X-Git-Url: https://jasonwoof.com/gitweb/?p=vor.git;a=blobdiff_plain;f=main.c;h=6b575bd61f9093c066a90cc6e9be6bf2df7826c5;hp=168012957fb58c05efa70861b8f743a6732e49cb;hb=0179e60b6196d115000cb77fcd4cc880eecb177f;hpb=427e28fed419596ebf8b4b5b49d8e27fbb97b185 diff --git a/main.c b/main.c index 1680129..6b575bd 100644 --- a/main.c +++ b/main.c @@ -68,11 +68,11 @@ char topline[1024]; char *initerror = ""; struct shape shipshape; -float shipx,shipy = 240.0; // X position, 0..XSIZE +float shipx = 320.0, shipy = 240.0; // X position, 0..XSIZE float shipdx,shipdy; // 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 yscroll; -float scrollvel; int nships,score,initticks,ticks_since_last, last_ticks; int gameover; @@ -128,25 +128,18 @@ init_engine_dots() { void init_space_dots() { - int i,intensity; + int i,b; for(i = 0; iformat,intensity,intensity,intensity); - + sdot[i].z = 4*rnd(); + b = (4 - sdot[i].z) * 255.0 / 4; + 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 +219,8 @@ 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 +250,12 @@ 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 + sdot[i].z); + sdot[i].y -= yscroll / (1 + 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; } } @@ -278,8 +267,8 @@ draw_engine_dots(SDL_Surface *s) { for(i = 0; iYSIZE) { edot[i].active = 0; } else if(edot[i].x<0 || edot[i].x>XSIZE) { @@ -666,6 +655,7 @@ draw() { int gameloop() { Uint8 *keystate; + float tmp; for(;;) { @@ -735,18 +725,26 @@ gameloop() { shipdy *= pow((double)0.9,(double)gamerate); } - // INERTIA - shipx += shipdx*gamerate; - shipy += shipdy*gamerate; - // SCROLLING - yscroll = shipy - (YSIZE / 2); - yscroll += shipdy * 25; - yscroll /= -25; - yscroll = ((scrollvel * (12 - gamerate)) + (yscroll * gamerate)) / 12; - scrollvel = yscroll; - yscroll = yscroll*gamerate; - shipy += yscroll; + tmp = shipy - (YSIZE / 2); + tmp += shipdy * 25; + tmp /= -25; + tmp = ((screendy * (gamerate - 12)) + (tmp * gamerate)) / 12; + screendy = -tmp; + if(state == GAMEPLAY) { + tmp = shipx - (XSIZE / 2); + tmp += shipdx * 25; + tmp /= -25; + tmp = ((screendx * (gamerate - 12)) + (tmp * gamerate)) / 12; + screendx = -tmp; + } else screendx = 7.5; + + xscroll = screendx * gamerate; + yscroll = screendy * gamerate; + + // INERTIA + shipx += shipdx*gamerate - xscroll; + shipy += shipdy*gamerate - yscroll; move_rocks(); @@ -769,8 +767,8 @@ gameloop() { if(draw() && state == GAMEPLAY) { // Play the explosion sound play_sound(0); - makebangdots(shipx,shipy,shipdx,shipdy,surf_ship,30); - shipdx = 0; + make_bang_dots(shipx,shipy,shipdx,shipdy,surf_ship,30); + shipdx = screendx; shipdy = 0; if(--nships <= 0) { gameover = 1; @@ -799,9 +797,9 @@ gameloop() { play_tune(1); gameover = 0; - shipx = 0; + shipx = 2*XSIZE/3; shipy = YSIZE/2; - shipdx = -1; + shipdx = screendx; shipdy = 0; }