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sprites now have a flag field (MOVE/DRAW/COLLIDE).
[vor.git]
/
main.c
diff --git
a/main.c
b/main.c
index
a068033
..
96c3968
100644
(file)
--- a/
main.c
+++ b/
main.c
@@
-66,7
+66,7
@@
struct bangdots bdot[MAXBANGDOTS], *bdotptr = bdot;
char topline[1024];
char *initerror = "";
char topline[1024];
char *initerror = "";
-struct ship ship = { SHIP, NULL, XSIZE/2, YSIZE/2, SCREENDXMIN, 0.0 };
+struct ship ship = { SHIP, ALL_FLAGS, NULL, XSIZE/2, YSIZE/2, SCREENDXMIN, 0.0 };
float screendx = SCREENDXMIN, screendy = 0.0;
float xscroll, yscroll;
float screendx = SCREENDXMIN, screendy = 0.0;
float xscroll, yscroll;
@@
-531,9
+531,9
@@
void
do_collision(Sprite *a, Sprite *b)
{
if(a->type == SHIP) {
do_collision(Sprite *a, Sprite *b)
{
if(a->type == SHIP) {
- a->type = -SHIP; bang = true;
+ a->flags = MOVE_FLAG; bang = true;
} else if (b->type == SHIP) {
} else if (b->type == SHIP) {
- b->type = -SHIP; bang = true;
+ b->flags = MOVE_FLAG; bang = true;
} else {
bounce(a, b);
}
} else {
bounce(a, b);
}
@@
-553,7
+553,7
@@
gameloop() {
switch(state) {
case DEAD_PAUSE:
// Create a new ship and start all over again
switch(state) {
case DEAD_PAUSE:
// Create a new ship and start all over again
- ship.sprite_type = SHIP;
+ ship.flags = ALL_FLAGS;
state = GAMEPLAY;
play_tune(TUNE_GAMEPLAY);
break;
state = GAMEPLAY;
play_tune(TUNE_GAMEPLAY);
break;
@@
-668,6
+668,7
@@
gameloop() {
ship.x = XSIZE/2.2; ship.y = YSIZE/2;
ship.dx = screendx; ship.dy = screendy;
ship.lives = 4;
ship.x = XSIZE/2.2; ship.y = YSIZE/2;
ship.dx = screendx; ship.dy = screendy;
ship.lives = 4;
+ ship.flags = ALL_FLAGS;
add_sprite(SPRITE(&ship));
score = 0;
add_sprite(SPRITE(&ship));
score = 0;