Might need to scrap the idea -- you still have to look sharp to
survive re-appearing.
float blast_radius = START_RAD * state_timeout / 50.0;
for(i = 0; i<MAXROCKS; i++ ) {
float dx, dy, n;
- dx = rock[i].x + 100;
+ if(rock[i].x <= 0) continue;
+ dx = rock[i].x + 70;
dy = rock[i].y - YSIZE/2;
n = sqrt(dx*dx + dy*dy);
- if(n < blast_radius+100) {
+ if(n < blast_radius+70) {
n *= 50;
rock[i].xvel += rockrate*(dx+30)/n;
rock[i].yvel += rockrate*dy/n;