* Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
*/
-#include <argp.h>
#include <math.h>
#include <SDL.h>
#include <SDL_image.h>
#include <stdlib.h>
#include <string.h>
-#include "SFont.h"
+#include "font.h"
#include "args.h"
#include "common.h"
#include "sprite.h"
#include "sound.h"
+#ifdef WIN32
+#define SDL_SetAlpha(surf, flag, alpha)
+#endif
+
// ************************************* VARS
// SDL_Surface global variables
SDL_Surface
*surf_font_big; // The big font
-SFont_Font *g_font;
+font *g_font;
// Structure global variables
struct enginedots edot[MAXENGINEDOTS], *dotptr = edot;
char topline[1024];
char *initerror = "";
-struct ship ship = { SHIP, NULL, XSIZE/2, YSIZE/2, SCREENDXMIN, 0.0 };
+struct ship ship = { SHIP, 0, NULL, XSIZE/2, YSIZE/2, SCREENDXMIN, 0.0 };
float screendx = SCREENDXMIN, screendy = 0.0;
-float xscroll, yscroll;
float back_dist;
// all movement is based on t_frame.
-float t_frame; // length of this frame (in ticks = 1/20th second)
+unsigned long frames, start, end;
+float t_frame; // length of this frame (in ticks = 1/20th second) adjusted for gamespeed
int ms_frame; // length of this frame (milliseconds)
int ms_end; // end of this frame (milliseconds)
enum states state = TITLE_PAGE;
float state_timeout = 600.0;
-#define NSEQUENCE 2
-char *sequence[] = {
- "Press SPACE to start",
- "http://jasonwoof.org/vor"
+#define NSEQUENCE 3
+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;
void
new_bang_dots(int xbang, int ybang, int dx, int dy, SDL_Surface *s)
{
- int x,y,endcount;
- uint16_t *pixel,c;
+ int i, n, x, y;
+ uint16_t *pixel, c;
uint32_t colorkey;
int row_inc;
- double theta,r;
- int begin_generate;
+ double theta, r;
- begin_generate = SDL_GetTicks();
+ n = 20;
pixel = s->pixels;
row_inc = s->pitch/sizeof(uint16_t) - s->w;
colorkey = s->format->colorkey;
- SDL_LockSurface(s);
+ if(SDL_MUSTLOCK(s)) { SDL_LockSurface(s); }
- endcount = 0;
- while (endcount<3) {
+ for(i=0; i<n; i++) {
pixel = s->pixels;
for(y=0; y<s->h; y++) {
for(x = 0; x<s->w; x++) {
if(c && c != colorkey) {
theta = frnd()*M_PI*2;
r = frnd(); r = 1 - r*r;
- // r = 1 - frnd()*frnd();
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;
- bdot[bd2].c = 0;
- bdot[bd2].life = 100;
+ //bdot[bd2].c = (i < n-3) ? 0 : c;
+ bdot[bd2].life = frnd() * 99;
bdot[bd2].decay = frnd()*3 + 1;
bdot[bd2].active = 1;
- // 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);
+ if(SDL_MUSTLOCK(s)) { SDL_UnlockSurface(s); }
}
void
-draw_bang_dots(SDL_Surface *s)
+move_bang_dots(float ticks)
{
int i;
- int first_i, last_i;
- uint16_t *pixels, *pixel, c;
- int row_inc = s->pitch/sizeof(uint16_t);
-
- pixels = (uint16_t *) s->pixels;
- first_i = -1;
- last_i = 0;
+ Sprite *hit;
for(i=0; i<MAXBANGDOTS; i++) {
if(!bdot[i].active) continue;
// decrement life and maybe kill
- bdot[i].life -= bdot[i].decay;
- if(bdot[i].life<0) { bdot[i].active = 0; continue; }
-
+ bdot[i].life -= bdot[i].decay * ticks/2.0;
+ if(bdot[i].life < 0) { bdot[i].active = 0; continue; }
+
// 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].x += (bdot[i].dx - screendx)*ticks;
+ bdot[i].y += (bdot[i].dy - screendy)*ticks;
+ if(bdot[i].x < 0 || bdot[i].x >= (XSIZE - 0.000001) || bdot[i].y < 0 || bdot[i].y >= (YSIZE - 0.000001)) {
bdot[i].active = 0;
continue;
}
// 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;
+ }
+ }
+ }
+}
+
+
+void
+draw_bang_dots(SDL_Surface *s)
+{
+ int i;
+ uint16_t *pixels, *pixel, c;
+ int row_inc = s->pitch/sizeof(uint16_t);
+
+ pixels = (uint16_t *) s->pixels;
+
+ for(i=0; i<MAXBANGDOTS; i++) {
+ if(!bdot[i].active) 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
-new_engine_dots(int n, int dir) {
- int i;
+new_engine_dots(float time_span) {
+ int dir, i;
+ int n = time_span * ENGINE_DOTS_PER_TIC;
float a, r; // angle, random length
float dx, dy;
float hx, hy; // half ship width/height.
static const int s[4] = { 2, 1, 0, 1 };
+ float time;
+ float accelh, accelv, past_ship_dx, past_ship_dy;
hx = ship.image->w / 2;
hy = ship.image->h / 2;
- for(i = 0; i<n; i++) {
- if(dotptr->active == 0) {
- a = frnd()*M_PI + (dir-1)*M_PI_2;
- r = sin(frnd()*M_PI);
- dx = r * cos(a);
- dy = r * -sin(a); // screen y is "backwards".
-
- dotptr->active = 1;
- dotptr->x = ship.x + s[dir]*hx + (frnd()-0.5)*3;
- dotptr->y = ship.y + s[(dir+1)&3]*hy + (frnd()-0.5)*3;
- if(dir&1) {
- dotptr->dx = ship.dx + 2*dx;
- dotptr->dy = ship.dy + 20*dy;
- dotptr->life = 60 * fabs(dy);
- } else {
- dotptr->dx = ship.dx + 20*dx;
- dotptr->dy = ship.dy + 2*dy;
- dotptr->life = 60 * fabs(dx);
+ for(dir=0; dir<4; dir++) {
+ if(!(ship.jets & 1<<dir)) continue;
+
+ for(i = 0; i<n; i++) {
+ if(dotptr->active == 0) {
+ a = frnd()*M_PI + (dir-1)*M_PI_2;
+ r = sin(frnd()*M_PI);
+ dx = r * cos(a);
+ dy = r * -sin(a); // screen y is "backwards".
+
+ dotptr->active = 1;
+
+ // dot was created at a random time during the time span
+ time = frnd() * time_span; // this is how long ago
+
+ // calculate how fast the ship was going when this engine dot was
+ // created (as if it had a smooth acceleration). This is used in
+ // determining the velocity of the dots, but not their starting
+ // location.
+ accelh = ((ship.jets >> 2) & 1) - (ship.jets & 1);
+ accelh *= THRUSTER_STRENGTH * time;
+ past_ship_dx = ship.dx - accelh;
+ accelv = ((ship.jets >> 1) & 1) - ((ship.jets >> 3) & 1);
+ accelv *= THRUSTER_STRENGTH * time;
+ past_ship_dy = ship.dy - accelv;
+
+ // the starting position (not speed) of the dot is calculated as
+ // though the ship were traveling at a constant speed for this
+ // time_span.
+ dotptr->x = (ship.x - (ship.dx - screendx) * time) + s[dir]*hx;
+ dotptr->y = (ship.y - (ship.dy - screendy) * time) + s[(dir+1)&3]*hy;
+ if(dir&1) {
+ dotptr->dx = past_ship_dx + 2*dx;
+ dotptr->dy = past_ship_dy + 20*dy;
+ dotptr->life = 60 * fabs(dy);
+ } else {
+ dotptr->dx = past_ship_dx + 20*dx;
+ dotptr->dy = past_ship_dy + 2*dy;
+ dotptr->life = 60 * fabs(dx);
+ }
+
+ // move the dot as though it were created in the past
+ dotptr->x += (dotptr->dx - screendx) * time;
+ dotptr->y += (dotptr->dy - screendy) * time;
+
+ if(dotptr - edot < MAXENGINEDOTS-1) dotptr++;
+ else dotptr = edot;
}
+ }
+ }
+}
- if(dotptr - edot < MAXENGINEDOTS-1) dotptr++;
- else dotptr = edot;
+void
+move_engine_dots(float ticks) {
+ int i;
+ Sprite *hit;
+
+ for(i = 0; i<MAXENGINEDOTS; i++) {
+ if(!edot[i].active) continue;
+
+ edot[i].x += (edot[i].dx - screendx)*ticks;
+ edot[i].y += (edot[i].dy - screendy)*ticks;
+ edot[i].life -= t_frame*3;
+ if(edot[i].life < 0 || edot[i].x<0 || edot[i].x >= (XSIZE - 0.000001) || edot[i].y < 0 || edot[i].y >= (YSIZE - 0.000001)) {
+ edot[i].active = 0;
+ continue;
+ }
+
+ // check collisions
+ if((hit = pixel_collides(edot[i].x, edot[i].y))) {
+ if(hit->type != SHIP) { // they shouldn't hit the ship, but they do
+ edot[i].active = 0;
+ hit->dx += ENGINE_DOT_WEIGHT * edot[i].life * edot[i].dx / sprite_mass(hit);
+ hit->dy += ENGINE_DOT_WEIGHT * edot[i].life * edot[i].dy / sprite_mass(hit);
+ continue;
+ }
}
}
}
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_collides(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;
}
void
-drawdots(SDL_Surface *s) {
- int m;
-
- // Create engine dots out the side we're moving from
- for(m = 0; m<4; m++) {
- if(ship.jets & 1<<m) { // 'jets' is a bit field
- new_engine_dots(80,m);
- }
- }
-
- move_dust();
-
- SDL_LockSurface(s);
+draw_dots(SDL_Surface *s) {
+ if(SDL_MUSTLOCK(s)) { SDL_LockSurface(s); }
draw_dust(s);
draw_engine_dots(s);
draw_bang_dots(s);
- SDL_UnlockSurface(s);
+ if(SDL_MUSTLOCK(s)) { SDL_UnlockSurface(s); }
}
SDL_Surface *
void
load_ship(void)
{
- load_sprite(SPRITE(&ship), "sprites/ship.png");
+ load_sprite(SPRITE(&ship), "ship.png");
+}
+
+void font_cleanup() {
+ font_free(g_font);
}
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("b_variations.png"));
+ NULLERROR(surf_b_on = load_image("b_on.png"));
+ NULLERROR(surf_b_rockdodger = load_image("b_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("b_game.png"));
+ NULLERROR(surf_b_over = load_image("b_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);
- g_font = SFont_InitFont(surf_font_big);
+ g_font = font_load(s);
+ atexit(&font_cleanup);
+ } else {
+ fprintf(stderr, "could create path to font\n");
+ exit(1);
}
init_engine_dots();
}
void
-draw(void) {
+show_lives(void)
+{
int i;
SDL_Rect dest;
+
+ for(i=0; i<ship.lives-1; i++) {
+ dest.x = (i + 1)*(surf_life->w + 10);
+ dest.y = 20;
+ SDL_BlitSurface(surf_life, NULL, surf_screen, &dest);
+ }
+}
+
+void
+draw_game_over(void)
+{
int x;
- char *text;
- float fadegame,fadeover;
+ char *text0, *text1;
+ SDL_Rect dest;
+ float a_game = 0, a_over = 0;
- // Draw a fully black background
- SDL_FillRect(surf_screen,NULL,0);
+ // fade in "GAME", then "OVER".
+ a_game = min(1.0, faderate*fadetimer/3.0);
+ if(a_game == 1.0) a_over = min(1.0, faderate*fadetimer/3.0 - 1);
- // Draw the background dots
- drawdots(surf_screen);
+ fadetimer += t_frame;
- // Draw ship
- if(state == GAMEPLAY) draw_sprite(SPRITE(&ship));
+ 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)(a_game*(200 + 55*cos(fadetimer))));
+ SDL_BlitSurface(surf_b_game,NULL,surf_screen,&dest);
- draw_rocks();
+ 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)(a_over*(200 + 55*sin(fadetimer))));
+ SDL_BlitSurface(surf_b_over,NULL,surf_screen,&dest);
- // Draw the life indicators.
- if(state == GAMEPLAY || state == DEAD_PAUSE || state == GAME_OVER) {
- for(i = 0; i<ship.lives-1; i++) {
- dest.x = (i + 1)*(surf_life->w + 10);
- dest.y = 20;
- SDL_BlitSurface(surf_life, NULL, surf_screen, &dest);
- }
+ if(new_high_score(score)) {
+ text0 = "New High Score!";
+ text1 = "Press SPACE to continue";
+ } else {
+ text0 = msgs[g_easy][0];
+ text1 = msgs[g_easy][1];
}
- // Draw the score
- snprintscore_line(topline, 50, score);
- SFont_Write(surf_screen, g_font, XSIZE-250, 0, topline);
+ x = (XSIZE-font_width(text0))/2 + cos(fadetimer/9)*10;
+ font_write(x,YSIZE-100 + cos(fadetimer/6)*5,text0);
- // If it's game over, show the game over graphic in the dead centre
- switch (state) {
- case GAME_OVER:
- if(fadetimer<3.0/faderate) {
- fadegame = fadetimer/(3.0/faderate);
- } else {
- fadegame = 1.0;
- }
+ x = (XSIZE-font_width(text1))/2 + sin(fadetimer/9)*10;
+ font_write(x,YSIZE-50 + sin(fadetimer/4)*5,text1);
+}
- if(fadetimer<3.0/faderate) {
- fadeover = 0.0;
- } else if(fadetimer<6.0/faderate) {
- fadeover = ((3.0/faderate)-fadetimer)/(6.0/faderate);
- } else {
- fadeover = 1.0;
- }
+void
+draw_title_page(void)
+{
+ int x;
+ char *text;
+ SDL_Rect dest;
- 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 += t_frame/1.0))));
- SDL_BlitSurface(surf_b_game,NULL,surf_screen,&dest);
+ fadetimer += t_frame/2.0;
- 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,NULL,surf_screen,&dest);
- break;
+ 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)));
+ SDL_BlitSurface(surf_b_variations,NULL,surf_screen,&dest);
- case TITLE_PAGE:
+ 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,NULL,surf_screen,&dest);
- 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 += t_frame/2.0)));
- SDL_BlitSurface(surf_b_variations,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,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,NULL,surf_screen,&dest);
+ text = msgs[g_easy][(int)(fadetimer/35)%NSEQUENCE];
+ x = (XSIZE-font_width(text))/2 + cos(fadetimer/4.5)*10;
+ font_write(x,YSIZE-100 + cos(fadetimer/3)*5,text);
- 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,NULL,surf_screen,&dest);
+ text = "Version " VERSION;
+ x = (XSIZE-font_width(text))/2 + sin(fadetimer/4.5)*10;
+ font_write(x,YSIZE-50 + sin(fadetimer/2)*5,text);
+}
- text = "Version " VERSION;
- x = (XSIZE-SFont_TextWidth(g_font,text))/2 + sin(fadetimer/4.5)*10;
- SFont_Write(surf_screen,g_font,x,YSIZE-50 + sin(fadetimer/2)*5,text);
+void
+draw(void) {
- text = sequence[(int)(fadetimer/40)%NSEQUENCE];
- //text = "Press SPACE to start!";
- 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);
- break;
+ SDL_FillRect(surf_screen,NULL,0); // black background
+ draw_dots(surf_screen); // background dots
+ draw_sprite(SPRITE(&ship));
+ draw_rocks();
- case HIGH_SCORE_ENTRY:
- play_tune(TUNE_HIGH_SCORE_ENTRY);
- if(!process_score_input()) { // done inputting name
+ show_lives();
+ show_score();
- // Change state to briefly show high scores page
- state = HIGH_SCORE_DISPLAY;
- state_timeout = 200;
+ // If it's game over, show the game over graphic in the dead centre
+ switch (state) {
+ case GAME_OVER: draw_game_over(); break;
- // Write the high score table to the file
- write_high_score_table();
-
- play_tune(TUNE_TITLE_PAGE);
- }
+ case TITLE_PAGE: draw_title_page(); break;
+
+ case HIGH_SCORE_ENTRY:
+ play_tune(TUNE_HIGH_SCORE_ENTRY);
// FALL THROUGH TO
case HIGH_SCORE_DISPLAY:
// Display de list o high scores mon.
collisions();
- ms_frame = SDL_GetTicks() - ms_end;
- ms_end += ms_frame;
- 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.
- t_frame = 0;
- ms_frame = 0;
- } else {
- t_frame = opt_gamespeed * ms_frame / 50;
- if(state == GAMEPLAY) score += ms_frame;
- }
-
// Update the surface
SDL_Flip(surf_screen);
}
+static inline void
+kill_ship(Sprite *ship)
+{
+ ship->flags = MOVE;
+ bang = true;
+}
+
void
do_collision(Sprite *a, Sprite *b)
{
- if(a->type == SHIP) {
- a->type = -SHIP; bang = true;
- } else if (b->type == SHIP) {
- b->type = -SHIP; bang = true;
- } else {
- bounce(a, b);
+ if(a->type == SHIP) kill_ship(a);
+ else if (b->type == SHIP) kill_ship(b);
+ else bounce(a, b);
+}
+
+void
+init_score_entry(void)
+{
+ SDL_Event e;
+ state = HIGH_SCORE_ENTRY;
+ state_timeout = 5.0e6;
+ SDL_EnableUNICODE(1);
+ while(SDL_PollEvent(&e))
+ ;
+ insert_score(score);
+}
+
+// Count down the state timer, and change state when it gets to zero or less;
+void
+update_state(float ticks)
+{
+ state_timeout -= ticks*3;
+ if(state_timeout > 0) return;
+
+ switch(state) {
+ case DEAD_PAUSE:
+ // Restore the ship and continue playing
+ ship.flags = DRAW|MOVE|COLLIDE;
+ state = GAMEPLAY;
+ play_tune(TUNE_GAMEPLAY);
+ break;
+ case GAME_OVER:
+ if(new_high_score(score)) init_score_entry();
+ else {
+ state = HIGH_SCORE_DISPLAY;
+ state_timeout = 400;
+ }
+ break;
+ case HIGH_SCORE_DISPLAY:
+ state = TITLE_PAGE;
+ state_timeout = 600.0;
+ fadetimer = 0.0;
+ break;
+ case HIGH_SCORE_ENTRY:
+ break;
+ case TITLE_PAGE:
+ state = HIGH_SCORE_DISPLAY;
+ state_timeout = 200.0;
+ break;
+ case GAMEPLAY:
+ ; // no action necessary
}
}
-int
+void
gameloop() {
- Uint8 *keystate = SDL_GetKeyState(NULL);
+ SDL_Event e;
+ Uint8 *keystate;
float tmp;
-
for(;;) {
- if(!paused) {
- // Count down the game loop timer, and change state when it gets to zero or less;
-
- if((state_timeout -= t_frame*3) < 0) {
- switch(state) {
- case DEAD_PAUSE:
- // Create a new ship and start all over again
- ship.sprite_type = SHIP;
- state = GAMEPLAY;
- play_tune(TUNE_GAMEPLAY);
- break;
- case GAME_OVER:
- if(new_high_score(score)) {
- SDL_Event e;
- state = HIGH_SCORE_ENTRY;
- state_timeout = 5.0e6;
- SDL_EnableUNICODE(1);
- while(SDL_PollEvent(&e))
- ;
- } else if(!keystate[SDLK_SPACE]) {
+ ms_frame = SDL_GetTicks() - ms_end;
+ ms_end += ms_frame;
+ if(ms_frame > 1000) {
+ ms_frame = 1000;
+ }
+ t_frame = opt_gamespeed * ms_frame / 50;
+ frames++;
+
+ while(SDL_PollEvent(&e)) {
+ switch(e.type) {
+ case SDL_QUIT: return;
+ case SDL_KEYDOWN:
+ if(state == HIGH_SCORE_ENTRY) {
+ if(!process_score_input(&e.key.keysym)) {
+ // Write the high score table to the file
+ write_high_score_table();
+ // continue to display the scores briefly
state = HIGH_SCORE_DISPLAY;
- state_timeout = 400;
+ state_timeout = 200;
+ play_tune(TUNE_TITLE_PAGE);
}
- break;
- case HIGH_SCORE_DISPLAY:
- state = TITLE_PAGE;
- state_timeout = 500.0;
- break;
- case HIGH_SCORE_ENTRY:
- break;
- case TITLE_PAGE:
- state = HIGH_SCORE_DISPLAY;
- state_timeout = 200.0;
- break;
- case GAMEPLAY:
- ; // no action necessary
- }
- } else {
- if(state == DEAD_PAUSE) {
- float blast_radius;
- 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);
+ } else if(e.key.keysym.sym == SDLK_q) {
+ return;
}
- if(bangx < 60) bangx = 60;
+ if(e.key.keysym.sym == SDLK_ESCAPE) {
+ return;
+ }
+ break;
+ }
+ }
+ keystate = SDL_GetKeyState(NULL);
+
+ if(state == GAMEPLAY) {
+ if(!paused) {
+ score += ms_frame;
+
+ if(keystate[SDLK_LEFT] || keystate[SDLK_h]) { ship.dx -= THRUSTER_STRENGTH*t_frame; ship.jets |= 1<<0;}
+ if(keystate[SDLK_DOWN] || keystate[SDLK_t]) { ship.dy += THRUSTER_STRENGTH*t_frame; ship.jets |= 1<<1;}
+ if(keystate[SDLK_RIGHT] || keystate[SDLK_n]) { ship.dx += THRUSTER_STRENGTH*t_frame; ship.jets |= 1<<2;}
+ if(keystate[SDLK_UP] || keystate[SDLK_c]) { ship.dy -= THRUSTER_STRENGTH*t_frame; ship.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;
+ if(!paused) ms_end = SDL_GetTicks();
}
+ } else {
+ pausedown = 0;
}
+ }
+
+ if(!paused) {
+ update_state(t_frame);
- new_rocks();
+ if(state == DEAD_PAUSE && bangx < 60) bangx = 60;
// SCROLLING
- tmp = (ship.y+ship.dy*t_frame-YSCROLLTO)/25 + (ship.dy-screendy);
+ tmp = (ship.y+ship.h/2+ship.dy*t_frame-YSCROLLTO)/25 + (ship.dy-screendy);
screendy += tmp * t_frame/12;
- tmp = (ship.x+ship.dx*t_frame-XSCROLLTO)/25 + (ship.dx-screendx);
+ tmp = (ship.x+ship.w/2+ship.dx*t_frame-XSCROLLTO)/25 + (ship.dx-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) {
+ if(back_dist + (screendx - SCREENDXMIN)*TO_TICKS(2) < 0)
screendx = SCREENDXMIN - (back_dist/TO_TICKS(2));
- }
-
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;
-
// move bang center
- bangx += bangdx*t_frame - xscroll;
- bangy += bangdy*t_frame - yscroll;
+ bangx += (bangdx - screendx)*t_frame;
+ bangy += (bangdy - screendy)*t_frame;
- move_sprites();
+ move_sprites(t_frame);
+ move_engine_dots(t_frame);
+ move_bang_dots(t_frame);
+ move_dust(t_frame);
-
- // BOUNCE X
- if(ship.x<0 || ship.x>XSIZE-ship.image->w) {
- // BOUNCE from left and right wall
+ // BOUNCE off left or right edge of screen
+ if(ship.x < 0 || ship.x+ship.w > XSIZE) {
ship.x -= (ship.dx-screendx)*t_frame;
ship.dx = screendx - (ship.dx-screendx)*opt_bounciness;
}
- // BOUNCE Y
- if(ship.y<0 || ship.y>YSIZE-ship.image->h) {
- // BOUNCE from top and bottom wall
+ // BOUNCE off top or bottom of screen
+ if(ship.y < 0 || ship.y+ship.h > YSIZE) {
ship.y -= (ship.dy-screendy)*t_frame;
ship.dy = screendy - (ship.dy-screendy)*opt_bounciness;
}
+ new_rocks(t_frame);
+ new_engine_dots(t_frame);
+
draw();
if(state == GAMEPLAY && bang) {
play_sound(SOUND_BANG); // Play the explosion sound
bangx = ship.x; bangy = ship.y; bangdx = ship.dx; bangdy = ship.dy;
new_bang_dots(ship.x,ship.y,ship.dx,ship.dy,ship.image);
- ship.dx *= 0.5; ship.dy *= 0.5;
- if(ship.dx < SCREENDXMIN) ship.dx = SCREENDXMIN;
- if(--ship.lives <= 0) {
+
+ if(--ship.lives) {
+ state = DEAD_PAUSE;
+ state_timeout = DEAD_PAUSE_LENGTH;
+ ship.dx = (ship.dx < 0) ? -sqrt(-ship.dx) : sqrt(ship.dx);
+ ship.dy = (ship.dy < 0) ? -sqrt(-ship.dy) : sqrt(ship.dy);
+ if(ship.dx < SCREENDXMIN) ship.dx = SCREENDXMIN;
+ } else {
state = GAME_OVER;
ship.dx = SCREENDXMIN; ship.dy = 0;
state_timeout = 200.0;
fadetimer = 0.0;
faderate = t_frame;
- } else {
- state = DEAD_PAUSE;
- state_timeout = DEAD_PAUSE_LENGTH;
}
}
- SDL_PumpEvents();
- keystate = SDL_GetKeyState(NULL);
-
// new game
- if(keystate[SDLK_SPACE] && (state == HIGH_SCORE_DISPLAY || state == TITLE_PAGE)) {
- reset_sprites();
- reset_rocks();
+ 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_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_1]) {
+ g_easy = 1;
+ initial_rocks = EASY_I_ROCKS;
+ final_rocks = EASY_F_ROCKS;
+ opt_gamespeed = EASY_GAMESPEED;
+ }
+ reset_sprites();
+ reset_rocks();
+ screendx = SCREENDXMIN; screendy = 0;
- ship.x = XSIZE/2.2; ship.y = YSIZE/2;
- ship.dx = screendx; ship.dy = screendy;
- ship.lives = 4;
- add_sprite(SPRITE(&ship));
+ ship.x = XSIZE/2.2; ship.y = YSIZE/2 - ship.w/2;
+ ship.dx = screendx; ship.dy = screendy;
+ ship.lives = 4;
+ ship.flags = MOVE|DRAW|COLLIDE;
+ add_sprite(SPRITE(&ship));
- score = 0;
+ score = 0;
- state = GAMEPLAY;
- play_tune(TUNE_GAMEPLAY);
+ state = GAMEPLAY;
+ play_tune(TUNE_GAMEPLAY);
+ }
}
ship.jets = 0;
- } else {
- SDL_PumpEvents();
- keystate = SDL_GetKeyState(NULL);
- }
-
- if(state == GAMEPLAY) {
- if(!paused) {
- if(keystate[SDLK_LEFT] | keystate[SDLK_h]) { ship.dx -= 1.5*t_frame; ship.jets |= 1<<0;}
- if(keystate[SDLK_DOWN] | keystate[SDLK_t]) { ship.dy += 1.5*t_frame; ship.jets |= 1<<1;}
- if(keystate[SDLK_RIGHT] | keystate[SDLK_n]) { ship.dx += 1.5*t_frame; ship.jets |= 1<<2;}
- if(keystate[SDLK_UP] | keystate[SDLK_c]) { ship.dy -= 1.5*t_frame; ship.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;
- }
- } else if(state == GAME_OVER) {
- if(keystate[SDLK_SPACE]) {
- state_timeout = -1;
- }
}
- if(state != HIGH_SCORE_ENTRY && (keystate[SDLK_q] || keystate[SDLK_ESCAPE])) {
- return 0;
+ if(state == TITLE_PAGE && keystate[SDLK_h]) {
+ state = HIGH_SCORE_DISPLAY;
+ state_timeout = 400;
}
-
}
}
int
main(int argc, char **argv) {
- init_opts();
- argp_parse(&argp, argc, argv, 0, 0, 0);
+ if(!parse_opts(argc, argv)) return 1;
if(init()) {
- printf ("ta: '%s'\n",initerror);
+ printf ("vor: SDL error: '%s'\n",initerror);
return 1;
}
+ start = SDL_GetTicks();
+ frames = 0;
gameloop();
+ end = SDL_GetTicks();
+ // printf("%ld frames in %ld ms, %.2f fps.\n", frames, end-start, frames * 1000.0 / (end-start));
return 0;
}