X-Git-Url: https://jasonwoof.com/gitweb/?p=vor.git;a=blobdiff_plain;f=main.c;h=96c396831e8e93fc11c45e4703b46bc322c91d01;hp=ae52bd77a828fa22db4b6fd30a17728f67fe90fb;hb=0978da8f14d855eecae9882b559d6e8b0533e78e;hpb=f33f1a05297ce0156030f0f78ecf5b84e00d424c diff --git a/main.c b/main.c index ae52bd7..96c3968 100644 --- a/main.c +++ b/main.c @@ -21,8 +21,8 @@ #include #include -#include -#include +#include +#include #include #include #include @@ -66,7 +66,7 @@ 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, ALL_FLAGS, NULL, XSIZE/2, YSIZE/2, SCREENDXMIN, 0.0 }; float screendx = SCREENDXMIN, screendy = 0.0; float xscroll, yscroll; @@ -77,6 +77,7 @@ 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; @@ -203,7 +204,7 @@ draw_bang_dots(SDL_Surface *s) } // 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]; @@ -268,7 +269,7 @@ 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; } + if(pixel_collides(edot[i].x, edot[i].y)) { edot[i].active = 0; 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 +312,12 @@ load_image(char *filename) return img; } +void +load_ship(void) +{ + load_sprite(SPRITE(&ship), "sprites/ship.png"); +} + int init(void) { @@ -367,15 +374,6 @@ 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 +388,8 @@ init(void) { init_engine_dots(); init_dust(); - init_rocks(); + init_sprites(); + add_sprite(SPRITE(&ship)); // Remove the mouse cursor #ifdef SDL_DISABLE @@ -400,16 +399,14 @@ init(void) { return 0; } -int -draw() { +void +draw(void) { int i; SDL_Rect dest; - int bang, x; + int x; char *text; float fadegame,fadeover; - bang = 0; - // Draw a fully black background SDL_FillRect(surf_screen,NULL,0); @@ -417,11 +414,7 @@ draw() { drawdots(surf_screen); // Draw ship - if(state == GAMEPLAY ) { - dest.x = ship.x; - dest.y = ship.y; - SDL_BlitSurface(ship.image,NULL,surf_screen,&dest); - } + if(state == GAMEPLAY) draw_sprite(SPRITE(&ship)); draw_rocks(); @@ -516,9 +509,7 @@ 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; @@ -534,9 +525,18 @@ draw() { // Update the surface SDL_Flip(surf_screen); +} - - return bang; +void +do_collision(Sprite *a, Sprite *b) +{ + if(a->type == SHIP) { + a->flags = MOVE_FLAG; bang = true; + } else if (b->type == SHIP) { + b->flags = MOVE_FLAG; bang = true; + } else { + bounce(a, b); + } } int @@ -553,6 +553,7 @@ gameloop() { switch(state) { case DEAD_PAUSE: // Create a new ship and start all over again + ship.flags = ALL_FLAGS; state = GAMEPLAY; play_tune(TUNE_GAMEPLAY); break; @@ -585,16 +586,10 @@ 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 { + 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; } @@ -619,14 +614,11 @@ gameloop() { 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; - move_rocks(); + move_sprites(); // BOUNCE X @@ -643,13 +635,15 @@ gameloop() { 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; + 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) { state = GAME_OVER; @@ -657,8 +651,7 @@ gameloop() { state_timeout = 200.0; fadetimer = 0.0; faderate = t_frame; - } - else { + } else { state = DEAD_PAUSE; state_timeout = DEAD_PAUSE_LENGTH; } @@ -669,17 +662,19 @@ gameloop() { // new game if(keystate[SDLK_SPACE] && (state == HIGH_SCORE_DISPLAY || state == TITLE_PAGE)) { - + reset_sprites(); reset_rocks(); + ship.x = XSIZE/2.2; ship.y = YSIZE/2; + ship.dx = screendx; ship.dy = screendy; ship.lives = 4; + ship.flags = ALL_FLAGS; + add_sprite(SPRITE(&ship)); + score = 0; state = GAMEPLAY; play_tune(TUNE_GAMEPLAY); - - ship.x = XSIZE/2.2; ship.y = YSIZE/2; - ship.dx = screendx; ship.dy = screendy; } ship.jets = 0;