At first I was going to just not bother with the resizing thing, but
then I found out that SDL actually has a scaling function built-in.
So rather than depending on SDL_gfx for this one purpose that never
sees the light of day in practice, I have handed that job over to
that function.
The fake "windowed fullscreen" is less invasive, but it sometimes
causes ugly artifacts and as a general rule isn't really all that
useful.
However, I also defined it in defs.h, so that it can be more easily
changed in the future.
In particular, sizes larger than the background work properly now
(in general; there are of course some things positioned badly still,
but everything updates correctly at any rate).
It looks like I'm finally almost done with this! The only thing left
is gradually replacing "Starfighter.h" imports with imports of what
actually is needed.
I considered rewriting it, but I don't think the intro text really
adds anything. Starfighter is an action game, not an adventure game,
so it's just out of place to show a paragraph of backstory before
the game starts.
The only magic numbers left now are related to positioning, image
sizing, and the remaining "data" files (the "planets" and "brief" ones).
At least, I'm pretty sure that's the case.
This places the logo at 1/3 of the way down the screen, rather than
half of the way down, and the menu ends up about in the middle of
the screen now. This doesn't really matter as it is, but it should
help some with lower resolutions.
This name is better since the difficulty isn't actually *exactly*
like the original; it's just trying to be as similar to the classic
experience as possible.
I rewrote the method because what it was doing was so confusing, I
couldn't figure out whether it actually worked right or not. I think
it did, and it's only 2/3 of a milllisecond anyway (not noticeable
at all), but this new way of writing it is much clearer.
It wasn't very useful. All it did was offer the option to center
text and take away the option to wrap text. I've moved the text
centering option to gfx_renderString and replaced all uses of this
function with that function.
I honestly don't understand why these cheats were here. Preventing
enemies from moving breaks some missions and doesn't do anything
useful, and preventing enemies from firing is basically no better
than the invincibility cheat (and might even be worse, if it applies
to Sid; I didn't check).
Most of these were defining various integers as char types, probably
in the naive belief that this is necessarily good because it uses less
RAM. There were also several unnecessary unsigned ints, though.
These have all been changed to just "int", so the compiler can decide
exactly what type to use.
As a result, you're not stuck with the weakest weapon in the game
anymore. You have to choose between the double rockets, plasma
permanently upgraded in one area, plasma temporarily upgraded in
some areas, or some combination.