X-Git-Url: https://jasonwoof.com/gitweb/?p=vor.git;a=blobdiff_plain;f=main.c;h=61b2caa108a27aa843e1aa28a665f565fb3af67c;hp=bd0c158f37d6c1c4126715f148ecffd3f286e555;hb=13f67bd0888b8b4ccec1a1fb5516074423d0ec32;hpb=21570ddf054d9850eb924bcdc53be9e19581232a diff --git a/main.c b/main.c index bd0c158..61b2caa 100644 --- a/main.c +++ b/main.c @@ -68,13 +68,15 @@ char topline[1024]; char *initerror = ""; struct shape shipshape; -float shipx,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. -int nships,score,initticks,ticks_since_last, last_ticks; +float bangx, bangy, bangdx, bangdy; + +int nships,score,ticks_since_last, last_ticks; int gameover; int maneuver = 0; int sound_flag, music_flag; @@ -128,25 +130,18 @@ init_engine_dots() { void init_space_dots() { - int i,intensity; + int i,b; for(i = 0; iformat,intensity,intensity,intensity); - + sdot[i].z = MAXDUSTDEPTH*sqrt(rnd()); + b = (MAXDUSTDEPTH - sdot[i].z) * 255.0 / MAXDUSTDEPTH; + sdot[i].color = SDL_MapRGB(surf_screen->format, b, b, b); } } void -makebangdots(int xbang, int ybang, int dx, int dy, SDL_Surface *s, int power) { +make_bang_dots(int xbang, int ybang, int dx, int dy, SDL_Surface *s, int power) { // TODO - stop generating dots after a certain amount of time has passed, to cope with slower CPUs. // TODO - generate and display dots in a circular buffer @@ -226,8 +221,8 @@ draw_bang_dots(SDL_Surface *s) { //last_i = i + 1; rawpixel[(int)(s->pitch/2*(int)(bdot[i].y)) + (int)(bdot[i].x)] = bdot[i].c ? bdot[i].c : heatcolor[(int)(bdot[i].life*3)]; bdot[i].life -= bdot[i].decay; - bdot[i].x += bdot[i].dx*gamerate; - bdot[i].y += bdot[i].dy*gamerate-yscroll; + bdot[i].x += bdot[i].dx*gamerate - xscroll; + bdot[i].y += bdot[i].dy*gamerate - yscroll; if(bdot[i].life<0) bdot[i].active = 0; @@ -257,16 +252,12 @@ 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 += sdot[i].dx*gamerate; - sdot[i].y -= yscroll; - if(sdot[i].y > YSIZE) { - sdot[i].y -= YSIZE; - } else if(sdot[i].y < 0) { - sdot[i].y += YSIZE; - } - if(sdot[i].x<0) { - sdot[i].x = XSIZE; - } + 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; + else if(sdot[i].y < 0) sdot[i].y += YSIZE-1; } } @@ -278,7 +269,7 @@ draw_engine_dots(SDL_Surface *s) { for(i = 0; iYSIZE) { edot[i].active = 0; @@ -679,7 +670,6 @@ gameloop() { // Create a new ship and start all over again state = GAMEPLAY; play_tune(1); - shipx -= 50; break; case GAME_OVER: state = HIGH_SCORE_ENTRY; @@ -722,9 +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; } } @@ -736,19 +726,31 @@ gameloop() { shipdy *= pow((double)0.9,(double)gamerate); } + // INERTIA + shipx += shipdx*gamerate; + shipy += shipdy*gamerate; + // SCROLLING tmp = shipy - (YSIZE / 2); - tmp += 25 * shipdy; + 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; - // INERTIA - shipx += shipdx*gamerate; - shipy += shipdy*gamerate - yscroll; - move_rocks(); @@ -756,7 +758,7 @@ gameloop() { if(shipx<0 || shipx>XSIZE-surf_ship->w) { // BOUNCE from left and right wall shipx -= shipdx*gamerate; - shipdx *= -0.99; + shipdx *= -99; } // BOUNCE Y @@ -768,14 +770,15 @@ gameloop() { if(draw() && state == GAMEPLAY) { - // Play the explosion sound - play_sound(0); - makebangdots(shipx,shipy,shipdx,shipdy,surf_ship,30); - shipdx = 0; - shipdy = 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) { - gameover = 1; state = GAME_OVER; + gameover = 1; + shipdx = 8; shipdy = 0; state_timeout = 200.0; fadetimer = 0.0; faderate = gamerate; @@ -800,10 +803,8 @@ gameloop() { play_tune(1); gameover = 0; - shipx = 0; - shipy = YSIZE/2; - shipdx = -1; - shipdy = 0; + shipx = XSIZE/2.2; shipy = YSIZE/2; + shipdx = screendx; shipdy = screendy; } maneuver = 0; @@ -896,7 +897,6 @@ main(int argc, char **argv) { } reset_rocks(); - initticks = SDL_GetTicks(); gameloop(); return 0;