X-Git-Url: https://jasonwoof.com/gitweb/?p=vor.git;a=blobdiff_plain;f=main.c;h=09d7cc549d1cf175c63e86a40f1075b44610b71e;hp=c32feb36862a7bf3a7e4f9daa5a359f376a2b8f8;hb=1aa8a0df26ef582dee4ffe3aa2f17f1f1a42b3c9;hpb=9ffdd66ad5f2c29a2125bbd458a700625f178065 diff --git a/main.c b/main.c index c32feb3..09d7cc5 100644 --- a/main.c +++ b/main.c @@ -30,10 +30,6 @@ #include "SFont.h" -#ifdef DEBUG -#include "debug.h" -#endif - #include "args.h" #include "common.h" #include "config.h" @@ -71,8 +67,6 @@ struct bangdots bdot[MAXBANGDOTS], *bdotptr = bdot; char topline[1024]; char *initerror = ""; - - struct shape shipshape; float shipx = XSIZE/2, shipy = YSIZE/2; // X position, 0..XSIZE float shipdx = SCREENDXMIN, shipdy = 0.0; // Change in X position per tick. @@ -82,14 +76,12 @@ float back_dist; // all movement is based on t_frame. float t_frame; // length of this frame (in ticks = 1/20th second) -float s_frame; // length of this frame (seconds) int ms_frame; // length of this frame (milliseconds) int ms_end; // end of this frame (milliseconds) float bangx, bangy, bangdx, bangdy; int nships,score; -int gameover; int jets = 0; float fadetimer = 0, faderate; @@ -423,7 +415,7 @@ draw() { drawdots(surf_screen); // Draw ship - if(!gameover && state == GAMEPLAY ) { + if(state == GAMEPLAY ) { dest.x = shipx; dest.y = shipy; SDL_BlitSurface(surf_ship,NULL,surf_screen,&dest); @@ -432,11 +424,12 @@ draw() { draw_rocks(); // Draw the life indicators. - if(state == GAMEPLAY || state == DEAD_PAUSE || state == GAME_OVER) - for(i = 0; iw + 10); - dest.y = 20; - SDL_BlitSurface(surf_life, NULL, surf_screen, &dest); + if(state == GAMEPLAY || state == DEAD_PAUSE || state == GAME_OVER) { + for(i = 0; iw + 10); + dest.y = 20; + SDL_BlitSurface(surf_life, NULL, surf_screen, &dest); + } } // Draw the score @@ -521,7 +514,7 @@ draw() { ; // no action necessary } - if(!gameover && state == GAMEPLAY) { + if(state == GAMEPLAY) { bang = hit_rocks(shipx, shipy, &shipshape); } @@ -530,13 +523,12 @@ draw() { if(ms_frame>200 || ms_frame<0) { // We won't run at all below 5 frames per second. // This also happens if we were paused, grr. - s_frame = 0; + t_frame = 0; ms_frame = 0; } else { - s_frame = opt_gamespeed * ms_frame / 1000; + t_frame = opt_gamespeed * ms_frame / 50; if(state == GAMEPLAY) score += ms_frame; } - t_frame = s_frame * 20; // Update the surface SDL_Flip(surf_screen); @@ -617,17 +609,18 @@ gameloop() { screendy += tmp * t_frame/12; tmp = (shipx-XSCROLLTO)/25 + (shipdx-screendx); screendx += tmp * t_frame/12; - - // taper off if we would hit the barrier in under 2 seconds. + // taper off so we don't hit the barrier abruptly. + // (if we would hit in < 2 seconds, adjust to 2 seconds). if(back_dist + (screendx - SCREENDXMIN)*TO_TICKS(2) < 0) { screendx = SCREENDXMIN - (back_dist/TO_TICKS(2)); } - xscroll = screendx * t_frame; - yscroll = screendy * t_frame; back_dist += (screendx - SCREENDXMIN)*t_frame; if(opt_max_lead >= 0) back_dist = min(back_dist, opt_max_lead); + xscroll = screendx * t_frame; + yscroll = screendy * t_frame; + shipx -= xscroll; shipy -= yscroll; @@ -662,8 +655,7 @@ gameloop() { if(shipdx < SCREENDXMIN) shipdx = SCREENDXMIN; if(--nships <= 0) { state = GAME_OVER; - gameover = 1; - shipdx = 8; shipdy = 0; + shipdx = SCREENDXMIN; shipdy = 0; state_timeout = 200.0; fadetimer = 0.0; faderate = t_frame; @@ -688,7 +680,6 @@ gameloop() { state = GAMEPLAY; play_tune(TUNE_GAMEPLAY); - gameover = 0; shipx = XSIZE/2.2; shipy = YSIZE/2; shipdx = screendx; shipdy = screendy; } @@ -700,28 +691,20 @@ gameloop() { } if(state == GAMEPLAY) { - if(!gameover) { - - if(!paused) { - if(keystate[SDLK_LEFT] | keystate[SDLK_h]) { shipdx -= 1.5*t_frame; jets |= 1<<0;} - if(keystate[SDLK_DOWN] | keystate[SDLK_t]) { shipdy += 1.5*t_frame; jets |= 1<<1;} - if(keystate[SDLK_RIGHT] | keystate[SDLK_n]) { shipdx += 1.5*t_frame; jets |= 1<<2;} - if(keystate[SDLK_UP] | keystate[SDLK_c]) { shipdy -= 1.5*t_frame; jets |= 1<<3;} - if(keystate[SDLK_3]) { SDL_SaveBMP(surf_screen, "snapshot.bmp"); } - } + if(!paused) { + if(keystate[SDLK_LEFT] | keystate[SDLK_h]) { shipdx -= 1.5*t_frame; jets |= 1<<0;} + if(keystate[SDLK_DOWN] | keystate[SDLK_t]) { shipdy += 1.5*t_frame; jets |= 1<<1;} + if(keystate[SDLK_RIGHT] | keystate[SDLK_n]) { shipdx += 1.5*t_frame; jets |= 1<<2;} + if(keystate[SDLK_UP] | keystate[SDLK_c]) { shipdy -= 1.5*t_frame; jets |= 1<<3;} + if(keystate[SDLK_3]) { SDL_SaveBMP(surf_screen, "snapshot.bmp"); } + } - if(keystate[SDLK_p] | keystate[SDLK_s]) { - if(!pausedown) { - paused = !paused; - pausedown = 1; - } - } else { - pausedown = 0; + if(keystate[SDLK_p] | keystate[SDLK_s]) { + if(!pausedown) { + paused = !paused; + pausedown = 1; } - - } - else { - paused = 0; + } else { pausedown = 0; } } else if(state == GAME_OVER) {