%) rename blendgrasswoodstoprightcurve.png => bg/blendgrasswoodstoprightcurve.png (100%) rename blendgrasswoodstopwithcorners.png => bg/blendgrasswoodstopwithcorners.png (100%) rename blendgrasswoodsubottom.png => bg/blendgrasswoodsubottom.png (100%) rename blendgrasswoodsuleft.png => bg/blendgrasswoodsuleft.png (100%) rename blendgrasswoodsuright.png => bg/blendgrasswoodsuright.png (100%) rename blendgrasswoodsutop.png => bg/blendgrasswoodsutop.png (100%) rename blendgrasswoodsvert.png => bg/blendgrasswoodsvert.png (100%) rename brushedmetal.png => bg/brushedmetal.png (100%) rename electricplane2.png => bg/electricplane2.png (100%) rename grass03.png => bg/grass03.png (100%) rename woods02.png => bg/woods02.png (100%) delete mode 100644 death.wav rename bolt.wav => sfx/bolt.wav (100%) rename factory_destroyed.wav => sfx/factory_destroyed.wav (100%) rename gauss.wav => sfx/gauss.wav (100%) rename hit.wav => sfx/hit.wav (100%) rename laser.wav => sfx/laser.wav (100%) rename missile.wav => sfx/missile.wav (100%) rename missilehit.wav => sfx/missilehit.wav (100%) rename plane.wav => sfx/plane.wav (100%) rename plasma.wav => sfx/plasma.wav (100%) rename shoot.wav => sfx/shoot.wav (100%) rename electricicon.png => ui/electricicon.png (100%) rename electricmods.png => ui/electricmods.png (100%) rename electricstats.png => ui/electricstats.png (100%) rename electricweapons.png => ui/electricweapons.png (100%) rename missile.png => ui/missile.png (100%) rename plane.png => ui/plane.png (100%) rename player.png => ui/player.png (100%) rename aimer_tooltip.png => ui/tooltips/aimer_tooltip.png (100%) rename energy_armor_tooltip.png => ui/tooltips/energy_armor_tooltip.png (100%) rename flare_tooltip.png => ui/tooltips/flare_tooltip.png (100%) rename srb_tooltip.png => ui/tooltips/srb_tooltip.png (100%) diff --git a/blendgrasswoods02.png b/bg/blendgrasswoods02.png similarity index 100% rename from blendgrasswoods02.png rename to bg/blendgrasswoods02.png diff --git a/blendgrasswoodsbackslash.png b/bg/blendgrasswoodsbackslash.png similarity index 100% rename from blendgrasswoodsbackslash.png rename to bg/blendgrasswoodsbackslash.png diff --git a/blendgrasswoodsbottom.png b/bg/blendgrasswoodsbottom.png similarity index 100% rename from blendgrasswoodsbottom.png rename to bg/blendgrasswoodsbottom.png diff --git a/blendgrasswoodsbottomleft.png b/bg/blendgrasswoodsbottomleft.png similarity index 100% rename from blendgrasswoodsbottomleft.png rename to bg/blendgrasswoodsbottomleft.png diff --git a/blendgrasswoodsbottomleft2.png b/bg/blendgrasswoodsbottomleft2.png similarity index 100% rename from blendgrasswoodsbottomleft2.png rename to bg/blendgrasswoodsbottomleft2.png diff --git a/blendgrasswoodsbottomleftcurve.png b/bg/blendgrasswoodsbottomleftcurve.png similarity index 100% rename from blendgrasswoodsbottomleftcurve.png rename to bg/blendgrasswoodsbottomleftcurve.png diff --git a/blendgrasswoodsbottomright.png b/bg/blendgrasswoodsbottomright.png similarity index 100% rename from blendgrasswoodsbottomright.png rename to bg/blendgrasswoodsbottomright.png diff --git a/blendgrasswoodsbottomright2.png b/bg/blendgrasswoodsbottomright2.png similarity index 100% rename from blendgrasswoodsbottomright2.png rename to bg/blendgrasswoodsbottomright2.png diff --git a/blendgrasswoodsbottomrightcurve.png b/bg/blendgrasswoodsbottomrightcurve.png similarity index 100% rename from blendgrasswoodsbottomrightcurve.png rename to bg/blendgrasswoodsbottomrightcurve.png diff --git a/blendgrasswoodsbottomtopleft.png b/bg/blendgrasswoodsbottomtopleft.png similarity index 100% rename from blendgrasswoodsbottomtopleft.png rename to bg/blendgrasswoodsbottomtopleft.png diff --git a/blendgrasswoodsbottomtopright.png b/bg/blendgrasswoodsbottomtopright.png similarity index 100% rename from blendgrasswoodsbottomtopright.png rename to bg/blendgrasswoodsbottomtopright.png diff --git a/blendgrasswoodsbottomwithcorners.png b/bg/blendgrasswoodsbottomwithcorners.png similarity index 100% rename from blendgrasswoodsbottomwithcorners.png rename to bg/blendgrasswoodsbottomwithcorners.png diff --git a/blendgrasswoodsclearing.png b/bg/blendgrasswoodsclearing.png similarity index 100% rename from blendgrasswoodsclearing.png rename to bg/blendgrasswoodsclearing.png diff --git a/blendgrasswoodscornersbottom.png b/bg/blendgrasswoodscornersbottom.png similarity index 100% rename from blendgrasswoodscornersbottom.png rename to bg/blendgrasswoodscornersbottom.png diff --git a/blendgrasswoodscornersleft.png b/bg/blendgrasswoodscornersleft.png similarity index 100% rename from blendgrasswoodscornersleft.png rename to bg/blendgrasswoodscornersleft.png diff --git a/blendgrasswoodscornersright.png b/bg/blendgrasswoodscornersright.png similarity index 100% rename from blendgrasswoodscornersright.png rename to bg/blendgrasswoodscornersright.png diff --git a/blendgrasswoodscornerstop.png b/bg/blendgrasswoodscornerstop.png similarity index 100% rename from blendgrasswoodscornerstop.png rename to bg/blendgrasswoodscornerstop.png diff --git a/blendgrasswoodsforwardslash.png b/bg/blendgrasswoodsforwardslash.png similarity index 100% rename from blendgrasswoodsforwardslash.png rename to bg/blendgrasswoodsforwardslash.png diff --git a/blendgrasswoodshoriz.png b/bg/blendgrasswoodshoriz.png similarity index 100% rename from blendgrasswoodshoriz.png rename to bg/blendgrasswoodshoriz.png diff --git a/blendgrasswoodsleft.png b/bg/blendgrasswoodsleft.png similarity index 100% rename from blendgrasswoodsleft.png rename to bg/blendgrasswoodsleft.png diff --git a/blendgrasswoodsleftbottomright.png b/bg/blendgrasswoodsleftbottomright.png similarity index 100% rename from blendgrasswoodsleftbottomright.png rename to bg/blendgrasswoodsleftbottomright.png diff --git a/blendgrasswoodslefttopright.png b/bg/blendgrasswoodslefttopright.png similarity index 100% rename from blendgrasswoodslefttopright.png rename to bg/blendgrasswoodslefttopright.png diff --git a/blendgrasswoodsleftwithcorners.png b/bg/blendgrasswoodsleftwithcorners.png similarity index 100% rename from blendgrasswoodsleftwithcorners.png rename to bg/blendgrasswoodsleftwithcorners.png diff --git a/blendgrasswoodsright.png b/bg/blendgrasswoodsright.png similarity index 100% rename from blendgrasswoodsright.png rename to bg/blendgrasswoodsright.png diff --git a/blendgrasswoodsrightbottomleft.png b/bg/blendgrasswoodsrightbottomleft.png similarity index 100% rename from blendgrasswoodsrightbottomleft.png rename to bg/blendgrasswoodsrightbottomleft.png diff --git a/blendgrasswoodsrighttopleft.png b/bg/blendgrasswoodsrighttopleft.png similarity index 100% rename from blendgrasswoodsrighttopleft.png rename to bg/blendgrasswoodsrighttopleft.png diff --git a/blendgrasswoodsrightwithcorners.png b/bg/blendgrasswoodsrightwithcorners.png similarity index 100% rename from blendgrasswoodsrightwithcorners.png rename to bg/blendgrasswoodsrightwithcorners.png diff --git a/blendgrasswoodstop.png b/bg/blendgrasswoodstop.png similarity index 100% rename from blendgrasswoodstop.png rename to bg/blendgrasswoodstop.png diff --git a/blendgrasswoodstopbottomleft.png b/bg/blendgrasswoodstopbottomleft.png similarity index 100% rename from blendgrasswoodstopbottomleft.png rename to bg/blendgrasswoodstopbottomleft.png diff --git a/blendgrasswoodstopbottomright.png b/bg/blendgrasswoodstopbottomright.png similarity index 100% rename from blendgrasswoodstopbottomright.png rename to bg/blendgrasswoodstopbottomright.png diff --git a/blendgrasswoodstopleft.png b/bg/blendgrasswoodstopleft.png similarity index 100% rename from blendgrasswoodstopleft.png rename to bg/blendgrasswoodstopleft.png diff --git a/blendgrasswoodstopleft2.png b/bg/blendgrasswoodstopleft2.png similarity index 100% rename from blendgrasswoodstopleft2.png rename to bg/blendgrasswoodstopleft2.png diff --git a/blendgrasswoodstopleftcurve.png b/bg/blendgrasswoodstopleftcurve.png similarity index 100% rename from blendgrasswoodstopleftcurve.png rename to bg/blendgrasswoodstopleftcurve.png diff --git a/blendgrasswoodstopright.png b/bg/blendgrasswoodstopright.png similarity index 100% rename from blendgrasswoodstopright.png rename to bg/blendgrasswoodstopright.png diff --git a/blendgrasswoodstopright2.png b/bg/blendgrasswoodstopright2.png similarity index 100% rename from blendgrasswoodstopright2.png rename to bg/blendgrasswoodstopright2.png diff --git a/blendgrasswoodstoprightcurve.png b/bg/blendgrasswoodstoprightcurve.png similarity index 100% rename from blendgrasswoodstoprightcurve.png rename to bg/blendgrasswoodstoprightcurve.png diff --git a/blendgrasswoodstopwithcorners.png b/bg/blendgrasswoodstopwithcorners.png similarity index 100% rename from blendgrasswoodstopwithcorners.png rename to bg/blendgrasswoodstopwithcorners.png diff --git a/blendgrasswoodsubottom.png b/bg/blendgrasswoodsubottom.png similarity index 100% rename from blendgrasswoodsubottom.png rename to bg/blendgrasswoodsubottom.png diff --git a/blendgrasswoodsuleft.png b/bg/blendgrasswoodsuleft.png similarity index 100% rename from blendgrasswoodsuleft.png rename to bg/blendgrasswoodsuleft.png diff --git a/blendgrasswoodsuright.png b/bg/blendgrasswoodsuright.png similarity index 100% rename from blendgrasswoodsuright.png rename to bg/blendgrasswoodsuright.png diff --git a/blendgrasswoodsutop.png b/bg/blendgrasswoodsutop.png similarity index 100% rename from blendgrasswoodsutop.png rename to bg/blendgrasswoodsutop.png diff --git a/blendgrasswoodsvert.png b/bg/blendgrasswoodsvert.png similarity index 100% rename from blendgrasswoodsvert.png rename to bg/blendgrasswoodsvert.png diff --git a/brushedmetal.png b/bg/brushedmetal.png similarity index 100% rename from brushedmetal.png rename to bg/brushedmetal.png diff --git a/electricplane2.png b/bg/electricplane2.png similarity index 100% rename from electricplane2.png rename to bg/electricplane2.png diff --git a/grass03.png b/bg/grass03.png similarity index 100% rename from grass03.png rename to bg/grass03.png diff --git a/woods02.png b/bg/woods02.png similarity index 100% rename from woods02.png rename to bg/woods02.png diff --git a/death.wav b/death.wav deleted file mode 100644 index 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_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& diff --git a/bolt.wav b/sfx/bolt.wav similarity index 100% rename from bolt.wav rename to sfx/bolt.wav diff --git a/factory_destroyed.wav b/sfx/factory_destroyed.wav similarity index 100% rename from factory_destroyed.wav rename to sfx/factory_destroyed.wav diff --git a/gauss.wav b/sfx/gauss.wav similarity index 100% rename from gauss.wav rename to sfx/gauss.wav diff --git a/hit.wav b/sfx/hit.wav similarity index 100% rename from hit.wav rename to sfx/hit.wav diff --git a/laser.wav b/sfx/laser.wav similarity index 100% rename from laser.wav rename to sfx/laser.wav diff --git a/missile.wav b/sfx/missile.wav similarity index 100% rename from missile.wav rename to sfx/missile.wav diff --git a/missilehit.wav b/sfx/missilehit.wav similarity index 100% rename from missilehit.wav rename to sfx/missilehit.wav diff --git a/plane.wav b/sfx/plane.wav similarity index 100% rename from plane.wav rename to sfx/plane.wav diff --git a/plasma.wav b/sfx/plasma.wav similarity index 100% rename from plasma.wav rename to sfx/plasma.wav diff --git a/shoot.wav b/sfx/shoot.wav similarity index 100% rename from shoot.wav rename to sfx/shoot.wav diff --git a/electricicon.png b/ui/electricicon.png similarity index 100% rename from electricicon.png rename to ui/electricicon.png diff --git a/electricmods.png b/ui/electricmods.png similarity index 100% rename from electricmods.png rename to ui/electricmods.png diff --git a/electricstats.png b/ui/electricstats.png similarity index 100% rename from electricstats.png rename to ui/electricstats.png diff --git a/electricweapons.png b/ui/electricweapons.png similarity index 100% rename from electricweapons.png rename to ui/electricweapons.png diff --git a/missile.png b/ui/missile.png similarity index 100% rename from missile.png rename to ui/missile.png diff --git a/plane.png b/ui/plane.png similarity index 100% rename from plane.png rename to ui/plane.png diff --git a/player.png b/ui/player.png similarity index 100% rename from player.png rename to ui/player.png diff --git a/aimer_tooltip.png b/ui/tooltips/aimer_tooltip.png similarity index 100% rename from aimer_tooltip.png rename to ui/tooltips/aimer_tooltip.png diff --git a/energy_armor_tooltip.png b/ui/tooltips/energy_armor_tooltip.png similarity index 100% rename from energy_armor_tooltip.png rename to ui/tooltips/energy_armor_tooltip.png diff --git a/flare_tooltip.png b/ui/tooltips/flare_tooltip.png similarity index 100% rename from flare_tooltip.png rename to ui/tooltips/flare_tooltip.png diff --git a/srb_tooltip.png b/ui/tooltips/srb_tooltip.png similarity index 100% rename from srb_tooltip.png rename to ui/tooltips/srb_tooltip.png From 543c21e23556ca4e251e8286a74d84961ab02626 Mon Sep 17 00:00:00 2001 From: Daniel Marsee Date: Wed, 2 Nov 2016 16:50:15 -0400 Subject: [PATCH 04/13] Trying to fix the license problem --- LGPL-2.1.TXT => COPYING.LESSER.TXT | 0 COPYING.LESSER.rtf | 324 ----------------------------- 2 files changed, 324 deletions(-) rename LGPL-2.1.TXT => COPYING.LESSER.TXT (100%) delete mode 100644 COPYING.LESSER.rtf diff --git a/LGPL-2.1.TXT b/COPYING.LESSER.TXT similarity index 100% rename from LGPL-2.1.TXT rename to 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\li0\ri0\sb100\sa100\sbauto1\saauto1\widctlpar\wrapdefault\aspalpha\aspnum\faauto\adjustright\rin0\lin0\itap0\pararsid6822841 {\rtlch\fcs1 \af0\afs24 \ltrch\fcs0 \f0\fs24\insrsid6822841\charrsid6822841 Copyright \'a9 - 2007 Free Software Foundation, Inc. <}{\field\fldedit{\*\fldinst {\rtlch\fcs1 \af0\afs24 \ltrch\fcs0 \f0\fs24\insrsid6822841\charrsid6822841 HYPERLINK "http://fsf.org/" }}{\fldrslt {\rtlch\fcs1 \af0\afs24 \ltrch\fcs0 -\f0\fs24\ul\cf2\insrsid6822841\charrsid6822841 http://fsf.org/}}}\sectd \ltrsect\linex0\endnhere\sectlinegrid360\sectdefaultcl\sftnbj {\rtlch\fcs1 \af0\afs24 \ltrch\fcs0 \f0\fs24\insrsid6822841\charrsid6822841 > -\par Everyone is permitted to copy and distribute verbatim copies of this license document, but changing it is not allowed. -\par This version of the GNU Lesser General Public License incorporates the terms and conditions of version 3 of the GNU General Public License, supplemented by the additional permissions listed below. -\par }\pard \ltrpar\ql \li0\ri0\sb100\sa100\sbauto1\saauto1\widctlpar\wrapdefault\aspalpha\aspnum\faauto\outlinelevel3\adjustright\rin0\lin0\itap0\pararsid6822841 {\rtlch\fcs1 \ab\af0\afs24 \ltrch\fcs0 \b\f0\fs24\insrsid6822841\charrsid6822841 -{\*\bkmkstart section0}{\*\bkmkend section0}0. Additional Definitions. -\par }\pard \ltrpar\ql \li0\ri0\sb100\sa100\sbauto1\saauto1\widctlpar\wrapdefault\aspalpha\aspnum\faauto\adjustright\rin0\lin0\itap0\pararsid6822841 {\rtlch\fcs1 \af0\afs24 \ltrch\fcs0 \f0\fs24\insrsid6822841\charrsid6822841 As used herein, \'93this License -\'94 refers to version 3 of the GNU Lesser General Public License, and the \'93GNU GPL\'94 refers to version 3 of the GNU General Public License. -\par \'93The Library\'94 refers to a covered work governed by this License, other than an Application or a Combined Work as defined below. -\par An \'93Application\'94 is any work that makes use of an interface provided by the Library, but which is not otherwise based on the Library. Defining a subclass of a class defined by the Library is deemed a mode -of using an interface provided by the Library. -\par A \'93Combined Work\'94 is a work produced by combining or linking an Application with the Library. The particular version of the Library with which the Combined Work was made is also called the \'93Linked Version\'94. -\par The \'93Minimal Corresponding Source\'94 - for a Combined Work means the Corresponding Source for the Combined Work, excluding any source code for portions of the Combined Work that, considered in isolation, are based on the Application, and not on the Linked Version. -\par The \'93Corresponding Application Code\'94 - for a Combined Work means the object code and/or source code for the Application, including any data and utility programs needed for reproducing the Combined Work from the Application, but excluding the System Libraries of the Combined Work. -\par }\pard \ltrpar\ql \li0\ri0\sb100\sa100\sbauto1\saauto1\widctlpar\wrapdefault\aspalpha\aspnum\faauto\outlinelevel3\adjustright\rin0\lin0\itap0\pararsid6822841 {\rtlch\fcs1 \ab\af0\afs24 \ltrch\fcs0 \b\f0\fs24\insrsid6822841\charrsid6822841 -{\*\bkmkstart section1}{\*\bkmkend section1}1. Exception to Section 3 of the GNU GPL. -\par }\pard \ltrpar\ql \li0\ri0\sb100\sa100\sbauto1\saauto1\widctlpar\wrapdefault\aspalpha\aspnum\faauto\adjustright\rin0\lin0\itap0\pararsid6822841 {\rtlch\fcs1 \af0\afs24 \ltrch\fcs0 \f0\fs24\insrsid6822841\charrsid6822841 -You may convey a covered work under sections 3 and 4 of this License without being bound by section 3 of the GNU GPL. -\par }\pard \ltrpar\ql \li0\ri0\sb100\sa100\sbauto1\saauto1\widctlpar\wrapdefault\aspalpha\aspnum\faauto\outlinelevel3\adjustright\rin0\lin0\itap0\pararsid6822841 {\rtlch\fcs1 \ab\af0\afs24 \ltrch\fcs0 \b\f0\fs24\insrsid6822841\charrsid6822841 -{\*\bkmkstart section2}{\*\bkmkend section2}2. Conveying Modified Versions. -\par }\pard \ltrpar\ql \li0\ri0\sb100\sa100\sbauto1\saauto1\widctlpar\wrapdefault\aspalpha\aspnum\faauto\adjustright\rin0\lin0\itap0\pararsid6822841 {\rtlch\fcs1 \af0\afs24 \ltrch\fcs0 \f0\fs24\insrsid6822841\charrsid6822841 -If you modify a copy of the Library, a -nd, in your modifications, a facility refers to a function or data to be supplied by an Application that uses the facility (other than as an argument passed when the facility is invoked), then you may convey a copy of the modified version: -\par {\listtext\pard\plain\ltrpar \rtlch\fcs1 \af0 \ltrch\fcs0 \f3\fs20\insrsid6822841\charrsid6822841 \loch\af3\dbch\af0\hich\f3 \'b7\tab}}\pard \ltrpar\ql \fi-360\li720\ri0\sb100\sa100\sbauto1\saauto1\widctlpar -\jclisttab\tx720\wrapdefault\aspalpha\aspnum\faauto\ls1\adjustright\rin0\lin720\itap0\pararsid6822841 {\rtlch\fcs1 \af0\afs24 \ltrch\fcs0 \f0\fs24\insrsid6822841\charrsid6822841 a) under this Li -cense, provided that you make a good faith effort to ensure that, in the event an Application does not supply the function or data, the facility still operates, and performs whatever part of its purpose remains meaningful, or -\par {\listtext\pard\plain\ltrpar \rtlch\fcs1 \af0 \ltrch\fcs0 \f3\fs20\insrsid6822841\charrsid6822841 \loch\af3\dbch\af0\hich\f3 \'b7\tab}b) under the GNU GPL, with none of the additional permissions of this License applicable to that copy. -\par }\pard \ltrpar\ql \li0\ri0\sb100\sa100\sbauto1\saauto1\widctlpar\wrapdefault\aspalpha\aspnum\faauto\outlinelevel3\adjustright\rin0\lin0\itap0\pararsid6822841 {\rtlch\fcs1 \ab\af0\afs24 \ltrch\fcs0 \b\f0\fs24\insrsid6822841\charrsid6822841 -{\*\bkmkstart section3}{\*\bkmkend section3}3. Object Code Incorporating Material from Library Header Files. -\par }\pard \ltrpar\ql \li0\ri0\sb100\sa100\sbauto1\saauto1\widctlpar\wrapdefault\aspalpha\aspnum\faauto\adjustright\rin0\lin0\itap0\pararsid6822841 {\rtlch\fcs1 \af0\afs24 \ltrch\fcs0 \f0\fs24\insrsid6822841\charrsid6822841 -The object code form of an Application may incorporate material from a header file that is part of the Library. You ma -y convey such object code under terms of your choice, provided that, if the incorporated material is not limited to numerical parameters, data structure layouts and accessors, or small macros, inline functions and templates (ten or fewer lines in length), - you do both of the following: -\par {\listtext\pard\plain\ltrpar \rtlch\fcs1 \af0 \ltrch\fcs0 \f3\fs20\insrsid6822841\charrsid6822841 \loch\af3\dbch\af0\hich\f3 \'b7\tab}}\pard \ltrpar\ql \fi-360\li720\ri0\sb100\sa100\sbauto1\saauto1\widctlpar -\jclisttab\tx720\wrapdefault\aspalpha\aspnum\faauto\ls2\adjustright\rin0\lin720\itap0\pararsid6822841 {\rtlch\fcs1 \af0\afs24 \ltrch\fcs0 \f0\fs24\insrsid6822841\charrsid6822841 -a) Give prominent notice with each copy of the object code that the Library is used in it and that the Library and its use are covered by this License. -\par {\listtext\pard\plain\ltrpar \rtlch\fcs1 \af0 \ltrch\fcs0 \f3\fs20\insrsid6822841\charrsid6822841 \loch\af3\dbch\af0\hich\f3 \'b7\tab}b) Accompany the object code with a copy of the GNU GPL and this license document. -\par }\pard \ltrpar\ql \li0\ri0\sb100\sa100\sbauto1\saauto1\widctlpar\wrapdefault\aspalpha\aspnum\faauto\outlinelevel3\adjustright\rin0\lin0\itap0\pararsid6822841 {\rtlch\fcs1 \ab\af0\afs24 \ltrch\fcs0 \b\f0\fs24\insrsid6822841\charrsid6822841 -{\*\bkmkstart section4}{\*\bkmkend section4}4. Combined Works. -\par }\pard \ltrpar\ql \li0\ri0\sb100\sa100\sbauto1\saauto1\widctlpar\wrapdefault\aspalpha\aspnum\faauto\adjustright\rin0\lin0\itap0\pararsid6822841 {\rtlch\fcs1 \af0\afs24 \ltrch\fcs0 \f0\fs24\insrsid6822841\charrsid6822841 -You may convey a Combined Work under terms of your choice that, taken together, effectively do not restrict modification of the portions of the Library contained in the Combined Work and reverse engineering for debugging such mo -difications, if you also do each of the following: -\par {\listtext\pard\plain\ltrpar \rtlch\fcs1 \af0 \ltrch\fcs0 \f3\fs20\insrsid6822841\charrsid6822841 \loch\af3\dbch\af0\hich\f3 \'b7\tab}}\pard \ltrpar\ql \fi-360\li720\ri0\sb100\sa100\sbauto1\saauto1\widctlpar -\jclisttab\tx720\wrapdefault\aspalpha\aspnum\faauto\ls3\adjustright\rin0\lin720\itap0\pararsid6822841 {\rtlch\fcs1 \af0\afs24 \ltrch\fcs0 \f0\fs24\insrsid6822841\charrsid6822841 -a) Give prominent notice with each copy of the Combined Work that the Library is used in it and that the Library and its use are covered by this License. -\par {\listtext\pard\plain\ltrpar \rtlch\fcs1 \af0 \ltrch\fcs0 \f3\fs20\insrsid6822841\charrsid6822841 \loch\af3\dbch\af0\hich\f3 \'b7\tab}b) Accompany the Combined Work with a copy of the GNU GPL and this license document. -\par {\listtext\pard\plain\ltrpar \rtlch\fcs1 \af0 \ltrch\fcs0 \f3\fs20\insrsid6822841\charrsid6822841 \loch\af3\dbch\af0\hich\f3 \'b7\tab} -c) For a Combined Work that displays copyright notices during execution, include the copyright notice for the Library among these notices, as well as a reference directing the user to the copies of the GNU GPL and this license document. -\par {\listtext\pard\plain\ltrpar \rtlch\fcs1 \af0 \ltrch\fcs0 \f3\fs20\insrsid6822841\charrsid6822841 \loch\af3\dbch\af0\hich\f3 \'b7\tab}d) Do one of the following: -\par {\listtext\pard\plain\ltrpar \rtlch\fcs1 \af0 \ltrch\fcs0 \f2\fs20\insrsid6822841\charrsid6822841 \hich\af2\dbch\af0\loch\f2 o\tab}}\pard \ltrpar\ql \fi-360\li1440\ri0\sb100\sa100\sbauto1\saauto1\widctlpar -\jclisttab\tx1440\wrapdefault\aspalpha\aspnum\faauto\ls3\ilvl1\adjustright\rin0\lin1440\itap0\pararsid6822841 {\rtlch\fcs1 \af0\afs24 \ltrch\fcs0 \f0\fs24\insrsid6822841\charrsid6822841 -0) Convey the Minimal Corresponding Source under the terms of this License, and the Corresponding Application Code in a form suitable for, and under terms that permit, the user to recombine or relink the Applicat -ion with a modified version of the Linked Version to produce a modified Combined Work, in the manner specified by section 6 of the GNU GPL for conveying Corresponding Source. -\par {\listtext\pard\plain\ltrpar \rtlch\fcs1 \af0 \ltrch\fcs0 \f2\fs20\insrsid6822841\charrsid6822841 \hich\af2\dbch\af0\loch\f2 o\tab}1) Use a suitable shared library mechanism for linking with the Library. A suitab -le mechanism is one that (a) uses at run time a copy of the Library already present on the user's computer system, and (b) will operate properly with a modified version of the Library that is interface-compatible with the Linked Version. -\par {\listtext\pard\plain\ltrpar \rtlch\fcs1 \af0 \ltrch\fcs0 \f3\fs20\insrsid6822841\charrsid6822841 \loch\af3\dbch\af0\hich\f3 \'b7\tab}}\pard \ltrpar\ql \fi-360\li720\ri0\sb100\sa100\sbauto1\saauto1\widctlpar -\jclisttab\tx720\wrapdefault\aspalpha\aspnum\faauto\ls3\adjustright\rin0\lin720\itap0\pararsid6822841 {\rtlch\fcs1 \af0\afs24 \ltrch\fcs0 \f0\fs24\insrsid6822841\charrsid6822841 e) Provide Install -ation Information, but only if you would otherwise be required to provide such information under section 6 of the GNU GPL, and only to the extent that such information is necessary to install and execute a modified version of the Combined Work produced by - -recombining or relinking the Application with a modified version of the Linked Version. (If you use option 4d0, the Installation Information must accompany the Minimal Corresponding Source and Corresponding Application Code. If you use option 4d1, you mus -t provide the Installation Information in the manner specified by section 6 of the GNU GPL for conveying Corresponding Source.) -\par }\pard \ltrpar\ql \li0\ri0\sb100\sa100\sbauto1\saauto1\widctlpar\wrapdefault\aspalpha\aspnum\faauto\outlinelevel3\adjustright\rin0\lin0\itap0\pararsid6822841 {\rtlch\fcs1 \ab\af0\afs24 \ltrch\fcs0 \b\f0\fs24\insrsid6822841\charrsid6822841 -{\*\bkmkstart section5}{\*\bkmkend section5}5. Combined Libraries. -\par }\pard \ltrpar\ql \li0\ri0\sb100\sa100\sbauto1\saauto1\widctlpar\wrapdefault\aspalpha\aspnum\faauto\adjustright\rin0\lin0\itap0\pararsid6822841 {\rtlch\fcs1 \af0\afs24 \ltrch\fcs0 \f0\fs24\insrsid6822841\charrsid6822841 -You may place library facilities that are a work based on the -Library side by side in a single library together with other library facilities that are not Applications and are not covered by this License, and convey such a combined library under terms of your choice, if you do both of the following: -\par {\listtext\pard\plain\ltrpar \rtlch\fcs1 \af0 \ltrch\fcs0 \f3\fs20\insrsid6822841\charrsid6822841 \loch\af3\dbch\af0\hich\f3 \'b7\tab}}\pard \ltrpar\ql \fi-360\li720\ri0\sb100\sa100\sbauto1\saauto1\widctlpar -\jclisttab\tx720\wrapdefault\aspalpha\aspnum\faauto\ls4\adjustright\rin0\lin720\itap0\pararsid6822841 {\rtlch\fcs1 \af0\afs24 \ltrch\fcs0 \f0\fs24\insrsid6822841\charrsid6822841 a) Accompany the -combined library with a copy of the same work based on the Library, uncombined with any other library facilities, conveyed under the terms of this License. -\par {\listtext\pard\plain\ltrpar \rtlch\fcs1 \af0 \ltrch\fcs0 \f3\fs20\insrsid6822841\charrsid6822841 \loch\af3\dbch\af0\hich\f3 \'b7\tab}b) Give prominent notice with the combined library that part of it is a work based on the Library, a -nd explaining where to find the accompanying uncombined form of the same work. -\par }\pard \ltrpar\ql \li0\ri0\sb100\sa100\sbauto1\saauto1\widctlpar\wrapdefault\aspalpha\aspnum\faauto\outlinelevel3\adjustright\rin0\lin0\itap0\pararsid6822841 {\rtlch\fcs1 \ab\af0\afs24 \ltrch\fcs0 \b\f0\fs24\insrsid6822841\charrsid6822841 -{\*\bkmkstart section6}{\*\bkmkend section6}6. Revised Versions of the GNU Lesser General Public License. -\par }\pard \ltrpar\ql \li0\ri0\sb100\sa100\sbauto1\saauto1\widctlpar\wrapdefault\aspalpha\aspnum\faauto\adjustright\rin0\lin0\itap0\pararsid6822841 {\rtlch\fcs1 \af0\afs24 \ltrch\fcs0 \f0\fs24\insrsid6822841\charrsid6822841 -The Free Software Foundation may publish revised and/or new versions of the GNU Lesser General Public License from -time to time. Such new versions will be similar in spirit to the present version, but may differ in detail to address new problems or concerns. -\par Each version is given a distinguishing version number. If the Library as you received it specifies that a certain numbered version of the GNU Lesser General Public License \'93or any later version\'94 - applies to it, you have the option of following the terms and conditions either of that published version or of any later version published by the Free Software Foundation. -If the Library as you received it does not specify a version number of the GNU Lesser General Public License, you may choose any version of the GNU Lesser General Public License ever published by the Free Software Foundation. -\par If the Library as you received - it specifies that a proxy can decide whether future versions of the GNU Lesser General Public License shall apply, that proxy's public statement of acceptance of any version is permanent authorization for you to choose that version for the Library. - -\par }\pard \ltrpar\ql \li0\ri0\sa160\sl259\slmult1\widctlpar\wrapdefault\aspalpha\aspnum\faauto\adjustright\rin0\lin0\itap0 {\rtlch\fcs1 \af31507 \ltrch\fcs0 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-ffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffff -fffffffffffffffffdfffffffeffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffff -ffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffff -ffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffff -ffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffff -ffffffffffffffffffffffffffffffff52006f006f007400200045006e00740072007900000000000000000000000000000000000000000000000000000000000000000000000000000000000000000016000500ffffffffffffffffffffffff0c6ad98892f1d411a65f0040963251e5000000000000000000000000408c -08f4e4bccf01feffffff00000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000ffffffffffffffffffffffff00000000000000000000000000000000000000000000000000000000 -00000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000ffffffffffffffffffffffff0000000000000000000000000000000000000000000000000000 -000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000ffffffffffffffffffffffff000000000000000000000000000000000000000000000000 -0000000000000000000000000000000000000000000000000105000000000000}} \ No newline at end of file From e6564b0b90c391bd43c6d4d121d11c2121fe696d Mon Sep 17 00:00:00 2001 From: Daniel Marsee Date: Thu, 3 Nov 2016 10:09:02 -0400 Subject: [PATCH 05/13] Added changelog Signed-off-by: Daniel Marsee --- CHANGELOG | 27 +++++++++++++++++++++++++++ 1 file changed, 27 insertions(+) create mode 100644 CHANGELOG diff --git a/CHANGELOG b/CHANGELOG new file mode 100644 index 0000000..ebe1b8e --- /dev/null +++ b/CHANGELOG @@ -0,0 +1,27 @@ + +v1.1:0001 +--------- +Initial upload +First build using QB64 1.1 toolchain + +V1.1:0002 +--------- +Changed how versioning works within the code itself +Removed some non-free components +added a .gitignore with .exe and .cfg + +v1.1:0003 +--------- +Created a cfg folder and a fonts folder +reconfigured the code to take advantage of those new folders + +v1.1:0004 +--------- +Killed the cfg folder. It didn't make sense to have a folder for just one file +Added bg folder +Added sfx folder +Added ui folder + Added tooltips subfolder +Removed some unused asset files +Fixed the license +Added changelog! \ No newline at end of file From ad80cdc7b21660955e44fe2b2bf95b803f3b9225 Mon Sep 17 00:00:00 2001 From: Daniel Marsee Date: Thu, 3 Nov 2016 13:25:28 -0400 Subject: [PATCH 06/13] Changed old README.md to a more appropriate 'handbook' New README.md is better suited for Git Signed-off-by: Daniel Marsee --- HANDBOOK.txt | 187 +++++++++++++++++++++++++++++++++++++++ README.md | 241 +++++++++++++++------------------------------------ 2 files changed, 257 insertions(+), 171 deletions(-) create mode 100644 HANDBOOK.txt diff --git a/HANDBOOK.txt b/HANDBOOK.txt new file mode 100644 index 0000000..7edb9c1 --- /dev/null +++ b/HANDBOOK.txt @@ -0,0 +1,187 @@ +Electric v1.0:0015 + +DO NOT INSTALL OVER BETA II (v0.8)! It will break things. + +For less information, see the "About" page for Electric on cheesewatergames.tk. + +Rules 'n' stuff + +As far as an objective, there isn't really an end goal, just get as many points as possible, and try not to die. + +How to main menu + +ELECTRIC +title of the game +Play +I don't think I need to explain +Options +Go to the Options menu, which actually has options in it this time +Credits +View the credits +Exit +Exit the game + +How to options menu + +OPTIONS +Letting you know that this is the Options menu +Set Screen Resolution (* x *) +Change resolution -- You probably won't need this, since it autodetects +Toggle Fullscreen (*) +Turn fullscreen on or off -- default is on +Fancyness (*) +If you're running it on a netbook or similar device, some of the graphical fancies can give it a hard time -- default is low +Plane Color (*, *, *) -- * +Change the color of your plane. Use RGB. -- default is (0, 0, 255) -- Electric Blue +Enemy AI (*) +Change how good the enemy AI is. "Good" always aims directly at the target, while "Really Good" leads. In "Really Good," the AI can also use the markets, though their selection is limited. -- default is good. +Input Device: * +Change input between mouse and keybord or selected controller. -- default is mouse & keybord (0). +Controls (If you're using a controller) +Change default controls (some input devices have unique buttons and axis). Standard set by Logitech Attack 3. +Planes per team: (*) +Number of planes per color -- default is 1 +Music volume (*) +Changes music volume in menu and game. Change takes effect when you leave the options menu. -- Default is 100%. +Restore Defaults +You might want to select this after an update. +Back +Go back to the main menu. + +How to play + + How to control + + Keyboard: + "w" + increasae throttle,an increment of 10% + "s" + decrease throttle, a decrement of 10% + "a" + turn counter-clockwise + "d" + turn clockwise + "" + fire primary weapons + "f" + fire missiles + "1"-"3" + toggle primary weapons -- more than one can be on at a time + "4"-"5" + toggle missiles -- more than one can be on at a time + "6"-"9" + toggle mods -- more than one can be on at a time + Controller: + (All controls not listed still require the keyboard. Example used is Logitch Attack 3.) + "Axis 3" + throttle (0 - 100 = -1 - 1. Increase or decrease throttle control.) + "Axis 1" + steering (positive = clockwise, negative = counter- clockwise. Tilt joystick left and right.) + "Button 1" + fire primary weapons (trigger) + "Button 2" + fire missiles (button labelled "2") + "Button 3" + toggle selected weapon/mod + "Button 4" + select previous mod/weapon + "Button 5" + select next mod/weapon + + How to HUD + + PWR + "power" -- throttle (higher throttle takes more energy) + GEN + "generator" -- rate that power recharges, relative to full throttle. When PWR < GEN, the battery charges. When PWR > GEN, the battery drains. + BAT + "battery" -- amount of juice in the battery. When it runs out, the throttle cannot exceed 50%, and you cannot fire weapons. + SPD + "speed" – speed measured in miles per hour. + ARM + "armor" -- health. If it reaches 0, you blow up and respawn. + AMO + "ammo" -- machine gun bullets, out of 10000 + PTS + "points" -- one is gained every time you fire a killshot. + CR. + "credits" -- credits that you buy stuff at the market with. + _ + _,-|_|-,_ + |_|-|_|-|_| + -'-'-'-'- + |_|_|_|_| + Weapon hud + The five red squares hold primary weapons. The three blue squares hold missiles. The four green squares hold mods. + If a square is "on," a grey square appears inside of it. Weapons and missiles start "on," and mods start "off." + __________ + |> v| + | | + | | + | | + |^ <| + ---------- + Tacmap + The four colored triangles show the location and orientation of their respective planes in the battlefeild. + + How to market + + fly into the western wall (assuming it's "Open!) + Along the top, there are three tabs, labled "Weapons," "mods," and "stats." + Clicking on these tabs takes the player to different parts of the market. The default is "weapons." + You will observe a list of available products, how many credits you have, and how much time you have left to stay in the market. (BTW, you get a credit for every point earned.) + In "weapons" + Laser + Cr. 3, 300 RPM, 960 pixels/sec, 5 damage/shot, .25 energy/shot, no special atributes + Vulcan + Cr. 3, 3600 RPM, 1200 pixels/sec, .5 damage/shot, 1 bullet/shot, 4 degrees spread angle + Spread + Cr. 3, 450 RPM, 960 pixels/sec, 2.5 damage/shot, .3 energy/shot, 3 shots fired at once, one forward, and 30 degrees on either side. + Plasma + Cr. 3, 600 RPM, 1080 pixels/sec, 10 damage/shot, .5 energy/shot, no special atributes + Gauss + Cr. 3, 450 RPM, 1200 pixels/sec, .5 damage/shot, 8 bullets/shot, fires like a shotgun + Avenger + Cr. 5, 3600 RPM, 1200 pixels/sec, 1 damage/shot, 1 bullet/shot, reqoil slows down plane + Homing Plasma + Cr. 5, Charged, 720 pixels/sec, homes + Pulse + Cr. 5, Charged, 960 pixels/sec, continues after hitting something, doubling power each time + 10 Heat-Seeker Missiles + Cr. 4, 60 RPM, 960 pixels/sec, 50 damage/shot, 1 missile/shot, homes, range 2880 pixels (flies for 3 seconds) + 10 Radar-Guided Missiles + Cr. 5, 60 RPM, 960 pixels/sec, 50 damage/shot, 1 missile/shot, homes and leads, range 5760 pixels (flies for 6 seconds) + 4 Cruise Missiles + Cr. 6, 60 RPM, 960 pixels/sec, 300 damage/shot, 300 pixel radius, 1 missile/shot, homes poorly, range 8640 pixels (flies for 9 seconds) + + Click on a product to purchase, and it will go to the storage grid. + Click on a product in the storage grid to pick it up. + Click on one of the red spaces on the weapon hud to put primary weapons there. It must be symmetrical, so you need two of the same kind of product in storage to place it in any of the wing slots(2, 3). Otherwise, it must go in the nose(1). + Click on one of the blue spaces on the weapon hud to put missiles there. Note that missiles in slot 5 fire at 120 RPM. + In "mods" + Aimer + Cr. 3, Displays where enemies will be when your shots arrive, draws a line in the direction the player is aiming, and missile targeting boundaries. + Energy ==> Armor + Cr. 3, Regenerates armor, but sucks down as much electricity. + Solid Rocket Booster + Cr. 3, Gives a speed boost when you are in an emergency. Lasts 3 seconds. One use only. Stackable. + Flare Pack + Cr. 3, releases 4 flares that confuse missiles. Works 4 out of 5 times. Stackable. + + Click on a product to purchase, and it will go to the storage grid. + Click on a product in the storage grid to pick it up. + Click on one of the green spaces on the mod hud to put it there. + In "stats" + Generator + Cr. 5, Makes the generator more powerful + Battery Life + Cr. 5, Makes the battery last longer, but also recharge slower (it's still worth it) + Armor + Cr. 5, Makes the plane take less damage from shots + 1000 Bullets + Cr. 1, 1000 machine gun bullets that the Vulcan uses. + + Click on a product to apply it. + When hovering over an item with the mouse, a short summary of the item will appear below STORAGE. + Click "Exit" in the lower righthand corner to go back out. + Once out, the market cannot be entered until enough time has passed ("enough" = time spent in the market * 2) diff --git a/README.md b/README.md index 7edb9c1..fffb860 100644 --- a/README.md +++ b/README.md @@ -1,187 +1,86 @@ -Electric v1.0:0015 +ABOUT Electric +-------------- +Electric is a 2-D, top-down in-flight shooter. +Fight enemy forces as four air forces converge and battle in an intense team deathmatch vs. smart AI planes. -DO NOT INSTALL OVER BETA II (v0.8)! It will break things. + Fly with a team, or take on enemies solo. + Upgrade your plane to stay at the top of the battlefield. + Use your favorite controller, or play with the classic keyboard. + Customize your team with colors and liveries. -For less information, see the "About" page for Electric on cheesewatergames.tk. +ABOUT THIS PROJECT +------------------ +This repo is for the post-release maintenance of Electric. +Any new patches for bugfixes, enhancements, or cleanup will come from here. -Rules 'n' stuff +What we will do: + Improve performance over Electric 1.0 + Fix bugs present in Electric 1.0 + Add features missing from Electric 1.0 that still fit with the spirit of the original + Add Mac/Linux support + Make code more efficient + Create original music + +What we will not do: + Change fundamental game mechanics + Deviate from the original purpose of the game + Deviate from the original look and feel of the game + Be an "early access" style rolling game + +INSTALLING +---------- +Installer code will not be available at this time for this project. +You will need to compile the source code (electric.bas) yourself while maintaining the original directory structure +You'll need an IDE called QB64 to build this, as it is written in a dialect of QuickBASIC + Yes, it'll run on modern computers +You may either use the download button above to get a compressed version of this code, + or you can use a Git client. + To use the Git client to clone this repository, issure the following command: + git clone http://creamery.cheesewatergames.tk/rdmarsee/Electric.git -As far as an objective, there isn't really an end goal, just get as many points as possible, and try not to die. +BRANCHES +-------- +There are currently two branches you may clone. -How to main menu +Master - This is the default, and preferred branch. + Master will be kept clean and stable. If you follow proper procedure, it will always build on QB64 1.1 + Master will also keep runtime errors to a minimum. + In fact, if you find a runtime error using Master, please log an issue to the issue tracker + You may also report any gameplay bugs or grievances for this branch + Do not report bugs or suggestions here that apply only to Electric 1_1. They'll be ignored. + +1_1 - This is where the rapid development takes place. + Changes that may potentially break the game from time to time will be made here + Expect runtime errors and occasional build errors. + Again, any runtime or build errors you see, please log in the issues tracker under this branch + Do not log gameplay bugs or grievances in this branch - we're already working on them. + +In the future, there will be a 1_2 branch. +At that time, 1_1 will become dormant and all new development will be focused towards 1_2 + Exceptions for the 1_1 dormancy will be to fix critical bugs + There will be a final, binary release of 1_1 on the website. -ELECTRIC -title of the game -Play -I don't think I need to explain -Options -Go to the Options menu, which actually has options in it this time -Credits -View the credits -Exit -Exit the game +The game will be legacied after version 1_2 -How to options menu +FORKING +------- +Feel free to fork this project for your own purposes. WITH SOME MINOR EXCEPTIONS +No matter how much you modify it, PLEASE give Cheese-Water Games credit for providing the original code. +Also, please don't simply re-release our code as-is under a different name. At least modify something. -OPTIONS -Letting you know that this is the Options menu -Set Screen Resolution (* x *) -Change resolution -- You probably won't need this, since it autodetects -Toggle Fullscreen (*) -Turn fullscreen on or off -- default is on -Fancyness (*) -If you're running it on a netbook or similar device, some of the graphical fancies can give it a hard time -- default is low -Plane Color (*, *, *) -- * -Change the color of your plane. Use RGB. -- default is (0, 0, 255) -- Electric Blue -Enemy AI (*) -Change how good the enemy AI is. "Good" always aims directly at the target, while "Really Good" leads. In "Really Good," the AI can also use the markets, though their selection is limited. -- default is good. -Input Device: * -Change input between mouse and keybord or selected controller. -- default is mouse & keybord (0). -Controls (If you're using a controller) -Change default controls (some input devices have unique buttons and axis). Standard set by Logitech Attack 3. -Planes per team: (*) -Number of planes per color -- default is 1 -Music volume (*) -Changes music volume in menu and game. Change takes effect when you leave the options menu. -- Default is 100%. -Restore Defaults -You might want to select this after an update. -Back -Go back to the main menu. +THANK YOU!!! -How to play - How to control +ABOUT CHEESE-WATER GAMES +------------------------ - Keyboard: - "w" - increasae throttle,an increment of 10% - "s" - decrease throttle, a decrement of 10% - "a" - turn counter-clockwise - "d" - turn clockwise - "" - fire primary weapons - "f" - fire missiles - "1"-"3" - toggle primary weapons -- more than one can be on at a time - "4"-"5" - toggle missiles -- more than one can be on at a time - "6"-"9" - toggle mods -- more than one can be on at a time - Controller: - (All controls not listed still require the keyboard. Example used is Logitch Attack 3.) - "Axis 3" - throttle (0 - 100 = -1 - 1. Increase or decrease throttle control.) - "Axis 1" - steering (positive = clockwise, negative = counter- clockwise. Tilt joystick left and right.) - "Button 1" - fire primary weapons (trigger) - "Button 2" - fire missiles (button labelled "2") - "Button 3" - toggle selected weapon/mod - "Button 4" - select previous mod/weapon - "Button 5" - select next mod/weapon - How to HUD +Cheese-Water Games is the website for games made by Cheese-Water. - PWR - "power" -- throttle (higher throttle takes more energy) - GEN - "generator" -- rate that power recharges, relative to full throttle. When PWR < GEN, the battery charges. When PWR > GEN, the battery drains. - BAT - "battery" -- amount of juice in the battery. When it runs out, the throttle cannot exceed 50%, and you cannot fire weapons. - SPD - "speed" – speed measured in miles per hour. - ARM - "armor" -- health. If it reaches 0, you blow up and respawn. - AMO - "ammo" -- machine gun bullets, out of 10000 - PTS - "points" -- one is gained every time you fire a killshot. - CR. - "credits" -- credits that you buy stuff at the market with. - _ - _,-|_|-,_ - |_|-|_|-|_| - -'-'-'-'- - |_|_|_|_| - Weapon hud - The five red squares hold primary weapons. The three blue squares hold missiles. The four green squares hold mods. - If a square is "on," a grey square appears inside of it. Weapons and missiles start "on," and mods start "off." - __________ - |> v| - | | - | | - | | - |^ <| - ---------- - Tacmap - The four colored triangles show the location and orientation of their respective planes in the battlefeild. +Why Cheese-Water? It’s a long story, so I won’t bore you with it. - How to market +I am a learning indie programmer who is trying very hard to make a future for myself. I am learning as I go, and, through this site, I invite you along for the ride. Things won’t always be pretty, but hopefully, will always be better than before. - fly into the western wall (assuming it's "Open!) - Along the top, there are three tabs, labled "Weapons," "mods," and "stats." - Clicking on these tabs takes the player to different parts of the market. The default is "weapons." - You will observe a list of available products, how many credits you have, and how much time you have left to stay in the market. (BTW, you get a credit for every point earned.) - In "weapons" - Laser - Cr. 3, 300 RPM, 960 pixels/sec, 5 damage/shot, .25 energy/shot, no special atributes - Vulcan - Cr. 3, 3600 RPM, 1200 pixels/sec, .5 damage/shot, 1 bullet/shot, 4 degrees spread angle - Spread - Cr. 3, 450 RPM, 960 pixels/sec, 2.5 damage/shot, .3 energy/shot, 3 shots fired at once, one forward, and 30 degrees on either side. - Plasma - Cr. 3, 600 RPM, 1080 pixels/sec, 10 damage/shot, .5 energy/shot, no special atributes - Gauss - Cr. 3, 450 RPM, 1200 pixels/sec, .5 damage/shot, 8 bullets/shot, fires like a shotgun - Avenger - Cr. 5, 3600 RPM, 1200 pixels/sec, 1 damage/shot, 1 bullet/shot, reqoil slows down plane - Homing Plasma - Cr. 5, Charged, 720 pixels/sec, homes - Pulse - Cr. 5, Charged, 960 pixels/sec, continues after hitting something, doubling power each time - 10 Heat-Seeker Missiles - Cr. 4, 60 RPM, 960 pixels/sec, 50 damage/shot, 1 missile/shot, homes, range 2880 pixels (flies for 3 seconds) - 10 Radar-Guided Missiles - Cr. 5, 60 RPM, 960 pixels/sec, 50 damage/shot, 1 missile/shot, homes and leads, range 5760 pixels (flies for 6 seconds) - 4 Cruise Missiles - Cr. 6, 60 RPM, 960 pixels/sec, 300 damage/shot, 300 pixel radius, 1 missile/shot, homes poorly, range 8640 pixels (flies for 9 seconds) +… - Click on a product to purchase, and it will go to the storage grid. - Click on a product in the storage grid to pick it up. - Click on one of the red spaces on the weapon hud to put primary weapons there. It must be symmetrical, so you need two of the same kind of product in storage to place it in any of the wing slots(2, 3). Otherwise, it must go in the nose(1). - Click on one of the blue spaces on the weapon hud to put missiles there. Note that missiles in slot 5 fire at 120 RPM. - In "mods" - Aimer - Cr. 3, Displays where enemies will be when your shots arrive, draws a line in the direction the player is aiming, and missile targeting boundaries. - Energy ==> Armor - Cr. 3, Regenerates armor, but sucks down as much electricity. - Solid Rocket Booster - Cr. 3, Gives a speed boost when you are in an emergency. Lasts 3 seconds. One use only. Stackable. - Flare Pack - Cr. 3, releases 4 flares that confuse missiles. Works 4 out of 5 times. Stackable. - - Click on a product to purchase, and it will go to the storage grid. - Click on a product in the storage grid to pick it up. - Click on one of the green spaces on the mod hud to put it there. - In "stats" - Generator - Cr. 5, Makes the generator more powerful - Battery Life - Cr. 5, Makes the battery last longer, but also recharge slower (it's still worth it) - Armor - Cr. 5, Makes the plane take less damage from shots - 1000 Bullets - Cr. 1, 1000 machine gun bullets that the Vulcan uses. - - Click on a product to apply it. - When hovering over an item with the mouse, a short summary of the item will appear below STORAGE. - Click "Exit" in the lower righthand corner to go back out. - Once out, the market cannot be entered until enough time has passed ("enough" = time spent in the market * 2) +Normally, a classic programmer would probably end this with “Hello, world,” but I think I prefer “Oi, Earth!” From 42b9d8e524781eab3f138d7cdb8547265b8d80a2 Mon Sep 17 00:00:00 2001 From: Daniel Marsee Date: Thu, 3 Nov 2016 13:39:22 -0400 Subject: [PATCH 07/13] Fixed an omission. Signed-off-by: Daniel Marsee --- README.md | 9 ++++++++- 1 file changed, 8 insertions(+), 1 deletion(-) diff --git a/README.md b/README.md index fffb860..63e8481 100644 --- a/README.md +++ b/README.md @@ -31,12 +31,19 @@ INSTALLING ---------- Installer code will not be available at this time for this project. You will need to compile the source code (electric.bas) yourself while maintaining the original directory structure -You'll need an IDE called QB64 to build this, as it is written in a dialect of QuickBASIC +You'll need Windows and an IDE called QB64 to build this, as it is written in a dialect of QuickBASIC Yes, it'll run on modern computers You may either use the download button above to get a compressed version of this code, or you can use a Git client. To use the Git client to clone this repository, issure the following command: git clone http://creamery.cheesewatergames.tk/rdmarsee/Electric.git +Download and install QB64 +Open your QB64 IDE and navigate to the Electric folder +Open "electric.bas" +In the QB64 window, select Run->Save EXE in the source folder +Optional: You may want to increase the size of the window in Options->Display and increasing Width and Height +To build and run, select Run->Start -or- hit F5 on your keyboard. +The Electric executible will now be in the Electric folder, ready to be run directly wihtout QB64. BRANCHES -------- From 608ac36c9db63b9756b69361ec75ae53e90c4e2c Mon Sep 17 00:00:00 2001 From: Daniel Marsee Date: Thu, 3 Nov 2016 13:49:56 -0400 Subject: [PATCH 08/13] Testing something... --- README.md | 20 ++++++++++---------- 1 file changed, 10 insertions(+), 10 deletions(-) diff --git a/README.md b/README.md index 63e8481..c5e40e8 100644 --- a/README.md +++ b/README.md @@ -14,18 +14,18 @@ This repo is for the post-release maintenance of Electric. Any new patches for bugfixes, enhancements, or cleanup will come from here. What we will do: - Improve performance over Electric 1.0 - Fix bugs present in Electric 1.0 - Add features missing from Electric 1.0 that still fit with the spirit of the original - Add Mac/Linux support - Make code more efficient - Create original music + Improve performance over Electric 1.0 + Fix bugs present in Electric 1.0 + Add features missing from Electric 1.0 that still fit with the spirit of the original + Add Mac/Linux support + Make code more efficient + Create original music What we will not do: - Change fundamental game mechanics - Deviate from the original purpose of the game - Deviate from the original look and feel of the game - Be an "early access" style rolling game + Change fundamental game mechanics + Deviate from the original purpose of the game + Deviate from the original look and feel of the game + Be an "early access" style rolling game INSTALLING ---------- From 1cd9707b1c28c4dce21744c755b6a06227111959 Mon Sep 17 00:00:00 2001 From: Daniel Marsee Date: Fri, 25 Nov 2016 12:31:03 -0500 Subject: [PATCH 09/13] Removed some obsolete lines Signed-off-by: Daniel Marsee --- HANDBOOK.txt | 4 +--- 1 file changed, 1 insertion(+), 3 deletions(-) diff --git a/HANDBOOK.txt b/HANDBOOK.txt index 7edb9c1..aab9601 100644 --- a/HANDBOOK.txt +++ b/HANDBOOK.txt @@ -1,6 +1,4 @@ -Electric v1.0:0015 - -DO NOT INSTALL OVER BETA II (v0.8)! It will break things. +Electric v1.1:0004 For less information, see the "About" page for Electric on cheesewatergames.tk. From b9950022da402e5a8f115646a27a95d39751b00f Mon Sep 17 00:00:00 2001 From: Daniel Marsee Date: Fri, 2 Dec 2016 06:10:27 -1000 Subject: [PATCH 10/13] Update README.md --- README.md | 131 ++++++++++++++++++++++++++++-------------------------- 1 file changed, 67 insertions(+), 64 deletions(-) diff --git a/README.md b/README.md index c5e40e8..32e7d3b 100644 --- a/README.md +++ b/README.md @@ -1,86 +1,89 @@ -ABOUT Electric --------------- -Electric is a 2-D, top-down in-flight shooter. +#ELECTRIC + +##ABOUT Electric + +Electric is a 2-D, top-down in-flight shooter. Fight enemy forces as four air forces converge and battle in an intense team deathmatch vs. smart AI planes. - Fly with a team, or take on enemies solo. - Upgrade your plane to stay at the top of the battlefield. - Use your favorite controller, or play with the classic keyboard. - Customize your team with colors and liveries. +* Fly with a team, or take on enemies solo. +* Upgrade your plane to stay at the top of the battlefield. +* Use your favorite controller, or play with the classic keyboard. +* Customize your team with colors and liveries. -ABOUT THIS PROJECT ------------------- -This repo is for the post-release maintenance of Electric. +##ABOUT THIS PROJECT + +This repo is for the post-release maintenance of Electric. Any new patches for bugfixes, enhancements, or cleanup will come from here. -What we will do: - Improve performance over Electric 1.0 - Fix bugs present in Electric 1.0 - Add features missing from Electric 1.0 that still fit with the spirit of the original - Add Mac/Linux support - Make code more efficient - Create original music - -What we will not do: - Change fundamental game mechanics - Deviate from the original purpose of the game - Deviate from the original look and feel of the game - Be an "early access" style rolling game - -INSTALLING ----------- -Installer code will not be available at this time for this project. -You will need to compile the source code (electric.bas) yourself while maintaining the original directory structure +###What we will do: + +* Improve performance over Electric 1.0 +* Fix bugs present in Electric 1.0 +* Add features missing from Electric 1.0 that still fit with the spirit of the original +* Add Mac/Linux support +* Make code more efficient +* Create original music + +###What we will not do: + +* Change fundamental game mechanics +* Deviate from the original purpose of the game +* Deviate from the original look and feel of the game +* Be an "early access" style rolling game + +##INSTALLING + +###Installer code will not be available at this time for this project. +1. You will need to compile the source code (electric.bas) yourself while maintaining the original directory structure You'll need Windows and an IDE called QB64 to build this, as it is written in a dialect of QuickBASIC - Yes, it'll run on modern computers -You may either use the download button above to get a compressed version of this code, - or you can use a Git client. - To use the Git client to clone this repository, issure the following command: - git clone http://creamery.cheesewatergames.tk/rdmarsee/Electric.git -Download and install QB64 -Open your QB64 IDE and navigate to the Electric folder -Open "electric.bas" -In the QB64 window, select Run->Save EXE in the source folder -Optional: You may want to increase the size of the window in Options->Display and increasing Width and Height + * Yes, it'll run on modern computers + +2. You may either use the download button above to get a compressed version of this code, or you can use a Git client. +To use the Git client to clone this repository, issure the following command: + > git clone http://creamery.cheesewatergames.tk/rdmarsee/Electric.git + +3. Download and install QB64 +4. Open your QB64 IDE and navigate to the Electric folder +5. Open "electric.bas" +6. In the QB64 window, select Run->Save EXE in the source folder + +###Optional: +You may want to increase the size of the window in Options->Display and increasing Width and Height To build and run, select Run->Start -or- hit F5 on your keyboard. The Electric executible will now be in the Electric folder, ready to be run directly wihtout QB64. -BRANCHES --------- +##BRANCHES There are currently two branches you may clone. -Master - This is the default, and preferred branch. - Master will be kept clean and stable. If you follow proper procedure, it will always build on QB64 1.1 - Master will also keep runtime errors to a minimum. - In fact, if you find a runtime error using Master, please log an issue to the issue tracker - You may also report any gameplay bugs or grievances for this branch - Do not report bugs or suggestions here that apply only to Electric 1_1. They'll be ignored. - -1_1 - This is where the rapid development takes place. - Changes that may potentially break the game from time to time will be made here - Expect runtime errors and occasional build errors. - Again, any runtime or build errors you see, please log in the issues tracker under this branch - Do not log gameplay bugs or grievances in this branch - we're already working on them. - -In the future, there will be a 1_2 branch. -At that time, 1_1 will become dormant and all new development will be focused towards 1_2 - Exceptions for the 1_1 dormancy will be to fix critical bugs - There will be a final, binary release of 1_1 on the website. +###Master - This is the default, and preferred branch. +* Master will be kept clean and stable. If you follow proper procedure, it will always build on QB64 1.1 +* Master will also keep runtime errors to a minimum. + * In fact, if you find a runtime error using Master, please log an issue to the issue tracker + *You may also report any gameplay bugs or grievances for this branch + *Do not report bugs or suggestions here that apply only to Electric 1_1. They'll be ignored. -The game will be legacied after version 1_2 +###1_1 - This is where the rapid development takes place. +* Changes that may potentially break the game from time to time will be made here +* Expect runtime errors and occasional build errors. +* Again, any runtime or build errors you see, please log in the issues tracker under this branch + *Do not log gameplay bugs or grievances in this branch - we're already working on them. -FORKING -------- +###In the future, there will be a 1_2 branch. +At that time, 1.1 will become dormant and all new development will be focused towards 1.2 +* Exceptions for the 1_1 dormancy will be to fix critical bugs +* There will be a final, binary release of 1_1 on the website. + +###The game will be legacied after version 1_2 + +##FORKING Feel free to fork this project for your own purposes. WITH SOME MINOR EXCEPTIONS No matter how much you modify it, PLEASE give Cheese-Water Games credit for providing the original code. Also, please don't simply re-release our code as-is under a different name. At least modify something. -THANK YOU!!! +##THANK YOU!!! -ABOUT CHEESE-WATER GAMES ------------------------- - +####ABOUT CHEESE-WATER GAMES Cheese-Water Games is the website for games made by Cheese-Water. From 2ccaf82448a11d38d0bad5e5d69406b6b56514ff Mon Sep 17 00:00:00 2001 From: Daniel Marsee Date: Fri, 2 Dec 2016 06:14:16 -1000 Subject: [PATCH 11/13] Update README.md to use markdown --- README.md | 38 +++++++++++++++++++------------------- 1 file changed, 19 insertions(+), 19 deletions(-) diff --git a/README.md b/README.md index 32e7d3b..12d8039 100644 --- a/README.md +++ b/README.md @@ -1,6 +1,6 @@ -#ELECTRIC +#ELECTRIC# -##ABOUT Electric +##ABOUT Electric## Electric is a 2-D, top-down in-flight shooter. Fight enemy forces as four air forces converge and battle in an intense team deathmatch vs. smart AI planes. @@ -10,12 +10,12 @@ Fight enemy forces as four air forces converge and battle in an intense team dea * Use your favorite controller, or play with the classic keyboard. * Customize your team with colors and liveries. -##ABOUT THIS PROJECT +##ABOUT THIS PROJECT## This repo is for the post-release maintenance of Electric. Any new patches for bugfixes, enhancements, or cleanup will come from here. -###What we will do: +###What we will do:### * Improve performance over Electric 1.0 * Fix bugs present in Electric 1.0 @@ -24,66 +24,66 @@ Any new patches for bugfixes, enhancements, or cleanup will come from here. * Make code more efficient * Create original music -###What we will not do: +###What we will not do:### * Change fundamental game mechanics * Deviate from the original purpose of the game * Deviate from the original look and feel of the game * Be an "early access" style rolling game -##INSTALLING +##INSTALLING## -###Installer code will not be available at this time for this project. +###Installer code will not be available at this time for this project.### 1. You will need to compile the source code (electric.bas) yourself while maintaining the original directory structure You'll need Windows and an IDE called QB64 to build this, as it is written in a dialect of QuickBASIC * Yes, it'll run on modern computers -2. You may either use the download button above to get a compressed version of this code, or you can use a Git client. -To use the Git client to clone this repository, issure the following command: - > git clone http://creamery.cheesewatergames.tk/rdmarsee/Electric.git +2. You may either use the download button above to get a compressed version of this code, or you can use a Git client. +To use the Git client to clone this repository, issure the following command: +'git clone http://creamery.cheesewatergames.tk/rdmarsee/Electric.git' 3. Download and install QB64 4. Open your QB64 IDE and navigate to the Electric folder 5. Open "electric.bas" 6. In the QB64 window, select Run->Save EXE in the source folder -###Optional: +###Optional:### You may want to increase the size of the window in Options->Display and increasing Width and Height To build and run, select Run->Start -or- hit F5 on your keyboard. The Electric executible will now be in the Electric folder, ready to be run directly wihtout QB64. -##BRANCHES +##BRANCHES## There are currently two branches you may clone. -###Master - This is the default, and preferred branch. +###Master - This is the default, and preferred branch.### * Master will be kept clean and stable. If you follow proper procedure, it will always build on QB64 1.1 * Master will also keep runtime errors to a minimum. * In fact, if you find a runtime error using Master, please log an issue to the issue tracker *You may also report any gameplay bugs or grievances for this branch *Do not report bugs or suggestions here that apply only to Electric 1_1. They'll be ignored. -###1_1 - This is where the rapid development takes place. +###1_1 - This is where the rapid development takes place.### * Changes that may potentially break the game from time to time will be made here * Expect runtime errors and occasional build errors. * Again, any runtime or build errors you see, please log in the issues tracker under this branch *Do not log gameplay bugs or grievances in this branch - we're already working on them. -###In the future, there will be a 1_2 branch. +###In the future, there will be a 1_2 branch.### At that time, 1.1 will become dormant and all new development will be focused towards 1.2 * Exceptions for the 1_1 dormancy will be to fix critical bugs * There will be a final, binary release of 1_1 on the website. -###The game will be legacied after version 1_2 +###The game will be legacied after version 1_2### -##FORKING +##FORKING## Feel free to fork this project for your own purposes. WITH SOME MINOR EXCEPTIONS No matter how much you modify it, PLEASE give Cheese-Water Games credit for providing the original code. Also, please don't simply re-release our code as-is under a different name. At least modify something. -##THANK YOU!!! +##THANK YOU!!!## -####ABOUT CHEESE-WATER GAMES +####ABOUT CHEESE-WATER GAMES#### Cheese-Water Games is the website for games made by Cheese-Water. From 1fe61195e54f24049e122083362984846fefe36b Mon Sep 17 00:00:00 2001 From: Daniel Marsee Date: Fri, 2 Dec 2016 06:17:27 -1000 Subject: [PATCH 12/13] Update README.md with more proper markdown --- README.md | 34 +++++++++++++++++----------------- 1 file changed, 17 insertions(+), 17 deletions(-) diff --git a/README.md b/README.md index 12d8039..6389b29 100644 --- a/README.md +++ b/README.md @@ -1,6 +1,6 @@ -#ELECTRIC# +# ELECTRIC -##ABOUT Electric## +## ABOUT Electric Electric is a 2-D, top-down in-flight shooter. Fight enemy forces as four air forces converge and battle in an intense team deathmatch vs. smart AI planes. @@ -10,12 +10,12 @@ Fight enemy forces as four air forces converge and battle in an intense team dea * Use your favorite controller, or play with the classic keyboard. * Customize your team with colors and liveries. -##ABOUT THIS PROJECT## +## ABOUT THIS PROJECT This repo is for the post-release maintenance of Electric. Any new patches for bugfixes, enhancements, or cleanup will come from here. -###What we will do:### +### What we will do: * Improve performance over Electric 1.0 * Fix bugs present in Electric 1.0 @@ -24,66 +24,66 @@ Any new patches for bugfixes, enhancements, or cleanup will come from here. * Make code more efficient * Create original music -###What we will not do:### +### What we will not do: * Change fundamental game mechanics * Deviate from the original purpose of the game * Deviate from the original look and feel of the game * Be an "early access" style rolling game -##INSTALLING## +## INSTALLING -###Installer code will not be available at this time for this project.### +### Installer code will not be available at this time for this project. 1. You will need to compile the source code (electric.bas) yourself while maintaining the original directory structure You'll need Windows and an IDE called QB64 to build this, as it is written in a dialect of QuickBASIC * Yes, it'll run on modern computers 2. You may either use the download button above to get a compressed version of this code, or you can use a Git client. To use the Git client to clone this repository, issure the following command: -'git clone http://creamery.cheesewatergames.tk/rdmarsee/Electric.git' +`git clone http://creamery.cheesewatergames.tk/rdmarsee/Electric.git` 3. Download and install QB64 4. Open your QB64 IDE and navigate to the Electric folder 5. Open "electric.bas" 6. In the QB64 window, select Run->Save EXE in the source folder -###Optional:### +### Optional: You may want to increase the size of the window in Options->Display and increasing Width and Height To build and run, select Run->Start -or- hit F5 on your keyboard. The Electric executible will now be in the Electric folder, ready to be run directly wihtout QB64. -##BRANCHES## +## BRANCHES There are currently two branches you may clone. -###Master - This is the default, and preferred branch.### +### Master - This is the default, and preferred branch. * Master will be kept clean and stable. If you follow proper procedure, it will always build on QB64 1.1 * Master will also keep runtime errors to a minimum. * In fact, if you find a runtime error using Master, please log an issue to the issue tracker *You may also report any gameplay bugs or grievances for this branch *Do not report bugs or suggestions here that apply only to Electric 1_1. They'll be ignored. -###1_1 - This is where the rapid development takes place.### +### 1_1 - This is where the rapid development takes place. * Changes that may potentially break the game from time to time will be made here * Expect runtime errors and occasional build errors. * Again, any runtime or build errors you see, please log in the issues tracker under this branch *Do not log gameplay bugs or grievances in this branch - we're already working on them. -###In the future, there will be a 1_2 branch.### +### In the future, there will be a 1_2 branch. At that time, 1.1 will become dormant and all new development will be focused towards 1.2 * Exceptions for the 1_1 dormancy will be to fix critical bugs * There will be a final, binary release of 1_1 on the website. -###The game will be legacied after version 1_2### +### The game will be legacied after version 1_2 -##FORKING## +## FORKING Feel free to fork this project for your own purposes. WITH SOME MINOR EXCEPTIONS No matter how much you modify it, PLEASE give Cheese-Water Games credit for providing the original code. Also, please don't simply re-release our code as-is under a different name. At least modify something. -##THANK YOU!!!## +## THANK YOU!!! -####ABOUT CHEESE-WATER GAMES#### +#### ABOUT CHEESE-WATER GAMES Cheese-Water Games is the website for games made by Cheese-Water. From 26939f6c10b8da7ed571143c6f098e8511118aab Mon Sep 17 00:00:00 2001 From: Daniel Marsee Date: Fri, 2 Dec 2016 06:22:11 -1000 Subject: [PATCH 13/13] Update README.md Fixed some syntactic oopsies --- README.md | 14 +++++++------- 1 file changed, 7 insertions(+), 7 deletions(-) diff --git a/README.md b/README.md index 6389b29..395879b 100644 --- a/README.md +++ b/README.md @@ -48,8 +48,8 @@ To use the Git client to clone this repository, issure the following command: 6. In the QB64 window, select Run->Save EXE in the source folder ### Optional: -You may want to increase the size of the window in Options->Display and increasing Width and Height -To build and run, select Run->Start -or- hit F5 on your keyboard. +You may want to increase the size of the window in Options->Display and increasing Width and Height +To build and run, select Run->Start -or- hit F5 on your keyboard. The Electric executible will now be in the Electric folder, ready to be run directly wihtout QB64. ## BRANCHES @@ -59,14 +59,14 @@ There are currently two branches you may clone. * Master will be kept clean and stable. If you follow proper procedure, it will always build on QB64 1.1 * Master will also keep runtime errors to a minimum. * In fact, if you find a runtime error using Master, please log an issue to the issue tracker - *You may also report any gameplay bugs or grievances for this branch - *Do not report bugs or suggestions here that apply only to Electric 1_1. They'll be ignored. + * You may also report any gameplay bugs or grievances for this branch + * Do not report bugs or suggestions here that apply only to Electric 1_1. They'll be ignored. ### 1_1 - This is where the rapid development takes place. * Changes that may potentially break the game from time to time will be made here * Expect runtime errors and occasional build errors. * Again, any runtime or build errors you see, please log in the issues tracker under this branch - *Do not log gameplay bugs or grievances in this branch - we're already working on them. + * Do not log gameplay bugs or grievances in this branch - we're already working on them. ### In the future, there will be a 1_2 branch. At that time, 1.1 will become dormant and all new development will be focused towards 1.2 @@ -76,8 +76,8 @@ At that time, 1.1 will become dormant and all new development will be focused to ### The game will be legacied after version 1_2 ## FORKING -Feel free to fork this project for your own purposes. WITH SOME MINOR EXCEPTIONS -No matter how much you modify it, PLEASE give Cheese-Water Games credit for providing the original code. +Feel free to fork this project for your own purposes. WITH SOME MINOR EXCEPTIONS +No matter how much you modify it, PLEASE give Cheese-Water Games credit for providing the original code. Also, please don't simply re-release our code as-is under a different name. At least modify something. ## THANK YOU!!!