rawpixel = (Uint16 *) s->pixels;
first_i = -1;
+ last_i = 0;
for(i = bd1; (bd1 <= bd2)?(i<bd2):(i >= bd1 && i < bd2); last_i = ++i) {
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.\n", avg_speed, cur_speed);
- avg_speed_w = 10 + 64*avg_speed/20;
- cur_speed_w = 10 + 64*cur_speed/20;
+ //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) {
if(shipx<0 || shipx>XSIZE-surf_ship->w) {
// BOUNCE from left and right wall
shipx -= shipdx*gamerate;
- shipdx *= -99;
+ shipdx *= -0.99;
}
// BOUNCE Y
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;