Commit Graph

482 Commits

Author SHA1 Message Date
Guus Sliepen 6c195374bb Allow cursor keys (or joystick/gamepad) to control the mouse cursor.
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.
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.
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.
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.
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.
Signed-off-by: onpon4 <onpon4@yahoo.com>
2012-03-14 11:54:48 -04:00
Guus Sliepen dd104b64eb Rename "Drums" song to "Warm-up".
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
- 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.
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
Guus Sliepen c72fa54344 Replace plasma sound effect with one generated using Csound.
This is the first sound effect which is generated from scratch
using Csound. The advantages of this are:

- Real source code for sound.
- Anyone with a text editor can tweak the sound effects.
- Source code is much more compact that the sound file itself.
- Sound files can be regenerated with arbitrary quality.
2012-02-29 22:13:26 +01:00
Guus Sliepen 7bc36c16b2 Make the very first cutscene a little bit more interesting.
Before, all the ships were moving at exactly the same speed, making them appear
static on screen.  Now, Chris is moving slowly to the right, but the WEAPCO
fighters are changing velocity now and then, both horizontally and vertically,
never quite reaching Chris but increasing their attempts.
2012-02-29 14:49:12 +01:00