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Made it easier (I hope) to avoid getting killed twice in a row.
[vor.git] / main.c
diff --git a/main.c b/main.c
index 5ac2b5e..5fb2fbf 100644 (file)
--- a/main.c
+++ b/main.c
@@ -69,7 +69,6 @@ char *initerror = "";
 struct ship ship = { SHIP, 0, NULL, XSIZE/2, YSIZE/2, SCREENDXMIN, 0.0 };
          
 float screendx = SCREENDXMIN, screendy = 0.0;
-float xscroll, yscroll;
 float back_dist;
 
 // all movement is based on t_frame.
@@ -196,8 +195,8 @@ draw_bang_dots(SDL_Surface *s)
                if(bdot[i].life<0) { bdot[i].active = 0; continue; }
 
                // move and clip
-               bdot[i].x += bdot[i].dx*t_frame - xscroll;
-               bdot[i].y += bdot[i].dy*t_frame - yscroll;
+               bdot[i].x += (bdot[i].dx - screendx)*t_frame;
+               bdot[i].y += (bdot[i].dy - screendy)*t_frame;
                if(bdot[i].x < 0 || bdot[i].x >= XSIZE || bdot[i].y < 0 || bdot[i].y >= YSIZE) {
                        bdot[i].active = 0;
                        continue;
@@ -260,8 +259,8 @@ draw_engine_dots(SDL_Surface *s) {
 
        for(i = 0; i<MAXENGINEDOTS; i++) {
                if(!edot[i].active) continue;
-               edot[i].x += edot[i].dx*t_frame - xscroll;
-               edot[i].y += edot[i].dy*t_frame - yscroll;
+               edot[i].x += (edot[i].dx - screendx)*t_frame;
+               edot[i].y += (edot[i].dy - screendy)*t_frame;
                edot[i].life -= t_frame*3;
                if(edot[i].life < 0
                                || edot[i].x<0 || edot[i].x >= XSIZE
@@ -603,19 +602,14 @@ gameloop() {
                        screendx += tmp * t_frame/12;
                        // taper off so we don't hit the barrier abruptly.
                        // (if we would hit in < 2 seconds, adjust to 2 seconds).
-                       if(back_dist + (screendx - SCREENDXMIN)*TO_TICKS(2) < 0) {
+                       if(back_dist + (screendx - SCREENDXMIN)*TO_TICKS(2) < 0)
                                screendx = SCREENDXMIN - (back_dist/TO_TICKS(2));
-                       }
-
                        back_dist += (screendx - SCREENDXMIN)*t_frame;
                        if(opt_max_lead >= 0) back_dist = min(back_dist, opt_max_lead);
 
-                       xscroll = screendx * t_frame;
-                       yscroll = screendy * t_frame;
-
                        // move bang center
-                       bangx += bangdx*t_frame - xscroll;
-                       bangy += bangdy*t_frame - yscroll;
+                       bangx += (bangdx - screendx)*t_frame;
+                       bangy += (bangdy - screendy)*t_frame;
 
                        move_sprites();
 
@@ -640,17 +634,19 @@ gameloop() {
                                play_sound(SOUND_BANG); // Play the explosion sound
                                bangx = ship.x; bangy = ship.y; bangdx = ship.dx; bangdy = ship.dy;
                                new_bang_dots(ship.x,ship.y,ship.dx,ship.dy,ship.image);
-                               ship.dx *= 0.5; ship.dy *= 0.5;
-                               if(ship.dx < SCREENDXMIN) ship.dx = SCREENDXMIN;
-                               if(--ship.lives <= 0) {
+
+                               if(--ship.lives) {
+                                       state = DEAD_PAUSE;
+                                       state_timeout = DEAD_PAUSE_LENGTH;
+                                       ship.dx = (ship.dx < 0) ? -sqrt(-ship.dx) : sqrt(ship.dx);
+                                       ship.dy = (ship.dy < 0) ? -sqrt(-ship.dy) : sqrt(ship.dy);
+                                       if(ship.dx < SCREENDXMIN) ship.dx = SCREENDXMIN;
+                               } else {
                                        state = GAME_OVER;
                                        ship.dx = SCREENDXMIN; ship.dy = 0;
                                        state_timeout = 200.0;
                                        fadetimer = 0.0;
                                        faderate = t_frame;
-                               } else {
-                                       state = DEAD_PAUSE;
-                                       state_timeout = DEAD_PAUSE_LENGTH;
                                }
                        }
 
@@ -661,6 +657,7 @@ gameloop() {
                               || state == GAME_OVER)) {
                                reset_sprites();
                                reset_rocks();
+                               screendx = SCREENDXMIN; screendy = 0;
 
                                ship.x = XSIZE/2.2; ship.y = YSIZE/2;
                                ship.dx = screendx; ship.dy = screendy;