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removed new ship fade, blast leaves rocks collidable, some refactoring.
[vor.git] / main.c
diff --git a/main.c b/main.c
index fdf96fb..43d7bda 100644 (file)
--- a/main.c
+++ b/main.c
@@ -412,11 +412,63 @@ show_lives(void)
 }
 
 void
-draw(void) {
+draw_game_over(void)
+{
+       float a_game = 0, a_over = 0;
        SDL_Rect dest;
+
+       // 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);
+
+       fadetimer += t_frame;
+
+       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);
+
+       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);
+}
+
+void
+draw_title_page(void)
+{
        int x;
        char *text;
-       float fadegame,fadeover;
+       SDL_Rect dest;
+
+       fadetimer += t_frame/2.0;
+
+       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);
+
+       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_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 = sequence[(int)(fadetimer/40)%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);
+}
+
+void
+draw(void) {
 
        SDL_FillRect(surf_screen,NULL,0);  // black background
        drawdots(surf_screen);             // background dots
@@ -428,58 +480,9 @@ draw(void) {
 
        // 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;
-                       }
-
-                       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;
-                       }
-
-                       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);
-
-                       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;
-
-               case TITLE_PAGE:
-
-                       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_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_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);
+               case GAME_OVER: draw_game_over(); break;
 
-                       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;
+               case TITLE_PAGE: draw_title_page(); break;
 
                case HIGH_SCORE_ENTRY:
                        play_tune(TUNE_HIGH_SCORE_ENTRY);
@@ -518,8 +521,9 @@ draw(void) {
 static inline void
 kill_ship(Sprite *ship)
 {
-       ship->flags = MOVE|DRAW;
-       SDL_SetAlpha(ship->image, SDL_SRCALPHA, 0);
+       ship->flags = MOVE;
+       // ship->flags = MOVE|DRAW;  // FADE SHIP
+       // SDL_SetAlpha(ship->image, SDL_SRCALPHA, 0); // FADE SHIP
        bang = true;
 }
 
@@ -585,7 +589,8 @@ gameloop() {
                                }
                        } else {
                                if(state == DEAD_PAUSE) {
-                                       float blast_radius, alpha;
+                                       float blast_radius;
+                                       // float alpha;  // FADE SHIP
                                        if(state_timeout >= DEAD_PAUSE_LENGTH - 20.0) {
                                                blast_radius = BLAST_RADIUS * (DEAD_PAUSE_LENGTH - state_timeout) / 20.0;
                                                blast_rocks(bangx, bangy, blast_radius);
@@ -593,8 +598,9 @@ gameloop() {
 
                                        if(bangx < 60) bangx = 60;
 
-                                       alpha = 255.0 * (DEAD_PAUSE_LENGTH - state_timeout) / DEAD_PAUSE_LENGTH;
-                                       SDL_SetAlpha(ship.image, SDL_SRCALPHA, (uint8_t)alpha);
+                                       // FADE SHIP
+                                       // alpha = 255.0 * (DEAD_PAUSE_LENGTH - state_timeout) / DEAD_PAUSE_LENGTH;
+                                       // SDL_SetAlpha(ship.image, SDL_SRCALPHA, (uint8_t)alpha);
                                }
                        }
 
@@ -671,7 +677,7 @@ gameloop() {
                                        ship.dx = screendx; ship.dy = screendy;
                                        ship.lives = 4;
                                        ship.flags = MOVE|DRAW|COLLIDE;
-                                       SDL_SetAlpha(ship.image, SDL_SRCALPHA, SDL_ALPHA_OPAQUE);
+                                       // SDL_SetAlpha(ship.image, SDL_SRCALPHA, SDL_ALPHA_OPAQUE);  // FADE SHIP
                                        add_sprite(SPRITE(&ship));
 
                                        score = 0;