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now scrolling to center of ship, not its top-left corner
[vor.git]
/
main.c
diff --git
a/main.c
b/main.c
index
e6449fe
..
ba1c8b7
100644
(file)
--- a/
main.c
+++ b/
main.c
@@
-180,28
+180,21
@@
new_bang_dots(int xbang, int ybang, int dx, int dy, SDL_Surface *s)
}
void
}
void
-draw_bang_dots(SDL_Surface *s)
+move_bang_dots(float ticks)
{
int i;
{
int i;
- int first_i, last_i;
- uint16_t *pixels, *pixel, c;
- int row_inc = s->pitch/sizeof(uint16_t);
Sprite *hit;
Sprite *hit;
- pixels = (uint16_t *) s->pixels;
- first_i = -1;
- last_i = 0;
-
for(i=0; i<MAXBANGDOTS; i++) {
if(!bdot[i].active) continue;
// decrement life and maybe kill
bdot[i].life -= bdot[i].decay;
for(i=0; i<MAXBANGDOTS; i++) {
if(!bdot[i].active) continue;
// decrement life and maybe kill
bdot[i].life -= bdot[i].decay;
- if(bdot[i].life<0) { bdot[i].active = 0; continue; }
-
+ if(bdot[i].life < 0) { bdot[i].active = 0; continue; }
+
// move and clip
// move and clip
- bdot[i].x += (bdot[i].dx - screendx)*t_frame;
- bdot[i].y += (bdot[i].dy - screendy)*t_frame;
+ bdot[i].x += (bdot[i].dx - screendx)*ticks;
+ bdot[i].y += (bdot[i].dy - screendy)*ticks;
if(bdot[i].x < 0 || bdot[i].x >= XSIZE || bdot[i].y < 0 || bdot[i].y >= YSIZE) {
bdot[i].active = 0;
continue;
if(bdot[i].x < 0 || bdot[i].x >= XSIZE || bdot[i].y < 0 || bdot[i].y >= YSIZE) {
bdot[i].active = 0;
continue;
@@
-216,6
+209,21
@@
draw_bang_dots(SDL_Surface *s)
continue;
}
}
continue;
}
}
+ }
+}
+
+
+void
+draw_bang_dots(SDL_Surface *s)
+{
+ int i;
+ uint16_t *pixels, *pixel, c;
+ int row_inc = s->pitch/sizeof(uint16_t);
+
+ pixels = (uint16_t *) s->pixels;
+
+ for(i=0; i<MAXBANGDOTS; i++) {
+ if(!bdot[i].active) 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];
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];
@@
-251,7
+259,7
@@
new_engine_dots(float time_span, int dir) {
time = frnd() * time_span; // this is how long ago
// calculate how fast the ship was going when this engine dot was
time = frnd() * time_span; // this is how long ago
// calculate how fast the ship was going when this engine dot was
- // created (as if it had a smoothe accelleration). This is used in
+ // created (as if it had a smooth acceleration). This is used in
// determining the velocity of the dots, but not their starting
// location.
accelh = ((ship.jets >> 2) & 1) - (ship.jets & 1);
// determining the velocity of the dots, but not their starting
// location.
accelh = ((ship.jets >> 2) & 1) - (ship.jets & 1);
@@
-287,18
+295,29
@@
new_engine_dots(float time_span, int dir) {
}
void
}
void
-move_engine_dots() {
+move_engine_dots(float ticks) {
int i;
int i;
+ Sprite *hit;
+
for(i = 0; i<MAXENGINEDOTS; i++) {
for(i = 0; i<MAXENGINEDOTS; i++) {
- if(!edot[i].active) {
- continue;
- }
- edot[i].x += (edot[i].dx - screendx)*t_frame;
- edot[i].y += (edot[i].dy - screendy)*t_frame;
+ if(!edot[i].active) continue;
+
+ edot[i].x += (edot[i].dx - screendx)*ticks;
+ edot[i].y += (edot[i].dy - screendy)*ticks;
edot[i].life -= t_frame*3;
if(edot[i].life < 0 || edot[i].x<0 || edot[i].x >= XSIZE || edot[i].y < 0 || edot[i].y >= YSIZE) {
edot[i].active = 0;
}
edot[i].life -= t_frame*3;
if(edot[i].life < 0 || edot[i].x<0 || edot[i].x >= XSIZE || edot[i].y < 0 || edot[i].y >= YSIZE) {
edot[i].active = 0;
}
+
+ // 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;
+ }
+ }
}
}
}
}
@@
-309,21
+328,10
@@
draw_engine_dots(SDL_Surface *s) {
uint16_t *pixels = (uint16_t *) s->pixels;
int row_inc = s->pitch/sizeof(uint16_t);
int heatindex;
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++) {
for(i = 0; i<MAXENGINEDOTS; i++) {
- if(!edot[i].active) {
- 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;
- }
- }
+ if(!edot[i].active) 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;
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;
@@
-331,11
+339,9
@@
draw_engine_dots(SDL_Surface *s) {
}
void
}
void
-drawdots(SDL_Surface *s) {
+draw_dots(SDL_Surface *s) {
int m;
int m;
- move_engine_dots();
-
// Create engine dots
for(m = 0; m<4; m++) {
if(ship.jets & 1<<m) { // 'jets' is a bit field
// Create engine dots
for(m = 0; m<4; m++) {
if(ship.jets & 1<<m) { // 'jets' is a bit field
@@
-343,8
+349,6
@@
drawdots(SDL_Surface *s) {
}
}
}
}
- move_dust(t_frame);
-
SDL_LockSurface(s);
draw_dust(s);
draw_engine_dots(s);
SDL_LockSurface(s);
draw_dust(s);
draw_engine_dots(s);
@@
-544,7
+548,7
@@
void
draw(void) {
SDL_FillRect(surf_screen,NULL,0); // black background
draw(void) {
SDL_FillRect(surf_screen,NULL,0); // black background
- drawdots(surf_screen); // background dots
+ draw_dots(surf_screen); // background dots
draw_sprite(SPRITE(&ship));
draw_rocks();
draw_sprite(SPRITE(&ship));
draw_rocks();
@@
-676,12
+680,10
@@
gameloop() {
}
}
}
}
- new_rocks(t_frame);
-
// SCROLLING
// SCROLLING
- tmp = (ship.y+ship.dy*t_frame-YSCROLLTO)/25 + (ship.dy-screendy);
+ tmp = (ship.y+ship.h/2+ship.dy*t_frame-YSCROLLTO)/25 + (ship.dy-screendy);
screendy += tmp * t_frame/12;
screendy += tmp * t_frame/12;
- tmp = (ship.x+ship.dx*t_frame-XSCROLLTO)/25 + (ship.dx-screendx);
+ tmp = (ship.x+ship.w/2+ship.dx*t_frame-XSCROLLTO)/25 + (ship.dx-screendx);
screendx += tmp * t_frame/12;
// taper off so we don't hit the barrier abruptly.
// (if we would hit in < 2 seconds, adjust to 2 seconds).
screendx += tmp * t_frame/12;
// taper off so we don't hit the barrier abruptly.
// (if we would hit in < 2 seconds, adjust to 2 seconds).
@@
-695,7
+697,9
@@
gameloop() {
bangy += (bangdy - screendy)*t_frame;
move_sprites(t_frame);
bangy += (bangdy - screendy)*t_frame;
move_sprites(t_frame);
-
+ move_engine_dots(t_frame);
+ move_bang_dots(t_frame);
+ move_dust(t_frame);
// BOUNCE off left or right edge of screen
if(ship.x < 0 || ship.x+ship.w > XSIZE) {
// BOUNCE off left or right edge of screen
if(ship.x < 0 || ship.x+ship.w > XSIZE) {
@@
-709,6
+713,8
@@
gameloop() {
ship.dy = screendy - (ship.dy-screendy)*opt_bounciness;
}
ship.dy = screendy - (ship.dy-screendy)*opt_bounciness;
}
+ new_rocks(t_frame);
+
draw();
if(state == GAMEPLAY && bang) {
draw();
if(state == GAMEPLAY && bang) {