X-Git-Url: https://jasonwoof.com/gitweb/?p=vor.git;a=blobdiff_plain;f=main.c;h=91af5247198b555b317f1f223ce1d0b8e34911fe;hp=11ebba6e600562f02b6ce0e66a99106ca0ffde88;hb=fd76673983c406545f8fe1c89a9202760f30e4e9;hpb=31a00c721be0b569bc554069cc0a3eb2864eb61f diff --git a/main.c b/main.c index 11ebba6..91af524 100644 --- a/main.c +++ b/main.c @@ -19,7 +19,6 @@ * Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA */ -#include #include #include #include @@ -28,19 +27,21 @@ #include #include -#include "SFont.h" +#include "font.h" #include "args.h" #include "common.h" #include "config.h" #include "dust.h" #include "file.h" +#include "float.h" #include "globals.h" #include "mt.h" #include "rocks.h" #include "score.h" #include "sprite.h" #include "sound.h" +#include "autopilot.h" // ************************************* VARS // SDL_Surface global variables @@ -56,32 +57,40 @@ SDL_Surface *surf_font_big; // The big font -SFont_Font *g_font; +font *g_font; -// Structure global variables -struct enginedots edot[MAXENGINEDOTS], *dotptr = edot; -struct bangdots bdot[MAXBANGDOTS], *bdotptr = bdot; +struct dot { + int active; + float x, y; + float dx, dy; + float mass; // in DOT_MASS_UNITs + float decay; // rate at which to reduce mass. + int heat; // heat multiplier (color). +}; + +struct dot edot[MAXENGINEDOTS], *dotptr = edot; +struct dot bdot[MAXBANGDOTS]; // Other global variables char topline[1024]; char *initerror = ""; -struct ship ship = { SHIP, 0, NULL, XSIZE/2, YSIZE/2, SCREENDXMIN, 0.0 }; +struct ship ship = { SHIP, 0, NULL, XSIZE/2, YSIZE/2, BARRIER_SPEED, 0.0 }; -float screendx = SCREENDXMIN, screendy = 0.0; -float back_dist; +float screendx = BARRIER_SPEED, screendy = 0.0; +float dist_ahead; // all movement is based on t_frame. -float t_frame; // length of this frame (in ticks = 1/20th second) +unsigned long frames, start, end; +float t_frame; // length of this frame (in ticks = 1/20th second) adjusted for gamespeed int ms_frame; // length of this frame (milliseconds) int ms_end; // end of this frame (milliseconds) -int bang = false; -float bangx, bangy, bangdx, bangdy; +float gamespeed = 1.00; int score; -float fadetimer = 0, faderate; +float fadetimer = 0; int pausedown = 0, paused = 0; @@ -120,7 +129,7 @@ char *data_dir; extern char *optarg; extern int optind, opterr, optopt; -#define TO_TICKS(seconds) ((seconds)*20*opt_gamespeed) +#define TO_TICKS(seconds) ((seconds)*20*gamespeed) // ************************************* FUNCS @@ -132,192 +141,184 @@ init_engine_dots() { } } + void -new_bang_dots(int xbang, int ybang, int dx, int dy, SDL_Surface *s) +new_engine_dots(void) { + int dir, i; + int n = t_frame * ENGINE_DOTS_PER_TIC; + float a, r; // angle, random length + float dx, dy; + float hx, hy; // half ship width/height. + static const int s[4] = { 2, 1, 0, 1 }; + float time; + float accelh, accelv, past_ship_dx, past_ship_dy; + + hx = ship.image->w / 2; + hy = ship.image->h / 2; + + for(dir=0; dir<4; dir++) { + if(!(ship.jets & 1<active == 0) { + a = frnd()*M_PI + (dir-1)*M_PI_2; + r = sin(frnd()*M_PI); + dx = r * cos(a); + dy = r * -sin(a); // screen y is "backwards". + + dotptr->decay = 3; + dotptr->heat = 6; + + // dot was created at a random time during the time span + time = frnd() * t_frame; // this is how long ago + + // calculate how fast the ship was going when this engine dot was + // created (as if it had a smooth acceleration). This is used in + // determining the velocity of the dots, but not their starting + // location. + accelh = ((ship.jets >> 2) & 1) - (ship.jets & 1); + accelh *= THRUSTER_STRENGTH * time; + past_ship_dx = ship.dx - accelh; + accelv = ((ship.jets >> 1) & 1) - ((ship.jets >> 3) & 1); + accelv *= THRUSTER_STRENGTH * time; + past_ship_dy = ship.dy - accelv; + + // the starting position (not speed) of the dot is calculated as + // though the ship were traveling at a constant speed for this + // t_frame. + dotptr->x = (ship.x - (ship.dx - screendx) * time) + s[dir]*hx; + dotptr->y = (ship.y - (ship.dy - screendy) * time) + s[(dir+1)&3]*hy; + if(dir&1) { + dotptr->dx = past_ship_dx + 2*dx; + dotptr->dy = past_ship_dy + 20*dy; + dotptr->mass = 60 * fabs(dy); + } else { + dotptr->dx = past_ship_dx + 20*dx; + dotptr->dy = past_ship_dy + 2*dy; + dotptr->mass = 60 * fabs(dx); + } + + // move the dot as though it were created in the past + dotptr->x += (dotptr->dx - screendx) * time; + dotptr->y += (dotptr->dy - screendy) * time; + + if(!fclip(dotptr->x, XSIZE) && !fclip(dotptr->y, YSIZE)) { + dotptr->active = 1; + if(dotptr - edot < MAXENGINEDOTS-1) { + dotptr++; + } else { + dotptr = edot; + } + } + } + } + } +} + + +void +new_bang_dots(struct sprite *s) { - int x,y,endcount; - uint16_t *pixel,c; + int i, n, x, y; + uint16_t *pixel, c; uint32_t colorkey; int row_inc; - double theta,r; - int begin_generate; + double theta, r; + SDL_Surface *img = s->image; - begin_generate = SDL_GetTicks(); - pixel = s->pixels; - row_inc = s->pitch/sizeof(uint16_t) - s->w; - colorkey = s->format->colorkey; + n = 20; + pixel = img->pixels; + row_inc = img->pitch/sizeof(uint16_t) - img->w; + colorkey = img->format->colorkey; - SDL_LockSurface(s); + if(SDL_MUSTLOCK(img)) { SDL_LockSurface(img); } - endcount = 0; - while (endcount<3) { - pixel = s->pixels; - for(y=0; yh; y++) { - for(x = 0; xw; x++) { + for(i=0; ipixels; + for(y=0; yh; y++) { + for(x = 0; xw; x++) { c = *pixel++; if(c && c != colorkey) { theta = frnd()*M_PI*2; r = frnd(); r = 1 - r*r; - // r = 1 - frnd()*frnd(); - - bdot[bd2].dx = 45*r*cos(theta) + dx; - bdot[bd2].dy = 45*r*sin(theta) + dy; - bdot[bd2].x = x + xbang; - bdot[bd2].y = y + ybang; - bdot[bd2].c = 0; - bdot[bd2].life = 100; - bdot[bd2].decay = frnd()*3 + 1; - bdot[bd2].active = 1; - // Replace the last few bang dots with the pixels from the exploding object - if(endcount>0) bdot[bd2].c = c; + bdot[bd2].dx = 45*r*cos(theta) + s->dx; + bdot[bd2].dy = 45*r*sin(theta) + s->dy; + bdot[bd2].x = x + s->x; + bdot[bd2].y = y + s->y; + bdot[bd2].mass = frnd() * 99; + bdot[bd2].decay = frnd()*1.5 + 0.5; + bdot[bd2].heat = 3; + bdot[bd2].active = 1; bd2 = (bd2+1) % MAXBANGDOTS; } pixel += row_inc; } } - if(SDL_GetTicks() - begin_generate > 7) endcount++; } - SDL_UnlockSurface(s); + if(SDL_MUSTLOCK(img)) { SDL_UnlockSurface(img); } } + void -draw_bang_dots(SDL_Surface *s) +move_dot(struct dot *d) { - int i; - int first_i, last_i; - uint16_t *pixels, *pixel, c; - int row_inc = s->pitch/sizeof(uint16_t); Sprite *hit; - - pixels = (uint16_t *) s->pixels; - first_i = -1; - last_i = 0; - - for(i=0; i= XSIZE || bdot[i].y < 0 || bdot[i].y >= YSIZE) { - bdot[i].active = 0; - continue; - } - - // check collisions - if((hit = pixel_collides(bdot[i].x, bdot[i].y))) { - if(hit->type != SHIP) { // they shouldn't hit the ship, but they do - bdot[i].active = 0; - hit->dx += ENGINE_DOT_WEIGHT * bdot[i].life * bdot[i].dx / sprite_mass(hit); - hit->dy += ENGINE_DOT_WEIGHT * bdot[i].life * bdot[i].dy / sprite_mass(hit); - continue; + float mass; + + if(d->active) { + d->x += (d->dx - screendx) * t_frame; + d->y += (d->dy - screendy) * t_frame; + d->mass -= t_frame * d->decay; + if(d->mass < 0 || fclip(d->x, XSIZE) || fclip(d->y, YSIZE)) + d->active = 0; + else { + hit = pixel_collides(d->x, d->y); + if(hit) if(hit->type != SHIP) { + d->active = 0; + mass = sprite_mass(hit); + hit->dx += DOT_MASS_UNIT * d->mass * (d->dx - hit->dx) / mass; + hit->dy += DOT_MASS_UNIT * d->mass * (d->dy - hit->dy) / mass; } } - - 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]; - *pixel = c; } } - void -new_engine_dots(int n, int dir) { +move_dots(void) +{ int i; - float a, r; // angle, random length - float dx, dy; - float hx, hy; // half ship width/height. - static const int s[4] = { 2, 1, 0, 1 }; - - hx = ship.image->w / 2; - hy = ship.image->h / 2; - for(i = 0; iactive == 0) { - a = frnd()*M_PI + (dir-1)*M_PI_2; - r = sin(frnd()*M_PI); - dx = r * cos(a); - dy = r * -sin(a); // screen y is "backwards". - - dotptr->active = 1; - dotptr->x = ship.x + s[dir]*hx + (frnd()-0.5)*3; - dotptr->y = ship.y + s[(dir+1)&3]*hy + (frnd()-0.5)*3; - if(dir&1) { - dotptr->dx = ship.dx + 2*dx; - dotptr->dy = ship.dy + 20*dy; - dotptr->life = 60 * fabs(dy); - } else { - dotptr->dx = ship.dx + 20*dx; - dotptr->dy = ship.dy + 2*dy; - dotptr->life = 60 * fabs(dx); - } - - if(dotptr - edot < MAXENGINEDOTS-1) dotptr++; - else dotptr = edot; - } - } + for(i=0; ipixels; - int row_inc = s->pitch/sizeof(uint16_t); - int heatindex; - Sprite *hit; +draw_dot(struct dot *d) +{ + uint16_t *pixels, *pixel; + int row_inc; - for(i = 0; i= XSIZE - || edot[i].y<0 || edot[i].y >= YSIZE) { - edot[i].active = 0; - continue; - } - // check collisions - if((hit = pixel_collides(edot[i].x, edot[i].y))) { - if(hit->type != SHIP) { // they shouldn't hit the ship, but they do - edot[i].active = 0; - hit->dx += ENGINE_DOT_WEIGHT * edot[i].life * edot[i].dx / sprite_mass(hit); - hit->dy += ENGINE_DOT_WEIGHT * edot[i].life * edot[i].dy / sprite_mass(hit); - 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; + if(d->active) { + pixels = (uint16_t *) surf_screen->pixels; + row_inc = surf_screen->pitch / sizeof(uint16_t); + pixel = pixels + (int)d->y * row_inc + (int)d->x; + *pixel = heatcolor[min(3*W-1, (int)(d->mass * d->heat))]; } } void -drawdots(SDL_Surface *s) { - int m; - - // Create engine dots out the side we're moving from - for(m = 0; m<4; m++) { - if(ship.jets & 1<w)/2; dest.y = (YSIZE-surf_b_game->h)/2-40; - SDL_SetAlpha(surf_b_game, SDL_SRCALPHA, (int)(a_game*(200 + 55*cos(fadetimer)))); SDL_BlitSurface(surf_b_game,NULL,surf_screen,&dest); dest.x = (XSIZE-surf_b_over->w)/2; dest.y = (YSIZE-surf_b_over->h)/2 + 40; - SDL_SetAlpha(surf_b_over, SDL_SRCALPHA, (int)(a_over*(200 + 55*sin(fadetimer)))); SDL_BlitSurface(surf_b_over,NULL,surf_screen,&dest); if(new_high_score(score)) { @@ -468,11 +468,11 @@ draw_game_over(void) text1 = msgs[g_easy][1]; } - x = (XSIZE-SFont_TextWidth(g_font,text0))/2 + cos(fadetimer/9)*10; - SFont_Write(surf_screen,g_font,x,YSIZE-100 + cos(fadetimer/6)*5,text0); + x = (XSIZE-font_width(text0))/2 + cos(fadetimer/9)*10; + font_write(x,YSIZE-100 + cos(fadetimer/6)*5,text0); - x = (XSIZE-SFont_TextWidth(g_font,text1))/2 + sin(fadetimer/9)*10; - SFont_Write(surf_screen,g_font,x,YSIZE-50 + sin(fadetimer/4)*5,text1); + x = (XSIZE-font_width(text1))/2 + sin(fadetimer/9)*10; + font_write(x,YSIZE-50 + sin(fadetimer/4)*5,text1); } void @@ -486,91 +486,85 @@ draw_title_page(void) dest.x = (XSIZE-surf_b_variations->w)/2 + cos(fadetimer/6.5)*10; dest.y = (YSIZE/2-surf_b_variations->h)/2 + sin(fadetimer/5.0)*10; - SDL_SetAlpha(surf_b_variations, SDL_SRCALPHA, (int)(200 + 55*sin(fadetimer))); SDL_BlitSurface(surf_b_variations,NULL,surf_screen,&dest); dest.x = (XSIZE-surf_b_on->w)/2 + cos((fadetimer + 1.0)/6.5)*10; dest.y = (YSIZE/2-surf_b_on->h)/2 + surf_b_variations->h + 20 + sin((fadetimer + 1.0)/5.0)*10; - SDL_SetAlpha(surf_b_on, SDL_SRCALPHA, (int)(200 + 55*sin(fadetimer-1.0))); SDL_BlitSurface(surf_b_on,NULL,surf_screen,&dest); dest.x = (XSIZE-surf_b_rockdodger->w)/2 + cos((fadetimer + 2.0)/6.5)*10; dest.y = (YSIZE/2-surf_b_rockdodger->h)/2 + surf_b_variations->h + surf_b_on->h + 40 + sin((fadetimer + 2.0)/5)*10; - SDL_SetAlpha(surf_b_rockdodger, SDL_SRCALPHA, (int)(200 + 55*sin(fadetimer-2.0))); SDL_BlitSurface(surf_b_rockdodger,NULL,surf_screen,&dest); text = msgs[g_easy][(int)(fadetimer/35)%NSEQUENCE]; - x = (XSIZE-SFont_TextWidth(g_font,text))/2 + cos(fadetimer/4.5)*10; - SFont_Write(surf_screen,g_font,x,YSIZE-100 + cos(fadetimer/3)*5,text); + x = (XSIZE-font_width(text))/2 + cos(fadetimer/4.5)*10; + font_write(x,YSIZE-100 + cos(fadetimer/3)*5,text); text = "Version " VERSION; - x = (XSIZE-SFont_TextWidth(g_font,text))/2 + sin(fadetimer/4.5)*10; - SFont_Write(surf_screen,g_font,x,YSIZE-50 + sin(fadetimer/2)*5,text); + x = (XSIZE-font_width(text))/2 + sin(fadetimer/4.5)*10; + font_write(x,YSIZE-50 + sin(fadetimer/2)*5,text); } void -draw(void) { - +draw(void) +{ SDL_FillRect(surf_screen,NULL,0); // black background - drawdots(surf_screen); // background dots + draw_dots(); // background dots draw_sprite(SPRITE(&ship)); draw_rocks(); show_lives(); show_score(); - // If it's game over, show the game over graphic in the dead centre switch (state) { case GAME_OVER: draw_game_over(); break; case TITLE_PAGE: draw_title_page(); break; - case HIGH_SCORE_ENTRY: - play_tune(TUNE_HIGH_SCORE_ENTRY); - if(!process_score_input()) { // done inputting name - - // Change state to briefly show high scores page - state = HIGH_SCORE_DISPLAY; - state_timeout = 200; - - // Write the high score table to the file - write_high_score_table(); - - play_tune(TUNE_TITLE_PAGE); - } - // FALL THROUGH TO + case HIGH_SCORE_ENTRY: play_tune(TUNE_HIGH_SCORE_ENTRY); + // and fall through to case HIGH_SCORE_DISPLAY: // Display de list o high scores mon. - display_scores(surf_screen, 150,50); + display_scores(150,50); break; case GAMEPLAY: case DEAD_PAUSE: ; // no action necessary } - collisions(); - - ms_frame = SDL_GetTicks() - ms_end; - ms_end += 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) +kill_ship(struct ship *ship) { - ship->flags = MOVE; - bang = true; + play_sound(SOUND_BANG); + new_bang_dots(SPRITE(ship)); + if(--ship->lives) { + state = DEAD_PAUSE; + state_timeout = DEAD_PAUSE_LENGTH; + // want ship to be invisible, but keep drifting at sqrt(speed) + // to leave it in the middle of the space from the explosion. + ship->flags = MOVE; + ship->dx = (ship->dx < 0) ? -sqrt(-ship->dx) : sqrt(ship->dx); + ship->dy = (ship->dy < 0) ? -sqrt(-ship->dy) : sqrt(ship->dy); + if(ship->dx < BARRIER_SPEED) ship->dx = BARRIER_SPEED; + } else { + state = GAME_OVER; + state_timeout = 200.0; + fadetimer = 0.0; + ship->flags = 0; + // scrolling is based on the ship speed, so we need to reset it. + ship->dx = BARRIER_SPEED; ship->dy = 0; + } } void do_collision(Sprite *a, Sprite *b) { - if(a->type == SHIP) kill_ship(a); - else if (b->type == SHIP) kill_ship(b); + if(a->type == SHIP) kill_ship((struct ship *)a); + else if(b->type == SHIP) kill_ship((struct ship *)b); else bounce(a, b); } @@ -586,110 +580,156 @@ init_score_entry(void) insert_score(score); } +// Count down the state timer, and change state when it gets to zero or less; +void +update_state(void) +{ + state_timeout -= t_frame*3; + if(state_timeout > 0) return; + + switch(state) { + case GAMEPLAY: break; // no action necessary + case DEAD_PAUSE: + // Restore the ship and continue playing + ship.flags = DRAW|MOVE|COLLIDE; + state = GAMEPLAY; + play_tune(TUNE_GAMEPLAY); + break; + case GAME_OVER: + if(new_high_score(score)) init_score_entry(); + else { + state = HIGH_SCORE_DISPLAY; + state_timeout = 400; + } + break; + case HIGH_SCORE_DISPLAY: + state = TITLE_PAGE; + state_timeout = 600.0; + fadetimer = 0.0; + break; + case HIGH_SCORE_ENTRY: + break; + case TITLE_PAGE: + state = HIGH_SCORE_DISPLAY; + state_timeout = 200.0; + break; + } +} + void gameloop() { - Uint8 *keystate = SDL_GetKeyState(NULL); + SDL_Event e; + Uint8 *keystate; float tmp; - for(;;) { - SDL_PumpEvents(); - keystate = SDL_GetKeyState(NULL); + ms_frame = SDL_GetTicks() - ms_end; + ms_end += ms_frame; + if(ms_frame > 50) { + ms_frame = 50; + } + t_frame = gamespeed * ms_frame / 50; + frames++; - 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: - // Restore the ship and continue playing - ship.flags = DRAW|MOVE|COLLIDE; - state = GAMEPLAY; - play_tune(TUNE_GAMEPLAY); - break; - case GAME_OVER: - if(new_high_score(score)) init_score_entry(); - else { + if(opt_autopilot) { + autopilot(t_frame); + } + + while(SDL_PollEvent(&e)) { + switch(e.type) { + case SDL_QUIT: return; + case SDL_KEYDOWN: + if(state == HIGH_SCORE_ENTRY) { + if(!process_score_input(&e.key.keysym)) { + // Write the high score table to the file + write_high_score_table(); + // continue to display the scores briefly state = HIGH_SCORE_DISPLAY; - state_timeout = 400; + state_timeout = 200; + play_tune(TUNE_TITLE_PAGE); } - break; - case HIGH_SCORE_DISPLAY: - state = TITLE_PAGE; - state_timeout = 600.0; - fadetimer = 0.0; - break; - case HIGH_SCORE_ENTRY: - break; - case TITLE_PAGE: - state = HIGH_SCORE_DISPLAY; - state_timeout = 200.0; - break; - case GAMEPLAY: - ; // no action necessary + } else if(e.key.keysym.sym == SDLK_q) { + return; + } + + if(e.key.keysym.sym == SDLK_ESCAPE) { + return; + } + 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(ship.jets) { + ship.dx = fconstrain2(ship.dx, -50, 50); + ship.dy = fconstrain2(ship.dy, -50, 50); } - } else { - if(state == DEAD_PAUSE) { - if(bangx < 60) bangx = 60; + 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(); } + } else { + pausedown = 0; } + } - new_rocks(); + if(!paused) { + update_state(); // SCROLLING - tmp = (ship.y+ship.dy*t_frame-YSCROLLTO)/25 + (ship.dy-screendy); + tmp = (ship.y+ship.h/2 + ship.dy*t_frame - YSCROLLTO)/25 + (ship.dy-screendy); screendy += tmp * t_frame/12; - tmp = (ship.x+ship.dx*t_frame-XSCROLLTO)/25 + (ship.dx-screendx); + tmp = (ship.x+ship.w/2 + ship.dx*t_frame - XSCROLLTO)/25 + (ship.dx-screendx); screendx += tmp * t_frame/12; // taper off so we don't hit the barrier abruptly. // (if we would hit in < 2 seconds, adjust to 2 seconds). - if(back_dist + (screendx - SCREENDXMIN)*TO_TICKS(2) < 0) - screendx = SCREENDXMIN - (back_dist/TO_TICKS(2)); - back_dist += (screendx - SCREENDXMIN)*t_frame; - if(opt_max_lead >= 0) back_dist = min(back_dist, opt_max_lead); - - // move bang center - bangx += (bangdx - screendx)*t_frame; - bangy += (bangdy - screendy)*t_frame; + if(dist_ahead + (screendx - BARRIER_SPEED)*TO_TICKS(2) < 0) + screendx = BARRIER_SPEED - (dist_ahead/TO_TICKS(2)); + dist_ahead += (screendx - BARRIER_SPEED)*t_frame; + if(MAX_DIST_AHEAD >= 0) dist_ahead = min(dist_ahead, MAX_DIST_AHEAD); move_sprites(); + move_dots(); + move_dust(); + new_rocks(); // 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; + 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)*opt_bounciness; + ship.dy = screendy - (ship.dy-screendy)*BOUNCINESS; + ship.y = fconstrain(ship.y, YSIZE - ship.h); } - draw(); + new_engine_dots(); - 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); - - if(--ship.lives) { - state = DEAD_PAUSE; - state_timeout = DEAD_PAUSE_LENGTH; - ship.dx = (ship.dx < 0) ? -sqrt(-ship.dx) : sqrt(ship.dx); - ship.dy = (ship.dy < 0) ? -sqrt(-ship.dy) : sqrt(ship.dy); - if(ship.dx < SCREENDXMIN) ship.dx = SCREENDXMIN; - } else { - state = GAME_OVER; - ship.dx = SCREENDXMIN; ship.dy = 0; - state_timeout = 200.0; - fadetimer = 0.0; - faderate = t_frame; - } - } + 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 if((keystate[SDLK_SPACE] || keystate[SDLK_1] || keystate[SDLK_2]) @@ -703,19 +743,19 @@ gameloop() { g_easy = 0; initial_rocks = NORMAL_I_ROCKS; final_rocks = NORMAL_F_ROCKS; - if(opt_gamespeed == EASY_GAMESPEED) - opt_gamespeed = NORMAL_GAMESPEED; + if(gamespeed == EASY_GAMESPEED) + gamespeed = NORMAL_GAMESPEED; } else if(keystate[SDLK_1]) { g_easy = 1; initial_rocks = EASY_I_ROCKS; final_rocks = EASY_F_ROCKS; - opt_gamespeed = EASY_GAMESPEED; + gamespeed = EASY_GAMESPEED; } reset_sprites(); reset_rocks(); - screendx = SCREENDXMIN; screendy = 0; + screendx = BARRIER_SPEED; screendy = 0; - ship.x = XSIZE/2.2; ship.y = YSIZE/2; + ship.x = XSIZE/2.2; ship.y = YSIZE/2 - ship.w/2; ship.dx = screendx; ship.dy = screendy; ship.lives = 4; ship.flags = MOVE|DRAW|COLLIDE; @@ -731,48 +771,27 @@ gameloop() { ship.jets = 0; } - if(state == GAMEPLAY) { - 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;} - if(keystate[SDLK_RIGHT] | keystate[SDLK_n]) { ship.dx += 1.5*t_frame; ship.jets |= 1<<2;} - if(keystate[SDLK_UP] | keystate[SDLK_c]) { ship.dy -= 1.5*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(); - } - } else { - pausedown = 0; - } - } - if(state == TITLE_PAGE && keystate[SDLK_h]) { state = HIGH_SCORE_DISPLAY; state_timeout = 400; } - - if(state != HIGH_SCORE_ENTRY && (keystate[SDLK_q] || keystate[SDLK_ESCAPE])) - return; - } } int main(int argc, char **argv) { - init_opts(); - argp_parse(&argp, argc, argv, 0, 0, 0); + if(!parse_opts(argc, argv)) return 1; if(init()) { - printf ("ta: '%s'\n",initerror); + printf ("vor: SDL error: '%s'\n",initerror); return 1; } + start = SDL_GetTicks(); + frames = 0; gameloop(); + end = SDL_GetTicks(); + printf("%ld frames in %ld ms, %.2f fps.\n", frames, end-start, frames * 1000.0 / (end-start)); return 0; }