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engine dots push rocks
[vor.git] / main.c
diff --git a/main.c b/main.c
index 63c8c4a..b8b03c3 100644 (file)
--- a/main.c
+++ b/main.c
@@ -256,6 +256,7 @@ draw_engine_dots(SDL_Surface *s) {
        uint16_t *pixels = (uint16_t *) s->pixels;
        int row_inc = s->pitch/sizeof(uint16_t);
        int heatindex;
+       Sprite *hit;
 
        for(i = 0; i<MAXENGINEDOTS; i++) {
                if(!edot[i].active) continue;
@@ -268,7 +269,15 @@ draw_engine_dots(SDL_Surface *s) {
                        edot[i].active = 0;
                        continue;
                }
-               if(pixel_collides(edot[i].x, edot[i].y)) { edot[i].active = 0; continue; }
+               // check collisions
+               if((hit = pixel_collides(edot[i].x, edot[i].y))) {
+                       if(hit->type != SHIP) { // they shouldn't hit the ship, but they do
+                               edot[i].active = 0;
+                               hit->dx += ENGINE_DOT_WEIGHT * edot[i].life * edot[i].dx / sprite_mass(hit);
+                               hit->dy += ENGINE_DOT_WEIGHT * edot[i].life * edot[i].dy / sprite_mass(hit);
+                               continue;
+                       }
+               }
                heatindex = edot[i].life * 6;
                c = heatindex>3*W ? heatcolor[3*W-1] : heatcolor[heatindex];
                pixels[row_inc*(int)(edot[i].y) + (int)(edot[i].x)] = c;
@@ -412,11 +421,63 @@ show_lives(void)
 }
 
 void
-draw(void) {
+draw_game_over(void)
+{
+       float a_game = 0, a_over = 0;
        SDL_Rect dest;
+
+       // fade in "GAME", then "OVER".
+       a_game = min(1.0, faderate*fadetimer/3.0);
+       if(a_game == 1.0) a_over = min(1.0, faderate*fadetimer/3.0 - 1);
+
+       fadetimer += t_frame;
+
+       dest.x = (XSIZE-surf_b_game->w)/2;
+       dest.y = (YSIZE-surf_b_game->h)/2-40;
+       SDL_SetAlpha(surf_b_game, SDL_SRCALPHA, (int)(a_game*(200 + 55*cos(fadetimer))));
+       SDL_BlitSurface(surf_b_game,NULL,surf_screen,&dest);
+
+       dest.x = (XSIZE-surf_b_over->w)/2;
+       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);
+}
+
+void
+draw_title_page(void)
+{
        int x;
        char *text;
-       float fadegame,fadeover;
+       SDL_Rect dest;
+
+       fadetimer += t_frame/2.0;
+
+       dest.x = (XSIZE-surf_b_variations->w)/2 + cos(fadetimer/6.5)*10;
+       dest.y = (YSIZE/2-surf_b_variations->h)/2 + sin(fadetimer/5.0)*10;
+       SDL_SetAlpha(surf_b_variations, SDL_SRCALPHA, (int)(200 + 55*sin(fadetimer)));
+       SDL_BlitSurface(surf_b_variations,NULL,surf_screen,&dest);
+
+       dest.x = (XSIZE-surf_b_on->w)/2 + cos((fadetimer + 1.0)/6.5)*10;
+       dest.y = (YSIZE/2-surf_b_on->h)/2 + surf_b_variations->h + 20 + sin((fadetimer + 1.0)/5.0)*10;
+       SDL_SetAlpha(surf_b_on, SDL_SRCALPHA, (int)(200 + 55*sin(fadetimer-1.0)));
+       SDL_BlitSurface(surf_b_on,NULL,surf_screen,&dest);
+
+       dest.x = (XSIZE-surf_b_rockdodger->w)/2 + cos((fadetimer + 2.0)/6.5)*10;
+       dest.y = (YSIZE/2-surf_b_rockdodger->h)/2 + surf_b_variations->h + surf_b_on->h + 40 + sin((fadetimer + 2.0)/5)*10;
+       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);
+}
+
+void
+draw(void) {
 
        SDL_FillRect(surf_screen,NULL,0);  // black background
        drawdots(surf_screen);             // background dots
@@ -428,58 +489,9 @@ draw(void) {
 
        // If it's game over, show the game over graphic in the dead centre
        switch (state) {
-               case GAME_OVER:
-                       if(fadetimer<3.0/faderate) {
-                               fadegame = fadetimer/(3.0/faderate);
-                       } else {
-                               fadegame = 1.0;
-                       }
-
-                       if(fadetimer<3.0/faderate) {
-                               fadeover = 0.0;
-                       } else if(fadetimer<6.0/faderate) {
-                               fadeover = ((3.0/faderate)-fadetimer)/(6.0/faderate);
-                       } else {
-                               fadeover = 1.0;
-                       }
-
-                       dest.x = (XSIZE-surf_b_game->w)/2;
-                       dest.y = (YSIZE-surf_b_game->h)/2-40;
-                       SDL_SetAlpha(surf_b_game, SDL_SRCALPHA, (int)(fadegame*(200 + 55*cos(fadetimer += t_frame/1.0))));
-                       SDL_BlitSurface(surf_b_game,NULL,surf_screen,&dest);
-
-                       dest.x = (XSIZE-surf_b_over->w)/2;
-                       dest.y = (YSIZE-surf_b_over->h)/2 + 40;
-                       SDL_SetAlpha(surf_b_over, SDL_SRCALPHA, (int)(fadeover*(200 + 55*sin(fadetimer))));
-                       SDL_BlitSurface(surf_b_over,NULL,surf_screen,&dest);
-               break;
-
-               case TITLE_PAGE:
-
-                       dest.x = (XSIZE-surf_b_variations->w)/2 + cos(fadetimer/6.5)*10;
-                       dest.y = (YSIZE/2-surf_b_variations->h)/2 + sin(fadetimer/5.0)*10;
-                       SDL_SetAlpha(surf_b_variations, SDL_SRCALPHA, (int)(200 + 55*sin(fadetimer += t_frame/2.0)));
-                       SDL_BlitSurface(surf_b_variations,NULL,surf_screen,&dest);
+               case GAME_OVER: draw_game_over(); break;
 
-                       dest.x = (XSIZE-surf_b_on->w)/2 + cos((fadetimer + 1.0)/6.5)*10;
-                       dest.y = (YSIZE/2-surf_b_on->h)/2 + surf_b_variations->h + 20 + sin((fadetimer + 1.0)/5.0)*10;
-                       SDL_SetAlpha(surf_b_on, SDL_SRCALPHA, (int)(200 + 55*sin(fadetimer-1.0)));
-                       SDL_BlitSurface(surf_b_on,NULL,surf_screen,&dest);
-
-                       dest.x = (XSIZE-surf_b_rockdodger->w)/2 + cos((fadetimer + 2.0)/6.5)*10;
-                       dest.y = (YSIZE/2-surf_b_rockdodger->h)/2 + surf_b_variations->h + surf_b_on->h + 40 + sin((fadetimer + 2.0)/5)*10;
-                       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];
-                       //text = "Press SPACE to start!";
-                       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);
-               break;
+               case TITLE_PAGE: draw_title_page(); break;
 
                case HIGH_SCORE_ENTRY:
                        play_tune(TUNE_HIGH_SCORE_ENTRY);
@@ -518,8 +530,9 @@ draw(void) {
 static inline void
 kill_ship(Sprite *ship)
 {
-       ship->flags = MOVE|DRAW;
-       SDL_SetAlpha(ship->image, SDL_SRCALPHA, 0);
+       ship->flags = MOVE;
+       // ship->flags = MOVE|DRAW;  // FADE SHIP
+       // SDL_SetAlpha(ship->image, SDL_SRCALPHA, 0); // FADE SHIP
        bang = true;
 }
 
@@ -532,6 +545,17 @@ do_collision(Sprite *a, Sprite *b)
 }
 
 void
+init_score_entry(void)
+{
+       SDL_Event e;
+       state = HIGH_SCORE_ENTRY;
+       state_timeout = 5.0e6;
+       SDL_EnableUNICODE(1);
+       while(SDL_PollEvent(&e))
+               ;
+}
+
+void
 gameloop() {
        Uint8 *keystate = SDL_GetKeyState(NULL);
        float tmp;
@@ -553,14 +577,8 @@ gameloop() {
                                                play_tune(TUNE_GAMEPLAY);
                                                break;
                                        case GAME_OVER:
-                                               if(new_high_score(score)) {
-                                                       SDL_Event e;
-                                                       state = HIGH_SCORE_ENTRY;
-                                                       state_timeout = 5.0e6;
-                                                       SDL_EnableUNICODE(1);
-                                                       while(SDL_PollEvent(&e))
-                                                               ;
-                                               } else {
+                                               if(new_high_score(score)) init_score_entry();
+                                               else {
                                                        state = HIGH_SCORE_DISPLAY;
                                                        state_timeout = 400;
                                                }
@@ -580,7 +598,8 @@ gameloop() {
                                }
                        } else {
                                if(state == DEAD_PAUSE) {
-                                       float blast_radius, alpha;
+                                       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);
@@ -588,8 +607,9 @@ gameloop() {
 
                                        if(bangx < 60) bangx = 60;
 
-                                       alpha = 255.0 * (DEAD_PAUSE_LENGTH - state_timeout) / DEAD_PAUSE_LENGTH;
-                                       SDL_SetAlpha(ship.image, SDL_SRCALPHA, (uint8_t)alpha);
+                                       // FADE SHIP
+                                       // alpha = 255.0 * (DEAD_PAUSE_LENGTH - state_timeout) / DEAD_PAUSE_LENGTH;
+                                       // SDL_SetAlpha(ship.image, SDL_SRCALPHA, (uint8_t)alpha);
                                }
                        }
 
@@ -655,21 +675,25 @@ gameloop() {
                           && (state == HIGH_SCORE_DISPLAY
                               || state == TITLE_PAGE
                               || state == GAME_OVER)) {
-                               reset_sprites();
-                               reset_rocks();
-                               screendx = SCREENDXMIN; screendy = 0;
-
-                               ship.x = XSIZE/2.2; ship.y = YSIZE/2;
-                               ship.dx = screendx; ship.dy = screendy;
-                               ship.lives = 4;
-                               ship.flags = MOVE|DRAW|COLLIDE;
-                               SDL_SetAlpha(ship.image, SDL_SRCALPHA, SDL_ALPHA_OPAQUE);
-                               add_sprite(SPRITE(&ship));
-
-                               score = 0;
-
-                               state = GAMEPLAY;
-                               play_tune(TUNE_GAMEPLAY);
+                               if(state == GAME_OVER && new_high_score(score))
+                                       init_score_entry();
+                               else {
+                                       reset_sprites();
+                                       reset_rocks();
+                                       screendx = SCREENDXMIN; screendy = 0;
+
+                                       ship.x = XSIZE/2.2; ship.y = YSIZE/2;
+                                       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;
+
+                                       state = GAMEPLAY;
+                                       play_tune(TUNE_GAMEPLAY);
+                               }
                        }
 
                        ship.jets = 0;