* Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
*/
-#include <argp.h>
#include <math.h>
#include <SDL.h>
#include <SDL_image.h>
#include "sprite.h"
#include "sound.h"
+#ifdef WIN32
+#define SDL_SetAlpha(surf, flag, alpha)
+#endif
+
// ************************************* VARS
// SDL_Surface global variables
SDL_Surface
float back_dist;
// all movement is based on t_frame.
-float t_frame; // length of this frame (in ticks = 1/20th second)
+float t_frame; // length of this frame (in ticks = 1/20th second) adjusted for gamespeed
int ms_frame; // length of this frame (milliseconds)
int ms_end; // end of this frame (milliseconds)
char *msgs[2][3] = {
{
"Press SPACE for normal game",
- "Press 'e' for easy game",
+ "Press '1' for easy game",
"http://jasonwoof.org/vor"
},
{
"Press SPACE for easy game",
- "Press 'n' for normal game",
+ "Press '2' for normal game",
"http://jasonwoof.org/vor"
}
};
void
new_bang_dots(int xbang, int ybang, int dx, int dy, SDL_Surface *s)
{
- int x,y,endcount;
- uint16_t *pixel,c;
+ int i, n, x, y;
+ uint16_t *pixel, c;
uint32_t colorkey;
int row_inc;
- double theta,r;
- int begin_generate;
+ double theta, r;
- begin_generate = SDL_GetTicks();
+ n = 24.0 * t_frame;
pixel = s->pixels;
row_inc = s->pitch/sizeof(uint16_t) - s->w;
colorkey = s->format->colorkey;
SDL_LockSurface(s);
- endcount = 0;
- while (endcount<3) {
+ for(i=0; i<n; i++) {
pixel = s->pixels;
for(y=0; y<s->h; y++) {
for(x = 0; x<s->w; x++) {
if(c && c != colorkey) {
theta = frnd()*M_PI*2;
r = frnd(); r = 1 - r*r;
- // r = 1 - frnd()*frnd();
bdot[bd2].dx = 45*r*cos(theta) + dx;
bdot[bd2].dy = 45*r*sin(theta) + dy;
bdot[bd2].x = x + xbang;
bdot[bd2].y = y + ybang;
- bdot[bd2].c = 0;
+ bdot[bd2].c = (i < n-3) ? 0 : c;
bdot[bd2].life = 100;
bdot[bd2].decay = frnd()*3 + 1;
bdot[bd2].active = 1;
- // Replace the last few bang dots with the pixels from the exploding object
- if(endcount>0) bdot[bd2].c = c;
-
bd2 = (bd2+1) % MAXBANGDOTS;
}
pixel += row_inc;
}
}
- if(SDL_GetTicks() - begin_generate > 7) endcount++;
}
SDL_UnlockSurface(s);
void
-new_engine_dots(int n, int dir) {
+new_engine_dots(float time_span, int dir) {
int i;
+ int n = time_span * ENGINE_DOTS_PER_TIC;
float a, r; // angle, random length
float dx, dy;
float hx, hy; // half ship width/height.
static const int s[4] = { 2, 1, 0, 1 };
+ float time;
+ float accelh, accelv, past_ship_dx, past_ship_dy;
hx = ship.image->w / 2;
hy = ship.image->h / 2;
dy = r * -sin(a); // screen y is "backwards".
dotptr->active = 1;
- dotptr->x = ship.x + s[dir]*hx + (frnd()-0.5)*3;
- dotptr->y = ship.y + s[(dir+1)&3]*hy + (frnd()-0.5)*3;
+
+ // dot was created at a random time during the time span
+ 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
+ // determining the velocity of the dots, but not their starting
+ // location.
+ accelh = ((ship.jets >> 2) & 1) - (ship.jets & 1);
+ accelh *= THRUSTER_STRENGTH * time;
+ past_ship_dx = ship.dx - accelh;
+ accelv = ((ship.jets >> 1) & 1) - ((ship.jets >> 3) & 1);
+ accelv *= THRUSTER_STRENGTH * time;
+ past_ship_dy = ship.dy - accelv;
+
+ // the starting position (not speed) of the dot is calculated as
+ // though the ship were traveling at a constant speed for this
+ // time_span.
+ dotptr->x = (ship.x - (ship.dx - screendx) * time) + s[dir]*hx;
+ dotptr->y = (ship.y - (ship.dy - screendy) * time) + s[(dir+1)&3]*hy;
if(dir&1) {
- dotptr->dx = ship.dx + 2*dx;
- dotptr->dy = ship.dy + 20*dy;
+ dotptr->dx = past_ship_dx + 2*dx;
+ dotptr->dy = past_ship_dy + 20*dy;
dotptr->life = 60 * fabs(dy);
} else {
- dotptr->dx = ship.dx + 20*dx;
- dotptr->dy = ship.dy + 2*dy;
+ dotptr->dx = past_ship_dx + 20*dx;
+ dotptr->dy = past_ship_dy + 2*dy;
dotptr->life = 60 * fabs(dx);
}
+ // move the dot as though it were created in the past
+ dotptr->x += (dotptr->dx - screendx) * time;
+ dotptr->y += (dotptr->dy - screendy) * time;
+
if(dotptr - edot < MAXENGINEDOTS-1) dotptr++;
else dotptr = edot;
}
}
void
+move_engine_dots() {
+ int 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;
+ 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;
+ }
+ }
+}
+
+void
draw_engine_dots(SDL_Surface *s) {
int i;
uint16_t c;
Sprite *hit;
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;
- 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;
+ if(!edot[i].active) {
continue;
}
// check collisions
drawdots(SDL_Surface *s) {
int m;
- // Create engine dots out the side we're moving from
+ move_engine_dots();
+
+ // Create engine dots
for(m = 0; m<4; m++) {
if(ship.jets & 1<<m) { // 'jets' is a bit field
- new_engine_dots(80,m);
+ new_engine_dots(t_frame,m);
}
}
- move_dust();
+ move_dust(t_frame);
SDL_LockSurface(s);
draw_dust(s);
void
load_ship(void)
{
- load_sprite(SPRITE(&ship), "sprites/ship.png");
+ load_sprite(SPRITE(&ship), "ship.png");
}
int
}
// Load the banners
- NULLERROR(surf_b_variations = load_image("banners/variations.png"));
- NULLERROR(surf_b_on = load_image("banners/on.png"));
- NULLERROR(surf_b_rockdodger = load_image("banners/rockdodger.png"));
+ NULLERROR(surf_b_variations = load_image("b_variations.png"));
+ NULLERROR(surf_b_on = load_image("b_on.png"));
+ NULLERROR(surf_b_rockdodger = load_image("b_rockdodger.png"));
- NULLERROR(surf_b_game = load_image("banners/game.png"));
- NULLERROR(surf_b_over = load_image("banners/over.png"));
+ NULLERROR(surf_b_game = load_image("b_game.png"));
+ NULLERROR(surf_b_over = load_image("b_over.png"));
// Load the life indicator (small ship) graphic.
- NULLERROR(surf_life = load_image("indicators/life.png"));
+ NULLERROR(surf_life = load_image("life.png"));
// Load the font image
- s = add_data_path(BIG_FONT_FILE);
+ s = add_data_path("font.png");
if(s) {
NULLERROR(surf_font_big = IMG_Load(s));
free(s);
case HIGH_SCORE_ENTRY:
play_tune(TUNE_HIGH_SCORE_ENTRY);
- if(!process_score_input()) { // done inputting name
-
- // Change state to briefly show high scores page
- state = HIGH_SCORE_DISPLAY;
- state_timeout = 200;
-
- // Write the high score table to the file
- write_high_score_table();
-
- play_tune(TUNE_TITLE_PAGE);
- }
// FALL THROUGH TO
case HIGH_SCORE_DISPLAY:
// Display de list o high scores mon.
kill_ship(Sprite *ship)
{
ship->flags = MOVE;
- // ship->flags = MOVE|DRAW; // FADE SHIP
- // SDL_SetAlpha(ship->image, SDL_SRCALPHA, 0); // FADE SHIP
bang = true;
}
void
gameloop() {
- Uint8 *keystate = SDL_GetKeyState(NULL);
+ SDL_Event e;
+ Uint8 *keystate;
float tmp;
for(;;) {
- SDL_PumpEvents();
+ while(SDL_PollEvent(&e)) {
+ switch(e.type) {
+ case SDL_QUIT: return;
+ case SDL_KEYUP:
+ if(e.key.keysym.sym == SDLK_ESCAPE
+ || e.key.keysym.sym == SDLK_q)
+ return;
+ break;
+ case SDL_KEYDOWN:
+ if(state == HIGH_SCORE_ENTRY)
+ if(!process_score_input(&e.key.keysym)) {
+ // Write the high score table to the file
+ write_high_score_table();
+ // continue to display the scores briefly
+ state = HIGH_SCORE_DISPLAY;
+ state_timeout = 200;
+ play_tune(TUNE_TITLE_PAGE);
+ }
+ break;
+ }
+ }
keystate = SDL_GetKeyState(NULL);
if(!paused) {
}
} else {
if(state == DEAD_PAUSE) {
- 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);
- }
-
if(bangx < 60) bangx = 60;
-
- // FADE SHIP
- // alpha = 255.0 * (DEAD_PAUSE_LENGTH - state_timeout) / DEAD_PAUSE_LENGTH;
- // SDL_SetAlpha(ship.image, SDL_SRCALPHA, (uint8_t)alpha);
}
}
- new_rocks();
+ new_rocks(t_frame);
// SCROLLING
tmp = (ship.y+ship.dy*t_frame-YSCROLLTO)/25 + (ship.dy-screendy);
bangx += (bangdx - screendx)*t_frame;
bangy += (bangdy - screendy)*t_frame;
- move_sprites();
+ move_sprites(t_frame);
// BOUNCE off left or right edge of screen
}
// new game
- if((keystate[SDLK_SPACE] || keystate[SDLK_e] || keystate[SDLK_n])
+ if((keystate[SDLK_SPACE] || keystate[SDLK_1] || keystate[SDLK_2])
&& (state == HIGH_SCORE_DISPLAY
|| state == TITLE_PAGE
|| state == GAME_OVER)) {
if(state == GAME_OVER && new_high_score(score))
init_score_entry();
else {
- if((keystate[SDLK_SPACE] && !initial_rocks) || keystate[SDLK_n]) {
+ if((keystate[SDLK_SPACE] && !initial_rocks) || keystate[SDLK_2]) {
g_easy = 0;
initial_rocks = NORMAL_I_ROCKS;
final_rocks = NORMAL_F_ROCKS;
if(opt_gamespeed == EASY_GAMESPEED)
opt_gamespeed = NORMAL_GAMESPEED;
- } else if(keystate[SDLK_e]) {
+ } else if(keystate[SDLK_1]) {
g_easy = 1;
initial_rocks = EASY_I_ROCKS;
final_rocks = EASY_F_ROCKS;
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;
if(state == GAMEPLAY) {
if(!paused) {
- if(keystate[SDLK_LEFT] | keystate[SDLK_h]) { ship.dx -= 1.5*t_frame; ship.jets |= 1<<0;}
- if(keystate[SDLK_DOWN] | keystate[SDLK_t]) { ship.dy += 1.5*t_frame; ship.jets |= 1<<1;}
- if(keystate[SDLK_RIGHT] | keystate[SDLK_n]) { ship.dx += 1.5*t_frame; ship.jets |= 1<<2;}
- if(keystate[SDLK_UP] | keystate[SDLK_c]) { ship.dy -= 1.5*t_frame; ship.jets |= 1<<3;}
+ // FIXME why is this at the bottom? Shouldn't it be up before the ship movement?
+ if(keystate[SDLK_LEFT] || keystate[SDLK_h]) { ship.dx -= THRUSTER_STRENGTH*t_frame; ship.jets |= 1<<0;}
+ if(keystate[SDLK_DOWN] || keystate[SDLK_t]) { ship.dy += THRUSTER_STRENGTH*t_frame; ship.jets |= 1<<1;}
+ if(keystate[SDLK_RIGHT] || keystate[SDLK_n]) { ship.dx += THRUSTER_STRENGTH*t_frame; ship.jets |= 1<<2;}
+ if(keystate[SDLK_UP] || keystate[SDLK_c]) { ship.dy -= THRUSTER_STRENGTH*t_frame; ship.jets |= 1<<3;}
if(keystate[SDLK_3]) { SDL_SaveBMP(surf_screen, "snapshot.bmp"); }
}
state = HIGH_SCORE_DISPLAY;
state_timeout = 400;
}
-
- if(state != HIGH_SCORE_ENTRY && (keystate[SDLK_q] || keystate[SDLK_ESCAPE]))
- return;
-
}
}
int
main(int argc, char **argv) {
- init_opts();
- argp_parse(&argp, argc, argv, 0, 0, 0);
+ if(!parse_opts(argc, argv)) return 1;
if(init()) {
printf ("ta: '%s'\n",initerror);