X-Git-Url: https://jasonwoof.com/gitweb/?p=vor.git;a=blobdiff_plain;f=main.c;h=358faf5e47ab350e4f2a6a61f82ae1f6dfee9c90;hp=1bb6bc1d32a6aa55a698fd54b1b325ce9c8aabb2;hb=0d16e986bbae8d7b4f061afdb562a052f43f5a85;hpb=941aee9daf4b4cfb337fbf9688876e86c3b0b001 diff --git a/main.c b/main.c index 1bb6bc1..358faf5 100644 --- a/main.c +++ b/main.c @@ -41,6 +41,7 @@ #include "score.h" #include "sprite.h" #include "sound.h" +#include "autopilot.h" // ************************************* VARS // SDL_Surface global variables @@ -91,7 +92,7 @@ int score; float fadetimer = 0; -int pausedown = 0, paused = 0; +int paused = 0; // bangdot start (bd1) and end (bd2) position: int bd1 = 0, bd2 = 0; @@ -165,7 +166,6 @@ new_engine_dots(void) { dx = r * cos(a); dy = r * -sin(a); // screen y is "backwards". - dotptr->active = 1; dotptr->decay = 3; dotptr->heat = 6; @@ -202,8 +202,14 @@ new_engine_dots(void) { dotptr->x += (dotptr->dx - screendx) * time; dotptr->y += (dotptr->dy - screendy) * time; - if(dotptr - edot < MAXENGINEDOTS-1) dotptr++; - else dotptr = edot; + if(!fclip(dotptr->x, XSIZE) && !fclip(dotptr->y, YSIZE)) { + dotptr->active = 1; + if(dotptr - edot < MAXENGINEDOTS-1) { + dotptr++; + } else { + dotptr = edot; + } + } } } } @@ -619,16 +625,25 @@ gameloop() { for(;;) { ms_frame = SDL_GetTicks() - ms_end; ms_end += ms_frame; - if(ms_frame > 1000) { - ms_frame = 1000; + if(ms_frame > 50) { + ms_frame = 50; } t_frame = gamespeed * ms_frame / 50; frames++; + if(opt_autopilot) { + autopilot(t_frame); + } + while(SDL_PollEvent(&e)) { switch(e.type) { case SDL_QUIT: return; case SDL_KEYDOWN: + // even during high-score entry + if(e.key.keysym.sym == SDLK_ESCAPE) { + return; + } + if(state == HIGH_SCORE_ENTRY) { if(!process_score_input(&e.key.keysym)) { // Write the high score table to the file @@ -638,38 +653,57 @@ gameloop() { state_timeout = 200; play_tune(TUNE_TITLE_PAGE); } - } else if(e.key.keysym.sym == SDLK_q) { - return; - } - - if(e.key.keysym.sym == SDLK_ESCAPE) { - return; + } else { + switch(e.key.keysym.sym) { + case SDLK_q: + return; + case SDLK_3: + case SDLK_PRINT: + // FIXME make a unique filename like vor-screenshot--.bmp + SDL_SaveBMP(surf_screen, "snapshot.bmp"); + break; + case SDLK_p: + case SDLK_PAUSE: + paused = !paused; + if(!paused) { + ms_end = SDL_GetTicks(); + } + break; + default: + // other keys are handled by checking keystate each frame + break; + } } break; } } keystate = SDL_GetKeyState(NULL); + if(opt_autopilot) { + autopilot_fix_keystates(keystate); + } if(state == GAMEPLAY) { if(!paused) { score += ms_frame; - 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"); } - } - - if(keystate[SDLK_p] | keystate[SDLK_s]) { - if(!pausedown) { - paused = !paused; - pausedown = 1; - if(!paused) ms_end = SDL_GetTicks(); + if(keystate[SDLK_LEFT] || keystate[SDLK_KP4]) { + ship.dx -= THRUSTER_STRENGTH*t_frame; ship.jets |= 1<<0; + } + if(keystate[SDLK_DOWN] || keystate[SDLK_KP5] || keystate[SDLK_KP2]) { + ship.dy += THRUSTER_STRENGTH*t_frame; ship.jets |= 1<<1; + } + if(keystate[SDLK_RIGHT] || keystate[SDLK_KP6]) { + ship.dx += THRUSTER_STRENGTH*t_frame; ship.jets |= 1<<2; + } + if(keystate[SDLK_UP] || keystate[SDLK_KP8]) { + ship.dy -= THRUSTER_STRENGTH*t_frame; ship.jets |= 1<<3; + } + if(ship.jets) { + ship.dx = fconstrain2(ship.dx, -50, 50); + ship.dy = fconstrain2(ship.dy, -50, 50); } - } else { - pausedown = 0; } + } if(!paused) { @@ -692,22 +726,26 @@ gameloop() { move_dust(); new_rocks(); - new_engine_dots(); - - collisions(); // BOUNCE off left or right edge of screen if(ship.x < 0 || ship.x+ship.w > XSIZE) { ship.x -= (ship.dx-screendx)*t_frame; ship.dx = screendx - (ship.dx-screendx)*BOUNCINESS; + ship.x = fconstrain(ship.x, XSIZE - ship.w); } // BOUNCE off top or bottom of screen if(ship.y < 0 || ship.y+ship.h > YSIZE) { ship.y -= (ship.dy-screendy)*t_frame; ship.dy = screendy - (ship.dy-screendy)*BOUNCINESS; + ship.y = fconstrain(ship.y, YSIZE - ship.h); } + new_engine_dots(); + + collisions(); // must happen after ship bouncing because it puts pixels where the ship is (thus the ship must be on the screen) + + draw(); // new game