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removed ship fade in code (unused)
[vor.git] / main.c
diff --git a/main.c b/main.c
index 94c8e9a..a2d7bee 100644 (file)
--- a/main.c
+++ b/main.c
@@ -100,10 +100,17 @@ enum states state = TITLE_PAGE;
 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;
@@ -183,6 +190,7 @@ draw_bang_dots(SDL_Surface *s)
        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;
@@ -204,7 +212,14 @@ draw_bang_dots(SDL_Surface *s)
                }
 
                // 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];
@@ -448,19 +463,16 @@ draw_game_over(void)
        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
@@ -487,7 +499,7 @@ draw_title_page(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);
 
@@ -551,8 +563,6 @@ static inline void
 kill_ship(Sprite *ship)
 {
        ship->flags = MOVE;
-       // ship->flags = MOVE|DRAW;  // FADE SHIP
-       // SDL_SetAlpha(ship->image, SDL_SRCALPHA, 0); // FADE SHIP
        bang = true;
 }
 
@@ -573,6 +583,7 @@ init_score_entry(void)
        SDL_EnableUNICODE(1);
        while(SDL_PollEvent(&e))
                ;
+       insert_score(score);
 }
 
 void
@@ -605,7 +616,8 @@ gameloop() {
                                                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;
@@ -618,18 +630,7 @@ gameloop() {
                                }
                        } 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;
-
-                                       // FADE SHIP
-                                       // alpha = 255.0 * (DEAD_PAUSE_LENGTH - state_timeout) / DEAD_PAUSE_LENGTH;
-                                       // SDL_SetAlpha(ship.image, SDL_SRCALPHA, (uint8_t)alpha);
                                }
                        }
 
@@ -698,12 +699,14 @@ gameloop() {
                                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;
@@ -716,7 +719,6 @@ gameloop() {
                                        ship.dx = screendx; ship.dy = screendy;
                                        ship.lives = 4;
                                        ship.flags = MOVE|DRAW|COLLIDE;
-                                       // SDL_SetAlpha(ship.image, SDL_SRCALPHA, SDL_ALPHA_OPAQUE);  // FADE SHIP
                                        add_sprite(SPRITE(&ship));
 
                                        score = 0;
@@ -749,6 +751,11 @@ gameloop() {
                        }
                }
 
+               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;