#define NSEQUENCE 2
char *sequence[] = {
"Press SPACE to start",
- "http://herkamire.com/jason/vor"
+ "http://jasonwoof.org/vor"
};
int bangdotlife, nbangdots;
SDL_UnlockSurface(s);
}
+SDL_Surface *
+load_image(char *filename)
+{
+ SDL_Surface *tmp, *img = NULL;
+ char *s = add_data_path(filename);
+ if(s) {
+ tmp = IMG_Load(s);
+ free(s);
+ if(tmp) {
+ img = SDL_DisplayFormat(tmp);
+ SDL_FreeSurface(tmp);
+ }
+ }
+ return img;
+}
+
int
init(void) {
int i;
- SDL_Surface *temp;
+ char *s;
Uint32 flag;
// Where are our data files?
// Initialize SDL with audio and video
if(SDL_Init(SDL_INIT_VIDEO | SDL_INIT_AUDIO) != 0) {
opt_sound = 0;
- printf ("Can't open sound, starting without it\n");
+ fputs("Can't open sound, starting without it\n", stderr);
atexit(SDL_Quit);
} else {
atexit(SDL_Quit);
}
// Load the banners
- NULLERROR(temp = IMG_Load(add_path("banners/variations.png")));
- NULLERROR(surf_b_variations = SDL_DisplayFormat(temp));
-
- NULLERROR(temp = IMG_Load(add_path("banners/on.png")));
- NULLERROR(surf_b_on = SDL_DisplayFormat(temp));
+ 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(temp = IMG_Load(add_path("banners/rockdodger.png")));
- NULLERROR(surf_b_rockdodger = SDL_DisplayFormat(temp));
-
- NULLERROR(temp = IMG_Load(add_path("banners/game.png")));
- NULLERROR(surf_b_game = SDL_DisplayFormat(temp));
-
- NULLERROR(temp = IMG_Load(add_path("banners/over.png")));
- NULLERROR(surf_b_over = SDL_DisplayFormat(temp));
-
- surf_font_big = IMG_Load(add_path(BIG_FONT_FILE));
- g_font = SFont_InitFont(surf_font_big);
+ NULLERROR(surf_b_game = load_image("banners/game.png"));
+ NULLERROR(surf_b_over = load_image("banners/over.png"));
// Load the spaceship graphic.
- NULLERROR(temp = IMG_Load(add_path("sprites/ship.png")));
- NULLERROR(surf_ship = SDL_DisplayFormat(temp));
+ NULLERROR(surf_ship = load_image("sprites/ship.png"));
get_shape(surf_ship, &shipshape);
// Load the life indicator (small ship) graphic.
- NULLERROR(temp = IMG_Load(add_path("indicators/life.png")));
- NULLERROR(surf_life = SDL_DisplayFormat(temp));
+ NULLERROR(surf_life = load_image("indicators/life.png"));
+
+ // Load the font image
+ s = add_data_path(BIG_FONT_FILE);
+ if(s) {
+ NULLERROR(surf_font_big = IMG_Load(s));
+ free(s);
+ g_font = SFont_InitFont(surf_font_big);
+ }
init_engine_dots();
init_dust();
int
gameloop() {
- Uint8 *keystate;
+ Uint8 *keystate = SDL_GetKeyState(NULL);
float tmp;
new_rocks();
- // INERTIA
- shipx += shipdx*t_frame;
- shipy += shipdy*t_frame;
-
// SCROLLING
- tmp = (shipy-YSCROLLTO)/25 + (shipdy-screendy);
+ tmp = (shipy+shipdy*t_frame-YSCROLLTO)/25 + (shipdy-screendy);
screendy += tmp * t_frame/12;
- tmp = (shipx-XSCROLLTO)/25 + (shipdx-screendx);
+ tmp = (shipx+shipdx*t_frame-XSCROLLTO)/25 + (shipdx-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).
xscroll = screendx * t_frame;
yscroll = screendy * t_frame;
- shipx -= xscroll;
- shipy -= yscroll;
+ shipx += shipdx*t_frame - xscroll;
+ shipy += shipdy*t_frame - yscroll;
// move bang center
bangx += bangdx*t_frame - xscroll;