#include <argp.h>
#include <math.h>
-#include <SDL/SDL.h>
-#include <SDL/SDL_image.h>
+#include <SDL.h>
+#include <SDL_image.h>
#include <stdarg.h>
#include <stdio.h>
#include <stdlib.h>
char topline[1024];
char *initerror = "";
-struct ship ship = { SHIP_SPRITE, 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.
int ms_frame; // length of this frame (milliseconds)
int ms_end; // end of this frame (milliseconds)
+int bang = false;
float bangx, bangy, bangdx, bangdy;
int score;
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 'e' for easy game",
+ "http://jasonwoof.org/vor"
+ },
+ {
+ "Press SPACE for easy game",
+ "Press 'n' for normal game",
+ "http://jasonwoof.org/vor"
+ }
};
int bangdotlife, nbangdots;
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;
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;
+ 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].active = 0;
continue;
}
// check collisions
- if(pixel_hit_rocks(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;
+ }
+ }
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];
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*t_frame - xscroll;
- edot[i].y += edot[i].dy*t_frame - yscroll;
+ edot[i].x += (edot[i].dx - screendx)*t_frame;
+ edot[i].y += (edot[i].dy - screendy)*t_frame;
edot[i].life -= t_frame*3;
if(edot[i].life < 0
|| edot[i].x<0 || edot[i].x >= XSIZE
edot[i].active = 0;
continue;
}
- if(pixel_hit_rocks(edot[i].x, edot[i].y)) { 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;
+ }
+ }
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;
return img;
}
+void
+load_ship(void)
+{
+ load_sprite(SPRITE(&ship), "sprites/ship.png");
+}
+
int
init(void) {
NULLERROR(surf_b_game = load_image("banners/game.png"));
NULLERROR(surf_b_over = load_image("banners/over.png"));
- // Load the spaceship graphic.
- ship.shape = malloc(sizeof(struct shape));
- if(!ship.shape) {
- fprintf(stderr, "can't allocate ship shape.\n");
- exit(1);
- }
- NULLERROR(ship.image = load_image("sprites/ship.png"));
- get_shape(ship.image, ship.shape);
-
// Load the life indicator (small ship) graphic.
NULLERROR(surf_life = load_image("indicators/life.png"));
init_engine_dots();
init_dust();
- init_rocks();
+ init_sprites();
+ add_sprite(SPRITE(&ship));
// Remove the mouse cursor
#ifdef SDL_DISABLE
return 0;
}
-int
-draw() {
+void
+show_lives(void)
+{
int i;
SDL_Rect dest;
- int bang, x;
- char *text;
- float fadegame,fadeover;
- bang = 0;
+ 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);
+ }
+}
- // Draw a fully black background
- SDL_FillRect(surf_screen,NULL,0);
+void
+draw_game_over(void)
+{
+ int x;
+ char *text0, *text1;
+ SDL_Rect dest;
+ float a_game = 0, a_over = 0;
- // Draw the background dots
- drawdots(surf_screen);
+ // 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 ship
- if(state == GAMEPLAY ) {
- dest.x = ship.x;
- dest.y = ship.y;
- SDL_BlitSurface(ship.image,NULL,surf_screen,&dest);
- }
+ fadetimer += t_frame;
- draw_rocks();
+ 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 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);
- }
+ 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);
+
+ 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-SFont_TextWidth(g_font,text0))/2 + cos(fadetimer/9)*10;
+ SFont_Write(surf_screen,g_font,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-SFont_TextWidth(g_font,text1))/2 + sin(fadetimer/9)*10;
+ SFont_Write(surf_screen,g_font,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-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);
- 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-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);
+}
- 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) {
+
+ SDL_FillRect(surf_screen,NULL,0); // black background
+ drawdots(surf_screen); // background dots
+ draw_sprite(SPRITE(&ship));
+ draw_rocks();
- 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;
+ show_lives();
+ show_score();
+
+ // If it's game over, show the game over graphic in the dead centre
+ switch (state) {
+ case GAME_OVER: draw_game_over(); break;
+
+ case TITLE_PAGE: draw_title_page(); break;
case HIGH_SCORE_ENTRY:
play_tune(TUNE_HIGH_SCORE_ENTRY);
; // no action necessary
}
- if(state == GAMEPLAY) {
- bang = hit_rocks(ship.x, ship.y, ship.shape);
- }
+ 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;
- }
+ 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;
+ // ship->flags = MOVE|DRAW; // FADE SHIP
+ // SDL_SetAlpha(ship->image, SDL_SRCALPHA, 0); // FADE SHIP
+ bang = true;
+}
+void
+do_collision(Sprite *a, Sprite *b)
+{
+ if(a->type == SHIP) kill_ship(a);
+ else if (b->type == SHIP) kill_ship(b);
+ else bounce(a, b);
+}
- return bang;
+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);
}
-int
+void
gameloop() {
Uint8 *keystate = SDL_GetKeyState(NULL);
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:
- // Create a new ship and start all over again
+ // 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)) {
- SDL_Event e;
- state = HIGH_SCORE_ENTRY;
- state_timeout = 5.0e6;
- SDL_EnableUNICODE(1);
- while(SDL_PollEvent(&e))
- ;
- } else if(!keystate[SDLK_SPACE]) {
+ 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 = 500.0;
+ state_timeout = 600.0;
+ fadetimer = 0.0;
break;
case HIGH_SCORE_ENTRY:
break;
} else {
if(state == DEAD_PAUSE) {
float blast_radius;
- int fixonly;
-
- if(state_timeout < DEAD_PAUSE_LENGTH - 20.0) {
- blast_radius = BLAST_RADIUS * 1.3;
- fixonly = 1;
- } else {
+ // float alpha; // FADE SHIP
+ if(state_timeout >= DEAD_PAUSE_LENGTH - 20.0) {
blast_radius = BLAST_RADIUS * (DEAD_PAUSE_LENGTH - state_timeout) / 20.0;
- fixonly = 0;
+ blast_rocks(bangx, bangy, blast_radius);
}
- blast_rocks(bangx, bangy, blast_radius, fixonly);
if(bangx < 60) bangx = 60;
+
+ // FADE SHIP
+ // alpha = 255.0 * (DEAD_PAUSE_LENGTH - state_timeout) / DEAD_PAUSE_LENGTH;
+ // SDL_SetAlpha(ship.image, SDL_SRCALPHA, (uint8_t)alpha);
}
}
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;
-
- ship.x += ship.dx*t_frame - xscroll;
- ship.y += ship.dy*t_frame - yscroll;
-
// move bang center
- bangx += bangdx*t_frame - xscroll;
- bangy += bangdy*t_frame - yscroll;
+ bangx += (bangdx - screendx)*t_frame;
+ bangy += (bangdy - screendy)*t_frame;
- move_rocks();
+ move_sprites();
- // 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;
}
+ draw();
- if(draw() && state == GAMEPLAY) {
+ if(state == GAMEPLAY && bang) {
// Died
+ bang = false;
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) {
+ new_bang_dots(ship.x,ship.y,ship.dx,ship.dy,ship.image);
+
+ 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_rocks();
+ if((keystate[SDLK_SPACE] || keystate[SDLK_e] || keystate[SDLK_n])
+ && (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]) {
+ 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]) {
+ 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.lives = 4;
- score = 0;
+ ship.x = XSIZE/2.2; ship.y = YSIZE/2;
+ ship.dx = screendx; ship.dy = screendy;
+ ship.lives = 4;
+ ship.flags = MOVE|DRAW|COLLIDE;
+ // SDL_SetAlpha(ship.image, SDL_SRCALPHA, SDL_ALPHA_OPAQUE); // FADE SHIP
+ add_sprite(SPRITE(&ship));
- state = GAMEPLAY;
- play_tune(TUNE_GAMEPLAY);
+ score = 0;
- ship.x = XSIZE/2.2; ship.y = YSIZE/2;
- ship.dx = screendx; ship.dy = screendy;
+ state = GAMEPLAY;
+ play_tune(TUNE_GAMEPLAY);
+ }
}
ship.jets = 0;
- } else {
- SDL_PumpEvents();
- keystate = SDL_GetKeyState(NULL);
}
if(state == GAMEPLAY) {
if(!pausedown) {
paused = !paused;
pausedown = 1;
+ if(!paused) ms_end = SDL_GetTicks();
}
} 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;
}
+ if(state != HIGH_SCORE_ENTRY && (keystate[SDLK_q] || keystate[SDLK_ESCAPE]))
+ return;
+
}
}