#define NSEQUENCE 2
char *sequence[] = {
"Press SPACE to start",
- "http://herkamire.com/jason/vor"
+ "http://jasonwoof.org/vor"
};
int bangdotlife, nbangdots;
}
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;
-
- if(bdot[i].life<0)
- bdot[i].active = 0;
- }
- }
+ // check collisions
+ if(pixel_hit_rocks(bdot[i].x, bdot[i].y)) { bdot[i].active = 0; continue; }
- if(first_i >= 0) {
- bd1 = first_i;
- bd2 = last_i;
- }
- else {
- bd1 = 0;
- bd2 = 0;
+ 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;
}
-
}
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;
}
}
SDL_UnlockSurface(s);
}
+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;
+}
+
int
init(void) {
int i;
- SDL_Surface *temp;
+ char *s;
Uint32 flag;
// Where are our data files?
// Initialize SDL with audio and video
if(SDL_Init(SDL_INIT_VIDEO | SDL_INIT_AUDIO) != 0) {
opt_sound = 0;
- printf ("Can't open sound, starting without it\n");
+ fputs("Can't open sound, starting without it\n", stderr);
atexit(SDL_Quit);
} else {
atexit(SDL_Quit);
}
// Load the banners
- NULLERROR(temp = IMG_Load(add_path("banners/variations.png")));
- NULLERROR(surf_b_variations = SDL_DisplayFormat(temp));
+ 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(temp = IMG_Load(add_path("banners/on.png")));
- NULLERROR(surf_b_on = SDL_DisplayFormat(temp));
-
- 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);
+ NULLERROR(surf_b_game = load_image("banners/game.png"));
+ NULLERROR(surf_b_over = load_image("banners/over.png"));
// Load the spaceship graphic.
- NULLERROR(temp = IMG_Load(add_path("sprites/ship.png")));
- NULLERROR(surf_ship = SDL_DisplayFormat(temp));
+ NULLERROR(surf_ship = load_image("sprites/ship.png"));
get_shape(surf_ship, &shipshape);
// Load the life indicator (small ship) graphic.
- NULLERROR(temp = IMG_Load(add_path("indicators/life.png")));
- NULLERROR(surf_life = SDL_DisplayFormat(temp));
+ NULLERROR(surf_life = load_image("indicators/life.png"));
+
+ // Load the font image
+ s = add_data_path(BIG_FONT_FILE);
+ if(s) {
+ NULLERROR(surf_font_big = IMG_Load(s));
+ free(s);
+ g_font = SFont_InitFont(surf_font_big);
+ }
init_engine_dots();
init_dust();
int
gameloop() {
- Uint8 *keystate;
+ Uint8 *keystate = SDL_GetKeyState(NULL);
float tmp;
new_rocks();
- // INERTIA
- shipx += shipdx*t_frame;
- shipy += shipdy*t_frame;
-
// SCROLLING
- tmp = (shipy-YSCROLLTO)/25 + (shipdy-screendy);
+ tmp = (shipy+shipdy*t_frame-YSCROLLTO)/25 + (shipdy-screendy);
screendy += tmp * t_frame/12;
- tmp = (shipx-XSCROLLTO)/25 + (shipdx-screendx);
+ tmp = (shipx+shipdx*t_frame-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).
xscroll = screendx * t_frame;
yscroll = screendy * t_frame;
- shipx -= xscroll;
- shipy -= yscroll;
+ shipx += shipdx*t_frame - xscroll;
+ shipy += shipdy*t_frame - yscroll;
// move bang center
bangx += bangdx*t_frame - xscroll;
// 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) {