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made closest stars a bit further away
[vor.git] / main.c
diff --git a/main.c b/main.c
index ecdc4e6..112d6d7 100644 (file)
--- a/main.c
+++ b/main.c
@@ -68,12 +68,14 @@ char topline[1024];
 char *initerror = "";
 
 struct shape shipshape;
-float shipx = 320.0, shipy = 240.0;    // X position, 0..XSIZE
-float shipdx,shipdy;   // Change in X position per tick.
+float shipx = XSIZE/2, shipy = YSIZE/2;        // X position, 0..XSIZE
+float shipdx = 8, shipdy = 0;  // Change in X position per tick.
 float screendx = 7.5, screendy = 0.0;
 float xscroll, yscroll;
 float gamerate;  // this controls the speed of everything that moves.
 
+float bangx, bangy, bangdx, bangdy;
+
 int nships,score,initticks,ticks_since_last, last_ticks;
 int gameover;
 int maneuver = 0;
@@ -250,8 +252,8 @@ draw_space_dots(SDL_Surface *s) {
                        sdot[i].y = 0;
                }
                rawpixel[(int)(s->pitch/2*(int)sdot[i].y) + (int)(sdot[i].x)] = sdot[i].color;
-               sdot[i].x -= xscroll / (1 + sdot[i].z);
-               sdot[i].y -= yscroll / (1 + sdot[i].z);
+               sdot[i].x -= xscroll / (1.3 + sdot[i].z);
+               sdot[i].y -= yscroll / (1.3 + sdot[i].z);
                if(sdot[i].y >= XSIZE) sdot[i].x -= XSIZE;
                else if(sdot[i].x < 0) sdot[i].x = XSIZE-1;
                if(sdot[i].y > YSIZE) sdot[i].y -= YSIZE;
@@ -710,9 +712,9 @@ gameloop() {
                                                blast_radius = BLAST_RADIUS * (DEAD_PAUSE_LENGTH - state_timeout) / 20.0;
                                                fixonly = 0;
                                        }
-                                       blast_rocks(shipx, shipy, blast_radius, fixonly);
+                                       blast_rocks(bangx, bangy, blast_radius, fixonly);
 
-                                       if(shipx < 60) shipx = 60;
+                                       if(bangx < 60) bangx = 60;
                                }
                        }
 
@@ -727,26 +729,28 @@ gameloop() {
                        // INERTIA
                        shipx += shipdx*gamerate;
                        shipy += shipdy*gamerate;
-                       
+
                        // SCROLLING
-                       if(state == GAMEPLAY) {
-                               tmp = shipy - (YSIZE / 2);
-                               tmp += shipdy * 25;
-                               tmp /= -25;
-                               tmp = ((screendy * (gamerate - 12)) + (tmp * gamerate)) / 12;
-                               screendy = -tmp;
-                               tmp = shipx - (XSIZE / 2);
-                               tmp += shipdx * 25;
-                               tmp /= -25;
-                               tmp = ((screendx * (gamerate - 12)) + (tmp * gamerate)) / 12;
-                               screendx = -tmp;
-                       } else if(state != DEAD_PAUSE) screendx = 7.5;
+                       tmp = shipy - (YSIZE / 2);
+                       tmp += shipdy * 25;
+                       tmp /= -25;
+                       tmp = ((screendy * (gamerate - 12)) + (tmp * gamerate)) / 12;
+                       screendy = -tmp;
+                       tmp = shipx - (XSIZE / 3);
+                       tmp += shipdx * 25;
+                       tmp /= -25;
+                       tmp = ((screendx * (gamerate - 12)) + (tmp * gamerate)) / 12;
+                       screendx = -tmp;
 
                        xscroll = screendx * gamerate;
                        yscroll = screendy * gamerate;
                        shipx -= xscroll;
                        shipy -= yscroll;
 
+                       // move bang center
+                       bangx += bangdx*gamerate - xscroll;
+                       bangy += bangdy*gamerate - yscroll;
+
                        move_rocks();
 
 
@@ -766,14 +770,15 @@ gameloop() {
 
 
                        if(draw() && state == GAMEPLAY) {
-                               // Play the explosion sound
-                               play_sound(0);
+                               // Died
+                               play_sound(0); // Play the explosion sound
+                               bangx = shipx; bangy = shipy; bangdx = shipdx; bangdy = shipdy;
                                make_bang_dots(shipx,shipy,shipdx,shipdy,surf_ship,30);
                                shipdx *= 0.5; shipdy *= 0.5;
                                if(--nships <= 0) {
-                                       shipdx = 0; shipdy = 0;
-                                       gameover = 1;
                                        state = GAME_OVER;
+                                       gameover = 1;
+                                       shipdx = 8; shipdy = 0;
                                        state_timeout = 200.0;
                                        fadetimer = 0.0;
                                        faderate = gamerate;
@@ -798,7 +803,7 @@ gameloop() {
                                play_tune(1);
 
                                gameover = 0;
-                               shipx = XSIZE/2; shipy = YSIZE/2;
+                               shipx = XSIZE/2.2; shipy = YSIZE/2;
                                shipdx = screendx; shipdy = screendy;
                        }