Note!!!
Since this is an alpha, it sucks!!!

1. All files saved would be named "barrage.bhp"
2. If you want to save it rename it with anything other than "barrage.bhp"
3. To load rename any saved file to "barrage2.bhp"

Limited to just one cannon for now.... Planning for 16


Bullet hell designer alpha.


Controls:
Arrow UP/DOWN = move menu
Arrow Right/Left = change values per menu
TAB = change rotation AI
F1 = Save data
F2 = load data
F3 = set value of active field to integer


Listing of each menu Item:


	ListIntdex = No effect
	targetting = 0 rotates; 1 targets
	Position = To be implemented
	target = To be implemented
	x = To be implemented
	y = To be implemented
	xv = To be implemented
	yv = To be implemented
	targetx = To be implemented
	targety = To be implemented
	active = -1 ON, else OFF
	radius = How big the radius of rotation is
	rotation = start rotation of the cannon
	minrot = rotation limit minimum
	maxrot = rotation limi maximum
	rotspeed = speed of rotation
	rotdir = -1 counter clockwise; 1 clockwise
	spawndelay = No effect
	maxspawndelay = delay for next bullet or nexr barrage of bullets(see
		bullet_wave_max_delay)
	maxbullet = DON'T EDIT (yet)
	Bullet_energy = energy a bullet subtracts from ship when it hits
	death ID = To be implemented
	bullets/shot = bullets per shot in each spawn
	spread rotation = angle difference of each bullet in bullets per shot
	bullet speed = how fast each bullet moves
	bullet speed delta= could be (-)or(+) a bullet moves way cooler with
 			this (whiplike effect) each spawn in a wave moves at
			 different speed that the last.
	bullet offset = can be (-)or(+)used only in spread Offset(wave mode =
 			4) for some unclassical barrage.
	wavemode = gets these values
		EWM_NORMAL = 0 (normal shots)
		EWM_SINGLE = 1 (single shots)
		EWM_SPRAY_NORMAL = 2 (normal spread)
	    	EWM_SPRAY_CENTERED = 3 (Trianglular patterns)
    		EWM_SPREAD_OFFSET = 4 (non-standard spread (use bullet offset
 					(-1) or (+)
    		EWM_SPREAD_TARGET = 5 ( circular attack, use with
 				bulletspeeddelta) bulletcounter = No effect)
	bullet wavemax = how many waves of bullets per attack before it 
			changes rotation
	bullet_wave_max_delay = delay of each shot in a wave
	bullet_type = 0 animated; 1 angled
	minframe = minimum bullet frame
	maxframe = maximum bullet frame


BUGS:

No checks for each value so it may crash. Partcularly when the bullet_type is
the angled one.  Array overflow access for animation.

