Guus Sliepen
2f85d33006
Cleaned up and converted the documentation to HTML 4 with CSS.
2013-07-11 00:47:34 +02:00
Guus Sliepen
e049fef10d
Update the manual.
2013-07-10 22:54:17 +02:00
Guus Sliepen
6c195374bb
Allow cursor keys (or joystick/gamepad) to control the mouse cursor.
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With this, the game can be played completely with only the keyboard, a joystick
or a gamepad.
2013-07-10 21:55:35 +02:00
Guus Sliepen
1853044891
Add support for joysticks and gamepads.
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Tell SDL to listen for joystick events and simply map motion to the cursor keys
and the first 4 buttons to control, space, shift and t.
2013-07-10 21:37:08 +02:00
Guus Sliepen
828b3eb813
Show text saying you can press Escape to skip during cutscenes.
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Taken from MODmurky's version of Starfighter.
2013-07-10 21:16:31 +02:00
Guus Sliepen
d6aee56670
Optionally show target arrows for all enemies that are outside the screen.
2012-12-14 16:08:46 +01:00
Guus Sliepen
8d6c16722b
Fix image links in the documentation.
2012-12-09 20:51:59 +01:00
Guus Sliepen
ded6083428
Remove old makefile.
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This should have been part of the previous commit.
2012-12-09 20:51:05 +01:00
Guus Sliepen
426605d293
Small improvements in the Makefile.
2012-12-09 17:02:58 +01:00
Guus Sliepen
577259845d
Fix difficulty menu overwriting text from load menu.
2012-12-09 16:56:37 +01:00
Guus Sliepen
2fed23c6ec
Fix warnings from GCC, Clang and cppcheck.
2012-12-09 16:53:21 +01:00
Guus Sliepen
a7493773c4
Fix cursor wrapping in the menus.
2012-12-09 16:18:30 +01:00
Guus Sliepen
b343805257
Prepare menu and save files for configurable difficulty and gameplay mode.
2012-12-09 16:11:55 +01:00
Guus Sliepen
070d67e91d
Merge branch 'master' of git://git.code.sf.net/u/onpon4/starfighter
2012-03-14 19:50:13 +01:00
onpon4
aae191ff0c
I missed a couple (int)s in last commit. This removes them.
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Signed-off-by: onpon4 <onpon4@yahoo.com>
2012-03-14 12:02:04 -04:00
onpon4
38f44d9387
Removed several unnecessary (int)s and changed around operations to prevent problems with integer division.
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Signed-off-by: onpon4 <onpon4@yahoo.com>
2012-03-14 11:54:48 -04:00
Guus Sliepen
dd104b64eb
Rename "Drums" song to "Warm-up".
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The title is chosen because it is both a warm-up for me writing music with ABC
and CSound, it will also be used in the first levels of Starfighter where the
player has to warm up.
2012-03-13 22:33:22 +01:00
Guus Sliepen
374b6928ab
Use csound to fade in piano track.
2012-03-13 22:18:50 +01:00
Guus Sliepen
dca73b7e8d
Add end to "Drums" song.
2012-03-13 22:16:51 +01:00
Julian
0d189c858c
Replaces many hard-coded numbers with references to screen->w and screen->h and adds the constants screenWidth, screenHeight, and viewBorder. This is a step towards supporting multiple resolutions.
2012-03-11 23:16:56 -04:00
Guus Sliepen
8ebc96b97c
Allow arrow keys to speed up/reverse the scrolling of the statistics.
2012-03-11 17:52:10 +01:00
Guus Sliepen
76a1507c1b
Miscellaneous fixes.
2012-03-11 15:23:12 +01:00
Guus Sliepen
b9d9158619
Add missing array with face names.
2012-03-11 15:22:38 +01:00
Guus Sliepen
da50d090f5
Fix whitespace issues.
2012-03-11 15:21:38 +01:00
Guus Sliepen
f5eaa991cf
Remove arrays with strings from defs.h.
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These are now put in the .cpp files where they are used.
2012-03-11 15:19:25 +01:00
Guus Sliepen
a45df516df
Remove useless string initialisation code.
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In many places strings were initialised with strcpy(string, "") right
before the string was overwritten by another function. In the few cases
where this really might have been useful, just use a static initialiser.
2012-03-11 15:16:19 +01:00
Guus Sliepen
7f58f02277
Fix compiler warning.
2012-03-11 15:11:15 +01:00
Guus Sliepen
d93c0c9400
Don't call setAllyMessages() anymore.
2012-03-11 15:10:36 +01:00
Guus Sliepen
1b1170a183
Remove unused string copying code.
2012-03-11 14:09:04 +01:00
Guus Sliepen
ad19fe2672
Replace message initialisation routines by static arrays.
2012-03-11 14:02:58 +01:00
Guus Sliepen
6467b72501
Let Sid say death messages when he is a wingmate.
2012-03-11 13:54:21 +01:00
Guus Sliepen
3460884167
Don't do interceptions at the very end of traveling between planets.
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Right after arriving at the destination planet, the code would do one more
check for a possible interception. The chance of this happening is small, but
if it happened, it would leave the game in an inconsistent state. This might
have caused the game to immediately start a real mission, which would loop
indefinitely.
2012-03-11 13:12:12 +01:00
Guus Sliepen
a1b3da48c1
Fix crash happening on 8 and 16 bit color displays.
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Commit f51dbd0669
changed the way of generating
images of ships taking damage, and assumed that the SDL_Surfaces containing the
images were always 24 or 32 bpp. However, SDL will already have converted them
to the display format, so we need to properly handle 8 and 16 bpp as well.
2012-03-09 16:08:31 +01:00
Guus Sliepen
6987eebd3d
Remove unused "missile2" sound.
2012-03-06 21:53:33 +01:00
Guus Sliepen
db4cc78dab
Add item pickup sound.
2012-03-06 21:48:22 +01:00
Guus Sliepen
ebb5d197ac
Add laser sound.
2012-03-06 21:04:54 +01:00
Guus Sliepen
2a3d03bea3
Remove messages about cleaning up resources when quitting.
2012-03-06 00:20:42 +01:00
Guus Sliepen
dbf38ab5e4
Remove debug message accidentily left in the audio code.
2012-03-06 00:16:30 +01:00
Guus Sliepen
bd87c8964f
Better explosion sound.
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Use an exponential function for the amplitude envelope of the noise function
instead of a linear on.
2012-03-06 00:09:11 +01:00
Guus Sliepen
4a7571f44c
Expand "Drums" song.
2012-03-03 15:47:05 +01:00
Guus Sliepen
b1d351cd77
Use freeverb instead of reverbsc, adjust music volume.
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Freeverb seems more stable. The volume of the music was adjusted roughly
according to the output of vorbisgain.
2012-03-03 13:49:10 +01:00
Guus Sliepen
b6f8daaec3
Remove .ogg version of explode3.
2012-03-03 11:56:07 +01:00
Guus Sliepen
14b08e6193
Add second debris explosion sound.
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This one combines the filtered noise and the random spline approach,
creating a more complex explosion sound.
2012-03-03 11:47:01 +01:00
Guus Sliepen
3ddba1af85
Add debris explosion sound.
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This is one of the two sounds played when debris from a large object (like an
asteroid or boss) explodes. This one uses a random spline function instead of
filtered noise
2012-03-03 11:35:46 +01:00
Guus Sliepen
2fe877c3e8
Add impact explosion sound.
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This is the sound played when shots hit an enemy, but do not yet destroy it.
It's a small explosion sound combined with a metallic sound, simulating the
impact of the shot on the enemy's hull.
2012-03-03 11:27:22 +01:00
Guus Sliepen
209d785a23
Add synthesized explosion sound.
2012-03-03 10:50:49 +01:00
Guus Sliepen
8e4d5ccfd6
Make audio 48 kHz stereo, pan sound effects.
2012-03-02 23:00:35 +01:00
Guus Sliepen
46fd85829b
Add README files explaining how to create sound and music.
2012-03-02 21:20:06 +01:00
Guus Sliepen
fd0aaa576a
Improved "Drums" music.
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- Removed beat accents.
- Gradually add more voices.
- Avoid flat notes in drum map.
- Use better program for chords.
2012-03-02 21:03:35 +01:00
Guus Sliepen
3be6a63fd8
Start of new music using ABC and Csound.
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Two basic, unfinished songs, written in ABC notation are added. The Makefile
will convert the .abc files to MIDI files, which are rendered using Csound. At
the moment, Csound is set up to use the Fluidsynth engine to render sound using
soundfonts, and the reverbsc opcode is used to add a reverb effect.
ABC notation is much easier to write music in than using "raw" Csound score
notation. Also, the abcm2ps utility can create very nice sheet music from ABC
files.
2012-03-01 00:07:13 +01:00