#include "SFont.h"
-#ifdef DEBUG
-#include "debug.h"
-#endif
-
#include "args.h"
#include "common.h"
#include "config.h"
char topline[1024];
char *initerror = "";
-
-
struct shape shipshape;
float shipx = XSIZE/2, shipy = YSIZE/2; // X position, 0..XSIZE
float shipdx = SCREENDXMIN, shipdy = 0.0; // Change in X position per tick.
// all movement is based on t_frame.
float t_frame; // length of this frame (in ticks = 1/20th second)
-float s_frame; // length of this frame (seconds)
int ms_frame; // length of this frame (milliseconds)
int ms_end; // end of this frame (milliseconds)
float bangx, bangy, bangdx, bangdy;
int nships,score;
-int gameover;
int jets = 0;
float fadetimer = 0, faderate;
}
void
-new_bang_dots(int xbang, int ybang, int dx, int dy, SDL_Surface *s, int power)
+new_bang_dots(int xbang, int ybang, int dx, int dy, SDL_Surface *s)
{
int x,y,endcount;
- Uint16 *rawpixel,c;
+ uint16_t *pixel,c;
+ uint32_t colorkey;
+ int row_inc;
double theta,r;
int begin_generate;
begin_generate = SDL_GetTicks();
+ pixel = s->pixels;
+ row_inc = s->pitch/sizeof(uint16_t) - s->w;
+ colorkey = s->format->colorkey;
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 != s->format->colorkey) {
-
+ pixel = s->pixels;
+ for(y=0; y<s->h; y++) {
+ for(x = 0; x<s->w; x++) {
+ c = *pixel++;
+ if(c && c != colorkey) {
theta = frnd()*M_PI*2;
+ r = frnd(); r = 1 - r*r;
+ // r = 1 - frnd()*frnd();
- r = 1-(frnd()*frnd());
-
- 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].dx = 45*r*cos(theta) + dx;
+ bdot[bd2].dy = 45*r*sin(theta) + 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].c = 0;
bdot[bd2].life = 100;
bdot[bd2].decay = frnd()*3 + 1;
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;
+ // Replace the last few bang dots with the pixels from the exploding object
+ if(endcount>0) bdot[bd2].c = c;
+ bd2 = (bd2+1) % MAXBANGDOTS;
}
+ pixel += row_inc;
}
}
-
if(SDL_GetTicks() - begin_generate > 7) endcount++;
}
SDL_UnlockSurface(s);
-
}
void
-draw_bang_dots(SDL_Surface *s) {
+draw_bang_dots(SDL_Surface *s)
+{
int i;
int first_i, last_i;
- Uint16 *rawpixel;
- rawpixel = (Uint16 *) s->pixels;
+ uint16_t *pixels, *pixel, c;
+ int row_inc = s->pitch/sizeof(uint16_t);
+ pixels = (uint16_t *) s->pixels;
first_i = -1;
last_i = 0;
- for(i = bd1; (bd1 <= bd2)?(i<bd2):(i >= bd1 && i < bd2); last_i = ++i) {
+ for(i=0; i<MAXBANGDOTS; i++) {
+ if(!bdot[i].active) continue;
- i %= MAXBANGDOTS;
+ // decrement life and maybe kill
+ bdot[i].life -= bdot[i].decay;
+ if(bdot[i].life<0) { bdot[i].active = 0; continue; }
- 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
+ // move and clip
+ bdot[i].x += bdot[i].dx*t_frame - xscroll;
+ bdot[i].y += bdot[i].dy*t_frame - yscroll;
+ if(bdot[i].x < 0 || bdot[i].x >= XSIZE || bdot[i].y < 0 || bdot[i].y >= YSIZE) {
bdot[i].active = 0;
+ continue;
}
- 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*t_frame - xscroll;
- bdot[i].y += bdot[i].dy*t_frame - yscroll;
+ // check collisions
+ if(pixel_hit_rocks(bdot[i].x, bdot[i].y)) { bdot[i].active = 0; continue; }
- if(bdot[i].life<0)
- bdot[i].active = 0;
- }
- }
-
- if(first_i >= 0) {
- bd1 = first_i;
- bd2 = last_i;
+ 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];
+ *pixel = c;
}
- else {
- bd1 = 0;
- bd2 = 0;
- }
-
}
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*t_frame - xscroll;
- edot[i].y += edot[i].dy*t_frame - yscroll;
- if((edot[i].life -= t_frame*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
new_engine_dots(int n, int dir) {
int i;
float a, r; // angle, random length
dotptr->life = 60 * fabs(dx);
}
- dotptr++;
- if(dotptr-edot >= MAXENGINEDOTS) {
- dotptr = edot;
- }
+ if(dotptr - edot < MAXENGINEDOTS-1) dotptr++;
+ else dotptr = edot;
+ }
+ }
+}
+
+void
+draw_engine_dots(SDL_Surface *s) {
+ int i;
+ uint16_t c;
+ uint16_t *pixels = (uint16_t *) s->pixels;
+ int row_inc = s->pitch/sizeof(uint16_t);
+ int heatindex;
+
+ for(i = 0; i<MAXENGINEDOTS; i++) {
+ if(!edot[i].active) continue;
+ edot[i].x += edot[i].dx*t_frame - xscroll;
+ edot[i].y += edot[i].dy*t_frame - yscroll;
+ edot[i].life -= t_frame*3;
+ if(edot[i].life < 0
+ || edot[i].x<0 || edot[i].x >= XSIZE
+ || edot[i].y<0 || edot[i].y >= YSIZE) {
+ edot[i].active = 0;
+ continue;
}
+ if(pixel_hit_rocks(edot[i].x, edot[i].y)) { edot[i].active = 0; continue; }
+ heatindex = edot[i].life * 6;
+ c = heatindex>3*W ? heatcolor[3*W-1] : heatcolor[heatindex];
+ pixels[row_inc*(int)(edot[i].y) + (int)(edot[i].x)] = c;
}
}
drawdots(surf_screen);
// Draw ship
- if(!gameover && state == GAMEPLAY ) {
+ if(state == GAMEPLAY ) {
dest.x = shipx;
dest.y = shipy;
SDL_BlitSurface(surf_ship,NULL,surf_screen,&dest);
draw_rocks();
// Draw the life indicators.
- if(state == GAMEPLAY || state == DEAD_PAUSE || state == GAME_OVER)
- for(i = 0; i<nships-1; i++) {
- dest.x = (i + 1)*(surf_life->w + 10);
- dest.y = 20;
- SDL_BlitSurface(surf_life, NULL, surf_screen, &dest);
+ if(state == GAMEPLAY || state == DEAD_PAUSE || state == GAME_OVER) {
+ for(i = 0; i<nships-1; i++) {
+ dest.x = (i + 1)*(surf_life->w + 10);
+ dest.y = 20;
+ SDL_BlitSurface(surf_life, NULL, surf_screen, &dest);
+ }
}
// Draw the score
; // no action necessary
}
- if(!gameover && state == GAMEPLAY) {
+ if(state == GAMEPLAY) {
bang = hit_rocks(shipx, shipy, &shipshape);
}
if(ms_frame>200 || ms_frame<0) {
// We won't run at all below 5 frames per second.
// This also happens if we were paused, grr.
- s_frame = 0;
+ t_frame = 0;
ms_frame = 0;
} else {
- s_frame = opt_gamespeed * ms_frame / 1000;
+ t_frame = opt_gamespeed * ms_frame / 50;
if(state == GAMEPLAY) score += ms_frame;
}
- t_frame = s_frame * 20;
// Update the surface
SDL_Flip(surf_screen);
shipy += shipdy*t_frame;
// SCROLLING
- tmp = shipy - (YSIZE / 2);
- tmp += shipdy * 25;
- tmp /= -25;
- tmp = ((screendy * (t_frame - 12)) + (tmp * t_frame)) / 12;
- screendy = -tmp;
- tmp = shipx - (XSIZE / 3);
- tmp += shipdx * 25;
- tmp /= -25;
- tmp = ((screendx * (t_frame - 12)) + (tmp * t_frame)) / 12;
- screendx = -tmp;
-
- // taper off if we would hit the barrier in under 2 seconds.
+ tmp = (shipy-YSCROLLTO)/25 + (shipdy-screendy);
+ screendy += tmp * t_frame/12;
+ tmp = (shipx-XSCROLLTO)/25 + (shipdx-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(back_dist + (screendx - SCREENDXMIN)*TO_TICKS(2) < 0) {
screendx = SCREENDXMIN - (back_dist/TO_TICKS(2));
}
- xscroll = screendx * t_frame;
- yscroll = screendy * t_frame;
back_dist += (screendx - SCREENDXMIN)*t_frame;
if(opt_max_lead >= 0) back_dist = min(back_dist, opt_max_lead);
+ xscroll = screendx * t_frame;
+ yscroll = screendy * t_frame;
+
shipx -= xscroll;
shipy -= yscroll;
// Died
play_sound(SOUND_BANG); // Play the explosion sound
bangx = shipx; bangy = shipy; bangdx = shipdx; bangdy = shipdy;
- new_bang_dots(shipx,shipy,shipdx,shipdy,surf_ship,30);
+ new_bang_dots(shipx,shipy,shipdx,shipdy,surf_ship);
shipdx *= 0.5; shipdy *= 0.5;
if(shipdx < SCREENDXMIN) shipdx = SCREENDXMIN;
if(--nships <= 0) {
state = GAME_OVER;
- gameover = 1;
- shipdx = 8; shipdy = 0;
+ shipdx = SCREENDXMIN; shipdy = 0;
state_timeout = 200.0;
fadetimer = 0.0;
faderate = t_frame;
state = GAMEPLAY;
play_tune(TUNE_GAMEPLAY);
- gameover = 0;
shipx = XSIZE/2.2; shipy = YSIZE/2;
shipdx = screendx; shipdy = screendy;
}
}
if(state == GAMEPLAY) {
- if(!gameover) {
-
- if(!paused) {
- if(keystate[SDLK_LEFT] | keystate[SDLK_h]) { shipdx -= 1.5*t_frame; jets |= 1<<0;}
- if(keystate[SDLK_DOWN] | keystate[SDLK_t]) { shipdy += 1.5*t_frame; jets |= 1<<1;}
- if(keystate[SDLK_RIGHT] | keystate[SDLK_n]) { shipdx += 1.5*t_frame; jets |= 1<<2;}
- if(keystate[SDLK_UP] | keystate[SDLK_c]) { shipdy -= 1.5*t_frame; jets |= 1<<3;}
- if(keystate[SDLK_3]) { SDL_SaveBMP(surf_screen, "snapshot.bmp"); }
- }
+ if(!paused) {
+ if(keystate[SDLK_LEFT] | keystate[SDLK_h]) { shipdx -= 1.5*t_frame; jets |= 1<<0;}
+ if(keystate[SDLK_DOWN] | keystate[SDLK_t]) { shipdy += 1.5*t_frame; jets |= 1<<1;}
+ if(keystate[SDLK_RIGHT] | keystate[SDLK_n]) { shipdx += 1.5*t_frame; jets |= 1<<2;}
+ if(keystate[SDLK_UP] | keystate[SDLK_c]) { shipdy -= 1.5*t_frame; jets |= 1<<3;}
+ if(keystate[SDLK_3]) { SDL_SaveBMP(surf_screen, "snapshot.bmp"); }
+ }
- if(keystate[SDLK_p] | keystate[SDLK_s]) {
- if(!pausedown) {
- paused = !paused;
- pausedown = 1;
- }
- } else {
- pausedown = 0;
+ if(keystate[SDLK_p] | keystate[SDLK_s]) {
+ if(!pausedown) {
+ paused = !paused;
+ pausedown = 1;
}
-
- }
- else {
- paused = 0;
+ } else {
pausedown = 0;
}
} else if(state == GAME_OVER) {
return 1;
}
- reset_rocks();
gameloop();
return 0;