X-Git-Url: https://jasonwoof.com/gitweb/?p=vor.git;a=blobdiff_plain;f=main.c;h=5ac2b5e7b6af905ccfbffcce6aa8a0c4c1fe8665;hp=ae52bd77a828fa22db4b6fd30a17728f67fe90fb;hb=45925ff114a17b9c1c0a720ff668e2cb795cd761;hpb=f33f1a05297ce0156030f0f78ecf5b84e00d424c diff --git a/main.c b/main.c index ae52bd7..5ac2b5e 100644 --- a/main.c +++ b/main.c @@ -21,8 +21,8 @@ #include #include -#include -#include +#include +#include #include #include #include @@ -66,7 +66,7 @@ struct bangdots bdot[MAXBANGDOTS], *bdotptr = bdot; char topline[1024]; char *initerror = ""; -struct ship ship = { SHIP_SPRITE, NULL, XSIZE/2, YSIZE/2, SCREENDXMIN, 0.0 }; +struct ship ship = { SHIP, 0, NULL, XSIZE/2, YSIZE/2, SCREENDXMIN, 0.0 }; float screendx = SCREENDXMIN, screendy = 0.0; float xscroll, yscroll; @@ -77,6 +77,7 @@ float t_frame; // length of this frame (in ticks = 1/20th second) int ms_frame; // length of this frame (milliseconds) int ms_end; // end of this frame (milliseconds) +int bang = false; float bangx, bangy, bangdx, bangdy; int score; @@ -203,7 +204,7 @@ draw_bang_dots(SDL_Surface *s) } // check collisions - if(pixel_hit_rocks(bdot[i].x, bdot[i].y)) { bdot[i].active = 0; continue; } + if(pixel_collides(bdot[i].x, bdot[i].y)) { bdot[i].active = 0; continue; } pixel = pixels + row_inc*(int)(bdot[i].y) + (int)(bdot[i].x); if(bdot[i].c) c = bdot[i].c; else c = heatcolor[(int)(bdot[i].life)*3]; @@ -268,7 +269,7 @@ draw_engine_dots(SDL_Surface *s) { edot[i].active = 0; continue; } - if(pixel_hit_rocks(edot[i].x, edot[i].y)) { edot[i].active = 0; continue; } + if(pixel_collides(edot[i].x, edot[i].y)) { edot[i].active = 0; continue; } heatindex = edot[i].life * 6; c = heatindex>3*W ? heatcolor[3*W-1] : heatcolor[heatindex]; pixels[row_inc*(int)(edot[i].y) + (int)(edot[i].x)] = c; @@ -311,6 +312,12 @@ load_image(char *filename) return img; } +void +load_ship(void) +{ + load_sprite(SPRITE(&ship), "sprites/ship.png"); +} + int init(void) { @@ -367,15 +374,6 @@ init(void) { NULLERROR(surf_b_game = load_image("banners/game.png")); NULLERROR(surf_b_over = load_image("banners/over.png")); - // Load the spaceship graphic. - ship.shape = malloc(sizeof(struct shape)); - if(!ship.shape) { - fprintf(stderr, "can't allocate ship shape.\n"); - exit(1); - } - NULLERROR(ship.image = load_image("sprites/ship.png")); - get_shape(ship.image, ship.shape); - // Load the life indicator (small ship) graphic. NULLERROR(surf_life = load_image("indicators/life.png")); @@ -390,7 +388,8 @@ init(void) { init_engine_dots(); init_dust(); - init_rocks(); + init_sprites(); + add_sprite(SPRITE(&ship)); // Remove the mouse cursor #ifdef SDL_DISABLE @@ -400,43 +399,33 @@ init(void) { return 0; } -int -draw() { +void +show_lives(void) +{ int i; SDL_Rect dest; - int bang, x; - char *text; - float fadegame,fadeover; - - bang = 0; - - // Draw a fully black background - SDL_FillRect(surf_screen,NULL,0); - // Draw the background dots - drawdots(surf_screen); - - // Draw ship - if(state == GAMEPLAY ) { - dest.x = ship.x; - dest.y = ship.y; - SDL_BlitSurface(ship.image,NULL,surf_screen,&dest); + for(i=0; iw + 10); + dest.y = 20; + SDL_BlitSurface(surf_life, NULL, surf_screen, &dest); } +} - draw_rocks(); +void +draw(void) { + SDL_Rect dest; + int x; + char *text; + float fadegame,fadeover; - // 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); - } - } + SDL_FillRect(surf_screen,NULL,0); // black background + drawdots(surf_screen); // background dots + draw_sprite(SPRITE(&ship)); + draw_rocks(); - // Draw the score - snprintscore_line(topline, 50, score); - SFont_Write(surf_screen, g_font, XSIZE-250, 0, topline); + show_lives(); + show_score(); // If it's game over, show the game over graphic in the dead centre switch (state) { @@ -516,43 +505,51 @@ draw() { ; // no action necessary } - if(state == GAMEPLAY) { - bang = hit_rocks(ship.x, ship.y, ship.shape); - } + collisions(); ms_frame = SDL_GetTicks() - ms_end; ms_end += ms_frame; - 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. - t_frame = 0; - ms_frame = 0; - } else { - t_frame = opt_gamespeed * ms_frame / 50; - if(state == GAMEPLAY) score += ms_frame; - } + t_frame = opt_gamespeed * ms_frame / 50; + if(state == GAMEPLAY) score += ms_frame; // Update the surface SDL_Flip(surf_screen); +} +static inline void +kill_ship(Sprite *ship) +{ + ship->flags = MOVE|DRAW; + SDL_SetAlpha(ship->image, SDL_SRCALPHA, 0); + bang = true; +} - return bang; +void +do_collision(Sprite *a, Sprite *b) +{ + if(a->type == SHIP) kill_ship(a); + else if (b->type == SHIP) kill_ship(b); + else bounce(a, b); } -int +void gameloop() { Uint8 *keystate = SDL_GetKeyState(NULL); float tmp; for(;;) { + SDL_PumpEvents(); + keystate = SDL_GetKeyState(NULL); + if(!paused) { // Count down the game loop timer, and change state when it gets to zero or less; if((state_timeout -= t_frame*3) < 0) { switch(state) { case DEAD_PAUSE: - // Create a new ship and start all over again + // Restore the ship and continue playing + ship.flags = DRAW|MOVE|COLLIDE; state = GAMEPLAY; play_tune(TUNE_GAMEPLAY); break; @@ -564,7 +561,7 @@ gameloop() { SDL_EnableUNICODE(1); while(SDL_PollEvent(&e)) ; - } else if(!keystate[SDLK_SPACE]) { + } else { state = HIGH_SCORE_DISPLAY; state_timeout = 400; } @@ -584,19 +581,16 @@ gameloop() { } } else { if(state == DEAD_PAUSE) { - float blast_radius; - int fixonly; - - if(state_timeout < DEAD_PAUSE_LENGTH - 20.0) { - blast_radius = BLAST_RADIUS * 1.3; - fixonly = 1; - } else { + float blast_radius, alpha; + if(state_timeout >= DEAD_PAUSE_LENGTH - 20.0) { blast_radius = BLAST_RADIUS * (DEAD_PAUSE_LENGTH - state_timeout) / 20.0; - fixonly = 0; + blast_rocks(bangx, bangy, blast_radius); } - blast_rocks(bangx, bangy, blast_radius, fixonly); if(bangx < 60) bangx = 60; + + alpha = 255.0 * (DEAD_PAUSE_LENGTH - state_timeout) / DEAD_PAUSE_LENGTH; + SDL_SetAlpha(ship.image, SDL_SRCALPHA, (uint8_t)alpha); } } @@ -619,37 +613,34 @@ gameloop() { xscroll = screendx * t_frame; yscroll = screendy * t_frame; - ship.x += ship.dx*t_frame - xscroll; - ship.y += ship.dy*t_frame - yscroll; - // move bang center bangx += bangdx*t_frame - xscroll; bangy += bangdy*t_frame - yscroll; - move_rocks(); + move_sprites(); - // BOUNCE X - if(ship.x<0 || ship.x>XSIZE-ship.image->w) { - // BOUNCE from left and right wall + // 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)*opt_bounciness; } - // BOUNCE Y - if(ship.y<0 || ship.y>YSIZE-ship.image->h) { - // BOUNCE from top and bottom wall + // 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)*opt_bounciness; } + draw(); - if(draw() && state == GAMEPLAY) { + if(state == GAMEPLAY && bang) { // Died + bang = false; play_sound(SOUND_BANG); // Play the explosion sound bangx = ship.x; bangy = ship.y; bangdx = ship.dx; bangdy = ship.dy; - new_bang_dots(ship.x,ship.y,ship.dx,ship.dy,ship.image); - ship.dx *= 0.5; ship.dy *= 0.5; + new_bang_dots(ship.x,ship.y,ship.dx,ship.dy,ship.image); + ship.dx *= 0.5; ship.dy *= 0.5; if(ship.dx < SCREENDXMIN) ship.dx = SCREENDXMIN; if(--ship.lives <= 0) { state = GAME_OVER; @@ -657,38 +648,37 @@ gameloop() { state_timeout = 200.0; fadetimer = 0.0; faderate = t_frame; - } - else { + } else { state = DEAD_PAUSE; state_timeout = DEAD_PAUSE_LENGTH; } } - SDL_PumpEvents(); - keystate = SDL_GetKeyState(NULL); - // new game - if(keystate[SDLK_SPACE] && (state == HIGH_SCORE_DISPLAY || state == TITLE_PAGE)) { - + if(keystate[SDLK_SPACE] + && (state == HIGH_SCORE_DISPLAY + || state == TITLE_PAGE + || state == GAME_OVER)) { + reset_sprites(); reset_rocks(); + ship.x = XSIZE/2.2; ship.y = YSIZE/2; + ship.dx = screendx; ship.dy = screendy; ship.lives = 4; + ship.flags = MOVE|DRAW|COLLIDE; + SDL_SetAlpha(ship.image, SDL_SRCALPHA, SDL_ALPHA_OPAQUE); + add_sprite(SPRITE(&ship)); + score = 0; state = GAMEPLAY; play_tune(TUNE_GAMEPLAY); - - ship.x = XSIZE/2.2; ship.y = YSIZE/2; - ship.dx = screendx; ship.dy = screendy; } ship.jets = 0; - } else { - SDL_PumpEvents(); - keystate = SDL_GetKeyState(NULL); } - if(state == GAMEPLAY) { + if(state == GAMEPLAY || state == DEAD_PAUSE) { if(!paused) { if(keystate[SDLK_LEFT] | keystate[SDLK_h]) { ship.dx -= 1.5*t_frame; ship.jets |= 1<<0;} if(keystate[SDLK_DOWN] | keystate[SDLK_t]) { ship.dy += 1.5*t_frame; ship.jets |= 1<<1;} @@ -701,19 +691,15 @@ gameloop() { if(!pausedown) { paused = !paused; pausedown = 1; + if(!paused) ms_end = SDL_GetTicks(); } } else { pausedown = 0; } - } else if(state == GAME_OVER) { - if(keystate[SDLK_SPACE]) { - state_timeout = -1; - } } - if(state != HIGH_SCORE_ENTRY && (keystate[SDLK_q] || keystate[SDLK_ESCAPE])) { - return 0; - } + if(state != HIGH_SCORE_ENTRY && (keystate[SDLK_q] || keystate[SDLK_ESCAPE])) + return; } }