JasonWoof Got questions, comments, patches, etc.? Contact Jason Woofenden
fixed bug when you bounce off the left or right
[vor.git] / main.c
diff --git a/main.c b/main.c
index 6b575bd..e636cd3 100644 (file)
--- a/main.c
+++ b/main.c
@@ -53,8 +53,10 @@ SDL_Surface
        *surf_b_over,   // Title element "over"
        *surf_ship,             // Spaceship element
        *surf_life,     // Indicator of number of ships remaining
+       *surf_speed, // Speed indicator
        *surf_rock[NROCKS],     // THE ROCKS
        *surf_font_big; // The big font
+       
 
 SFont_Font *g_font;
 
@@ -68,13 +70,18 @@ char topline[1024];
 char *initerror = "";
 
 struct shape shipshape;
-float shipx = 320.0, shipy = 240.0;    // X position, 0..XSIZE
-float shipdx,shipdy;   // Change in X position per tick.
+float shipx = XSIZE/2, shipy = YSIZE/2;        // X position, 0..XSIZE
+float shipdx = 8, shipdy = 0;  // Change in X position per tick.
 float screendx = 7.5, screendy = 0.0;
 float xscroll, yscroll;
 float gamerate;  // this controls the speed of everything that moves.
 
-int nships,score,initticks,ticks_since_last, last_ticks;
+float bangx, bangy, bangdx, bangdy;
+
+float game_dist, avg_speed, cur_speed;
+uint16_t avg_speed_w, cur_speed_w; // [0, 74]
+
+int nships,score,game_ticks,ticks_since_last,last_ticks;
 int gameover;
 int maneuver = 0;
 int sound_flag, music_flag;
@@ -132,8 +139,8 @@ init_space_dots() {
        for(i = 0; i<MAXSPACEDOTS; i++) {
                sdot[i].x = rnd()*(XSIZE-5);
                sdot[i].y = rnd()*(YSIZE-5);
-               sdot[i].z = 4*rnd();
-               b = (4 - sdot[i].z) * 255.0 / 4;
+               sdot[i].z = MAXDUSTDEPTH*sqrt(rnd());
+               b = (MAXDUSTDEPTH - sdot[i].z) * 255.0 / MAXDUSTDEPTH;
                sdot[i].color = SDL_MapRGB(surf_screen->format, b, b, b);
        }
 }
@@ -203,6 +210,7 @@ draw_bang_dots(SDL_Surface *s) {
        rawpixel = (Uint16 *) s->pixels;
 
        first_i = -1;
+       last_i = 0;
 
        for(i = bd1; (bd1 <= bd2)?(i<bd2):(i >= bd1 && i < bd2); last_i = ++i) {
 
@@ -250,8 +258,8 @@ draw_space_dots(SDL_Surface *s) {
                        sdot[i].y = 0;
                }
                rawpixel[(int)(s->pitch/2*(int)sdot[i].y) + (int)(sdot[i].x)] = sdot[i].color;
-               sdot[i].x -= xscroll / (1 + sdot[i].z);
-               sdot[i].y -= yscroll / (1 + sdot[i].z);
+               sdot[i].x -= xscroll / (1.3 + sdot[i].z);
+               sdot[i].y -= yscroll / (1.3 + sdot[i].z);
                if(sdot[i].y >= XSIZE) sdot[i].x -= XSIZE;
                else if(sdot[i].x < 0) sdot[i].x = XSIZE-1;
                if(sdot[i].y > YSIZE) sdot[i].y -= YSIZE;
@@ -467,6 +475,9 @@ init(int fullscreen) {
        NULLERROR(temp = IMG_Load(add_path("indicators/life.png")));
        NULLERROR(surf_life = SDL_DisplayFormat(temp));
 
+       NULLERROR(temp = IMG_Load(add_path("indicators/speed.png")));
+       NULLERROR(surf_speed = SDL_DisplayFormat(temp));
+
        init_engine_dots();
        init_space_dots();
 
@@ -483,18 +494,13 @@ init(int fullscreen) {
 int
 draw() {
        int i;
-       SDL_Rect src,dest;
+       SDL_Rect src, dest;
        int bang, x;
        char *text;
        float fadegame,fadeover;
 
        bang = 0;
 
-       src.x = 0;
-       src.y = 0;
-       dest.x = 0;
-       dest.y = 0;
-
        // Draw a fully black background
        SDL_FillRect(surf_screen,NULL,0);
 
@@ -503,13 +509,9 @@ draw() {
 
        // Draw ship
        if(!gameover && state == GAMEPLAY ) {
-               src.w = surf_ship->w;
-               src.h = surf_ship->h;
-               dest.w = src.w;
-               dest.h = src.h;
-               dest.x = (int)shipx;
-               dest.y = (int)shipy;
-               SDL_BlitSurface(surf_ship,&src,surf_screen,&dest);
+               dest.x = shipx;
+               dest.y = shipy;
+               SDL_BlitSurface(surf_ship,NULL,surf_screen,&dest);
        }
 
        draw_rocks();
@@ -517,13 +519,34 @@ draw() {
        // Draw the life indicators.
        if(state == GAMEPLAY || state == DEAD_PAUSE || state == GAME_OVER)
        for(i = 0; i<nships-1; i++) {
-               src.w = surf_life->w;
-               src.h = surf_life->h;
-               dest.w = src.w;
-               dest.h = src.h;
-               dest.x = (i + 1)*(src.w + 10);
+               dest.x = (i + 1)*(surf_life->w + 10);
                dest.y = 20;
-               SDL_BlitSurface(surf_life, &src, surf_screen, &dest);
+               SDL_BlitSurface(surf_life, NULL, surf_screen, &dest);
+       }
+
+       if(state == GAMEPLAY) {
+               // Update speeds.
+               cur_speed = shipdx;
+               if(shipdx < 0) cur_speed = 0;
+               if(shipdx > 20) cur_speed = 20;
+               game_dist += cur_speed*ticks_since_last;
+               game_ticks += ticks_since_last;
+               if(game_ticks < 2*1000) avg_speed = cur_speed;
+               else avg_speed = game_dist/game_ticks;
+               //printf("avg=%.2f, cur=%.2f. shipdx=%.2f\n", avg_speed, cur_speed, shipdx);
+               avg_speed_w = 2 + 64*avg_speed/20;
+               cur_speed_w = 2 + 64*cur_speed/20;
+       }
+
+       if(state == GAMEPLAY || state == DEAD_PAUSE) {
+               // Draw the speed indicators.
+               src.x = 0; src.y = 0;
+               src.h = surf_speed->h;
+               dest.x = 240;
+               src.w = avg_speed_w; dest.y = 10;
+               SDL_BlitSurface(surf_speed, &src, surf_screen, &dest);
+               src.w = cur_speed_w; dest.y = 20;
+               SDL_BlitSurface(surf_speed, &src, surf_screen, &dest);
        }
 
        // Draw the score
@@ -547,53 +570,33 @@ draw() {
                                fadeover = 1.0;
                        }
 
-                       src.w = surf_b_game->w;
-                       src.h = surf_b_game->h;
-                       dest.w = src.w;
-                       dest.h = src.h;
-                       dest.x = (XSIZE-src.w)/2;
-                       dest.y = (YSIZE-src.h)/2-40;
+                       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 += gamerate/1.0))));
-                       SDL_BlitSurface(surf_b_game,&src,surf_screen,&dest);
-
-                       src.w = surf_b_over->w;
-                       src.h = surf_b_over->h;
-                       dest.w = src.w;
-                       dest.h = src.h;
-                       dest.x = (XSIZE-src.w)/2;
-                       dest.y = (YSIZE-src.h)/2 + 40;
+                       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,&src,surf_screen,&dest);
+                       SDL_BlitSurface(surf_b_over,NULL,surf_screen,&dest);
                break;
 
                case TITLE_PAGE:
 
-                       src.w = surf_b_variations->w;
-                       src.h = surf_b_variations->h;
-                       dest.w = src.w;
-                       dest.h = src.h;
-                       dest.x = (XSIZE-src.w)/2 + cos(fadetimer/6.5)*10;
-                       dest.y = (YSIZE/2-src.h)/2 + sin(fadetimer/5.0)*10;
+                       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 += gamerate/2.0)));
-                       SDL_BlitSurface(surf_b_variations,&src,surf_screen,&dest);
-
-                       src.w = surf_b_on->w;
-                       src.h = surf_b_on->h;
-                       dest.w = src.w;
-                       dest.h = src.h;
-                       dest.x = (XSIZE-src.w)/2 + cos((fadetimer + 1.0)/6.5)*10;
-                       dest.y = (YSIZE/2-src.h)/2 + surf_b_variations->h + 20 + sin((fadetimer + 1.0)/5.0)*10;
+                       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,&src,surf_screen,&dest);
-
-                       src.w = surf_b_rockdodger->w;
-                       src.h = surf_b_rockdodger->h;
-                       dest.w = src.w;
-                       dest.h = src.h;
-                       dest.x = (XSIZE-src.w)/2 + cos((fadetimer + 2.0)/6.5)*10;
-                       dest.y = (YSIZE/2-src.h)/2 + surf_b_variations->h + surf_b_on->h + 40 + sin((fadetimer + 2.0)/5)*10;
+                       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,&src,surf_screen,&dest);
+                       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;
@@ -668,7 +671,6 @@ gameloop() {
                                                // Create a new ship and start all over again
                                                state = GAMEPLAY;
                                                play_tune(1);
-                                               shipx -= 50;
                                                break;
                                        case GAME_OVER:
                                                state = HIGH_SCORE_ENTRY;
@@ -711,9 +713,9 @@ gameloop() {
                                                blast_radius = BLAST_RADIUS * (DEAD_PAUSE_LENGTH - state_timeout) / 20.0;
                                                fixonly = 0;
                                        }
-                                       blast_rocks(shipx, shipy, blast_radius, fixonly);
+                                       blast_rocks(bangx, bangy, blast_radius, fixonly);
 
-                                       if(shipx < 60) shipx = 60;
+                                       if(bangx < 60) bangx = 60;
                                }
                        }
 
@@ -725,27 +727,31 @@ gameloop() {
                                shipdy *= pow((double)0.9,(double)gamerate);
                        }
 
+                       // INERTIA
+                       shipx += shipdx*gamerate;
+                       shipy += shipdy*gamerate;
+
                        // SCROLLING
                        tmp = shipy - (YSIZE / 2);
                        tmp += shipdy * 25;
                        tmp /= -25;
                        tmp = ((screendy * (gamerate - 12)) + (tmp * gamerate)) / 12;
                        screendy = -tmp;
-                       if(state == GAMEPLAY) {
-                               tmp = shipx - (XSIZE / 2);
-                               tmp += shipdx * 25;
-                               tmp /= -25;
-                               tmp = ((screendx * (gamerate - 12)) + (tmp * gamerate)) / 12;
-                               screendx = -tmp;
-                       } else screendx = 7.5;
+                       tmp = shipx - (XSIZE / 3);
+                       tmp += shipdx * 25;
+                       tmp /= -25;
+                       tmp = ((screendx * (gamerate - 12)) + (tmp * gamerate)) / 12;
+                       screendx = -tmp;
 
                        xscroll = screendx * gamerate;
                        yscroll = screendy * gamerate;
+                       shipx -= xscroll;
+                       shipy -= yscroll;
+
+                       // move bang center
+                       bangx += bangdx*gamerate - xscroll;
+                       bangy += bangdy*gamerate - yscroll;
 
-                       // INERTIA
-                       shipx += shipdx*gamerate - xscroll;
-                       shipy += shipdy*gamerate - yscroll;
-                       
                        move_rocks();
 
 
@@ -765,14 +771,15 @@ gameloop() {
 
 
                        if(draw() && state == GAMEPLAY) {
-                               // Play the explosion sound
-                               play_sound(0);
+                               // Died
+                               play_sound(0); // Play the explosion sound
+                               bangx = shipx; bangy = shipy; bangdx = shipdx; bangdy = shipdy;
                                make_bang_dots(shipx,shipy,shipdx,shipdy,surf_ship,30);
-                               shipdx = screendx;
-                               shipdy = 0;
+                               shipdx *= 0.5; shipdy *= 0.5;
                                if(--nships <= 0) {
-                                       gameover = 1;
                                        state = GAME_OVER;
+                                       gameover = 1;
+                                       shipdx = 8; shipdy = 0;
                                        state_timeout = 200.0;
                                        fadetimer = 0.0;
                                        faderate = gamerate;
@@ -786,10 +793,14 @@ gameloop() {
                        SDL_PumpEvents();
                        keystate = SDL_GetKeyState(NULL);
 
+                       // new game
                        if(keystate[SDLK_SPACE] && (state == HIGH_SCORE_DISPLAY || state == TITLE_PAGE)) {
 
                                reset_rocks();
 
+                               game_ticks = 0;
+                               game_dist = 0;
+
                                nships = 4;
                                score = 0;
 
@@ -797,10 +808,8 @@ gameloop() {
                                play_tune(1);
 
                                gameover = 0;
-                               shipx = 2*XSIZE/3;
-                               shipy = YSIZE/2;
-                               shipdx = screendx;
-                               shipdy = 0;
+                               shipx = XSIZE/2.2; shipy = YSIZE/2;
+                               shipdx = screendx; shipdy = screendy;
                        }
 
                        maneuver = 0;
@@ -893,7 +902,6 @@ main(int argc, char **argv) {
        }
 
        reset_rocks();
-       initticks = SDL_GetTicks();
        gameloop();
 
        return 0;