X-Git-Url: https://jasonwoof.com/gitweb/?p=vor.git;a=blobdiff_plain;f=main.c;h=112d6d7c9c75aefc7a0707d73e3ec4b0dbdd4fed;hp=ecdc4e6c80e559405eaff05d22332dea2010da0c;hb=d96cae8368715101e2bf3f9ff8900dc171c70b2f;hpb=28956e4738468200963dad131b05a24d92f0baa9 diff --git a/main.c b/main.c index ecdc4e6..112d6d7 100644 --- a/main.c +++ b/main.c @@ -68,12 +68,14 @@ char topline[1024]; char *initerror = ""; struct shape shipshape; -float shipx = 320.0, shipy = 240.0; // X position, 0..XSIZE -float shipdx,shipdy; // Change in X position per tick. +float shipx = XSIZE/2, shipy = YSIZE/2; // X position, 0..XSIZE +float shipdx = 8, shipdy = 0; // Change in X position per tick. float screendx = 7.5, screendy = 0.0; float xscroll, yscroll; float gamerate; // this controls the speed of everything that moves. +float bangx, bangy, bangdx, bangdy; + int nships,score,initticks,ticks_since_last, last_ticks; int gameover; int maneuver = 0; @@ -250,8 +252,8 @@ draw_space_dots(SDL_Surface *s) { sdot[i].y = 0; } rawpixel[(int)(s->pitch/2*(int)sdot[i].y) + (int)(sdot[i].x)] = sdot[i].color; - sdot[i].x -= xscroll / (1 + sdot[i].z); - sdot[i].y -= yscroll / (1 + sdot[i].z); + sdot[i].x -= xscroll / (1.3 + sdot[i].z); + sdot[i].y -= yscroll / (1.3 + sdot[i].z); if(sdot[i].y >= XSIZE) sdot[i].x -= XSIZE; else if(sdot[i].x < 0) sdot[i].x = XSIZE-1; if(sdot[i].y > YSIZE) sdot[i].y -= YSIZE; @@ -710,9 +712,9 @@ gameloop() { blast_radius = BLAST_RADIUS * (DEAD_PAUSE_LENGTH - state_timeout) / 20.0; fixonly = 0; } - blast_rocks(shipx, shipy, blast_radius, fixonly); + blast_rocks(bangx, bangy, blast_radius, fixonly); - if(shipx < 60) shipx = 60; + if(bangx < 60) bangx = 60; } } @@ -727,26 +729,28 @@ gameloop() { // INERTIA shipx += shipdx*gamerate; shipy += shipdy*gamerate; - + // SCROLLING - if(state == GAMEPLAY) { - tmp = shipy - (YSIZE / 2); - tmp += shipdy * 25; - tmp /= -25; - tmp = ((screendy * (gamerate - 12)) + (tmp * gamerate)) / 12; - screendy = -tmp; - tmp = shipx - (XSIZE / 2); - tmp += shipdx * 25; - tmp /= -25; - tmp = ((screendx * (gamerate - 12)) + (tmp * gamerate)) / 12; - screendx = -tmp; - } else if(state != DEAD_PAUSE) screendx = 7.5; + tmp = shipy - (YSIZE / 2); + tmp += shipdy * 25; + tmp /= -25; + tmp = ((screendy * (gamerate - 12)) + (tmp * gamerate)) / 12; + screendy = -tmp; + tmp = shipx - (XSIZE / 3); + tmp += shipdx * 25; + tmp /= -25; + tmp = ((screendx * (gamerate - 12)) + (tmp * gamerate)) / 12; + screendx = -tmp; xscroll = screendx * gamerate; yscroll = screendy * gamerate; shipx -= xscroll; shipy -= yscroll; + // move bang center + bangx += bangdx*gamerate - xscroll; + bangy += bangdy*gamerate - yscroll; + move_rocks(); @@ -766,14 +770,15 @@ gameloop() { if(draw() && state == GAMEPLAY) { - // Play the explosion sound - play_sound(0); + // Died + play_sound(0); // Play the explosion sound + bangx = shipx; bangy = shipy; bangdx = shipdx; bangdy = shipdy; make_bang_dots(shipx,shipy,shipdx,shipdy,surf_ship,30); shipdx *= 0.5; shipdy *= 0.5; if(--nships <= 0) { - shipdx = 0; shipdy = 0; - gameover = 1; state = GAME_OVER; + gameover = 1; + shipdx = 8; shipdy = 0; state_timeout = 200.0; fadetimer = 0.0; faderate = gamerate; @@ -798,7 +803,7 @@ gameloop() { play_tune(1); gameover = 0; - shipx = XSIZE/2; shipy = YSIZE/2; + shipx = XSIZE/2.2; shipy = YSIZE/2; shipdx = screendx; shipdy = screendy; }