//Name: Game Development Project 3: Project Arwing
//Author: John Hurst
//E-mail: zjih1@imail.etsu.edu
//Last modified: May 4, 2005. (RE-BUILT: February 5, 2007)
//Website: http://www.ripsystem.com/
//Description: The following is a project that I have been wanting to do for some time.
//Though due to time constraints and sanity I have not been able to do everything,
//what we have here is an example of a Starfox clone. The original game was one of the
//first for the SNES, and the main game to use the Super FX chip to allow the magic 
//of polygons into our households.
//
// Anyway.
//
// Game Objectives: Collect the ring? Kill the Things! (Yes, they are called Things. I thought
// of them in about 3 minutes and didn't take much care into making a backstory, okay?), avoid
// the obstacles to get a bigger score! Can you be the awesome one and get a hi-score?
//
// Game Controls: Direction Pad moves the player (Now called the Arwing) around. Q and E
// roll the arwing left and right. Shift, C and Space both do the same function, which is fire.
// Personally, I have my thumb on the space bar and my fingers on Q and E, with my right hand
// on the directional arrows. It's entirely up to you, though.
// When the game begins, you will be standing still with the score above you. Hitting fire
// will begin the game.
// 
// All various functions will be explained as they are come across.
//
// Zany Quote: "'All up in my earhole?' That's disgusting! Earhole? Friendship annulled! You're
//               gross!" - Crazy Utahraptor, http://www.qwantz.com/index.pl?comic=422
//
//
Some special notes if you are not familiar with Starfox or the rail shooter genre.

Starfox is, in the simplest of terms, a rail-shooter. The player is always moving. He will not stop,
he will not rest, he will not run out of fuel, and apparently has a bladder made in the Halls of
Asgard because he *just won't stop*. Sometimes you are given the option to slow down or speed 
up (In this project, this has not been implemented... Yet), but generally you're moving
around a limited field. If you're still confused, take Galaga. Now make it 3D. There you go.

As such, some things bend from the normality of physics. Clipping is allowed in the genre, since
the main character has the awesome ability of that of the Kool-Aid Man to bust through anything
("OH YEAH!" is completely optional). You just take damage, turn "invincible" for a short bit 
and resume through. Sometimes this means that same object you're stuck in will cause damage at
several different points. That's a risk the player takes.

The rings in this area are void of this collision detection. I could go on a long technobabble discussion
about this, but let's just pretend they're made of paper. They only serve as marker and a reason
for points.

This Game Dev Project focuses on a slightly modified version of the Training Mode the original game
had. The main difference is that there is a non-shooting dummy enemy for you to fire at, and one
kill will destroy it. Maybe they're made out of a tangible version of the ring material. Maybe they're
not. The point is, they're there, and you can kill them. I know you. You like killing digital things. You're on
the internet, are you not? ;p

Anyway, everything has been explained in more detail. If you have any questions, please send them my way.