Also need to move blast (and ship) forwards if we're at the left edge.
state = GAMEPLAY;
play_tune(1);
xship -= 50;
state = GAMEPLAY;
play_tune(1);
xship -= 50;
- // xvel = 3;
- // yvel = 0;
break;
case GAME_OVER:
state = HIGH_SCORE_ENTRY;
break;
case GAME_OVER:
state = HIGH_SCORE_ENTRY;
} else {
if(state == DEAD_PAUSE) {
float blast_radius = START_RAD * state_timeout / 50.0;
} else {
if(state == DEAD_PAUSE) {
float blast_radius = START_RAD * state_timeout / 50.0;
+ if(xship < 60) xship = 60;
for(i = 0; i<MAXROCKS; i++ ) {
float dx, dy, n;
if(rock[i].x <= 0) continue;
for(i = 0; i<MAXROCKS; i++ ) {
float dx, dy, n;
if(rock[i].x <= 0) continue;
for(i = 0; i<MAXROCKS; i++) if(rock[i].active) {
rock[i].x += rock[i].xvel*movementrate;
rock[i].y += rock[i].yvel*movementrate + yscroll;
for(i = 0; i<MAXROCKS; i++) if(rock[i].active) {
rock[i].x += rock[i].xvel*movementrate;
rock[i].y += rock[i].yvel*movementrate + yscroll;
- if(rock[i].dead && rock[i].y < 0 || rock[i].y > YSIZE) rock[i].active = 0;
+ if(rock[i].dead && (rock[i].y < 0 || rock[i].y > YSIZE)) rock[i].active = 0;
if(rock[i].y > YSIZE) {
rock[i].y -= YSIZE;
rock[i].y -= rock[i].image->w;
if(rock[i].y > YSIZE) {
rock[i].y -= YSIZE;
rock[i].y -= rock[i].image->w;