* Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
*/
-#undef DEBUG
-
-#include "config.h"
-#include "file.h"
-#include "score.h"
-#include "sound.h"
-
#include <math.h>
-#include <SDL/SDL.h>
-#include <SDL/SDL_image.h>
+#include <SDL.h>
+#include <SDL_image.h>
#include <stdarg.h>
#include <stdio.h>
#include <stdlib.h>
#include <string.h>
-#include <unistd.h>
+#include <time.h>
-#include "SFont.h"
+#include "font.h"
-#define CONDERROR(a) if((a)) {initerror = strdup(SDL_GetError());return 1;}
-#define NULLERROR(a) CONDERROR((a) == NULL)
-
-// ************************************* STRUCTS
-struct rock_struct {
- // Array of black pixel coordinates. This is scanned
- // every frame to see if it's still black, and as
- // soon as it isn't we BLOW UP
- float x,y,dx,dy;
- int active;
- int dead; // has been blown out of the way
- // to make room for a new ship appearing.
- SDL_Surface *image;
- int type_number;
-};
-struct black_point_struct {
- int x,y;
-};
-struct bangdots {
- // Bang dots have the same colour as shield dots.
- // Bang dots get darker as they age.
- // Some are coloured the same as the ex-ship.
- float x,y,dx,dy;
- Uint16 c; // when zero, use heatcolor[bangdotlife]
- float life; // When reduced to 0, set active = 0
- int active;
- float decay;// Amount by which to reduce life each time dot is drawn
-};
-struct enginedots {
- // Engine dots stream out the back of the ship, getting darker as they go.
- int active;
- float x,y,dx,dy;
- // The life of an engine dot
- // is a number starting at between 0 and 50 and counting backward.
- float life; // When reduced to 0, set active = 0
-};
-struct spacedot {
- // Space dots are harmless background items
- // All are active. When one falls off the edge, another is created at the start.
- float x,y,dx;
- Uint16 color;
-};
+#include "args.h"
+#include "common.h"
+#include <config.h>
+#include "vorconfig.h"
+#include "dust.h"
+#include "file.h"
+#include "float.h"
+#include "globals.h"
+#include "mt.h"
+#include "rocks.h"
+#include "score.h"
+#include "sprite.h"
+#include "sound.h"
+#include "autopilot.h"
// ************************************* VARS
// SDL_Surface global variables
*surf_b_rockdodger, // "rockdodger" banner
*surf_b_game, // Title element "game"
*surf_b_over, // Title element "over"
- *surf_ship, // Spaceship element
*surf_life, // Indicator of number of ships remaining
*surf_rock[NROCKS], // THE ROCKS
- *surf_deadrock[NROCKS], // THE DEAD ROCKS
*surf_font_big; // The big font
+
-SFont_Font *g_font;
+font *g_font;
-// Structure global variables
-struct enginedots edot[MAXENGINEDOTS], *dotptr = edot;
-struct rock_struct rock[MAXROCKS], *rockptr = rock;
-struct black_point_struct black_point[MAXBLACKPOINTS], *blackptr = black_point;
-struct bangdots bdot[MAXBANGDOTS], *bdotptr = bdot;
-struct spacedot sdot[MAXSPACEDOTS];
+#define ENGINEDOT 0
+#define BANGDOT 1
+
+struct dot {
+ int active;
+ float x, y;
+ float dx, dy;
+ float mass; // in DOT_MASS_UNITs
+ float decay; // rate at which to reduce mass.
+ int heat; // heat multiplier (color).
+ uint8_t type; // BANGDOT or ENGINEDOT
+};
+
+void draw(void);
+
+struct dot edot[MAXENGINEDOTS], *dotptr = edot;
+struct dot bdot[MAXBANGDOTS];
// Other global variables
char topline[1024];
char *initerror = "";
+int screenshot_number = 0;
+
+struct ship ship = { SHIP, 0, NULL, XSIZE/2, YSIZE/2, BARRIER_SPEED, 0.0 };
+
+float screendx = BARRIER_SPEED, screendy = 0.0;
+float dist_ahead;
+
+// all movement is based on t_frame.
+unsigned long frames, start, end;
+float t_frame; // length of this frame (in ticks = 1/20th second) adjusted for gamespeed
+int ms_frame; // length of this frame (milliseconds)
+int ms_end; // end of this frame (milliseconds)
-float shipx,shipy = 240.0; // X position, 0..XSIZE
-float shipdx,shipdy; // Change in X position per tick.
-float rockrate,rockspeed;
-float movementrate; // this controls the speed of everything that moves.
-float yscroll;
-float scrollvel;
+float gamespeed = 1.00;
-int nships,score,initticks,ticks_since_last, last_ticks;
-int gameover;
-int countdown = 0;
-int maneuver = 0;
-int sound_flag = 1, music_flag = 0;
-int tail_plume = 0; // display big engine at the back?
-int friction = 0; // should there be friction?
-float fadetimer = 0, faderate;
+int score;
-int pausedown = 0, paused = 0;
+float fadetimer = 0;
+
+int paused = 0;
// bangdot start (bd1) and end (bd2) position:
int bd1 = 0, bd2 = 0;
enum states state = TITLE_PAGE;
float state_timeout = 600.0;
-#define NSEQUENCE 2
-char *sequence[] = {
- "Press SPACE to start",
- "http://qualdan.com/vor/"
+#define NSEQUENCE 3
+char *msgs[2][3] = {
+ {
+ "Press SPACE for normal game",
+ "Press '1' for easy game",
+ "https://sametwice.com/vor"
+ },
+ {
+ "Press SPACE for easy game",
+ "Press '2' for normal game",
+ "https://sametwice.com/vor"
+ }
};
int bangdotlife, nbangdots;
extern char *optarg;
extern int optind, opterr, optopt;
-float dist_sq(float x1, float y1, float x2, float y2)
-{
- return (x2-x1)*(x2-x1) + (y2-y1)*(y2-y1);
-}
+#define TO_TICKS(seconds) ((seconds)*20*gamespeed)
// ************************************* FUNCS
-float
-rnd() {
- return (float)random()/(float)RAND_MAX;
+#ifdef HAVE_NANOSLEEP
+void
+tiny_sleep() {
+ struct timespec t;
+ t.tv_sec = 0;
+ t.tv_nsec = 1;
+ nanosleep(&t, 0);
}
+#else
+#define tiny_sleep()
+#endif
void
-init_engine_dots() {
+init_dots() {
int i;
for(i = 0; i<MAXENGINEDOTS; i++) {
edot[i].active = 0;
+ edot[i].type = ENGINEDOT;
+ }
+ for(i = 0; i<MAXBANGDOTS; i++) {
+ bdot[i].active = 0;
+ bdot[i].type = BANGDOT;
}
}
-void
-init_space_dots() {
- int i,intensity;
- for(i = 0; i<MAXSPACEDOTS; i++) {
- float r;
-
- sdot[i].x = rnd()*(XSIZE-5);
- sdot[i].y = rnd()*(YSIZE-5);
- r = rnd()*rnd();
+void
+new_engine_dots(void) {
+ int dir, i;
+ int n = t_frame * ENGINE_DOTS_PER_TIC;
+ float a, r; // angle, random length
+ float dx, dy;
+ float hx, hy; // half ship width/height.
+ static const int s[4] = { 2, 1, 0, 1 };
+ float time;
+ float accelh, accelv, past_ship_dx, past_ship_dy;
+
+ hx = ship.image->w / 2;
+ hy = ship.image->h / 2;
+
+ for(dir=0; dir<4; dir++) {
+ if(!(ship.jets & 1<<dir)) continue;
+
+ for(i = 0; i<n; i++) {
+ if(dotptr->active == 0) {
+ a = frnd()*M_PI + (dir-1)*M_PI_2;
+ r = sin(frnd()*M_PI);
+ dx = r * cos(a);
+ dy = r * -sin(a); // screen y is "backwards".
+
+ dotptr->decay = 3;
+ dotptr->heat = 6;
+
+ // dot was created at a random time during the time span
+ time = frnd() * t_frame; // this is how long ago
+
+ // calculate how fast the ship was going when this engine dot was
+ // created (as if it had a smooth acceleration). This is used in
+ // determining the velocity of the dots, but not their starting
+ // location.
+ accelh = ((ship.jets >> 2) & 1) - (ship.jets & 1);
+ accelh *= THRUSTER_STRENGTH * time;
+ past_ship_dx = ship.dx - accelh;
+ accelv = ((ship.jets >> 1) & 1) - ((ship.jets >> 3) & 1);
+ accelv *= THRUSTER_STRENGTH * time;
+ past_ship_dy = ship.dy - accelv;
+
+ // the starting position (not speed) of the dot is calculated as
+ // though the ship were traveling at a constant speed for this
+ // t_frame.
+ dotptr->x = (ship.x - (ship.dx - screendx) * time) + s[dir]*hx;
+ dotptr->y = (ship.y - (ship.dy - screendy) * time) + s[(dir+1)&3]*hy;
+ if(dir&1) {
+ dotptr->dx = past_ship_dx + 2*dx;
+ dotptr->dy = past_ship_dy + 20*dy;
+ dotptr->mass = 60 * fabs(dy);
+ } else {
+ dotptr->dx = past_ship_dx + 20*dx;
+ dotptr->dy = past_ship_dy + 2*dy;
+ dotptr->mass = 60 * fabs(dx);
+ }
- sdot[i].dx = -r*4;
- // -1/((1-r) + .3);
- intensity = (int)(r*180 + 70);
- sdot[i].color = SDL_MapRGB(surf_screen->format,intensity,intensity,intensity);
+ // move the dot as though it were created in the past
+ dotptr->x += (dotptr->dx - screendx) * time;
+ dotptr->y += (dotptr->dy - screendy) * time;
+ if(!fclip(dotptr->x, XSIZE) && !fclip(dotptr->y, YSIZE)) {
+ dotptr->active = 1;
+ if(dotptr - edot < MAXENGINEDOTS-1) {
+ dotptr++;
+ } else {
+ dotptr = edot;
+ }
+ }
+ }
+ }
}
}
-void
-makebangdots(int xbang, int ybang, int dx, int dy, SDL_Surface *s, int power) {
-
- // TODO - stop generating dots after a certain amount of time has passed, to cope with slower CPUs.
- // TODO - generate and display dots in a circular buffer
-
- int x,y,endcount;
- Uint16 *rawpixel,c;
- double theta,r;
- int begin_generate;
-
- begin_generate = SDL_GetTicks();
- SDL_LockSurface(s);
- rawpixel = (Uint16 *) s->pixels;
-
- //for(n = 0; n <= power/2; n++) {
-
- endcount = 0;
- while (endcount<3) {
- for(x = 0; x<s->w; x++) {
- for(y = 0; y<s->h; y++) {
- c = rawpixel[s->pitch/2*y + x];
- if(c && c != SDL_MapRGB(s->format,0,255,0)) {
-
- theta = rnd()*M_PI*2;
-
- r = 1-(rnd()*rnd());
-
- bdot[bd2].dx = (power/50.0)*45.0*cos(theta)*r + dx;
- bdot[bd2].dy = (power/50.0)*45.0*sin(theta)*r + dy;
- bdot[bd2].x = x + xbang;
- bdot[bd2].y = y + ybang;
-
- // Replace the last few bang dots with the pixels from the exploding object
- bdot[bd2].c = (endcount>0)?c:0;
- bdot[bd2].life = 100;
- bdot[bd2].decay = rnd()*3 + 1;
+void
+new_bang_dots(struct sprite *s)
+{
+ int i, n, x, y;
+ uint16_t *pixel, c;
+ uint32_t colorkey;
+ int row_inc;
+ double theta, r;
+ SDL_Surface *img = s->image;
+
+ n = 20;
+ pixel = img->pixels;
+ row_inc = img->pitch/sizeof(uint16_t) - img->w;
+ colorkey = img->format->colorkey;
+
+ if(SDL_MUSTLOCK(img)) { SDL_LockSurface(img); }
+
+ for(i=0; i<n; i++) {
+ pixel = img->pixels;
+ for(y=0; y<img->h; y++) {
+ for(x = 0; x<img->w; x++) {
+ c = *pixel++;
+ if(c && c != colorkey) {
+ theta = frnd()*M_PI*2;
+ r = frnd(); r = 1 - r*r;
+
+ bdot[bd2].dx = 45*r*cos(theta) + s->dx;
+ bdot[bd2].dy = 45*r*sin(theta) + s->dy;
+ bdot[bd2].x = x + s->x;
+ bdot[bd2].y = y + s->y;
+ bdot[bd2].mass = frnd() * 99;
+ bdot[bd2].decay = frnd()*1.5 + 0.5;
+ bdot[bd2].heat = 3;
bdot[bd2].active = 1;
- bd2++;
- bd2 %= MAXBANGDOTS;
-
- // If the circular buffer is filled, who cares? They've had their chance.
- //if(bd2 == bd1-1) goto exitloop;
-
+ bd2 = (bd2+1) % MAXBANGDOTS;
}
+ pixel += row_inc;
}
}
-
- if(SDL_GetTicks() - begin_generate > 7) endcount++;
}
- SDL_UnlockSurface(s);
-
+ if(SDL_MUSTLOCK(img)) { SDL_UnlockSurface(img); }
}
void
-draw_bang_dots(SDL_Surface *s) {
- int i;
- int first_i, last_i;
- Uint16 *rawpixel;
- rawpixel = (Uint16 *) s->pixels;
-
- first_i = -1;
-
- for(i = bd1; (bd1 <= bd2)?(i<bd2):(i >= bd1 && i < bd2); last_i = ++i) {
-
- i %= MAXBANGDOTS;
-
- if(bdot[i].x <= 0 || bdot[i].x >= XSIZE || bdot[i].y <= 0 || bdot[i].y >= YSIZE) {
- // If the dot has drifted outside the perimeter, kill it
- bdot[i].active = 0;
- }
+kill_rock(struct rock *r) {
+ r->x = -200;
+}
- if(bdot[i].active) {
- if(first_i < 0)
- first_i = i;
- //last_i = i + 1;
- rawpixel[(int)(s->pitch/2*(int)(bdot[i].y)) + (int)(bdot[i].x)] = bdot[i].c ? bdot[i].c : heatcolor[(int)(bdot[i].life*3)];
- bdot[i].life -= bdot[i].decay;
- bdot[i].x += bdot[i].dx*movementrate;
- bdot[i].y += bdot[i].dy*movementrate + yscroll;
-
- if(bdot[i].life<0)
- bdot[i].active = 0;
+void
+move_dot(struct dot *d)
+{
+ Sprite *hit;
+ float mass;
+
+ if(d->active) {
+ d->x += (d->dx - screendx) * t_frame;
+ d->y += (d->dy - screendy) * t_frame;
+ d->mass -= t_frame * d->decay;
+ if(d->mass < 0 || fclip(d->x, XSIZE) || fclip(d->y, YSIZE))
+ d->active = 0;
+ else {
+ hit = pixel_collides(d->x, d->y);
+ if(hit) if(hit->type != SHIP) {
+ d->active = 0;
+ mass = sprite_mass(hit);
+ if(d->type == BANGDOT) {
+ struct rock *rock = (struct rock*)hit;
+ rock->life -= (d->dx - hit->dx) * (d->dx - hit->dx) + (d->dy - hit->dy) * (d->dy - hit->dy);
+ if(rock->life < 0) {
+ kill_rock(rock);
+ }
+ }
+ hit->dx += DOT_MASS_UNIT * d->mass * (d->dx - hit->dx) / mass;
+ hit->dy += DOT_MASS_UNIT * d->mass * (d->dy - hit->dy) / mass;
+ }
}
}
-
- if(first_i >= 0) {
- bd1 = first_i;
- bd2 = last_i;
- }
- else {
- bd1 = 0;
- bd2 = 0;
- }
-
}
-
void
-draw_space_dots(SDL_Surface *s) {
+move_dots(void)
+{
int i;
- Uint16 *rawpixel;
- rawpixel = (Uint16 *) s->pixels;
- for(i = 0; i<MAXSPACEDOTS; i++) {
- if(sdot[i].y<0) {
- sdot[i].y = 0;
- }
- rawpixel[(int)(s->pitch/2*(int)sdot[i].y) + (int)(sdot[i].x)] = sdot[i].color;
- sdot[i].x += sdot[i].dx*movementrate;
- sdot[i].y += yscroll;
- if(sdot[i].y > YSIZE) {
- sdot[i].y -= YSIZE;
- } else if(sdot[i].y < 0) {
- sdot[i].y += YSIZE;
- }
- if(sdot[i].x<0) {
- sdot[i].x = XSIZE;
- }
- }
+ for(i=0; i<MAXBANGDOTS; i++) move_dot(&bdot[i]);
+ for(i=0; i<MAXENGINEDOTS; i++) move_dot(&edot[i]);
}
-void
-draw_engine_dots(SDL_Surface *s) {
- int i;
- Uint16 *rawpixel;
- rawpixel = (Uint16 *) s->pixels;
- for(i = 0; i<MAXENGINEDOTS; i++) {
- if(edot[i].active) {
- edot[i].x += edot[i].dx*movementrate;
- edot[i].y += edot[i].dy*movementrate + yscroll;
- if((edot[i].life -= movementrate*3)<0 || edot[i].y<0 || edot[i].y>YSIZE) {
- edot[i].active = 0;
- } else if(edot[i].x<0 || edot[i].x>XSIZE) {
- edot[i].active = 0;
- } else {
- int heatindex;
- heatindex = edot[i].life * 6;
- //rawpixel[(int)(s->pitch/2*(int)(edot[i].y)) + (int)(edot[i].x)] = lifecolor[(int)(edot[i].life)];
- rawpixel[(int)(s->pitch/2*(int)(edot[i].y)) + (int)(edot[i].x)] = heatindex>3*W ? heatcolor[3*W-1] : heatcolor[heatindex];
- }
- }
+void
+draw_dot(struct dot *d)
+{
+ uint16_t *pixels, *pixel;
+ int row_inc;
+
+ if(d->active) {
+ pixels = (uint16_t *) surf_screen->pixels;
+ row_inc = surf_screen->pitch / sizeof(uint16_t);
+ pixel = pixels + (int)d->y * row_inc + (int)d->x;
+ *pixel = heatcolor[min(3*W-1, (int)(d->mass * d->heat))];
}
}
void
-create_engine_dots(int newdots) {
+draw_dots(void) {
int i;
- double theta,r,dx,dy;
-
- if(!tail_plume) return;
- if(state == GAMEPLAY) {
- for(i = 0; i<newdots*movementrate; i++) {
- if(dotptr->active == 0) {
- theta = rnd()*M_PI*2;
- r = rnd();
- dx = cos(theta)*r;
- dy = sin(theta)*r;
-
- dotptr->active = 1;
- dotptr->x = shipx + surf_ship->w/2-14;
- dotptr->y = shipy + surf_ship->h/2 + (rnd()-0.5)*5-1;
- dotptr->dx = 10*(dx-1.5) + shipdx;
- dotptr->dy = 1*dy + shipdy;
- dotptr->life = 45 + rnd(1)*5;
-
- dotptr++;
- if(dotptr-edot >= MAXENGINEDOTS) {
- dotptr = edot;
- }
- }
- }
- }
+ if(SDL_MUSTLOCK(surf_screen)) { SDL_LockSurface(surf_screen); }
+ draw_dust();
+ for(i=0; i<MAXBANGDOTS; i++) draw_dot(&bdot[i]);
+ for(i=0; i<MAXENGINEDOTS; i++) draw_dot(&edot[i]);
+ if(SDL_MUSTLOCK(surf_screen)) { SDL_UnlockSurface(surf_screen); }
}
-void
-create_engine_dots2(int newdots, int m) {
- int i;
- double theta, theta2, dx, dy, adx, ady;
-
- // Don't create fresh engine dots when
- // the game is not being played and a demo is not beng shown
- if(state != GAMEPLAY) return;
-
- for(i = 0; i<newdots; i++) {
- if(dotptr->active == 0) {
- theta = rnd()*M_PI*2;
- theta2 = rnd()*M_PI*2;
-
- dx = cos(theta) * fabs(cos(theta2));
- dy = sin(theta) * fabs(cos(theta2));
- adx = fabs(dx);
- ady = fabs(dy);
-
-
- dotptr->active = 1;
- dotptr->x = shipx + surf_ship->w/2 + (rnd()-0.5)*3;
- dotptr->y = shipy + surf_ship->h/2 + (rnd()-0.5)*3;
-
- switch(m) {
- case 0:
- dotptr->x -= 14;
- dotptr->dx = -20*adx + shipdx;
- dotptr->dy = 2*dy + shipdy;
- dotptr->life = 60 * adx;
- break;
- case 1:
- dotptr->dx = 2*dx + shipdx;
- dotptr->dy = -20*ady + shipdy;
- dotptr->life = 60 * ady;
- break;
- case 2:
- dotptr->x += 14;
- dotptr->dx = 20*adx + shipdx;
- dotptr->dy = 2*dy + shipdy;
- dotptr->life = 60 * adx;
- break;
- case 3:
- dotptr->dx = 2*dx + shipdx;
- dotptr->dy = 20*ady + shipdy;
- dotptr->life = 60 * ady;
- break;
- }
- dotptr++;
- if(dotptr-edot >= MAXENGINEDOTS) {
- dotptr = edot;
- }
+SDL_Surface *
+load_image(char *filename)
+{
+ SDL_Surface *tmp, *img = NULL;
+ char *s = add_data_path(filename);
+ if(s) {
+ tmp = IMG_Load(s);
+ free(s);
+ if(tmp) {
+ img = SDL_DisplayFormat(tmp);
+ SDL_FreeSurface(tmp);
}
}
+ return img;
}
void
-drawdots(SDL_Surface *s) {
- int m;
-
- SDL_LockSurface(s);
- // Draw the background stars aka space dots
- draw_space_dots(s);
-
- // Draw the score when playing the game or whn the game is freshly over
- if(1 || state == GAMEPLAY || state == DEAD_PAUSE || state == GAME_OVER ) {
- SDL_UnlockSurface(s);
-
- snprintscore_line(topline, 50, score);
- SFont_Write(s,g_font,XSIZE-250,0,topline);
+load_ship(void)
+{
+ load_sprite(SPRITE(&ship), "ship.png");
+}
- SDL_LockSurface(s);
- }
+void font_cleanup() {
+ font_free(g_font);
+}
- // Draw all the engine dots
- draw_engine_dots(s);
+void
+set_video_mode() {
+ Uint32 flag;
- // Create more engine dots comin out da back
- if(!gameover) create_engine_dots(200);
+ // Attempt to get the required video size
+ flag = SDL_DOUBLEBUF | SDL_HWSURFACE;
+ if(opt_fullscreen) flag |= SDL_FULLSCREEN;
+ surf_screen = SDL_SetVideoMode(XSIZE,YSIZE,16,flag);
+}
- // Create engine dots out the side we're moving from
- for(m = 0; m<4; m++) {
- if(maneuver & 1<<m) { // 'maneuver' is a bit field
- create_engine_dots2(80,m);
- }
+void
+toggle_fullscreen() {
+ opt_fullscreen = 1 - opt_fullscreen;
+ set_video_mode();
+ if(paused) {
+ draw();
}
-
- // Draw all outstanding bang dots
- //if(bangdotlife-- > 0)
- draw_bang_dots(s);
-
- SDL_UnlockSurface(s);
}
+
int
-init(int fullscreen) {
+init(void) {
- int i,j;
- SDL_Surface *temp;
- Uint16 *raw_pixels;
- Uint32 flag;
+ int i;
+ char *s;
// Where are our data files?
if(!find_files()) exit(1);
read_high_score_table();
- if(sound_flag) {
+ if(opt_sound) {
// Initialize SDL with audio and video
if(SDL_Init(SDL_INIT_VIDEO | SDL_INIT_AUDIO) != 0) {
- sound_flag = 0;
- printf ("Can't open sound, starting without it\n");
+ opt_sound = 0;
+ fputs("Can't open sound, starting without it\n", stderr);
atexit(SDL_Quit);
} else {
atexit(SDL_Quit);
atexit(SDL_CloseAudio);
- sound_flag = init_sound();
+ opt_sound = init_sound();
}
} else {
// Initialize with video only
atexit(SDL_Quit);
}
- play_tune(0);
+ play_tune(TUNE_TITLE_PAGE);
+
// Attempt to get the required video size
- flag = SDL_DOUBLEBUF | SDL_HWSURFACE;
- if(fullscreen) flag |= SDL_FULLSCREEN;
- surf_screen = SDL_SetVideoMode(XSIZE,YSIZE,16,flag);
+ set_video_mode();
// Set the title bar text
SDL_WM_SetCaption("Variations on Rockdodger", "VoR");
}
// Load the banners
- NULLERROR(temp = IMG_Load(add_path("banners/variations.png")));
- NULLERROR(surf_b_variations = SDL_DisplayFormat(temp));
-
- NULLERROR(temp = IMG_Load(add_path("banners/on.png")));
- NULLERROR(surf_b_on = SDL_DisplayFormat(temp));
+ NULLERROR(surf_b_variations = load_image("b_variations.png"));
+ NULLERROR(surf_b_on = load_image("b_on.png"));
+ NULLERROR(surf_b_rockdodger = load_image("b_rockdodger.png"));
- NULLERROR(temp = IMG_Load(add_path("banners/rockdodger.png")));
- NULLERROR(surf_b_rockdodger = SDL_DisplayFormat(temp));
-
- NULLERROR(temp = IMG_Load(add_path("banners/game.png")));
- NULLERROR(surf_b_game = SDL_DisplayFormat(temp));
-
- NULLERROR(temp = IMG_Load(add_path("banners/over.png")));
- NULLERROR(surf_b_over = SDL_DisplayFormat(temp));
-
- surf_font_big = IMG_Load(add_path(BIG_FONT_FILE));
- g_font = SFont_InitFont(surf_font_big);
-
- // Load the spaceship graphic.
- NULLERROR(temp = IMG_Load(add_path("sprites/ship.png")));
- NULLERROR(surf_ship = SDL_DisplayFormat(temp));
+ NULLERROR(surf_b_game = load_image("b_game.png"));
+ NULLERROR(surf_b_over = load_image("b_over.png"));
// Load the life indicator (small ship) graphic.
- NULLERROR(temp = IMG_Load(add_path("indicators/life.png")));
- NULLERROR(surf_life = SDL_DisplayFormat(temp));
-
- // Create the array of black points;
- SDL_LockSurface(surf_ship);
- raw_pixels = (Uint16 *) surf_ship->pixels;
- for(i = 0; i<surf_ship->w; i++) {
- for(j = 0; j<surf_ship->h; j++) {
- if(raw_pixels[j*(surf_ship->pitch)/2 + i] == 0) {
- blackptr->x = i;
- blackptr->y = j;
- blackptr++;
- }
- }
- }
-
- SDL_UnlockSurface(surf_ship);
-
- init_engine_dots();
- init_space_dots();
+ NULLERROR(surf_life = load_image("life.png"));
- // Load all our lovely rocks
- for(i = 0; i<NROCKS; i++) {
- char a[100];
+ // Load the font image
+ s = add_data_path("font.png");
+ if(s) {
+ g_font = font_load(s);
+ atexit(&font_cleanup);
+ } else {
+ fprintf(stderr, "could create path to font\n");
+ exit(1);
+ }
- sprintf(a,add_path("sprites/rock%d.png"),i);
- NULLERROR(temp = IMG_Load(a));
- NULLERROR(surf_rock[i] = SDL_DisplayFormat(temp));
+ init_dots();
+ init_dust();
- sprintf(a,add_path("sprites/deadrock%d.png"),i);
- NULLERROR(temp = IMG_Load(a));
- NULLERROR(surf_deadrock[i] = SDL_DisplayFormat(temp));
- }
+ init_sprites();
+ add_sprite(SPRITE(&ship));
// Remove the mouse cursor
#ifdef SDL_DISABLE
return 0;
}
-int
-draw() {
+void
+show_lives(void)
+{
int i;
- SDL_Rect src,dest;
- struct black_point_struct *p;
- Uint16 *raw_pixels;
- int bang, offset, x;
- char *text;
- float fadegame,fadeover;
-
- bang = 0;
-
- src.x = 0;
- src.y = 0;
- dest.x = 0;
- dest.y = 0;
-
- // Draw a fully black background
- SDL_FillRect(surf_screen,NULL,0);
-
- // Draw the background dots
- drawdots(surf_screen);
-
- // Draw ship
- if(!gameover && state == GAMEPLAY ) {
- src.w = surf_ship->w;
- src.h = surf_ship->h;
- dest.w = src.w;
- dest.h = src.h;
- dest.x = (int)shipx;
- dest.y = (int)shipy;
- SDL_BlitSurface(surf_ship,&src,surf_screen,&dest);
+ SDL_Rect dest;
+
+ for(i=0; i<ship.lives-1; i++) {
+ dest.x = (i + 1)*(surf_life->w + 10);
+ dest.y = 20;
+ SDL_BlitSurface(surf_life, NULL, surf_screen, &dest);
}
+}
- // Draw all the rocks, in all states
- for(i = 0; i<MAXROCKS; i++) {
- if(rock[i].active) {
+void
+draw_game_over(void)
+{
+ int x;
+ char *text0, *text1;
+ SDL_Rect dest;
- src.w = rock[i].image->w;
- src.h = rock[i].image->h;
- dest.w = src.w;
- dest.h = src.h;
- dest.x = (int) rock[i].x;
- dest.y = (int) rock[i].y;
+ fadetimer += t_frame;
- // Draw the rock
- SDL_BlitSurface(rock[i].image,&src,surf_screen,&dest);
+ dest.x = (XSIZE-surf_b_game->w)/2;
+ dest.y = (YSIZE-surf_b_game->h)/2-40;
+ SDL_BlitSurface(surf_b_game,NULL,surf_screen,&dest);
- }
+ dest.x = (XSIZE-surf_b_over->w)/2;
+ dest.y = (YSIZE-surf_b_over->h)/2 + 40;
+ SDL_BlitSurface(surf_b_over,NULL,surf_screen,&dest);
+
+ if(new_high_score(score)) {
+ text0 = "New High Score!";
+ text1 = "Press SPACE to continue";
+ } else {
+ text0 = msgs[g_easy][0];
+ text1 = msgs[g_easy][1];
}
- // If it's game over, show the game over graphic in the dead centre
- switch (state) {
- case GAME_OVER:
- if(fadetimer<3.0/faderate) {
- fadegame = fadetimer/(3.0/faderate);
- } else {
- fadegame = 1.0;
- }
+ x = (XSIZE-font_width(text0))/2 + cos(fadetimer/9)*10;
+ font_write(x,YSIZE-100 + cos(fadetimer/6)*5,text0);
- if(fadetimer<3.0/faderate) {
- fadeover = 0.0;
- } else if(fadetimer<6.0/faderate) {
- fadeover = ((3.0/faderate)-fadetimer)/(6.0/faderate);
- } else {
- fadeover = 1.0;
- }
+ x = (XSIZE-font_width(text1))/2 + sin(fadetimer/9)*10;
+ font_write(x,YSIZE-50 + sin(fadetimer/4)*5,text1);
+}
- src.w = surf_b_game->w;
- src.h = surf_b_game->h;
- dest.w = src.w;
- dest.h = src.h;
- dest.x = (XSIZE-src.w)/2;
- dest.y = (YSIZE-src.h)/2-40;
- SDL_SetAlpha(surf_b_game, SDL_SRCALPHA, (int)(fadegame*(200 + 55*cos(fadetimer += movementrate/1.0))));
- SDL_BlitSurface(surf_b_game,&src,surf_screen,&dest);
-
- src.w = surf_b_over->w;
- src.h = surf_b_over->h;
- dest.w = src.w;
- dest.h = src.h;
- dest.x = (XSIZE-src.w)/2;
- dest.y = (YSIZE-src.h)/2 + 40;
- SDL_SetAlpha(surf_b_over, SDL_SRCALPHA, (int)(fadeover*(200 + 55*sin(fadetimer))));
- SDL_BlitSurface(surf_b_over,&src,surf_screen,&dest);
- break;
+void
+draw_title_page(void)
+{
+ int x;
+ char *text;
+ SDL_Rect dest;
- case TITLE_PAGE:
+ fadetimer += t_frame/2.0;
- src.w = surf_b_variations->w;
- src.h = surf_b_variations->h;
- dest.w = src.w;
- dest.h = src.h;
- dest.x = (XSIZE-src.w)/2 + cos(fadetimer/6.5)*10;
- dest.y = (YSIZE/2-src.h)/2 + sin(fadetimer/5.0)*10;
- SDL_SetAlpha(surf_b_variations, SDL_SRCALPHA, (int)(200 + 55*sin(fadetimer += movementrate/2.0)));
- SDL_BlitSurface(surf_b_variations,&src,surf_screen,&dest);
-
- src.w = surf_b_on->w;
- src.h = surf_b_on->h;
- dest.w = src.w;
- dest.h = src.h;
- dest.x = (XSIZE-src.w)/2 + cos((fadetimer + 1.0)/6.5)*10;
- dest.y = (YSIZE/2-src.h)/2 + surf_b_variations->h + 20 + sin((fadetimer + 1.0)/5.0)*10;
- SDL_SetAlpha(surf_b_on, SDL_SRCALPHA, (int)(200 + 55*sin(fadetimer-1.0)));
- SDL_BlitSurface(surf_b_on,&src,surf_screen,&dest);
-
- src.w = surf_b_rockdodger->w;
- src.h = surf_b_rockdodger->h;
- dest.w = src.w;
- dest.h = src.h;
- dest.x = (XSIZE-src.w)/2 + cos((fadetimer + 2.0)/6.5)*10;
- dest.y = (YSIZE/2-src.h)/2 + surf_b_variations->h + surf_b_on->h + 40 + sin((fadetimer + 2.0)/5)*10;
- SDL_SetAlpha(surf_b_rockdodger, SDL_SRCALPHA, (int)(200 + 55*sin(fadetimer-2.0)));
- SDL_BlitSurface(surf_b_rockdodger,&src,surf_screen,&dest);
-
- text = "Version " VERSION;
- x = (XSIZE-SFont_TextWidth(g_font,text))/2 + sin(fadetimer/4.5)*10;
- SFont_Write(surf_screen,g_font,x,YSIZE-50 + sin(fadetimer/2)*5,text);
-
- text = sequence[(int)(fadetimer/40)%NSEQUENCE];
- //text = "Press SPACE to start!";
- x = (XSIZE-SFont_TextWidth(g_font,text))/2 + cos(fadetimer/4.5)*10;
- SFont_Write(surf_screen,g_font,x,YSIZE-100 + cos(fadetimer/3)*5,text);
- break;
+ dest.x = (XSIZE-surf_b_variations->w)/2 + cos(fadetimer/6.5)*10;
+ dest.y = (YSIZE/2-surf_b_variations->h)/2 + sin(fadetimer/5.0)*10;
+ SDL_BlitSurface(surf_b_variations,NULL,surf_screen,&dest);
- case HIGH_SCORE_ENTRY:
- play_tune(2);
- if(!process_score_input()) { // done inputting name
+ dest.x = (XSIZE-surf_b_on->w)/2 + cos((fadetimer + 1.0)/6.5)*10;
+ dest.y = (YSIZE/2-surf_b_on->h)/2 + surf_b_variations->h + 20 + sin((fadetimer + 1.0)/5.0)*10;
+ SDL_BlitSurface(surf_b_on,NULL,surf_screen,&dest);
- // Change state to briefly show high scores page
- state = HIGH_SCORE_DISPLAY;
- state_timeout = 200;
+ dest.x = (XSIZE-surf_b_rockdodger->w)/2 + cos((fadetimer + 2.0)/6.5)*10;
+ dest.y = (YSIZE/2-surf_b_rockdodger->h)/2 + surf_b_variations->h + surf_b_on->h + 40 + sin((fadetimer + 2.0)/5)*10;
+ SDL_BlitSurface(surf_b_rockdodger,NULL,surf_screen,&dest);
- // Write the high score table to the file
- write_high_score_table();
-
- // Play the title page tune
- play_tune(0);
- }
- // FALL THROUGH TO
+ text = msgs[g_easy][(int)(fadetimer/35)%NSEQUENCE];
+ x = (XSIZE-font_width(text))/2 + cos(fadetimer/4.5)*10;
+ font_write(x,YSIZE-100 + cos(fadetimer/3)*5,text);
+
+ text = "Version " PACKAGE_VERSION;
+ x = (XSIZE-font_width(text))/2 + sin(fadetimer/4.5)*10;
+ font_write(x,YSIZE-50 + sin(fadetimer/2)*5,text);
+}
+
+void
+draw(void)
+{
+ SDL_FillRect(surf_screen,NULL,0); // black background
+ draw_dots(); // background dots
+ draw_sprite(SPRITE(&ship));
+ draw_rocks();
+
+ show_lives();
+ show_score();
+
+ switch (state) {
+ case GAME_OVER:
+ draw_game_over();
+ break;
+
+ case TITLE_PAGE:
+ draw_title_page();
+ break;
+
+ case HIGH_SCORE_ENTRY:
case HIGH_SCORE_DISPLAY:
- // Display de list o high scores mon.
- display_scores(surf_screen, 150,50);
+ display_scores(150,50);
+ break;
+
case GAMEPLAY:
case DEAD_PAUSE:
; // no action necessary
}
- if(!gameover && state == GAMEPLAY) {
- SDL_LockSurface(surf_screen);
- raw_pixels = (Uint16 *) surf_screen->pixels;
- // Check that the black points on the ship are
- // still black, and not covered up by rocks.
- for(p = black_point; p<blackptr; p++) {
- offset = surf_screen->pitch/2 * (p->y + (int)shipy) + p->x + (int)shipx;
- if(raw_pixels[offset]) {
- // Set the bang flag
- bang = 1;
- }
- }
- SDL_UnlockSurface(surf_screen);
- }
+ // Update the surface
+ SDL_Flip(surf_screen);
+}
- // Draw all the little ships
- if(state == GAMEPLAY || state == DEAD_PAUSE || state == GAME_OVER)
- for(i = 0; i<nships-1; i++) {
- src.w = surf_life->w;
- src.h = surf_life->h;
- dest.w = src.w;
- dest.h = src.h;
- dest.x = (i + 1)*(src.w + 10);
- dest.y = 20;
- SDL_BlitSurface(surf_life,&src,surf_screen,&dest);
+static inline void
+kill_ship(struct ship *ship)
+{
+ play_sound(SOUND_BANG);
+ new_bang_dots(SPRITE(ship));
+ if(--ship->lives) {
+ state = DEAD_PAUSE;
+ state_timeout = DEAD_PAUSE_LENGTH;
+ // want ship to be invisible, but keep drifting at sqrt(speed)
+ // to leave it in the middle of the space from the explosion.
+ ship->flags = MOVE;
+ ship->dx = (ship->dx < 0) ? -sqrt(-ship->dx) : sqrt(ship->dx);
+ ship->dy = (ship->dy < 0) ? -sqrt(-ship->dy) : sqrt(ship->dy);
+ if(ship->dx < BARRIER_SPEED) ship->dx = BARRIER_SPEED;
+ } else {
+ state = GAME_OVER;
+ play_tune(TUNE_TITLE_PAGE);
+ state_timeout = 200.0;
+ fadetimer = 0.0;
+ ship->flags = 0;
+ // scrolling is based on the ship speed, so we need to reset it.
+ ship->dx = BARRIER_SPEED; ship->dy = 0;
}
+}
+void
+do_collision(Sprite *a, Sprite *b)
+{
+ if(a->type == SHIP) kill_ship((struct ship *)a);
+ else if(b->type == SHIP) kill_ship((struct ship *)b);
+ else bounce(a, b);
+}
- // Update the score
- /*
- n = SDL_GetTicks()-initticks;
- if(score)
- ticks_since_last = n-score;
- score = n;
- */
-
- ticks_since_last = SDL_GetTicks()-last_ticks;
- last_ticks = SDL_GetTicks();
- if(ticks_since_last>200 || ticks_since_last<0) {
- movementrate = 0;
- }
- else {
- movementrate = ticks_since_last/50.0;
- if(state == GAMEPLAY) {
- score += ticks_since_last;
- }
- }
-
- // Update the surface
- SDL_Flip(surf_screen);
+void
+init_score_entry(void)
+{
+ SDL_Event e;
+ state = HIGH_SCORE_ENTRY;
+ state_timeout = 5.0e6;
+ SDL_EnableUNICODE(1);
+ while(SDL_PollEvent(&e))
+ ;
+ insert_score(score);
+}
+// Count down the state timer, and change state when it gets to zero or less;
+void
+update_state(void)
+{
+ state_timeout -= t_frame*3;
+ if(state_timeout > 0) return;
- return bang;
+ switch(state) {
+ case GAMEPLAY: break; // no action necessary
+ case DEAD_PAUSE:
+ // Restore the ship and continue playing
+ ship.flags = DRAW|MOVE|COLLIDE;
+ state = GAMEPLAY;
+ break;
+ case GAME_OVER:
+ if(new_high_score(score)) init_score_entry();
+ else {
+ state = HIGH_SCORE_DISPLAY;
+ state_timeout = 400;
+ }
+ break;
+ case HIGH_SCORE_DISPLAY:
+ state = TITLE_PAGE;
+ state_timeout = 600.0;
+ fadetimer = 0.0;
+ break;
+ case HIGH_SCORE_ENTRY:
+ break;
+ case TITLE_PAGE:
+ state = HIGH_SCORE_DISPLAY;
+ state_timeout = 200.0;
+ break;
+ }
}
-int
+void
gameloop() {
- int i = 0;
+ SDL_Event e;
Uint8 *keystate;
-
+ float tmp;
for(;;) {
- if(!paused) {
- // Count down the game loop timer, and change state when it gets to zero or less;
-
- if((state_timeout -= movementrate*3) < 0) {
- switch(state) {
- case DEAD_PAUSE:
- // Create a new ship and start all over again
- state = GAMEPLAY;
- play_tune(1);
- shipx -= 50;
- break;
- case GAME_OVER:
- state = HIGH_SCORE_ENTRY;
- state_timeout = 5.0e6;
- if(new_high_score(score)) {
- SDL_Event e;
- SDL_EnableUNICODE(1);
- while(SDL_PollEvent(&e))
- ;
- } else {
+ ms_frame = SDL_GetTicks() - ms_end;
+ ms_end += ms_frame;
+ if(ms_frame > 50) {
+ ms_frame = 50;
+ }
+ t_frame = gamespeed * ms_frame / 50;
+ frames++;
+
+ if(opt_autopilot) {
+ autopilot(t_frame);
+ }
+
+ while(paused ? SDL_WaitEvent(&e) : SDL_PollEvent(&e)) {
+ switch(e.type) {
+ case SDL_QUIT: return;
+ case SDL_KEYDOWN:
+ // even during high-score entry
+ if(e.key.keysym.sym == SDLK_ESCAPE) {
+ return;
+ }
+
+ if(state == HIGH_SCORE_ENTRY) {
+ if(!process_score_input(&e.key.keysym)) {
+ // Write the high score table to the file
+ write_high_score_table();
+ // continue to display the scores briefly
state = HIGH_SCORE_DISPLAY;
- state_timeout = 400;
+ state_timeout = 200;
}
- break;
- case HIGH_SCORE_DISPLAY:
- state = TITLE_PAGE;
- state_timeout = 500.0;
- break;
- case HIGH_SCORE_ENTRY:
- // state = TITLE_PAGE;
- // play_tune(1);
- // state_timeout = 100.0;
- break;
- case TITLE_PAGE:
- state = HIGH_SCORE_DISPLAY;
- state_timeout = 200.0;
- break;
- case GAMEPLAY:
- ; // no action necessary
- }
- } else {
- if(state == DEAD_PAUSE) {
- float blast_radius = BLAST_RADIUS * state_timeout / 20.0;
- if(shipx < 60) shipx = 60;
- for(i = 0; i<MAXROCKS; i++ ) {
- float dx, dy, n;
- if(rock[i].x <= 0) continue;
- dx = rock[i].x - shipx;
- dy = rock[i].y - shipy;
- n = sqrt(dx*dx + dy*dy);
- if(n < blast_radius) {
- n *= 20;
- rock[i].dx += rockrate*(dx+30)/n;
- rock[i].dy += rockrate*dy/n;
- rock[i].dead = 1;
+ } else {
+ switch(e.key.keysym.sym) {
+ case SDLK_q:
+ return;
+ case SDLK_3:
+ case SDLK_PRINT:
+ {
+ FILE *screenshot_fp;
+ char tmp[30];
+ char *screenshot_filename = &(tmp[0]);
+ for(;;) {
+ snprintf(screenshot_filename, 30, "vor-screenshot-%02i.bmp", screenshot_number++);
+ screenshot_fp = fopen(screenshot_filename, "r");
+ if(screenshot_fp) {
+ fclose(screenshot_fp);
+ } else {
+ break;
+ }
+ }
+ SDL_SaveBMP(surf_screen, screenshot_filename);
+ }
+ break;
+ case SDLK_SPACE:
+ if(state != GAMEPLAY && state != DEAD_PAUSE) {
+ // don't conflict with space key to start a new game
+ break;
+ }
+ // else fall through
+ case SDLK_p:
+ case SDLK_PAUSE:
+ paused = !paused;
+ if(paused) {
+ pause_tune();
+ } else {
+ resume_tune();
+ ms_end = SDL_GetTicks();
+ }
+ break;
+ case SDLK_f:
+ case SDLK_F11:
+ toggle_fullscreen();
+ break;
+ default:
+ // other keys are handled by checking keystate each frame
+ break;
}
}
- }
+ break;
}
+ }
+ keystate = SDL_GetKeyState(NULL);
+ if(opt_autopilot) {
+ autopilot_fix_keystates(keystate);
+ }
- if(--countdown <= 0 && (rnd()*100.0<(rockrate += 0.025))) {
- // Create a rock
- rockptr++;
- if(rockptr-rock >= MAXROCKS) {
- rockptr = rock;
+ if(state == GAMEPLAY) {
+ if(!paused) {
+ score += ms_frame;
+
+ if(keystate[SDLK_LEFT] || keystate[SDLK_KP4]) {
+ ship.dx -= THRUSTER_STRENGTH*t_frame; ship.jets |= 1<<0;
}
- if(!rockptr->active) {
- rockptr->x = (float)XSIZE;
- rockptr->dx = -(rockspeed)*(1 + rnd());
- rockptr->dy = rnd()-0.5;
- rockptr->type_number = random() % NROCKS;
- rockptr->image = surf_rock[rockptr->type_number];// [random()%NROCKS];
- rockptr->active = 1;
- rockptr->y = rnd()*(YSIZE + rockptr->image->h);
+ if(keystate[SDLK_DOWN] || keystate[SDLK_KP5] || keystate[SDLK_KP2]) {
+ ship.dy += THRUSTER_STRENGTH*t_frame; ship.jets |= 1<<1;
}
- if(movementrate>0.1) {
- countdown = (int)(ROCKRATE/movementrate);
- } else {
- countdown = 0;
+ if(keystate[SDLK_RIGHT] || keystate[SDLK_KP6]) {
+ ship.dx += THRUSTER_STRENGTH*t_frame; ship.jets |= 1<<2;
}
- }
-
- // FRICTION?
- if(friction) {
- shipdx *= pow((double)0.9,(double)movementrate);
- shipdy *= pow((double)0.9,(double)movementrate);
- // if(abs(shipdx)<0.00001) shipdx = 0;
- // if(abs(shipdy)<0.00001) shipdy = 0;
- }
-
- // INERTIA
- shipx += shipdx*movementrate;
- shipy += shipdy*movementrate;
-
- // SCROLLING
- yscroll = shipy - (YSIZE / 2);
- yscroll += shipdy * 25;
- yscroll /= -25;
- yscroll = ((scrollvel * (12 - movementrate)) + (yscroll * movementrate)) / 12;
- scrollvel = yscroll;
- yscroll = yscroll*movementrate;
- shipy += yscroll;
-
- // Move all the rocks
- for(i = 0; i < MAXROCKS; i++) {
- if(rock[i].active) {
- rock[i].x += rock[i].dx*movementrate;
- rock[i].y += rock[i].dy*movementrate + yscroll;
- if(rock[i].y > YSIZE || rock[i].y < -rock[i].image->h) {
- if(rock[i].dead) {
- rock[i].dead = 0;
- rock[i].active = 0;
- } else {
- // wrap
- rock[i].y = (YSIZE - rock[i].image->h) - rock[i].y;
- rock[i].y += (rock[i].dy*movementrate + yscroll) * 1.01;
- }
- }
- if(rock[i].x < -rock[i].image->w || rock[i].x > XSIZE) {
- rock[i].active = 0;
- rock[i].dead = 0;
- }
+ if(keystate[SDLK_UP] || keystate[SDLK_KP8]) {
+ ship.dy -= THRUSTER_STRENGTH*t_frame; ship.jets |= 1<<3;
+ }
+ if(ship.jets) {
+ ship.dx = fconstrain2(ship.dx, -50, 50);
+ ship.dy = fconstrain2(ship.dy, -50, 50);
}
}
+ }
- // BOUNCE X
- if(shipx<0 || shipx>XSIZE-surf_ship->w) {
- // BOUNCE from left and right wall
- shipx -= shipdx*movementrate;
- shipdx *= -0.99;
- }
+ if(!paused) {
+ update_state();
- // BOUNCE Y
- if(shipy<0 || shipy>YSIZE-surf_ship->h) {
- // BOUNCE from top and bottom wall
- shipy -= shipdy;
- shipdy *= -0.99;
+ // SCROLLING
+ tmp = (ship.y+ship.h/2 + ship.dy*t_frame - YSCROLLTO)/25 + (ship.dy-screendy);
+ screendy += tmp * t_frame/12;
+ tmp = (ship.x+ship.w/2 + ship.dx*t_frame - XSCROLLTO)/25 + (ship.dx-screendx);
+ screendx += tmp * t_frame/12;
+ // taper off so we don't hit the barrier abruptly.
+ // (if we would hit in < 2 seconds, adjust to 2 seconds).
+ if(dist_ahead + (screendx - BARRIER_SPEED)*TO_TICKS(2) < 0)
+ screendx = BARRIER_SPEED - (dist_ahead/TO_TICKS(2));
+ dist_ahead += (screendx - BARRIER_SPEED)*t_frame;
+ if(MAX_DIST_AHEAD >= 0) dist_ahead = min(dist_ahead, MAX_DIST_AHEAD);
+
+ move_sprites();
+ move_dots();
+ move_dust();
+
+ new_rocks();
+
+ // BOUNCE off left or right edge of screen
+ if(ship.x < 0 || ship.x+ship.w > XSIZE) {
+ ship.x -= (ship.dx-screendx)*t_frame;
+ ship.dx = screendx - (ship.dx-screendx)*BOUNCINESS;
+ ship.x = fconstrain(ship.x, XSIZE - ship.w);
}
-
- if(draw() && state == GAMEPLAY) {
- // Play the explosion sound
- play_sound(0);
- makebangdots(shipx,shipy,shipdx,shipdy,surf_ship,30);
- if(--nships <= 0) {
- gameover = 1;
- state = GAME_OVER;
- state_timeout = 200.0;
- fadetimer = 0.0;
- faderate = movementrate;
- }
- else {
- state = DEAD_PAUSE;
- state_timeout = 20.0;
- shipdx = 0;
- shipdy = 0;
- }
+ // BOUNCE off top or bottom of screen
+ if(ship.y < 0 || ship.y+ship.h > YSIZE) {
+ ship.y -= (ship.dy-screendy)*t_frame;
+ ship.dy = screendy - (ship.dy-screendy)*BOUNCINESS;
+ ship.y = fconstrain(ship.y, YSIZE - ship.h);
}
- SDL_PumpEvents();
- keystate = SDL_GetKeyState(NULL);
+ new_engine_dots();
- if(state != HIGH_SCORE_ENTRY && (keystate[SDLK_q] || keystate[SDLK_ESCAPE])) {
- return 0;
- }
+ collisions(); // must happen after ship bouncing because it puts pixels where the ship is (thus the ship must be on the screen)
- if(keystate[SDLK_SPACE] && (state == HIGH_SCORE_DISPLAY || state == TITLE_PAGE)) {
- for(i = 0; i<MAXROCKS; i++ ) {
- rock[i].active = 0;
- rock[i].dead = 0;
- }
+ draw();
- rockrate = 54.0;
- rockspeed = 5.0;
+ // new game
+ if((keystate[SDLK_SPACE] || keystate[SDLK_1] || keystate[SDLK_2])
+ && (state == HIGH_SCORE_DISPLAY
+ || state == TITLE_PAGE
+ || state == GAME_OVER)) {
+ if(state == GAME_OVER && new_high_score(score))
+ init_score_entry();
+ else {
+ if((keystate[SDLK_SPACE] && !initial_rocks) || keystate[SDLK_2]) {
+ g_easy = 0;
+ initial_rocks = NORMAL_I_ROCKS;
+ final_rocks = NORMAL_F_ROCKS;
+ if(gamespeed == EASY_GAMESPEED)
+ gamespeed = NORMAL_GAMESPEED;
+ } else if(keystate[SDLK_1]) {
+ g_easy = 1;
+ initial_rocks = EASY_I_ROCKS;
+ final_rocks = EASY_F_ROCKS;
+ gamespeed = EASY_GAMESPEED;
+ }
+ reset_sprites();
+ reset_rocks();
+ screendx = BARRIER_SPEED; screendy = 0;
- nships = 4;
- score = 0;
+ ship.x = XSIZE/2.2; ship.y = YSIZE/2 - ship.w/2;
+ ship.dx = screendx; ship.dy = screendy;
+ ship.lives = 4;
+ ship.flags = MOVE|DRAW|COLLIDE;
+ add_sprite(SPRITE(&ship));
- state = GAMEPLAY;
- play_tune(1);
+ score = 0;
- gameover = 0;
- shipx = 0;
- shipy = YSIZE/2;
- shipdx = -1;
- shipdy = 0;
+ state = GAMEPLAY;
+ play_tune(TUNE_GAMEPLAY);
+ }
}
- maneuver = 0;
- } else {
- SDL_PumpEvents();
- keystate = SDL_GetKeyState(NULL);
+ ship.jets = 0;
}
- if(state == GAMEPLAY) {
- if(!gameover) {
-
- if(!paused) {
- if(keystate[SDLK_UP] | keystate[SDLK_c]) { shipdy -= 1.5*movementrate; maneuver |= 1<<3;}
- if(keystate[SDLK_DOWN] | keystate[SDLK_t]) { shipdy += 1.5*movementrate; maneuver |= 1<<1;}
- if(keystate[SDLK_LEFT] | keystate[SDLK_h]) { shipdx -= 1.5*movementrate; maneuver |= 1<<2;}
- if(keystate[SDLK_RIGHT] | keystate[SDLK_n]) { shipdx += 1.5*movementrate; maneuver |= 1;}
- if(keystate[SDLK_3]) { SDL_SaveBMP(surf_screen, "snapshot.bmp"); }
- }
-
- if(keystate[SDLK_p] | keystate[SDLK_s]) {
- if(!pausedown) {
- paused = !paused;
- if(paused) {
- SDL_Rect src,dest;
- src.w = surf_b_variations->w;
- src.h = surf_b_variations->h;
- dest.w = src.w;
- dest.h = src.h;
- dest.x = (XSIZE-src.w)/2;
- dest.y = (YSIZE-src.h)/2;
- SDL_BlitSurface(surf_b_variations,&src,surf_screen,&dest);
- // Update the surface
- SDL_Flip(surf_screen);
- }
- pausedown = 1;
- }
- } else {
- pausedown = 0;
- }
-
- }
- else {
- paused = 0;
- pausedown = 0;
- }
- } else if(state == GAME_OVER) {
- if(keystate[SDLK_SPACE]) {
- state_timeout = -1;
- }
+ if(state == TITLE_PAGE && keystate[SDLK_h]) {
+ state = HIGH_SCORE_DISPLAY;
+ state_timeout = 400;
}
+
+ tiny_sleep();
}
}
int
main(int argc, char **argv) {
- int i, x, fullscreen;
-
- fullscreen = 0;
- tail_plume = 0;
- friction = 0;
- sound_flag = 1;
- music_flag = 0;
-
- while ((x = getopt(argc,argv,"efhmps")) >= 0) {
- switch(x) {
- case 'e': // engine
- tail_plume = 1;
- break;
- case 'f': // fullscreen
- fullscreen = 1;
- break;
- case 'h': // help
- printf("Variations on RockDodger\n"
- " -e big tail [E]ngine\n"
- " -f [F]ull screen\n"
- " -h this [H]elp message\n"
- " -m enable [M]usic\n"
- " -p original [P]hysics (friction)\n"
- " -s [S]ilent (no sound)\n");
- exit(0);
- break;
- case 'm': // music
- music_flag = 1;
- case 'p': // physics
- friction = 1;
- break;
- case 's': // silent
- sound_flag = 0;
- music_flag = 0;
- break;
- }
- }
+ if(!parse_opts(argc, argv)) return 1;
- if(init(fullscreen)) {
- printf ("ta: '%s'\n",initerror);
+ if(init()) {
+ printf ("vor: SDL error: '%s'\n",initerror);
return 1;
}
- for(i = 0; i<MAXROCKS; i++) {
- rock[i].active = 0;
- rock[i].dead = 0;
- }
- rockrate = 54.0;
- rockspeed = 5.0;
- initticks = SDL_GetTicks();
+ start = SDL_GetTicks();
+ frames = 0;
gameloop();
+ end = SDL_GetTicks();
+ // printf("%ld frames in %ld ms, %.2f fps.\n", frames, end-start, frames * 1000.0 / (end-start));
return 0;
}