#include <stdio.h>
#include <stdlib.h>
#include <string.h>
+#include <time.h>
#include "font.h"
#include "args.h"
#include "common.h"
+#include <config.h>
#include "vorconfig.h"
#include "dust.h"
#include "file.h"
// ************************************* FUNCS
+#ifdef HAVE_NANOSLEEP
+void
+tiny_sleep() {
+ struct timespec t;
+ t.tv_sec = 0;
+ t.tv_nsec = 1;
+ nanosleep(&t, 0);
+}
+#else
+#define tiny_sleep()
+#endif
+
void
init_engine_dots() {
int i;
x = (XSIZE-font_width(text))/2 + cos(fadetimer/4.5)*10;
font_write(x,YSIZE-100 + cos(fadetimer/3)*5,text);
- text = "Version " VERSION;
+ text = "Version " PACKAGE_VERSION;
x = (XSIZE-font_width(text))/2 + sin(fadetimer/4.5)*10;
font_write(x,YSIZE-50 + sin(fadetimer/2)*5,text);
}
if(ms_frame > 50) {
ms_frame = 50;
}
+ if(ms_frame < 35) {
+ SDL_Delay(35 - ms_frame);
+ ms_frame = 35;
+ }
t_frame = gamespeed * ms_frame / 50;
frames++;
draw();
+ {
+ FILE *screenshot_fp;
+ char tmp[30];
+ char *screenshot_filename = &(tmp[0]);
+ for(;;) {
+ snprintf(screenshot_filename, 30, "vor-screenshot-%04i.bmp", screenshot_number++);
+ screenshot_fp = fopen(screenshot_filename, "r");
+ if(screenshot_fp) {
+ fclose(screenshot_fp);
+ } else {
+ break;
+ }
+ }
+ SDL_SaveBMP(surf_screen, screenshot_filename);
+ }
// new game
if((keystate[SDLK_SPACE] || keystate[SDLK_1] || keystate[SDLK_2])
state = HIGH_SCORE_DISPLAY;
state_timeout = 400;
}
+
+ tiny_sleep();
}
}
frames = 0;
gameloop();
end = SDL_GetTicks();
- // printf("%ld frames in %ld ms, %.2f fps.\n", frames, end-start, frames * 1000.0 / (end-start));
+ printf("%ld frames in %ld ms, %.2f fps.\n", frames, end-start, frames * 1000.0 / (end-start));
return 0;
}