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16 commits

Author SHA1 Message Date
Daniel Marsee
7c891cf8a4 Forgot to remove binary from last commit 2019-12-18 18:27:05 -05:00
Daniel Marsee
8274e396d7 Fixed resolution detection in Linux
Fixed font case sensitivity in Mac & Linux
2019-12-18 18:22:50 -05:00
Daniel Marsee
b11feede4f Create a cross-compatible version of the desktop resolution algorithm. 2019-12-12 16:06:23 +00:00
Daniel Marsee
26939f6c10 Update README.md
Fixed some syntactic oopsies
2016-12-02 06:22:11 -10:00
Daniel Marsee
1fe61195e5 Update README.md with more proper markdown 2016-12-02 06:17:27 -10:00
Daniel Marsee
2ccaf82448 Update README.md to use markdown 2016-12-02 06:14:16 -10:00
Daniel Marsee
b9950022da Update README.md 2016-12-02 06:10:27 -10:00
Daniel Marsee
1cd9707b1c Removed some obsolete lines
Signed-off-by: Daniel Marsee <rdmarsee@gmail.com>
2016-11-25 12:31:03 -05:00
Daniel Marsee
608ac36c9d Testing something... 2016-11-03 13:49:56 -04:00
Daniel Marsee
42b9d8e524 Fixed an omission.
Signed-off-by: Daniel Marsee <rdmarsee@gmail.com>
2016-11-03 13:39:22 -04:00
Daniel Marsee
ad80cdc7b2 Changed old README.md to a more appropriate 'handbook'
New README.md is better suited for Git

Signed-off-by: Daniel Marsee <rdmarsee@gmail.com>
2016-11-03 13:25:28 -04:00
Daniel Marsee
e6564b0b90 Added changelog
Signed-off-by: Daniel Marsee <rdmarsee@gmail.com>
2016-11-03 10:09:02 -04:00
Daniel Marsee
543c21e235 Trying to fix the license problem 2016-11-02 16:50:15 -04:00
Daniel Marsee
e134cbf8c0 Moved all assets to their respective subdirectories. Much cleaner now.
Signed-off-by: Daniel Marsee <rdmarsee@gmail.com>
2016-11-02 16:35:29 -04:00
Daniel Marsee
9d0ae3bfe8 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 <rdmarsee@gmail.com>
2016-11-02 11:32:15 -04:00
Daniel Marsee
2ac90a8bd2 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 <rdmarsee@gmail.com>
2016-11-02 11:26:22 -04:00
77 changed files with 3418 additions and 3608 deletions

5
.gitignore vendored
View file

@ -21,6 +21,11 @@
*.tar *.tar
*.zip *.zip
# Configurations #
##################
# ignore the autogenerated electric config files
*.cfg
# Logs and databases # # Logs and databases #
###################### ######################
*.log *.log

35
CHANGELOG Normal file
View file

@ -0,0 +1,35 @@
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!
v1.1:0006
---------
Changed resolution detection method to work cross-platform
v1.1:0007
---------
Fixed case-sensitivity issue for font loading in Linux

View file

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\pard\plain \ltrpar\qc \li0\ri0\sb100\sa100\sbauto1\saauto1\widctlpar\wrapdefault\aspalpha\aspnum\faauto\outlinelevel2\adjustright\rin0\lin0\itap0\pararsid6822841 \rtlch\fcs1 \af31507\afs22\alang1025 \ltrch\fcs0
\f31506\fs22\lang1033\langfe1033\cgrid\langnp1033\langfenp1033 {\rtlch\fcs1 \ab\af0\afs27 \ltrch\fcs0 \b\f0\fs27\insrsid6822841\charrsid6822841 GNU LESSER GENERAL PUBLIC LICENSE
\par }\pard \ltrpar\qc \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 Version 3, 29 June 2007
\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 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 \insrsid15480
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Electric v1.1:0004
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
"<spacebar>"
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)

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README.md
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Electric v1.0:0015 # ELECTRIC
DO NOT INSTALL OVER BETA II (v0.8)! It will break things. ## ABOUT Electric
For less information, see the "About" page for Electric on cheesewatergames.tk. 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.
Rules 'n' stuff * 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.
As far as an objective, there isn't really an end goal, just get as many points as possible, and try not to die. ## ABOUT THIS PROJECT
How to main menu This repo is for the post-release maintenance of Electric.
Any new patches for bugfixes, enhancements, or cleanup will come from here.
ELECTRIC ### What we will do:
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 * 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
OPTIONS ### What we will not do:
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 * 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
How to control ## INSTALLING
Keyboard: ### Installer code will not be available at this time for this project.
"w" 1. You will need to compile the source code (electric.bas) yourself while maintaining the original directory structure
increasae throttle,an increment of 10% You'll need Windows and an IDE called QB64 to build this, as it is written in a dialect of QuickBASIC
"s" * Yes, it'll run on modern computers
decrease throttle, a decrement of 10%
"a"
turn counter-clockwise
"d"
turn clockwise
"<spacebar>"
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 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`
PWR 3. Download and install QB64
"power" -- throttle (higher throttle takes more energy) 4. Open your QB64 IDE and navigate to the Electric folder
GEN 5. Open "electric.bas"
"generator" -- rate that power recharges, relative to full throttle. When PWR < GEN, the battery charges. When PWR > GEN, the battery drains. 6. In the QB64 window, select Run->Save EXE in the source folder
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 ### 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.
fly into the western wall (assuming it's "Open!) ## BRANCHES
Along the top, there are three tabs, labled "Weapons," "mods," and "stats." There are currently two branches you may clone.
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. ### Master - This is the default, and preferred branch.
Click on a product in the storage grid to pick it up. * Master will be kept clean and stable. If you follow proper procedure, it will always build on QB64 1.1
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). * Master will also keep runtime errors to a minimum.
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 fact, if you find a runtime error using Master, please log an issue to the issue tracker
In "mods" * You may also report any gameplay bugs or grievances for this branch
Aimer * Do not report bugs or suggestions here that apply only to Electric 1_1. They'll be ignored.
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. ### 1_1 - This is where the rapid development takes place.
Click on a product in the storage grid to pick it up. * Changes that may potentially break the game from time to time will be made here
Click on one of the green spaces on the mod hud to put it there. * Expect runtime errors and occasional build errors.
In "stats" * Again, any runtime or build errors you see, please log in the issues tracker under this branch
Generator * Do not log gameplay bugs or grievances in this branch - we're already working on them.
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. ### In the future, there will be a 1_2 branch.
When hovering over an item with the mouse, a short summary of the item will appear below STORAGE. At that time, 1.1 will become dormant and all new development will be focused towards 1.2
Click "Exit" in the lower righthand corner to go back out. * Exceptions for the 1_1 dormancy will be to fix critical bugs
Once out, the market cannot be entered until enough time has passed ("enough" = time spent in the market * 2) * 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!!!
#### ABOUT CHEESE-WATER GAMES
Cheese-Water Games is the website for games made by Cheese-Water.
Why Cheese-Water? Its a long story, so I wont bore you with it.
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 wont always be pretty, but hopefully, will always be better than before.
Normally, a classic programmer would probably end this with “Hello, world,” but I think I prefer “Oi, Earth!”

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BIN
death.wav

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@ -1,4 +1,4 @@
'Electric v1.0:0015 CONST versionvrsn = "v1.1:0007-indev" 'Update this each build!
_TITLE "Electric" _TITLE "Electric"
DIM SHARED ignore`, ignorethrot`, swidth, sheight, xoffset%, yoffset%, graphsetting, gamepad, screenanchorx%, screenanchory% DIM SHARED ignore`, ignorethrot`, swidth, sheight, xoffset%, yoffset%, graphsetting, gamepad, screenanchorx%, screenanchory%
@ -12,16 +12,16 @@ GET #1, 19, vol
IF swidth > 0 AND sheight > 0 THEN IF swidth > 0 AND sheight > 0 THEN
SCREEN _NEWIMAGE(swidth, sheight, 32) SCREEN _NEWIMAGE(swidth, sheight, 32)
ELSE ELSE
desktop& = _SCREENIMAGE dw = _DESKTOPWIDTH
IF desktop& THEN dh = _DESKTOPHEIGHT
swidth = _WIDTH(desktop&) IF dw AND dh THEN
sheight = _HEIGHT(desktop&) swidth = dw
sheight = dh
ELSE ELSE
swidth = 800 swidth = 800
sheight = 600 sheight = 600
END IF END IF
SCREEN _NEWIMAGE(swidth, sheight, 32) SCREEN _NEWIMAGE(swidth, sheight, 32)
IF desktop& THEN _FREEIMAGE desktop&
fs = 1 fs = 1
blue = 255 blue = 255
steering = 1 steering = 1
@ -48,8 +48,8 @@ ELSE
PUT #1, 19, vol PUT #1, 19, vol
END IF END IF
CLOSE #1 CLOSE #1
electricicon& = _LOADIMAGE("electricicon.png") electricicon& = _LOADIMAGE("ui\electricicon.png")
premetal& = _LOADIMAGE("electricplane2.png") premetal& = _LOADIMAGE("bg\electricplane2.png")
brushedmetal& = _NEWIMAGE(swidth, sheight, 32) brushedmetal& = _NEWIMAGE(swidth, sheight, 32)
_PUTIMAGE (0, 0)-(swidth - 1, sheight - 1), premetal&, brushedmetal& _PUTIMAGE (0, 0)-(swidth - 1, sheight - 1), premetal&, brushedmetal&
_FREEIMAGE premetal& _FREEIMAGE premetal&
@ -59,8 +59,8 @@ IF electricicon& THEN
_FREEIMAGE electricicon& _FREEIMAGE electricicon&
END IF END IF
IF fs = 1 THEN _FULLSCREEN IF fs = 1 THEN _FULLSCREEN
quartz& = _LOADFONT("segment14.otf", sheight / 24, "") quartz& = _LOADFONT("fonts\Segment14.otf", sheight / 24, "")
cyberbit& = _LOADFONT("cyberbit.ttf", sheight / 32, "") cyberbit& = _LOADFONT("fonts\cyberbit.ttf", sheight / 32, "")
_PRINTMODE _KEEPBACKGROUND _PRINTMODE _KEEPBACKGROUND
RANDOMIZE TIMER RANDOMIZE TIMER
TYPE control TYPE control
@ -151,7 +151,7 @@ TYPE debris
rotation AS SINGLE rotation AS SINGLE
END TYPE END TYPE
menumusic& = _SNDOPEN("not-from-this-world_z1Fsz8Su.ogg", "sync,vol") menumusic& = _SNDOPEN("menu_music.ogg", "sync,vol")
_SNDVOL menumusic&, vol _SNDVOL menumusic&, vol
IF menumusic& THEN _SNDPLAY menumusic& IF menumusic& THEN _SNDPLAY menumusic&
DO DO
@ -171,7 +171,7 @@ DO
center "Tell me a fun fact!", 8 center "Tell me a fun fact!", 8
wot funfact$, 0, 9 * _FONTHEIGHT, swidth wot funfact$, 0, 9 * _FONTHEIGHT, swidth
END IF END IF
_PRINTSTRING (0, sheight - _FONTHEIGHT), "v.1.0:0015" _PRINTSTRING (0, sheight - _FONTHEIGHT), versionvrsn
IF menu(4) THEN IF menu(4) THEN
IF _SNDPLAYING(menumusic&) THEN _SNDSTOP menumusic& IF _SNDPLAYING(menumusic&) THEN _SNDSTOP menumusic&
env env
@ -183,13 +183,13 @@ DO
GET #1, 19, vol GET #1, 19, vol
CLOSE #1 CLOSE #1
IF menumusic& THEN _SNDVOL menumusic&, vol IF menumusic& THEN _SNDVOL menumusic&, vol
premetal& = _LOADIMAGE("electricplane2.png") premetal& = _LOADIMAGE("bg\electricplane2.png")
brushedmetal& = _NEWIMAGE(swidth, sheight, 32) brushedmetal& = _NEWIMAGE(swidth, sheight, 32)
_PUTIMAGE (0, 0)-(swidth - 1, sheight - 1), premetal&, brushedmetal& _PUTIMAGE (0, 0)-(swidth - 1, sheight - 1), premetal&, brushedmetal&
_FREEIMAGE premetal& _FREEIMAGE premetal&
_FONT 16 _FONT 16
quartz& = _LOADFONT("segment14.otf", sheight / 24, "") quartz& = _LOADFONT("fonts\Segment14.otf", sheight / 24, "")
cyberbit& = _LOADFONT("cyberbit.ttf", sheight / 32, "") cyberbit& = _LOADFONT("fonts\cyberbit.ttf", sheight / 32, "")
END IF END IF
IF menu(6) THEN credit IF menu(6) THEN credit
IF menu(7) THEN IF menu(7) THEN
@ -216,14 +216,14 @@ LOOP
_FREEFONT quartz& _FREEFONT quartz&
SUB credit SUB credit
premetal& = _LOADIMAGE("electricplane2.png") premetal& = _LOADIMAGE("bg\electricplane2.png")
brushedmetal& = _NEWIMAGE(swidth, sheight, 32) brushedmetal& = _NEWIMAGE(swidth, sheight, 32)
_PUTIMAGE (0, 0)-(swidth - 1, sheight - 1), premetal&, brushedmetal& _PUTIMAGE (0, 0)-(swidth - 1, sheight - 1), premetal&, brushedmetal&
_FREEIMAGE premetal& _FREEIMAGE premetal&
_PUTIMAGE (0, 0), brushedmetal& _PUTIMAGE (0, 0), brushedmetal&
_FONT 16 _FONT 16
quartz& = _LOADFONT("segment14.otf", sheight / 24, "") quartz& = _LOADFONT("fonts\Segment14.otf", sheight / 24, "")
cyberbit& = _LOADFONT("cyberbit.ttf", sheight / 32, "") cyberbit& = _LOADFONT("fonts\cyberbit.ttf", sheight / 32, "")
_FONT quartz& _FONT quartz&
center "CREDITS", 1 center "CREDITS", 1
_FONT cyberbit& _FONT cyberbit&
@ -232,7 +232,7 @@ center "Patrick 'Cheese-Water' Marsee", 5
center "In-Game Music:", 7 center "In-Game Music:", 7
center "N/A", 8 center "N/A", 8
center "Title Music:", 10 center "Title Music:", 10
center "Neil Cross", 11 center "N/A", 11
center "Other Stuff:", 13 center "Other Stuff:", 13
center "QB64 - IDE", 14 center "QB64 - IDE", 14
center "GIMP - Graphics", 15 center "GIMP - Graphics", 15
@ -559,7 +559,7 @@ IF numlazer% < 4999 THEN
SELECT CASE shot% SELECT CASE shot%
CASE 1 CASE 1
IF x + xoffset% > 0 AND x + xoffset% < swidth - 200 AND y + yoffset% > 0 AND y + yoffset% < sheight AND inmarket = 0 THEN IF x + xoffset% > 0 AND x + xoffset% < swidth - 200 AND y + yoffset% > 0 AND y + yoffset% < sheight AND inmarket = 0 THEN
zap& = _SNDOPEN("laser.wav", "sync") zap& = _SNDOPEN("sfx\laser.wav", "sync")
IF zap& THEN _SNDPLAY zap& IF zap& THEN _SNDPLAY zap&
_SNDCLOSE zap& _SNDCLOSE zap&
END IF END IF
@ -571,7 +571,7 @@ IF numlazer% < 4999 THEN
lazers(numlazer%).dir = lazers(numlazer%).dir + rad(RND * 4 - 2) lazers(numlazer%).dir = lazers(numlazer%).dir + rad(RND * 4 - 2)
vulcansound% = vulcansound% + 1 vulcansound% = vulcansound% + 1
IF x + xoffset% > 0 AND x + xoffset% < swidth - 200 AND y + yoffset% > 0 AND y + yoffset% < sheight AND inmarket = 0 AND vulcansound% >= 5 THEN IF x + xoffset% > 0 AND x + xoffset% < swidth - 200 AND y + yoffset% > 0 AND y + yoffset% < sheight AND inmarket = 0 AND vulcansound% >= 5 THEN
zap& = _SNDOPEN("shoot.wav", "sync") zap& = _SNDOPEN("sfx\shoot.wav", "sync")
IF zap& THEN _SNDPLAY zap& IF zap& THEN _SNDPLAY zap&
_SNDCLOSE zap& _SNDCLOSE zap&
vulcansound% = vulcansound% - 5 vulcansound% = vulcansound% - 5
@ -598,7 +598,7 @@ IF numlazer% < 4999 THEN
lazers(numlazer%).color = _RGB(0, 100, 200) lazers(numlazer%).color = _RGB(0, 100, 200)
NEXT NEXT
IF x + xoffset% > 0 AND x + xoffset% < swidth - 200 AND y + yoffset% > 0 AND y + yoffset% < sheight AND inmarket = 0 THEN IF x + xoffset% > 0 AND x + xoffset% < swidth - 200 AND y + yoffset% > 0 AND y + yoffset% < sheight AND inmarket = 0 THEN
zap& = _SNDOPEN("laser.wav", "sync") zap& = _SNDOPEN("sfx\laser.wav", "sync")
IF zap& THEN _SNDPLAY zap& IF zap& THEN _SNDPLAY zap&
_SNDCLOSE zap& _SNDCLOSE zap&
END IF END IF
@ -608,14 +608,14 @@ IF numlazer% < 4999 THEN
lazers(numlazer%).shape = 3 lazers(numlazer%).shape = 3
lazers(numlazer%).color = _RGB(0, 255, 0) lazers(numlazer%).color = _RGB(0, 255, 0)
IF x + xoffset% > 0 AND x + xoffset% < swidth - 200 AND y + yoffset% > 0 AND y + yoffset% < sheight AND inmarket = 0 THEN IF x + xoffset% > 0 AND x + xoffset% < swidth - 200 AND y + yoffset% > 0 AND y + yoffset% < sheight AND inmarket = 0 THEN
zap& = _SNDOPEN("plasma.wav", "sync") zap& = _SNDOPEN("sfx\plasma.wav", "sync")
IF zap& THEN _SNDPLAY zap& IF zap& THEN _SNDPLAY zap&
_SNDCLOSE zap& _SNDCLOSE zap&
END IF END IF
CASE 5 CASE 5
lazers(numlazer%).dir = lazers(numlazer%).dir + rad(RND * 4 - 2) lazers(numlazer%).dir = lazers(numlazer%).dir + rad(RND * 4 - 2)
IF x + xoffset% > 0 AND x + xoffset% < swidth - 200 AND y + yoffset% > 0 AND y + yoffset% < sheight AND inmarket = 0 THEN IF x + xoffset% > 0 AND x + xoffset% < swidth - 200 AND y + yoffset% > 0 AND y + yoffset% < sheight AND inmarket = 0 THEN
zap& = _SNDOPEN("gauss.wav", "sync") zap& = _SNDOPEN("sfx\gauss.wav", "sync")
IF zap& THEN _SNDPLAY zap& IF zap& THEN _SNDPLAY zap&
_SNDCLOSE zap& _SNDCLOSE zap&
END IF END IF
@ -639,7 +639,7 @@ IF numlazer% < 4999 THEN
lazers(numlazer%).dir = lazers(numlazer%).dir + rad(RND * 4 - 2) lazers(numlazer%).dir = lazers(numlazer%).dir + rad(RND * 4 - 2)
vulcansound% = vulcansound% + 1 vulcansound% = vulcansound% + 1
IF x + xoffset% > 0 AND x + xoffset% < swidth - 200 AND y + yoffset% > 0 AND y + yoffset% < sheight AND inmarket = 0 AND vulcansound% >= 5 THEN IF x + xoffset% > 0 AND x + xoffset% < swidth - 200 AND y + yoffset% > 0 AND y + yoffset% < sheight AND inmarket = 0 AND vulcansound% >= 5 THEN
zap& = _SNDOPEN("shoot.wav", "sync") zap& = _SNDOPEN("sfx\shoot.wav", "sync")
IF zap& THEN _SNDPLAY zap& IF zap& THEN _SNDPLAY zap&
_SNDCLOSE zap& _SNDCLOSE zap&
vulcansound% = vulcansound% - 5 vulcansound% = vulcansound% - 5
@ -688,7 +688,7 @@ IF numlazer% < 4999 THEN
lazers(numlazer%).color = _RGB(0, 255, 0) lazers(numlazer%).color = _RGB(0, 255, 0)
lazers(numlazer%).target = -1 lazers(numlazer%).target = -1
IF x + xoffset% > 0 AND x + xoffset% < swidth - 200 AND y + yoffset% > 0 AND y + yoffset% < sheight THEN IF x + xoffset% > 0 AND x + xoffset% < swidth - 200 AND y + yoffset% > 0 AND y + yoffset% < sheight THEN
zap& = _SNDOPEN("bolt.wav", "sync") zap& = _SNDOPEN("sfx\bolt.wav", "sync")
IF zap& THEN _SNDPLAY zap& IF zap& THEN _SNDPLAY zap&
_SNDCLOSE zap& _SNDCLOSE zap&
END IF END IF
@ -713,7 +713,7 @@ IF numlazer% < 4999 THEN
lazers(numlazer%).shape = 4 lazers(numlazer%).shape = 4
lazers(numlazer%).color = _RGB(127, 0, 255) lazers(numlazer%).color = _RGB(127, 0, 255)
IF x + xoffset% > 0 AND x + xoffset% < swidth - 200 AND y + yoffset% > 0 AND y + yoffset% < sheight THEN IF x + xoffset% > 0 AND x + xoffset% < swidth - 200 AND y + yoffset% > 0 AND y + yoffset% < sheight THEN
zap& = _SNDOPEN("bolt.wav", "sync") zap& = _SNDOPEN("sfx\bolt.wav", "sync")
IF zap& THEN _SNDPLAY zap& IF zap& THEN _SNDPLAY zap&
_SNDCLOSE zap& _SNDCLOSE zap&
END IF END IF
@ -727,7 +727,7 @@ IF nummissile% < 49 THEN
missiles(nummissile%).x = planes(plane%).x missiles(nummissile%).x = planes(plane%).x
missiles(nummissile%).y = planes(plane%).y missiles(nummissile%).y = planes(plane%).y
IF missiles(nummissile%).x + xoffset% > 0 AND missiles(nummissile%).x + xoffset% < swidth - 200 AND missiles(nummissile%).y + yoffset% > 0 AND missiles(nummissile%).y + yoffset% < sheight THEN IF missiles(nummissile%).x + xoffset% > 0 AND missiles(nummissile%).x + xoffset% < swidth - 200 AND missiles(nummissile%).y + yoffset% > 0 AND missiles(nummissile%).y + yoffset% < sheight THEN
whoosh& = _SNDOPEN("missile.wav", "sync") whoosh& = _SNDOPEN("sfx\missile.wav", "sync")
IF whoosh& THEN _SNDPLAY whoosh& IF whoosh& THEN _SNDPLAY whoosh&
_SNDCLOSE whoosh& _SNDCLOSE whoosh&
END IF END IF
@ -773,7 +773,7 @@ IF numlazer% > 0 THEN
FOR p% = 0 TO numplanes% FOR p% = 0 TO numplanes%
IF trigger(planes(p%).x - 16, planes(p%).y - 16, planes(p%).x + 15, planes(p%).y + 15, lazers(k%).x, lazers(k%).y) AND planes(p%).armor > 0 AND p% <> lazers(k%).fired THEN IF trigger(planes(p%).x - 16, planes(p%).y - 16, planes(p%).x + 15, planes(p%).y + 15, lazers(k%).x, lazers(k%).y) AND planes(p%).armor > 0 AND p% <> lazers(k%).fired THEN
IF lazers(k%).x + xoffset% > 0 AND lazers(k%).x + xoffset% < swidth - 200 AND lazers(k%).y + yoffset% > 0 AND lazers(k%).y + yoffset% < sheight THEN IF lazers(k%).x + xoffset% > 0 AND lazers(k%).x + xoffset% < swidth - 200 AND lazers(k%).y + yoffset% > 0 AND lazers(k%).y + yoffset% < sheight THEN
hit& = _SNDOPEN("hit.wav", "sync") hit& = _SNDOPEN("sfx\hit.wav", "sync")
IF hit& <> 0 THEN _SNDPLAY hit& IF hit& <> 0 THEN _SNDPLAY hit&
_SNDCLOSE hit& _SNDCLOSE hit&
END IF END IF
@ -873,7 +873,7 @@ IF nummissile% > 0 THEN
FOR p% = 0 TO numplanes% FOR p% = 0 TO numplanes%
IF trigger(planes(p%).x - 16, planes(p%).y - 16, planes(p%).x + 15, planes(p%).y + 15, missiles(k%).x, missiles(k%).y) AND planes(p%).armor > 0 AND p% <> missiles(k%).fired THEN IF trigger(planes(p%).x - 16, planes(p%).y - 16, planes(p%).x + 15, planes(p%).y + 15, missiles(k%).x, missiles(k%).y) AND planes(p%).armor > 0 AND p% <> missiles(k%).fired THEN
IF missiles(k%).x + xoffset% > 0 AND missiles(k%).x + xoffset% < swidth - 200 AND missiles(k%).y + yoffset% > 0 AND missiles(k%).y + yoffset% < sheight THEN IF missiles(k%).x + xoffset% > 0 AND missiles(k%).x + xoffset% < swidth - 200 AND missiles(k%).y + yoffset% > 0 AND missiles(k%).y + yoffset% < sheight THEN
hit& = _SNDOPEN("missilehit.wav", "sync") hit& = _SNDOPEN("sfx\missilehit.wav", "sync")
IF hit& <> 0 THEN _SNDPLAY hit& IF hit& <> 0 THEN _SNDPLAY hit&
_SNDCLOSE hit& _SNDCLOSE hit&
END IF END IF
@ -1110,50 +1110,50 @@ center "Loading...", 4
_DISPLAY _DISPLAY
DIM topo%(15, 15) DIM topo%(15, 15)
DIM ground&(43) DIM ground&(43)
ground&(0) = _LOADIMAGE("grass03.png") ground&(0) = _LOADIMAGE("bg\grass03.png")
ground&(1) = _LOADIMAGE("woods02.png") ground&(1) = _LOADIMAGE("bg\woods02.png")
'ground&(2) = _LOADIMAGE("water.png") 'ground&(2) = _LOADIMAGE("bg\water.png")
ground&(3) = _LOADIMAGE("blendgrasswoodsbottomright.png") ground&(3) = _LOADIMAGE("bg\blendgrasswoodsbottomright.png")
ground&(4) = _LOADIMAGE("blendgrasswoodsbottomleft.png") ground&(4) = _LOADIMAGE("bg\blendgrasswoodsbottomleft.png")
ground&(5) = _LOADIMAGE("blendgrasswoodstopright.png") ground&(5) = _LOADIMAGE("bg\blendgrasswoodstopright.png")
ground&(6) = _LOADIMAGE("blendgrasswoodstopleft.png") ground&(6) = _LOADIMAGE("bg\blendgrasswoodstopleft.png")
ground&(7) = _LOADIMAGE("blendgrasswoodsbottom.png") ground&(7) = _LOADIMAGE("bg\blendgrasswoodsbottom.png")
ground&(8) = _LOADIMAGE("blendgrasswoodsleft.png") ground&(8) = _LOADIMAGE("bg\blendgrasswoodsleft.png")
ground&(9) = _LOADIMAGE("blendgrasswoodstop.png") ground&(9) = _LOADIMAGE("bg\blendgrasswoodstop.png")
ground&(10) = _LOADIMAGE("blendgrasswoodsright.png") ground&(10) = _LOADIMAGE("bg\blendgrasswoodsright.png")
ground&(11) = _LOADIMAGE("blendgrasswoodstopright2.png") ground&(11) = _LOADIMAGE("bg\blendgrasswoodstopright2.png")
ground&(12) = _LOADIMAGE("blendgrasswoodsbottomright2.png") ground&(12) = _LOADIMAGE("bg\blendgrasswoodsbottomright2.png")
ground&(13) = _LOADIMAGE("blendgrasswoodsbottomleft2.png") ground&(13) = _LOADIMAGE("bg\blendgrasswoodsbottomleft2.png")
ground&(14) = _LOADIMAGE("blendgrasswoodstopleft2.png") ground&(14) = _LOADIMAGE("bg\blendgrasswoodstopleft2.png")
ground&(15) = _LOADIMAGE("blendgrasswoodsubottom.png") ground&(15) = _LOADIMAGE("bg\blendgrasswoodsubottom.png")
ground&(16) = _LOADIMAGE("blendgrasswoodsuleft.png") ground&(16) = _LOADIMAGE("bg\blendgrasswoodsuleft.png")
ground&(17) = _LOADIMAGE("blendgrasswoodsutop.png") ground&(17) = _LOADIMAGE("bg\blendgrasswoodsutop.png")
ground&(18) = _LOADIMAGE("blendgrasswoodsuright.png") ground&(18) = _LOADIMAGE("bg\blendgrasswoodsuright.png")
ground&(19) = _LOADIMAGE("blendgrasswoodscornerstop.png") ground&(19) = _LOADIMAGE("bg\blendgrasswoodscornerstop.png")
ground&(20) = _LOADIMAGE("blendgrasswoodscornersright.png") ground&(20) = _LOADIMAGE("bg\blendgrasswoodscornersright.png")
ground&(21) = _LOADIMAGE("blendgrasswoodscornersbottom.png") ground&(21) = _LOADIMAGE("bg\blendgrasswoodscornersbottom.png")
ground&(22) = _LOADIMAGE("blendgrasswoodscornersleft.png") ground&(22) = _LOADIMAGE("bg\blendgrasswoodscornersleft.png")
ground&(23) = _LOADIMAGE("blendgrasswoodsclearing.png") ground&(23) = _LOADIMAGE("bg\blendgrasswoodsclearing.png")
ground&(24) = _LOADIMAGE("blendgrasswoodstopbottomright.png") ground&(24) = _LOADIMAGE("bg\blendgrasswoodstopbottomright.png")
ground&(25) = _LOADIMAGE("blendgrasswoodstopbottomleft.png") ground&(25) = _LOADIMAGE("bg\blendgrasswoodstopbottomleft.png")
ground&(26) = _LOADIMAGE("blendgrasswoodsbottomtopright.png") ground&(26) = _LOADIMAGE("bg\blendgrasswoodsbottomtopright.png")
ground&(27) = _LOADIMAGE("blendgrasswoodsbottomtopleft.png") ground&(27) = _LOADIMAGE("bg\blendgrasswoodsbottomtopleft.png")
ground&(28) = _LOADIMAGE("blendgrasswoodsrightbottomleft.png") ground&(28) = _LOADIMAGE("bg\blendgrasswoodsrightbottomleft.png")
ground&(29) = _LOADIMAGE("blendgrasswoodsrighttopleft.png") ground&(29) = _LOADIMAGE("bg\blendgrasswoodsrighttopleft.png")
ground&(30) = _LOADIMAGE("blendgrasswoodsleftbottomright.png") ground&(30) = _LOADIMAGE("bg\blendgrasswoodsleftbottomright.png")
ground&(31) = _LOADIMAGE("blendgrasswoodslefttopright.png") ground&(31) = _LOADIMAGE("bg\blendgrasswoodslefttopright.png")
ground&(32) = _LOADIMAGE("blendgrasswoodshoriz.png") ground&(32) = _LOADIMAGE("bg\blendgrasswoodshoriz.png")
ground&(33) = _LOADIMAGE("blendgrasswoodsvert.png") ground&(33) = _LOADIMAGE("bg\blendgrasswoodsvert.png")
ground&(34) = _LOADIMAGE("blendgrasswoodstopwithcorners.png") ground&(34) = _LOADIMAGE("bg\blendgrasswoodstopwithcorners.png")
ground&(35) = _LOADIMAGE("blendgrasswoodsrightwithcorners.png") ground&(35) = _LOADIMAGE("bg\blendgrasswoodsrightwithcorners.png")
ground&(36) = _LOADIMAGE("blendgrasswoodsbottomwithcorners.png") ground&(36) = _LOADIMAGE("bg\blendgrasswoodsbottomwithcorners.png")
ground&(37) = _LOADIMAGE("blendgrasswoodsleftwithcorners.png") ground&(37) = _LOADIMAGE("bg\blendgrasswoodsleftwithcorners.png")
ground&(38) = _LOADIMAGE("blendgrasswoodstoprightcurve.png") ground&(38) = _LOADIMAGE("bg\blendgrasswoodstoprightcurve.png")
ground&(39) = _LOADIMAGE("blendgrasswoodsbottomrightcurve.png") ground&(39) = _LOADIMAGE("bg\blendgrasswoodsbottomrightcurve.png")
ground&(40) = _LOADIMAGE("blendgrasswoodsbottomleftcurve.png") ground&(40) = _LOADIMAGE("bg\blendgrasswoodsbottomleftcurve.png")
ground&(41) = _LOADIMAGE("blendgrasswoodstopleftcurve.png") ground&(41) = _LOADIMAGE("bg\blendgrasswoodstopleftcurve.png")
ground&(42) = _LOADIMAGE("blendgrasswoodsforwardslash.png") ground&(42) = _LOADIMAGE("bg\blendgrasswoodsforwardslash.png")
ground&(43) = _LOADIMAGE("blendgrasswoodsbackslash.png") ground&(43) = _LOADIMAGE("bg\blendgrasswoodsbackslash.png")
pointx% = INT(RND * 16) pointx% = INT(RND * 16)
pointy% = INT(RND * 16) pointy% = INT(RND * 16)
topo%(pointx%, pointy%) = 1 topo%(pointx%, pointy%) = 1
@ -1197,13 +1197,13 @@ _FREEIMAGE ground&(1)
FOR freeground% = 3 TO 43 FOR freeground% = 3 TO 43
IF ground&(freeground%) THEN _FREEIMAGE ground&(freeground%) IF ground&(freeground%) THEN _FREEIMAGE ground&(freeground%)
NEXT NEXT
player& = _LOADIMAGE("player.png") player& = _LOADIMAGE("ui\player.png")
plane& = _LOADIMAGE("plane.png") plane& = _LOADIMAGE("ui\plane.png")
missileimage& = _LOADIMAGE("missile.png") missileimage& = _LOADIMAGE("ui\missile.png")
weapon& = _LOADIMAGE("electricweapons.png") weapon& = _LOADIMAGE("ui\electricweapons.png")
aug& = _LOADIMAGE("electricmods.png") aug& = _LOADIMAGE("ui\electricmods.png")
stat& = _LOADIMAGE("electricstats.png") stat& = _LOADIMAGE("ui\electricstats.png")
premetal& = _LOADIMAGE("brushedmetal.png") premetal& = _LOADIMAGE("bg\brushedmetal.png")
brushedmetal& = _NEWIMAGE(swidth, sheight, 32) brushedmetal& = _NEWIMAGE(swidth, sheight, 32)
explosioneffect& = _COPYIMAGE(blob(128, 128, _RGB(255, 0, 0), _RGB(255, 255, 0))) explosioneffect& = _COPYIMAGE(blob(128, 128, _RGB(255, 0, 0), _RGB(255, 255, 0)))
contraileffect& = _COPYIMAGE(blob(16, 16, _RGB(127, 127, 127), _RGB(127, 127, 127))) contraileffect& = _COPYIMAGE(blob(16, 16, _RGB(127, 127, 127), _RGB(127, 127, 127)))
@ -1273,10 +1273,10 @@ wepimage&(0) = _NEWIMAGE(32, 32, 32)
modimage&(0) = _NEWIMAGE(32, 32, 32) modimage&(0) = _NEWIMAGE(32, 32, 32)
_CLEARCOLOR _RGB(0, 0, 0), wepimage&(0) _CLEARCOLOR _RGB(0, 0, 0), wepimage&(0)
_CLEARCOLOR _RGB(0, 0, 0), modimage&(0) _CLEARCOLOR _RGB(0, 0, 0), modimage&(0)
tooltips&(1) = _LOADIMAGE("aimer_tooltip.png") tooltips&(1) = _LOADIMAGE("ui\tooltips\aimer_tooltip.png")
tooltips&(2) = _LOADIMAGE("energy_armor_tooltip.png") tooltips&(2) = _LOADIMAGE("ui\tooltips\energy_armor_tooltip.png")
tooltips&(3) = _LOADIMAGE("srb_tooltip.png") tooltips&(3) = _LOADIMAGE("ui\tooltips\srb_tooltip.png")
tooltips&(4) = _LOADIMAGE("flare_tooltip.png") tooltips&(4) = _LOADIMAGE("ui\tooltips\flare_tooltip.png")
OPEN "electricsettings.cfg" FOR RANDOM AS #1 LEN = LEN(swidth) OPEN "electricsettings.cfg" FOR RANDOM AS #1 LEN = LEN(swidth)
GET #1, 5, red GET #1, 5, red
GET #1, 6, green GET #1, 6, green
@ -1317,9 +1317,9 @@ _DEST 0
IF team < 1 THEN team = 1 IF team < 1 THEN team = 1
IF team > 4 THEN team = 4 IF team > 4 THEN team = 4
planeshadow& = shadow&(plane&) planeshadow& = shadow&(plane&)
quartz& = _LOADFONT("segment14.otf", 16) quartz& = _LOADFONT("fonts\Segment14.otf", 16)
bigquartz& = _LOADFONT("segment14.otf", 32) bigquartz& = _LOADFONT("fonts\Segment14.otf", 32)
cyberbit& = _LOADFONT("cyberbit.ttf", 24, "") cyberbit& = _LOADFONT("fonts\cyberbit.ttf", 24, "")
numplanes% = team * 4 - 1 numplanes% = team * 4 - 1
DIM points(3) AS score DIM points(3) AS score
DIM planes(15) AS airplane DIM planes(15) AS airplane
@ -1651,7 +1651,7 @@ IF cyberbit& <> 0 THEN _FREEFONT (cyberbit&)
END SUB END SUB
SUB crash (planes() AS airplane, explosions%(), points() AS score, numexplosions%, numplanes%, difficulty, mods() AS aug, debriss() AS debris, numdebris%) 'Resets planes after they crash, and makes the crash sound SUB crash (planes() AS airplane, explosions%(), points() AS score, numexplosions%, numplanes%, difficulty, mods() AS aug, debriss() AS debris, numdebris%) 'Resets planes after they crash, and makes the crash sound
boom& = _SNDOPEN("factory_destroyed.wav", "sync") boom& = _SNDOPEN("sfx\factory_destroyed.wav", "sync")
FOR a% = 0 TO numplanes% FOR a% = 0 TO numplanes%
IF planes(a%).armor <= 0 AND planes(a%).respawntime <= 0 THEN IF planes(a%).armor <= 0 AND planes(a%).respawntime <= 0 THEN
IF boom& THEN _SNDPLAY boom& IF boom& THEN _SNDPLAY boom&
@ -1739,9 +1739,9 @@ GET #1, 23, secondary.axis
GET #1, 24, scrdown.axis GET #1, 24, scrdown.axis
GET #1, 25, scrup.axis GET #1, 25, scrup.axis
GET #1, 26, pick.axis GET #1, 26, pick.axis
quartz& = _LOADFONT("segment14.otf", sheight / 24, "") quartz& = _LOADFONT("fonts\Segment14.otf", sheight / 24, "")
cyberbit& = _LOADFONT("cyberbit.ttf", sheight / 32, "") cyberbit& = _LOADFONT("fonts\cyberbit.ttf", sheight / 32, "")
premetal& = _LOADIMAGE("electricplane2.png") premetal& = _LOADIMAGE("bg\electricplane2.png")
brushedmetal& = _NEWIMAGE(swidth, sheight, 32) brushedmetal& = _NEWIMAGE(swidth, sheight, 32)
_PUTIMAGE (0, 0)-(swidth - 1, sheight - 1), premetal&, brushedmetal& _PUTIMAGE (0, 0)-(swidth - 1, sheight - 1), premetal&, brushedmetal&
_FREEIMAGE premetal& _FREEIMAGE premetal&
@ -1768,7 +1768,7 @@ DO
center "Back", 14 center "Back", 14
IF menu(4) THEN IF menu(4) THEN
pickres pickres
premetal& = _LOADIMAGE("electricplane2.png") premetal& = _LOADIMAGE("bg\electricplane2.png")
brushedmetal& = _NEWIMAGE(swidth, sheight, 32) brushedmetal& = _NEWIMAGE(swidth, sheight, 32)
_PUTIMAGE (0, 0)-(swidth - 1, sheight - 1), premetal&, brushedmetal& _PUTIMAGE (0, 0)-(swidth - 1, sheight - 1), premetal&, brushedmetal&
_FREEIMAGE premetal& _FREEIMAGE premetal&
@ -1776,8 +1776,8 @@ DO
PUT #1, 2, sheight PUT #1, 2, sheight
_PRINTMODE _KEEPBACKGROUND _PRINTMODE _KEEPBACKGROUND
_FONT 16 _FONT 16
quartz& = _LOADFONT("segment14.otf", sheight / 24, "") quartz& = _LOADFONT("fonts\Segment14.otf", sheight / 24, "")
cyberbit& = _LOADFONT("cyberbit.ttf", sheight / 32, "") cyberbit& = _LOADFONT("fonts\cyberbit.ttf", sheight / 32, "")
END IF END IF
IF menu(5) THEN IF menu(5) THEN
IF fs = 0 THEN fs = 1 ELSE fs = 0 IF fs = 0 THEN fs = 1 ELSE fs = 0
@ -1895,9 +1895,9 @@ _FREEIMAGE brushedmetal&
END SUB END SUB
SUB pickres 'screen resolution picking dialogue SUB pickres 'screen resolution picking dialogue
quartz& = _LOADFONT("segment14.otf", sheight / 16, "") quartz& = _LOADFONT("fonsts\Segment14.otf", sheight / 16, "")
cyberbit& = _LOADFONT("cyberbit.ttf", sheight / 32, "") cyberbit& = _LOADFONT("fonts\cyberbit.ttf", sheight / 32, "")
premetal& = _LOADIMAGE("brushedmetal.png") premetal& = _LOADIMAGE("bg\brushedmetal.png")
brushedmetal& = _NEWIMAGE(swidth, sheight, 32) brushedmetal& = _NEWIMAGE(swidth, sheight, 32)
_PUTIMAGE (0, 0)-(swidth - 1, sheight - 1), premetal&, brushedmetal& _PUTIMAGE (0, 0)-(swidth - 1, sheight - 1), premetal&, brushedmetal&
_FREEIMAGE premetal& _FREEIMAGE premetal&
@ -1925,13 +1925,13 @@ DO
sheight = resarray(a%).y sheight = resarray(a%).y
SCREEN _NEWIMAGE(swidth, sheight, 32) SCREEN _NEWIMAGE(swidth, sheight, 32)
_PRINTMODE _KEEPBACKGROUND _PRINTMODE _KEEPBACKGROUND
premetal& = _LOADIMAGE("brushedmetal.png") premetal& = _LOADIMAGE("bg\brushedmetal.png")
brushedmetal& = _NEWIMAGE(swidth, sheight, 32) brushedmetal& = _NEWIMAGE(swidth, sheight, 32)
_PUTIMAGE (0, 0)-(swidth - 1, sheight - 1), premetal&, brushedmetal& _PUTIMAGE (0, 0)-(swidth - 1, sheight - 1), premetal&, brushedmetal&
_FREEIMAGE premetal& _FREEIMAGE premetal&
_FONT 16 _FONT 16
quartz& = _LOADFONT("segment14.otf", sheight / 16, "") quartz& = _LOADFONT("fonts\Segment14.otf", sheight / 16, "")
cyberbit& = _LOADFONT("cyberbit.ttf", sheight / 32, "") cyberbit& = _LOADFONT("fonts\cyberbit.ttf", sheight / 32, "")
END IF END IF
NEXT NEXT
IF menu(21) THEN IF menu(21) THEN
@ -2064,7 +2064,7 @@ LOOP UNTIL done% = 1
END SUB END SUB
SUB keybind (gamepad, steering AS control, throttle AS control, primary AS control, secondary AS control, scrdown AS control, scrup AS control, pick AS control) SUB keybind (gamepad, steering AS control, throttle AS control, primary AS control, secondary AS control, scrdown AS control, scrup AS control, pick AS control)
premetal& = _LOADIMAGE("brushedmetal.png") premetal& = _LOADIMAGE("bg\brushedmetal.png")
brushedmetal& = _NEWIMAGE(swidth, sheight, 32) brushedmetal& = _NEWIMAGE(swidth, sheight, 32)
_PUTIMAGE (0, 0)-(swidth - 1, sheight - 1), premetal&, brushedmetal& _PUTIMAGE (0, 0)-(swidth - 1, sheight - 1), premetal&, brushedmetal&
_FREEIMAGE premetal& _FREEIMAGE premetal&
@ -2109,9 +2109,9 @@ END SUB
SUB colorslider (red, green, blue, livery) 'The RGB color sliders to choose plane colors SUB colorslider (red, green, blue, livery) 'The RGB color sliders to choose plane colors
DIM colory(2) DIM colory(2)
plane& = _LOADIMAGE("plane.png") plane& = _LOADIMAGE("ui\plane.png")
_CLEARCOLOR _RGB(0, 0, 0), plane& _CLEARCOLOR _RGB(0, 0, 0), plane&
premetal& = _LOADIMAGE("brushedmetal.png") premetal& = _LOADIMAGE("bg\brushedmetal.png")
brushedmetal& = _NEWIMAGE(swidth, sheight, 32) brushedmetal& = _NEWIMAGE(swidth, sheight, 32)
_PUTIMAGE (0, 0)-(swidth - 1, sheight - 1), premetal&, brushedmetal& _PUTIMAGE (0, 0)-(swidth - 1, sheight - 1), premetal&, brushedmetal&
_FREEIMAGE premetal& _FREEIMAGE premetal&
@ -2161,7 +2161,7 @@ _FREEIMAGE brushedmetal&
END SUB END SUB
SUB volumeslider (vol) SUB volumeslider (vol)
premetal& = _LOADIMAGE("brushedmetal.png") premetal& = _LOADIMAGE("bg\brushedmetal.png")
brushedmetal& = _NEWIMAGE(swidth, sheight, 32) brushedmetal& = _NEWIMAGE(swidth, sheight, 32)
_PUTIMAGE (0, 0)-(swidth - 1, sheight - 1), premetal&, brushedmetal& _PUTIMAGE (0, 0)-(swidth - 1, sheight - 1), premetal&, brushedmetal&
_FREEIMAGE premetal& _FREEIMAGE premetal&
@ -3104,7 +3104,7 @@ END SUB
FUNCTION getfact$ FUNCTION getfact$
DIM facts$(7) DIM facts$(7)
'facts$(0) = "The airplane in this game is losely based on the Lockheed-Martin F-35 Lightning II and the General Dynamics F-16 Fighting Falcon, the major difference being the means of propultion." 'facts$(0) = "The airplane in this game is losely based on the Lockheed-Martin F-35 Lightning II and the General Dynamics F-16 Fighting Falcon, the major difference being the means of propultion."
'facts$(1) = "The premise for 'Electric' was conceived when I discovered this tidbit of information about Lt. Surge from 'Pokemon: Fire Red': 'Lt. Surge is rumored to have been a pilot while home in America. He used the electricity generated by Pokémon to power his plane.' Having said that, the generators in 'Electric' are just normal generators." 'facts$(1) = "The premise for 'Electric' was conceived when I discovered this tidbit of information about Lt. Surge from 'Pokemon: Fire Red': 'Lt. Surge is rumored to have been a pilot while home in America. He used the electricity generated by Pok<EFBFBD>mon to power his plane.' Having said that, the generators in 'Electric' are just normal generators."
'facts$(2) = "'Descent II' by Parallax had a significant influence on 'Electric', which is ironic because 'Electric' has nothing to do with space." 'facts$(2) = "'Descent II' by Parallax had a significant influence on 'Electric', which is ironic because 'Electric' has nothing to do with space."
facts$(0) = "In most of the code, " + CHR$(34) + "laser" + CHR$(34) + " is misspelled " + CHR$(34) + "lazer." + CHR$(34) facts$(0) = "In most of the code, " + CHR$(34) + "laser" + CHR$(34) + " is misspelled " + CHR$(34) + "lazer." + CHR$(34)
facts$(1) = "Change 'Planes per Team' to 2 or more. Shoot your AI helper. Look in the top left corner of the screen. It only appears for 1/60 of a second." facts$(1) = "Change 'Planes per Team' to 2 or more. Shoot your AI helper. Look in the top left corner of the screen. It only appears for 1/60 of a second."

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