enum states state = TITLE_PAGE;
float state_timeout = 600.0;
-char *space_msgs[3] = {
- "Press SPACE to start a new game",
- "Press SPACE for easy game",
- "Press SPACE for normal game"
-};
-
-char *other_msgs[2] = {
- "Press 'e' for easy game",
- "Press 'n' for normal game"
-};
#define NSEQUENCE 3
-char *sequence[] = {
- "Press SPACE for normal game",
- "Press 'e' for easy game",
- "http://jasonwoof.org/vor"
+char *msgs[2][3] = {
+ {
+ "Press SPACE for normal game",
+ "Press '1' for easy game",
+ "http://jasonwoof.org/vor"
+ },
+ {
+ "Press SPACE for easy game",
+ "Press '2' for normal game",
+ "http://jasonwoof.org/vor"
+ }
};
int bangdotlife, nbangdots;
int first_i, last_i;
uint16_t *pixels, *pixel, c;
int row_inc = s->pitch/sizeof(uint16_t);
+ Sprite *hit;
pixels = (uint16_t *) s->pixels;
first_i = -1;
}
// check collisions
- if(pixel_collides(bdot[i].x, bdot[i].y)) { bdot[i].active = 0; continue; }
+ if((hit = pixel_collides(bdot[i].x, bdot[i].y))) {
+ if(hit->type != SHIP) { // they shouldn't hit the ship, but they do
+ bdot[i].active = 0;
+ hit->dx += ENGINE_DOT_WEIGHT * bdot[i].life * bdot[i].dx / sprite_mass(hit);
+ hit->dy += ENGINE_DOT_WEIGHT * bdot[i].life * bdot[i].dy / sprite_mass(hit);
+ continue;
+ }
+ }
pixel = pixels + row_inc*(int)(bdot[i].y) + (int)(bdot[i].x);
if(bdot[i].c) c = bdot[i].c; else c = heatcolor[(int)(bdot[i].life)*3];
void
load_ship(void)
{
- load_sprite(SPRITE(&ship), "sprites/ship.png");
+ load_sprite(SPRITE(&ship), "ship.png");
}
int
}
// Load the banners
- NULLERROR(surf_b_variations = load_image("banners/variations.png"));
- NULLERROR(surf_b_on = load_image("banners/on.png"));
- NULLERROR(surf_b_rockdodger = load_image("banners/rockdodger.png"));
+ NULLERROR(surf_b_variations = load_image("variations.png"));
+ NULLERROR(surf_b_on = load_image("on.png"));
+ NULLERROR(surf_b_rockdodger = load_image("rockdodger.png"));
- NULLERROR(surf_b_game = load_image("banners/game.png"));
- NULLERROR(surf_b_over = load_image("banners/over.png"));
+ NULLERROR(surf_b_game = load_image("game.png"));
+ NULLERROR(surf_b_over = load_image("over.png"));
// Load the life indicator (small ship) graphic.
- NULLERROR(surf_life = load_image("indicators/life.png"));
+ NULLERROR(surf_life = load_image("life.png"));
// Load the font image
- s = add_data_path(BIG_FONT_FILE);
+ s = add_data_path("font.png");
if(s) {
NULLERROR(surf_font_big = IMG_Load(s));
free(s);
if(new_high_score(score)) {
text0 = "New High Score!";
text1 = "Press SPACE to continue";
- } else if(initial_rocks == EASY_I_ROCKS) {
- text0 = space_msgs[1]; sequence[0] = text0;
- text1 = other_msgs[1]; sequence[1] = text1;
} else {
- text0 = space_msgs[0]; sequence[0] = space_msgs[2];
- text1 = other_msgs[0]; sequence[1] = text1;
+ text0 = msgs[g_easy][0];
+ text1 = msgs[g_easy][1];
}
x = (XSIZE-SFont_TextWidth(g_font,text0))/2 + cos(fadetimer/9)*10;
SDL_SetAlpha(surf_b_rockdodger, SDL_SRCALPHA, (int)(200 + 55*sin(fadetimer-2.0)));
SDL_BlitSurface(surf_b_rockdodger,NULL,surf_screen,&dest);
- text = sequence[(int)(fadetimer/35)%NSEQUENCE];
+ text = msgs[g_easy][(int)(fadetimer/35)%NSEQUENCE];
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);
kill_ship(Sprite *ship)
{
ship->flags = MOVE;
- // ship->flags = MOVE|DRAW; // FADE SHIP
- // SDL_SetAlpha(ship->image, SDL_SRCALPHA, 0); // FADE SHIP
bang = true;
}
SDL_EnableUNICODE(1);
while(SDL_PollEvent(&e))
;
+ insert_score(score);
}
void
}
} else {
if(state == DEAD_PAUSE) {
- float blast_radius;
- // float alpha; // FADE SHIP
- if(state_timeout >= DEAD_PAUSE_LENGTH - 20.0) {
- blast_radius = BLAST_RADIUS * (DEAD_PAUSE_LENGTH - state_timeout) / 20.0;
- blast_rocks(bangx, bangy, blast_radius);
- }
-
if(bangx < 60) bangx = 60;
-
- // FADE SHIP
- // alpha = 255.0 * (DEAD_PAUSE_LENGTH - state_timeout) / DEAD_PAUSE_LENGTH;
- // SDL_SetAlpha(ship.image, SDL_SRCALPHA, (uint8_t)alpha);
}
}
}
// new game
- if((keystate[SDLK_SPACE] || keystate[SDLK_e] || keystate[SDLK_n])
+ 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_n]) {
+ if((keystate[SDLK_SPACE] && !initial_rocks) || keystate[SDLK_2]) {
+ g_easy = 0;
initial_rocks = NORMAL_I_ROCKS;
final_rocks = NORMAL_F_ROCKS;
if(opt_gamespeed == EASY_GAMESPEED)
opt_gamespeed = NORMAL_GAMESPEED;
- } else if(keystate[SDLK_e]) {
+ } else if(keystate[SDLK_1]) {
+ g_easy = 1;
initial_rocks = EASY_I_ROCKS;
final_rocks = EASY_F_ROCKS;
opt_gamespeed = EASY_GAMESPEED;
ship.dx = screendx; ship.dy = screendy;
ship.lives = 4;
ship.flags = MOVE|DRAW|COLLIDE;
- // SDL_SetAlpha(ship.image, SDL_SRCALPHA, SDL_ALPHA_OPAQUE); // FADE SHIP
add_sprite(SPRITE(&ship));
score = 0;
}
}
+ if(state == TITLE_PAGE && keystate[SDLK_h]) {
+ state = HIGH_SCORE_DISPLAY;
+ state_timeout = 400;
+ }
+
if(state != HIGH_SCORE_ENTRY && (keystate[SDLK_q] || keystate[SDLK_ESCAPE]))
return;