*surf_b_over, // Title element "over"
*surf_ship, // Spaceship element
*surf_life, // Indicator of number of ships remaining
+ *surf_speed, // Speed indicator
*surf_rock[NROCKS], // THE ROCKS
*surf_font_big; // The big font
+
SFont_Font *g_font;
char *initerror = "";
struct shape shipshape;
-float shipx = 320.0, 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 = 8, shipdy = 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;
+
+float game_dist, avg_speed, cur_speed;
+uint16_t avg_speed_w, cur_speed_w; // [0, 74]
+
+int nships,score,game_ticks,ticks_since_last,last_ticks;
int gameover;
int maneuver = 0;
int sound_flag, music_flag;
rawpixel = (Uint16 *) s->pixels;
first_i = -1;
+ last_i = 0;
for(i = bd1; (bd1 <= bd2)?(i<bd2):(i >= bd1 && i < bd2); last_i = ++i) {
sdot[i].y = 0;
}
rawpixel[(int)(s->pitch/2*(int)sdot[i].y) + (int)(sdot[i].x)] = sdot[i].color;
- sdot[i].x -= xscroll / (1 + sdot[i].z);
- sdot[i].y -= yscroll / (1 + sdot[i].z);
+ 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;
NULLERROR(temp = IMG_Load(add_path("indicators/life.png")));
NULLERROR(surf_life = SDL_DisplayFormat(temp));
+ NULLERROR(temp = IMG_Load(add_path("indicators/speed.png")));
+ NULLERROR(surf_speed = SDL_DisplayFormat(temp));
+
init_engine_dots();
init_space_dots();
int
draw() {
int i;
- SDL_Rect src,dest;
+ SDL_Rect src, 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);
+ }
+
+ if(state == GAMEPLAY) {
+ // Update speeds.
+ cur_speed = shipdx;
+ if(shipdx < 0) cur_speed = 0;
+ if(shipdx > 20) cur_speed = 20;
+ game_dist += cur_speed*ticks_since_last;
+ game_ticks += ticks_since_last;
+ if(game_ticks < 2*1000) avg_speed = cur_speed;
+ else avg_speed = game_dist/game_ticks;
+ //printf("avg=%.2f, cur=%.2f. shipdx=%.2f\n", avg_speed, cur_speed, shipdx);
+ avg_speed_w = 2 + 64*avg_speed/20;
+ cur_speed_w = 2 + 64*cur_speed/20;
+ }
+
+ if(state == GAMEPLAY || state == DEAD_PAUSE) {
+ // Draw the speed indicators.
+ src.x = 0; src.y = 0;
+ src.h = surf_speed->h;
+ dest.x = 240;
+ src.w = avg_speed_w; dest.y = 10;
+ SDL_BlitSurface(surf_speed, &src, surf_screen, &dest);
+ src.w = cur_speed_w; dest.y = 20;
+ SDL_BlitSurface(surf_speed, &src, 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;
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;
}
}
// INERTIA
shipx += shipdx*gamerate;
shipy += shipdy*gamerate;
-
+
// SCROLLING
- if(state == GAMEPLAY) {
- tmp = shipy - (YSIZE / 2);
- tmp += shipdy * 25;
- tmp /= -25;
- tmp = ((screendy * (gamerate - 12)) + (tmp * gamerate)) / 12;
- screendy = -tmp;
- tmp = shipx - (XSIZE / 2);
- tmp += shipdx * 25;
- tmp /= -25;
- tmp = ((screendx * (gamerate - 12)) + (tmp * gamerate)) / 12;
- screendx = -tmp;
- } else if(state != DEAD_PAUSE) screendx = 7.5;
+ tmp = shipy - (YSIZE / 2);
+ 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;
xscroll = screendx * gamerate;
yscroll = screendy * gamerate;
shipx -= xscroll;
shipy -= yscroll;
+ // move bang center
+ bangx += bangdx*gamerate - xscroll;
+ bangy += bangdy*gamerate - yscroll;
+
move_rocks();
if(shipx<0 || shipx>XSIZE-surf_ship->w) {
// BOUNCE from left and right wall
shipx -= shipdx*gamerate;
- shipdx *= -99;
+ shipdx *= -0.99;
}
// BOUNCE Y
if(draw() && state == GAMEPLAY) {
- // Play the explosion sound
- play_sound(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) {
- shipdx = 0; shipdy = 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;
+ game_dist = 0;
+
nships = 4;
score = 0;
play_tune(1);
gameover = 0;
- shipx = XSIZE/2; shipy = YSIZE/2;
+ shipx = XSIZE/2.2; shipy = YSIZE/2;
shipdx = screendx; shipdy = screendy;
}
}
reset_rocks();
- initticks = SDL_GetTicks();
gameloop();
return 0;