X-Git-Url: https://jasonwoof.com/gitweb/?p=vor.git;a=blobdiff_plain;f=main.c;h=927d2bb812234c8c12f2862d61ca94ba3cec0b13;hp=3f66ce03d1f399bb55e7dcea34461bb751410372;hb=148882a3cc520f34616a1175ed157fe258d68dcc;hpb=c633a2e26924f5210aa8094593f5f003cee70a48 diff --git a/main.c b/main.c index 3f66ce0..927d2bb 100644 --- a/main.c +++ b/main.c @@ -21,8 +21,8 @@ #include #include -#include -#include +#include +#include #include #include #include @@ -39,7 +39,7 @@ #include "mt.h" #include "rocks.h" #include "score.h" -#include "shape.h" +#include "sprite.h" #include "sound.h" // ************************************* VARS @@ -66,10 +66,9 @@ 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; float back_dist; // all movement is based on t_frame. @@ -77,6 +76,7 @@ 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; @@ -99,9 +99,20 @@ enum states { enum states state = TITLE_PAGE; float state_timeout = 600.0; -#define NSEQUENCE 2 +char *space_msgs[3] = { + "Press SPACE to start a new game", + "Press SPACE for easy game", + "Press SPACE for normal game" +}; + +char *other_msgs[2] = { + "Press 'e' for easy game", + "Press 'n' for normal game" +}; +#define NSEQUENCE 3 char *sequence[] = { - "Press SPACE to start", + "Press SPACE for normal game", + "Press 'e' for easy game", "http://jasonwoof.org/vor" }; @@ -195,15 +206,15 @@ draw_bang_dots(SDL_Surface *s) if(bdot[i].life<0) { bdot[i].active = 0; continue; } // move and clip - bdot[i].x += bdot[i].dx*t_frame - xscroll; - bdot[i].y += bdot[i].dy*t_frame - yscroll; + bdot[i].x += (bdot[i].dx - screendx)*t_frame; + bdot[i].y += (bdot[i].dy - screendy)*t_frame; if(bdot[i].x < 0 || bdot[i].x >= XSIZE || bdot[i].y < 0 || bdot[i].y >= YSIZE) { bdot[i].active = 0; continue; } // 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]; @@ -256,11 +267,12 @@ draw_engine_dots(SDL_Surface *s) { uint16_t *pixels = (uint16_t *) s->pixels; int row_inc = s->pitch/sizeof(uint16_t); int heatindex; + Sprite *hit; for(i = 0; i= XSIZE @@ -268,7 +280,15 @@ 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; } + // 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; @@ -311,6 +331,12 @@ load_image(char *filename) return img; } +void +load_ship(void) +{ + load_sprite(SPRITE(&ship), "sprites/ship.png"); +} + int init(void) { @@ -367,15 +393,6 @@ 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 +407,8 @@ init(void) { init_engine_dots(); init_dust(); - init_rocks(); + init_sprites(); + add_sprite(SPRITE(&ship)); // Remove the mouse cursor #ifdef SDL_DISABLE @@ -400,98 +418,110 @@ 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); + for(i=0; iw + 10); + dest.y = 20; + SDL_BlitSurface(surf_life, NULL, surf_screen, &dest); + } +} - // Draw ship - if(state == GAMEPLAY ) { - dest.x = ship.x; - dest.y = ship.y; - SDL_BlitSurface(ship.image,NULL,surf_screen,&dest); +void +draw_game_over(void) +{ + int x; + char *text0, *text1; + SDL_Rect dest; + float a_game = 0, a_over = 0; + + // fade in "GAME", then "OVER". + a_game = min(1.0, faderate*fadetimer/3.0); + if(a_game == 1.0) a_over = min(1.0, faderate*fadetimer/3.0 - 1); + + fadetimer += t_frame; + + dest.x = (XSIZE-surf_b_game->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)) { + text0 = "New High Score!"; + text1 = "Press SPACE to continue"; + } else if(initial_rocks == EASY_I_ROCKS) { + text0 = space_msgs[1]; sequence[0] = text0; + text1 = other_msgs[1]; sequence[1] = text1; + } else { + text0 = space_msgs[0]; sequence[0] = space_msgs[2]; + text1 = other_msgs[0]; sequence[1] = text1; } - draw_rocks(); + 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); - // 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); - } - } + 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); +} + +void +draw_title_page(void) +{ + int x; + char *text; + SDL_Rect dest; - // Draw the score - snprintscore_line(topline, 50, score); - SFont_Write(surf_screen, g_font, XSIZE-250, 0, topline); + fadetimer += t_frame/2.0; - // If it's game over, show the game over graphic in the dead centre - switch (state) { - case GAME_OVER: - if(fadetimer<3.0/faderate) { - fadegame = fadetimer/(3.0/faderate); - } else { - fadegame = 1.0; - } + 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); - if(fadetimer<3.0/faderate) { - fadeover = 0.0; - } else if(fadetimer<6.0/faderate) { - fadeover = ((3.0/faderate)-fadetimer)/(6.0/faderate); - } else { - fadeover = 1.0; - } + 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_game->w)/2; - dest.y = (YSIZE-surf_b_game->h)/2-40; - SDL_SetAlpha(surf_b_game, SDL_SRCALPHA, (int)(fadegame*(200 + 55*cos(fadetimer += t_frame/1.0)))); - SDL_BlitSurface(surf_b_game,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); - 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)(fadeover*(200 + 55*sin(fadetimer)))); - SDL_BlitSurface(surf_b_over,NULL,surf_screen,&dest); - break; + text = sequence[(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); - case TITLE_PAGE: + 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); +} - 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 += t_frame/2.0))); - SDL_BlitSurface(surf_b_variations,NULL,surf_screen,&dest); +void +draw(void) { - 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); + SDL_FillRect(surf_screen,NULL,0); // black background + drawdots(surf_screen); // background dots + draw_sprite(SPRITE(&ship)); + draw_rocks(); - 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); + show_lives(); + show_score(); - 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); + // If it's game over, show the game over graphic in the dead centre + switch (state) { + case GAME_OVER: draw_game_over(); break; - text = sequence[(int)(fadetimer/40)%NSEQUENCE]; - //text = "Press SPACE to start!"; - 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); - break; + case TITLE_PAGE: draw_title_page(); break; case HIGH_SCORE_ENTRY: play_tune(TUNE_HIGH_SCORE_ENTRY); @@ -516,62 +546,77 @@ 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; + // ship->flags = MOVE|DRAW; // FADE SHIP + // SDL_SetAlpha(ship->image, SDL_SRCALPHA, 0); // FADE SHIP + bang = true; +} +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); +} - return bang; +void +init_score_entry(void) +{ + SDL_Event e; + state = HIGH_SCORE_ENTRY; + state_timeout = 5.0e6; + SDL_EnableUNICODE(1); + while(SDL_PollEvent(&e)) + ; } -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; case GAME_OVER: - if(new_high_score(score)) { - SDL_Event e; - state = HIGH_SCORE_ENTRY; - state_timeout = 5.0e6; - SDL_EnableUNICODE(1); - while(SDL_PollEvent(&e)) - ; - } else if(!keystate[SDLK_SPACE]) { + 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 = 500.0; + state_timeout = 600.0; + fadetimer = 0.0; break; case HIGH_SCORE_ENTRY: break; @@ -585,18 +630,17 @@ 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 alpha; // FADE SHIP + 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; + + // FADE SHIP + // alpha = 255.0 * (DEAD_PAUSE_LENGTH - state_timeout) / DEAD_PAUSE_LENGTH; + // SDL_SetAlpha(ship.image, SDL_SRCALPHA, (uint8_t)alpha); } } @@ -609,83 +653,91 @@ gameloop() { 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) { + 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); - 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; + bangx += (bangdx - screendx)*t_frame; + bangy += (bangdy - screendy)*t_frame; - 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; - if(ship.dx < SCREENDXMIN) ship.dx = SCREENDXMIN; - if(--ship.lives <= 0) { + 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; } - 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)) { - - reset_rocks(); + if((keystate[SDLK_SPACE] || keystate[SDLK_e] || keystate[SDLK_n]) + && (state == HIGH_SCORE_DISPLAY + || state == TITLE_PAGE + || state == GAME_OVER)) { + if(state == GAME_OVER && new_high_score(score)) + init_score_entry(); + else { + if((keystate[SDLK_SPACE] && !initial_rocks) || keystate[SDLK_n]) { + initial_rocks = NORMAL_I_ROCKS; + final_rocks = NORMAL_F_ROCKS; + if(opt_gamespeed == EASY_GAMESPEED) + opt_gamespeed = NORMAL_GAMESPEED; + } else if(keystate[SDLK_e]) { + initial_rocks = EASY_I_ROCKS; + final_rocks = EASY_F_ROCKS; + opt_gamespeed = EASY_GAMESPEED; + } + reset_sprites(); + reset_rocks(); + screendx = SCREENDXMIN; screendy = 0; - ship.lives = 4; - score = 0; + 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); // FADE SHIP + add_sprite(SPRITE(&ship)); - state = GAMEPLAY; - play_tune(TUNE_GAMEPLAY); + score = 0; - ship.x = XSIZE/2.2; ship.y = YSIZE/2; - ship.dx = screendx; ship.dy = screendy; + state = GAMEPLAY; + play_tune(TUNE_GAMEPLAY); + } } ship.jets = 0; - } else { - SDL_PumpEvents(); - keystate = SDL_GetKeyState(NULL); } if(state == GAMEPLAY) { @@ -701,19 +753,15 @@ 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; } }