float xship,yship = 240.0; // X position, 0..XSIZE
float xvel,yvel; // Change in X position per tick.
float rockrate,rockspeed;
-float movementrate;
+float movementrate; // this controls the speed of everything that moves.
float yscroll;
float scrollvel;
DEAD_PAUSE,
GAME_OVER,
HIGH_SCORE_ENTRY,
- HIGH_SCORE_DISPLAY,
- DEMO
+ HIGH_SCORE_DISPLAY
};
enum states state = TITLE_PAGE;
float state_timeout = 600.0;
// Don't create fresh engine dots when
// the game is not being played and a demo is not beng shown
- if(state != GAMEPLAY && state != DEMO) return;
+ if(state != GAMEPLAY) return;
for(i = 0; i<newdots; i++) {
if(dotptr->active == 0) {
}
// Load the banners
- NULLERROR(temp = IMG_Load(load_file("banners/variations.png")));
+ NULLERROR(temp = IMG_Load(add_path("banners/variations.png")));
NULLERROR(surf_b_variations = SDL_DisplayFormat(temp));
- NULLERROR(temp = IMG_Load(load_file("banners/on.png")));
+ NULLERROR(temp = IMG_Load(add_path("banners/on.png")));
NULLERROR(surf_b_on = SDL_DisplayFormat(temp));
- NULLERROR(temp = IMG_Load(load_file("banners/rockdodger.png")));
+ NULLERROR(temp = IMG_Load(add_path("banners/rockdodger.png")));
NULLERROR(surf_b_rockdodger = SDL_DisplayFormat(temp));
- NULLERROR(temp = IMG_Load(load_file("banners/game.png")));
+ NULLERROR(temp = IMG_Load(add_path("banners/game.png")));
NULLERROR(surf_b_game = SDL_DisplayFormat(temp));
- NULLERROR(temp = IMG_Load(load_file("banners/over.png")));
+ NULLERROR(temp = IMG_Load(add_path("banners/over.png")));
NULLERROR(surf_b_over = SDL_DisplayFormat(temp));
- surf_font_big = IMG_Load(load_file(BIG_FONT_FILE));
+ surf_font_big = IMG_Load(add_path(BIG_FONT_FILE));
g_font = SFont_InitFont(surf_font_big);
// Load the spaceship graphic.
- NULLERROR(temp = IMG_Load(load_file("sprites/ship.png")));
+ NULLERROR(temp = IMG_Load(add_path("sprites/ship.png")));
NULLERROR(surf_ship = SDL_DisplayFormat(temp));
// Load the life indicator (small ship) graphic.
- NULLERROR(temp = IMG_Load(load_file("indicators/life.png")));
+ NULLERROR(temp = IMG_Load(add_path("indicators/life.png")));
NULLERROR(surf_life = SDL_DisplayFormat(temp));
// Create the array of black points;
for(i = 0; i<NROCKS; i++) {
char a[100];
- sprintf(a,load_file("sprites/rock%d.png"),i);
+ sprintf(a,add_path("sprites/rock%d.png"),i);
NULLERROR(temp = IMG_Load(a));
NULLERROR(surf_rock[i] = SDL_DisplayFormat(temp));
- sprintf(a,load_file("sprites/deadrock%d.png"),i);
+ sprintf(a,add_path("sprites/deadrock%d.png"),i);
NULLERROR(temp = IMG_Load(a));
NULLERROR(surf_deadrock[i] = SDL_DisplayFormat(temp));
}
drawdots(surf_screen);
// Draw ship
- if(!gameover && (state == GAMEPLAY || state == DEMO) ) {
+ if(!gameover && state == GAMEPLAY ) {
src.w = surf_ship->w;
src.h = surf_ship->h;
dest.w = src.w;
case HIGH_SCORE_DISPLAY:
// Display de list o high scores mon.
display_scores(surf_screen, 150,50);
-
+ case GAMEPLAY:
+ case DEAD_PAUSE:
+ ; // no action necessary
}
if(!gameover && state == GAMEPLAY) {
case TITLE_PAGE:
state = HIGH_SCORE_DISPLAY;
state_timeout = 200.0;
- break;
+ break;
+ case GAMEPLAY:
+ ; // no action necessary
}
} else {
if(state == DEAD_PAUSE) {
return 0;
}
- if(keystate[SDLK_SPACE] && (state == HIGH_SCORE_DISPLAY || state == TITLE_PAGE || state == DEMO)) {
+ if(keystate[SDLK_SPACE] && (state == HIGH_SCORE_DISPLAY || state == TITLE_PAGE)) {
for(i = 0; i<MAXROCKS; i++ ) {
rock[i].active = 0;