X-Git-Url: https://jasonwoof.com/gitweb/?p=vor.git;a=blobdiff_plain;f=main.c;h=92927b5a17a302c4d788ea64fc948ca80a2d71b6;hp=9b04f07ce2beea629e6cc55a7667be31e9c407a8;hb=3ef599c7104a20c4f5268dbefb6590aa3e285663;hpb=286cb1818d7d2787c8a19f5cf34947e7300bc536 diff --git a/main.c b/main.c index 9b04f07..92927b5 100644 --- a/main.c +++ b/main.c @@ -81,6 +81,7 @@ float back_dist; // all movement is based on t_frame. float t_frame; // length of this frame (in ticks = 1/20th second) +float s_frame; // length of this frame (seconds) int ms_frame; // length of this frame (milliseconds) int ms_end; // end of this frame (milliseconds) @@ -88,7 +89,7 @@ float bangx, bangy, bangdx, bangdy; int nships,score; int gameover; -int maneuver = 0; +int jets = 0; float fadetimer = 0, faderate; @@ -297,84 +298,36 @@ draw_engine_dots(SDL_Surface *s) { } void -create_engine_dots(int newdots) { +new_engine_dots(int n, int dir) { int i; - double theta,r,dx,dy; - - if(!opt_tail_engine) return; - - if(state == GAMEPLAY) { - for(i = 0; iactive == 0) { - theta = rnd()*M_PI*2; - r = rnd(); - dx = cos(theta)*r; - dy = sin(theta)*r; - - dotptr->active = 1; - dotptr->x = shipx + surf_ship->w/2-14; - dotptr->y = shipy + surf_ship->h/2 + (rnd()-0.5)*5-1; - dotptr->dx = 10*(dx-1.5) + shipdx; - dotptr->dy = 1*dy + shipdy; - dotptr->life = 45 + rnd(1)*5; - - dotptr++; - if(dotptr-edot >= MAXENGINEDOTS) { - dotptr = edot; - } - } - } - } -} + 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 }; -void -create_engine_dots2(int newdots, int m) { - int i; - double theta, theta2, dx, dy, adx, ady; + hx = surf_ship->w / 2; + hy = surf_ship->h / 2; - // Don't create fresh engine dots when - // the game is not being played and a demo is not beng shown - if(state != GAMEPLAY) return; - - for(i = 0; iactive == 0) { - theta = rnd()*M_PI*2; - theta2 = rnd()*M_PI*2; - - dx = cos(theta) * fabs(cos(theta2)); - dy = sin(theta) * fabs(cos(theta2)); - adx = fabs(dx); - ady = fabs(dy); - + a = rnd()*M_PI + (dir-1)*M_PI_2; + r = sin(rnd()*M_PI); + dx = r * cos(a); + dy = r * -sin(a); // screen y is "backwards". dotptr->active = 1; - dotptr->x = shipx + surf_ship->w/2 + (rnd()-0.5)*3; - dotptr->y = shipy + surf_ship->h/2 + (rnd()-0.5)*3; - - switch(m) { - case 0: - dotptr->x -= 14; - dotptr->dx = -20*adx + shipdx; - dotptr->dy = 2*dy + shipdy; - dotptr->life = 60 * adx; - break; - case 1: - dotptr->dx = 2*dx + shipdx; - dotptr->dy = -20*ady + shipdy; - dotptr->life = 60 * ady; - break; - case 2: - dotptr->x += 14; - dotptr->dx = 20*adx + shipdx; - dotptr->dy = 2*dy + shipdy; - dotptr->life = 60 * adx; - break; - case 3: - dotptr->dx = 2*dx + shipdx; - dotptr->dy = 20*ady + shipdy; - dotptr->life = 60 * ady; - break; + dotptr->x = shipx + s[dir]*hx + (rnd()-0.5)*3; + dotptr->y = shipy + s[(dir+1)&3]*hy + (rnd()-0.5)*3; + if(dir&1) { + dotptr->dx = shipdx + 2*dx; + dotptr->dy = shipdy + 20*dy; + dotptr->life = 60 * fabs(dy); + } else { + dotptr->dx = shipdx + 20*dx; + dotptr->dy = shipdy + 2*dy; + dotptr->life = 60 * fabs(dx); } + dotptr++; if(dotptr-edot >= MAXENGINEDOTS) { dotptr = edot; @@ -387,13 +340,10 @@ void drawdots(SDL_Surface *s) { int m; - // Create more engine dots comin' out da back - if(!gameover) create_engine_dots(200); - // Create engine dots out the side we're moving from for(m = 0; m<4; m++) { - if(maneuver & 1<200 || ms_frame<0) { // We won't run at all below 5 frames per second. - t_frame = 0; + // This also happens if we were paused, grr. + s_frame = 0; + ms_frame = 0; } else { - t_frame = opt_gamespeed*ms_frame/50.0; - if(state == GAMEPLAY) { - score += ms_frame; - } + s_frame = opt_gamespeed * ms_frame / 1000; + if(state == GAMEPLAY) score += ms_frame; } + t_frame = s_frame * 20; // Update the surface SDL_Flip(surf_screen); @@ -698,12 +649,6 @@ gameloop() { new_rocks(); - // FRICTION? - if(opt_friction) { - shipdx *= pow((double)0.9,(double)t_frame); - shipdy *= pow((double)0.9,(double)t_frame); - } - // INERTIA shipx += shipdx*t_frame; shipy += shipdy*t_frame; @@ -795,7 +740,7 @@ gameloop() { shipdx = screendx; shipdy = screendy; } - maneuver = 0; + jets = 0; } else { SDL_PumpEvents(); keystate = SDL_GetKeyState(NULL); @@ -805,10 +750,10 @@ gameloop() { if(!gameover) { if(!paused) { - if(keystate[SDLK_UP] | keystate[SDLK_c]) { shipdy -= 1.5*t_frame; maneuver |= 1<<3;} - if(keystate[SDLK_DOWN] | keystate[SDLK_t]) { shipdy += 1.5*t_frame; maneuver |= 1<<1;} - if(keystate[SDLK_LEFT] | keystate[SDLK_h]) { shipdx -= 1.5*t_frame; maneuver |= 1<<2;} - if(keystate[SDLK_RIGHT] | keystate[SDLK_n]) { shipdx += 1.5*t_frame; maneuver |= 1;} + if(keystate[SDLK_LEFT] | keystate[SDLK_h]) { shipdx -= 1.5*t_frame; jets |= 1<<0;} + if(keystate[SDLK_DOWN] | keystate[SDLK_t]) { shipdy += 1.5*t_frame; jets |= 1<<1;} + if(keystate[SDLK_RIGHT] | keystate[SDLK_n]) { shipdx += 1.5*t_frame; jets |= 1<<2;} + if(keystate[SDLK_UP] | keystate[SDLK_c]) { shipdy -= 1.5*t_frame; jets |= 1<<3;} if(keystate[SDLK_3]) { SDL_SaveBMP(surf_screen, "snapshot.bmp"); } }