* 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;
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)
char *msgs[2][3] = {
{
"Press SPACE for normal game",
- "Press 'e' for easy game",
+ "Press '1' for easy game",
"http://jasonwoof.org/vor"
},
{
"Press SPACE for easy game",
- "Press 'n' for normal game",
+ "Press '2' for normal game",
"http://jasonwoof.org/vor"
}
};
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);
Sprite *hit;
- pixels = (uint16_t *) s->pixels;
- first_i = -1;
- last_i = 0;
-
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 - screendx)*t_frame;
- bdot[i].y += (bdot[i].dy - screendy)*t_frame;
- 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;
}
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);
+ }
- if(dotptr - edot < MAXENGINEDOTS-1) dotptr++;
- else dotptr = edot;
+ // 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;
+ }
}
}
}
void
-draw_engine_dots(SDL_Surface *s) {
+move_engine_dots(float ticks) {
int i;
- uint16_t c;
- uint16_t *pixels = (uint16_t *) s->pixels;
- int row_inc = s->pitch/sizeof(uint16_t);
- int heatindex;
Sprite *hit;
for(i = 0; i<MAXENGINEDOTS; i++) {
if(!edot[i].active) continue;
- edot[i].x += (edot[i].dx - screendx)*t_frame;
- edot[i].y += (edot[i].dy - screendy)*t_frame;
+
+ 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
- || edot[i].y<0 || edot[i].y >= YSIZE) {
+ 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
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;
+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;
- // 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);
- }
- }
+ for(i = 0; i<MAXENGINEDOTS; i++) {
+ if(!edot[i].active) continue;
- move_dust();
+ 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_LockSurface(s);
+void
+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();
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_SetAlpha(surf_b_game, SDL_SRCALPHA, (int)(a_game*(200 + 55*cos(fadetimer))));
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)(a_over*(200 + 55*sin(fadetimer))));
+ //SDL_SetAlpha(surf_b_over, SDL_SRCALPHA, (int)(a_over*(200 + 55*sin(fadetimer))));
SDL_BlitSurface(surf_b_over,NULL,surf_screen,&dest);
if(new_high_score(score)) {
text1 = msgs[g_easy][1];
}
- x = (XSIZE-SFont_TextWidth(g_font,text0))/2 + cos(fadetimer/9)*10;
- SFont_Write(surf_screen,g_font,x,YSIZE-100 + cos(fadetimer/6)*5,text0);
+ x = (XSIZE-font_width(text0))/2 + cos(fadetimer/9)*10;
+ font_write(x,YSIZE-100 + cos(fadetimer/6)*5,text0);
- x = (XSIZE-SFont_TextWidth(g_font,text1))/2 + sin(fadetimer/9)*10;
- SFont_Write(surf_screen,g_font,x,YSIZE-50 + sin(fadetimer/4)*5,text1);
+ x = (XSIZE-font_width(text1))/2 + sin(fadetimer/9)*10;
+ font_write(x,YSIZE-50 + sin(fadetimer/4)*5,text1);
}
void
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_SetAlpha(surf_b_variations, SDL_SRCALPHA, (int)(200 + 55*sin(fadetimer)));
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_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_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_SetAlpha(surf_b_rockdodger, SDL_SRCALPHA, (int)(200 + 55*sin(fadetimer-2.0)));
SDL_BlitSurface(surf_b_rockdodger,NULL,surf_screen,&dest);
text = msgs[g_easy][(int)(fadetimer/35)%NSEQUENCE];
- 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);
+ x = (XSIZE-font_width(text))/2 + cos(fadetimer/4.5)*10;
+ font_write(x,YSIZE-100 + cos(fadetimer/3)*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);
+ x = (XSIZE-font_width(text))/2 + sin(fadetimer/4.5)*10;
+ font_write(x,YSIZE-50 + sin(fadetimer/2)*5,text);
}
void
draw(void) {
SDL_FillRect(surf_screen,NULL,0); // black background
- drawdots(surf_screen); // background dots
+ 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
-
- // Change state to briefly show high scores page
- state = HIGH_SCORE_DISPLAY;
- state_timeout = 200;
-
- // Write the high score table to the file
- write_high_score_table();
-
- play_tune(TUNE_TITLE_PAGE);
- }
// 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;
- t_frame = opt_gamespeed * ms_frame / 50;
- if(state == GAMEPLAY) score += ms_frame;
-
// Update the surface
SDL_Flip(surf_screen);
}
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
+ }
+}
+
void
gameloop() {
- Uint8 *keystate = SDL_GetKeyState(NULL);
+ SDL_Event e;
+ Uint8 *keystate;
float tmp;
-
for(;;) {
- SDL_PumpEvents();
- keystate = SDL_GetKeyState(NULL);
-
- 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:
- // 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 {
+ 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 = 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
+ } else if(e.key.keysym.sym == SDLK_q) {
+ return;
+ }
+
+ 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 {
- if(state == DEAD_PAUSE) {
- if(bangx < 60) bangx = 60;
- }
+ 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).
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 off left or right edge of screen
if(ship.x < 0 || ship.x+ship.w > XSIZE) {
ship.dy = screendy - (ship.dy-screendy)*opt_bounciness;
}
+ new_rocks(t_frame);
+ new_engine_dots(t_frame);
+
draw();
if(state == GAMEPLAY && bang) {
}
// new game
- if((keystate[SDLK_SPACE] || keystate[SDLK_e] || keystate[SDLK_n])
+ 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_n]) {
+ 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_e]) {
+ } else if(keystate[SDLK_1]) {
g_easy = 1;
initial_rocks = EASY_I_ROCKS;
final_rocks = EASY_F_ROCKS;
reset_rocks();
screendx = SCREENDXMIN; screendy = 0;
- ship.x = XSIZE/2.2; ship.y = YSIZE/2;
+ 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;
ship.jets = 0;
}
- 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;
- if(!paused) ms_end = SDL_GetTicks();
- }
- } else {
- pausedown = 0;
- }
- }
-
if(state == TITLE_PAGE && keystate[SDLK_h]) {
state = HIGH_SCORE_DISPLAY;
state_timeout = 400;
}
-
- if(state != HIGH_SCORE_ENTRY && (keystate[SDLK_q] || keystate[SDLK_ESCAPE]))
- return;
-
}
}
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;
}