*surf_life, // Indicator of number of ships remaining
*surf_rock[NROCKS], // THE ROCKS
*surf_font_big; // The big font
+
SFont_Font *g_font;
char *initerror = "";
struct shape shipshape;
-float shipx,shipy = 240.0; // X position, 0..XSIZE
-float shipdx,shipdy; // Change in X position per tick.
+float shipx = XSIZE/2, shipy = YSIZE/2; // X position, 0..XSIZE
+float shipdx = 7.5, shipdy = 0.0; // Change in X position per tick.
float screendx = 7.5, screendy = 0.0;
float xscroll, yscroll;
float gamerate; // this controls the speed of everything that moves.
-int nships,score,initticks,ticks_since_last, last_ticks;
+float bangx, bangy, bangdx, bangdy;
+
+int nships,score,game_ticks,ticks_since_last,last_ticks;
int gameover;
int maneuver = 0;
int sound_flag, music_flag;
void
init_space_dots() {
- int i,intensity;
+ int i,b;
for(i = 0; i<MAXSPACEDOTS; i++) {
- float r;
-
sdot[i].x = rnd()*(XSIZE-5);
sdot[i].y = rnd()*(YSIZE-5);
-
- r = rnd()*rnd();
-
- 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);
-
+ sdot[i].z = MAXDUSTDEPTH*sqrt(rnd());
+ b = (MAXDUSTDEPTH - sdot[i].z) * 255.0 / MAXDUSTDEPTH;
+ sdot[i].color = SDL_MapRGB(surf_screen->format, b, b, b);
}
}
void
-makebangdots(int xbang, int ybang, int dx, int dy, SDL_Surface *s, int power) {
+make_bang_dots(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
rawpixel = (Uint16 *) s->pixels;
first_i = -1;
+ last_i = 0;
for(i = bd1; (bd1 <= bd2)?(i<bd2):(i >= bd1 && i < bd2); last_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*gamerate;
- bdot[i].y += bdot[i].dy*gamerate-yscroll;
+ bdot[i].x += bdot[i].dx*gamerate - xscroll;
+ bdot[i].y += bdot[i].dy*gamerate - yscroll;
if(bdot[i].life<0)
bdot[i].active = 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*gamerate;
- 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;
- }
+ sdot[i].x -= xscroll / (1.3 + sdot[i].z);
+ sdot[i].y -= yscroll / (1.3 + sdot[i].z);
+ if(sdot[i].y >= XSIZE) sdot[i].x -= XSIZE;
+ else if(sdot[i].x < 0) sdot[i].x = XSIZE-1;
+ if(sdot[i].y > YSIZE) sdot[i].y -= YSIZE;
+ else if(sdot[i].y < 0) sdot[i].y += YSIZE-1;
}
}
for(i = 0; i<MAXENGINEDOTS; i++) {
if(edot[i].active) {
- edot[i].x += edot[i].dx*gamerate;
+ edot[i].x += edot[i].dx*gamerate - xscroll;
edot[i].y += edot[i].dy*gamerate - yscroll;
if((edot[i].life -= gamerate*3)<0 || edot[i].y<0 || edot[i].y>YSIZE) {
edot[i].active = 0;
int
draw() {
int i;
- SDL_Rect src,dest;
+ SDL_Rect dest;
int bang, 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 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);
+ 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++) {
- 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.x = (i + 1)*(surf_life->w + 10);
dest.y = 20;
- SDL_BlitSurface(surf_life, &src, surf_screen, &dest);
+ SDL_BlitSurface(surf_life, NULL, surf_screen, &dest);
}
// Draw the score
fadeover = 1.0;
}
- 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;
+ dest.x = (XSIZE-surf_b_game->w)/2;
+ dest.y = (YSIZE-surf_b_game->h)/2-40;
SDL_SetAlpha(surf_b_game, SDL_SRCALPHA, (int)(fadegame*(200 + 55*cos(fadetimer += gamerate/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_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_SetAlpha(surf_b_over, SDL_SRCALPHA, (int)(fadeover*(200 + 55*sin(fadetimer))));
- SDL_BlitSurface(surf_b_over,&src,surf_screen,&dest);
+ SDL_BlitSurface(surf_b_over,NULL,surf_screen,&dest);
break;
case TITLE_PAGE:
- 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;
+ 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_SetAlpha(surf_b_variations, SDL_SRCALPHA, (int)(200 + 55*sin(fadetimer += gamerate/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_BlitSurface(surf_b_variations,NULL,surf_screen,&dest);
+
+ 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_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_BlitSurface(surf_b_on,NULL,surf_screen,&dest);
+
+ 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_SetAlpha(surf_b_rockdodger, SDL_SRCALPHA, (int)(200 + 55*sin(fadetimer-2.0)));
- SDL_BlitSurface(surf_b_rockdodger,&src,surf_screen,&dest);
+ SDL_BlitSurface(surf_b_rockdodger,NULL,surf_screen,&dest);
text = "Version " VERSION;
x = (XSIZE-SFont_TextWidth(g_font,text))/2 + sin(fadetimer/4.5)*10;
// Create a new ship and start all over again
state = GAMEPLAY;
play_tune(1);
- shipx -= 50;
break;
case GAME_OVER:
state = HIGH_SCORE_ENTRY;
blast_radius = BLAST_RADIUS * (DEAD_PAUSE_LENGTH - state_timeout) / 20.0;
fixonly = 0;
}
- blast_rocks(shipx, shipy, blast_radius, fixonly);
+ blast_rocks(bangx, bangy, blast_radius, fixonly);
- if(shipx < 60) shipx = 60;
+ if(bangx < 60) bangx = 60;
}
}
shipdy *= pow((double)0.9,(double)gamerate);
}
+ // INERTIA
+ shipx += shipdx*gamerate;
+ shipy += shipdy*gamerate;
+
// SCROLLING
tmp = shipy - (YSIZE / 2);
- tmp += 25 * shipdy;
+ tmp += shipdy * 25;
tmp /= -25;
tmp = ((screendy * (gamerate - 12)) + (tmp * gamerate)) / 12;
screendy = -tmp;
+ tmp = shipx - (XSIZE / 3);
+ tmp += shipdx * 25;
+ tmp /= -25;
+ tmp = ((screendx * (gamerate - 12)) + (tmp * gamerate)) / 12;
+ screendx = -tmp;
+ if(screendx < 7.5) screendx=7.5;
+
xscroll = screendx * gamerate;
yscroll = screendy * gamerate;
+ shipx -= xscroll;
+ shipy -= yscroll;
+
+ // move bang center
+ bangx += bangdx*gamerate - xscroll;
+ bangy += bangdy*gamerate - yscroll;
- // INERTIA
- shipx += shipdx*gamerate;
- shipy += shipdy*gamerate - yscroll;
-
move_rocks();
// BOUNCE X
if(shipx<0 || shipx>XSIZE-surf_ship->w) {
// BOUNCE from left and right wall
- shipx -= shipdx*gamerate;
- shipdx *= -0.99;
+ shipx -= (shipdx-screendx)*gamerate;
+ shipdx = 2*screendx-shipdx;
}
// BOUNCE Y
if(shipy<0 || shipy>YSIZE-surf_ship->h) {
// BOUNCE from top and bottom wall
- shipy -= shipdy;
- shipdy *= -0.99;
+ shipy -= (shipdy-screendy)*gamerate;
+ shipdy = 2*screendy-shipdy;
}
if(draw() && state == GAMEPLAY) {
- // Play the explosion sound
- play_sound(0);
- makebangdots(shipx,shipy,shipdx,shipdy,surf_ship,30);
- shipdx = 0;
- shipdy = 0;
+ // Died
+ play_sound(0); // Play the explosion sound
+ bangx = shipx; bangy = shipy; bangdx = shipdx; bangdy = shipdy;
+ make_bang_dots(shipx,shipy,shipdx,shipdy,surf_ship,30);
+ shipdx *= 0.5; shipdy *= 0.5;
if(--nships <= 0) {
- gameover = 1;
state = GAME_OVER;
+ gameover = 1;
+ shipdx = 8; shipdy = 0;
state_timeout = 200.0;
fadetimer = 0.0;
faderate = gamerate;
SDL_PumpEvents();
keystate = SDL_GetKeyState(NULL);
+ // new game
if(keystate[SDLK_SPACE] && (state == HIGH_SCORE_DISPLAY || state == TITLE_PAGE)) {
reset_rocks();
+ game_ticks = 0;
+
nships = 4;
score = 0;
play_tune(1);
gameover = 0;
- shipx = 0;
- shipy = YSIZE/2;
- shipdx = -1;
- shipdy = 0;
+ shipx = XSIZE/2.2; shipy = YSIZE/2;
+ shipdx = screendx; shipdy = screendy;
}
maneuver = 0;
}
reset_rocks();
- initticks = SDL_GetTicks();
gameloop();
return 0;