float state_timeout = 600.0;
#define NSEQUENCE 3
-char *sequence[] = {
- "Press SPACE for normal game",
- "Or 'e' for easy game",
- "http://jasonwoof.org/vor"
+char *msgs[2][3] = {
+ {
+ "Press SPACE for normal game",
+ "Press 'e' for easy game",
+ "http://jasonwoof.org/vor"
+ },
+ {
+ "Press SPACE for easy game",
+ "Press 'n' for normal game",
+ "http://jasonwoof.org/vor"
+ }
};
int bangdotlife, nbangdots;
int first_i, last_i;
uint16_t *pixels, *pixel, c;
int row_inc = s->pitch/sizeof(uint16_t);
+ Sprite *hit;
pixels = (uint16_t *) s->pixels;
first_i = -1;
}
// check collisions
- if(pixel_collides(bdot[i].x, bdot[i].y)) { bdot[i].active = 0; continue; }
+ if((hit = pixel_collides(bdot[i].x, bdot[i].y))) {
+ if(hit->type != SHIP) { // they shouldn't hit the ship, but they do
+ bdot[i].active = 0;
+ hit->dx += ENGINE_DOT_WEIGHT * bdot[i].life * bdot[i].dx / sprite_mass(hit);
+ hit->dy += ENGINE_DOT_WEIGHT * bdot[i].life * bdot[i].dy / sprite_mass(hit);
+ continue;
+ }
+ }
pixel = pixels + row_inc*(int)(bdot[i].y) + (int)(bdot[i].x);
if(bdot[i].c) c = bdot[i].c; else c = heatcolor[(int)(bdot[i].life)*3];
if(new_high_score(score)) {
text0 = "New High Score!";
text1 = "Press SPACE to continue";
- } else if(opt_gamespeed == EASY_GAMESPEED) {
- text0 = "Press SPACE to start a new game";
- text1 = "Press 'e' to start an easy game";
} else {
- text0 = "Press SPACE to start an easy game";
- text1 = "Press 'n' to start a normal game";
+ text0 = msgs[g_easy][0];
+ text1 = msgs[g_easy][1];
}
- x = (XSIZE-SFont_TextWidth(g_font,text0))/2 + cos(fadetimer/4.5)*10;
- SFont_Write(surf_screen,g_font,x,YSIZE-100 + cos(fadetimer/3)*5,text0);
+ x = (XSIZE-SFont_TextWidth(g_font,text0))/2 + cos(fadetimer/9)*10;
+ SFont_Write(surf_screen,g_font,x,YSIZE-100 + cos(fadetimer/6)*5,text0);
- x = (XSIZE-SFont_TextWidth(g_font,text1))/2 + sin(fadetimer/4.5)*10;
- SFont_Write(surf_screen,g_font,x,YSIZE-50 + sin(fadetimer/2)*5,text1);
+ x = (XSIZE-SFont_TextWidth(g_font,text1))/2 + sin(fadetimer/9)*10;
+ SFont_Write(surf_screen,g_font,x,YSIZE-50 + sin(fadetimer/4)*5,text1);
}
void
SDL_SetAlpha(surf_b_rockdodger, SDL_SRCALPHA, (int)(200 + 55*sin(fadetimer-2.0)));
SDL_BlitSurface(surf_b_rockdodger,NULL,surf_screen,&dest);
- text = sequence[(int)(fadetimer/40)%NSEQUENCE];
+ text = msgs[g_easy][(int)(fadetimer/35)%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);
SDL_EnableUNICODE(1);
while(SDL_PollEvent(&e))
;
+ insert_score(score);
}
void
break;
case HIGH_SCORE_DISPLAY:
state = TITLE_PAGE;
- state_timeout = 500.0;
+ state_timeout = 600.0;
+ fadetimer = 0.0;
break;
case HIGH_SCORE_ENTRY:
break;
}
} else {
if(state == DEAD_PAUSE) {
- 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);
- }
if(bangx < 60) bangx = 60;
if(state == GAME_OVER && new_high_score(score))
init_score_entry();
else {
- if(keystate[SDLK_n] || (keystate[SDLK_SPACE] && !initial_rocks)) {
+ if((keystate[SDLK_SPACE] && !initial_rocks) || keystate[SDLK_n]) {
+ g_easy = 0;
initial_rocks = NORMAL_I_ROCKS;
final_rocks = NORMAL_F_ROCKS;
if(opt_gamespeed == EASY_GAMESPEED)
opt_gamespeed = NORMAL_GAMESPEED;
} else if(keystate[SDLK_e]) {
+ g_easy = 1;
initial_rocks = EASY_I_ROCKS;
final_rocks = EASY_F_ROCKS;
opt_gamespeed = EASY_GAMESPEED;
}
}
+ if(state == TITLE_PAGE && keystate[SDLK_h]) {
+ state = HIGH_SCORE_DISPLAY;
+ state_timeout = 400;
+ }
+
if(state != HIGH_SCORE_ENTRY && (keystate[SDLK_q] || keystate[SDLK_ESCAPE]))
return;