enum states state = TITLE_PAGE;
float state_timeout = 600.0;
-#define NSEQUENCE 2
+#define NSEQUENCE 3
char *sequence[] = {
- "Press SPACE to start",
+ "Press SPACE for normal game",
+ "Or 'e' for easy game",
"http://jasonwoof.org/vor"
};
void
draw_game_over(void)
{
- float a_game = 0, a_over = 0;
+ int x;
+ char *text0, *text1;
SDL_Rect dest;
+ float a_game = 0, a_over = 0;
// fade in "GAME", then "OVER".
a_game = min(1.0, faderate*fadetimer/3.0);
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);
+
+ 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";
+ }
+
+ 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,text1))/2 + sin(fadetimer/4.5)*10;
+ SFont_Write(surf_screen,g_font,x,YSIZE-50 + sin(fadetimer/2)*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 = "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);
+
+ 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);
}
void
}
// new game
- if(keystate[SDLK_SPACE]
+ if((keystate[SDLK_SPACE] || keystate[SDLK_e] || keystate[SDLK_n])
&& (state == HIGH_SCORE_DISPLAY
|| state == TITLE_PAGE
|| state == GAME_OVER)) {
if(state == GAME_OVER && new_high_score(score))
init_score_entry();
else {
+ if(keystate[SDLK_n] || (keystate[SDLK_SPACE] && !initial_rocks)) {
+ initial_rocks = NORMAL_I_ROCKS;
+ final_rocks = NORMAL_F_ROCKS;
+ if(opt_gamespeed == EASY_GAMESPEED)
+ opt_gamespeed = NORMAL_GAMESPEED;
+ } else if(keystate[SDLK_e]) {
+ initial_rocks = EASY_I_ROCKS;
+ final_rocks = EASY_F_ROCKS;
+ opt_gamespeed = EASY_GAMESPEED;
+ }
reset_sprites();
reset_rocks();
screendx = SCREENDXMIN; screendy = 0;