struct dust_mote motes[N_DUST_MOTES];
+// lower bound to ensure that we don't lose precision when wrapping.
+static float zero;
+
void
init_dust(void)
{
b = (MAX_DUST_DEPTH - motes[i].z) * 255.0 / MAX_DUST_DEPTH;
motes[i].color = SDL_MapRGB(surf_screen->format, b, b, b);
}
+
+ zero = pow(-10, ceil(log10(XSIZE)) - FLT_DIG);
}
void
int i;
float xscroll = screendx * ticks;
float yscroll = screendy * ticks;
-
- // Originally this code was much simpler, but it would crash sometimes
- // because the floating point numbers wouldn't always round the same
- // direction, and we'd ocanially try to draw off the screen.
for(i=0; i<N_DUST_MOTES; i++) {
motes[i].x -= xscroll / (1.3 + motes[i].z);
- motes[i].y -= yscroll / (1.3 + motes[i].z);
-
- if(motes[i].x < 0) {
- motes[i].x += XSIZE;
- }
- if(motes[i].x > (XSIZE - 0.000001)) {
- motes[i].x -= XSIZE;
- if(motes[i].x < 0) {
- motes[i].x = 0;
- }
- }
+ if(motes[i].x >= XSIZE) motes[i].x -= XSIZE;
+ else if(motes[i].x < zero) motes[i].x += XSIZE;
- if(motes[i].y < 0) {
- motes[i].y += YSIZE;
- }
- if(motes[i].y > (YSIZE - 0.000001)) {
- motes[i].y -= YSIZE;
- if(motes[i].y < 0) {
- motes[i].y = 0;
- }
- }
+ motes[i].y -= yscroll / (1.3 + motes[i].z);
+ if(motes[i].y >= YSIZE) motes[i].y -= YSIZE;
+ else if(motes[i].y < zero) motes[i].y += YSIZE;
}
}