// Create a new ship and start all over again
state = GAMEPLAY;
play_tune(1);
+ // xship = 10;
+ // yship = YSIZE/2;
xvel = 3;
yvel = 0;
break;
float blast_radius = START_RAD * state_timeout / 50.0;
for(i = 0; i<MAXROCKS; i++ ) {
float dx, dy, n;
+ if(rock[i].x <= 0) continue;
dx = rock[i].x - xship;
dy = rock[i].y - yship;
n = sqrt(dx*dx + dy*dy);
if(n < blast_radius) {
- rock[i].xvel += rockrate*dx/n;
+ n *= 50;
+ rock[i].xvel += rockrate*(dx+30)/n;
rock[i].yvel += rockrate*dy/n;
}
}
rock[i].y += rock[i].image->w;
}
if(rock[i].x < -32.0) rock[i].active = 0;
+ if(rock[i].xvel > 0) {
+ if(rock[i].y < 0 || rock[i].y > YSIZE) rock[i].active = 0;
+ if(rock[i].x > XSIZE) rock[i].active = 0;
+ }
}
else {
state = DEAD_PAUSE;
state_timeout = 50.0;
- xship = 10;
- yship = YSIZE/2;
- xvel = 0;
- yvel = 0;
}
}