X-Git-Url: https://jasonwoof.com/gitweb/?p=vor.git;a=blobdiff_plain;f=main.c;h=bd0c158f37d6c1c4126715f148ecffd3f286e555;hp=0486c7e2cb3a98712fc8065c63bf3df58a33eeec;hb=9f0bc6ef9620912ca42eca9c3f4b6ca10dba35ce;hpb=46dacbe75dac20a1c6e1b61a2eb99ca25fc971ec diff --git a/main.c b/main.c index 0486c7e..bd0c158 100644 --- a/main.c +++ b/main.c @@ -70,9 +70,9 @@ char *initerror = ""; struct shape shipshape; float shipx,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; @@ -111,11 +111,6 @@ char *data_dir; extern char *optarg; extern int optind, opterr, optopt; -float dist_sq(float x1, float y1, float x2, float y2) -{ - return (x2-x1)*(x2-x1) + (y2-y1)*(y2-y1); -} - // ************************************* FUNCS float @@ -232,7 +227,7 @@ draw_bang_dots(SDL_Surface *s) { 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].y += bdot[i].dy*gamerate-yscroll; if(bdot[i].life<0) bdot[i].active = 0; @@ -263,7 +258,7 @@ draw_space_dots(SDL_Surface *s) { } 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; + sdot[i].y -= yscroll; if(sdot[i].y > YSIZE) { sdot[i].y -= YSIZE; } else if(sdot[i].y < 0) { @@ -284,7 +279,7 @@ draw_engine_dots(SDL_Surface *s) { for(i = 0; iYSIZE) { edot[i].active = 0; } else if(edot[i].x<0 || edot[i].x>XSIZE) { @@ -671,6 +666,7 @@ draw() { int gameloop() { Uint8 *keystate; + float tmp; for(;;) { @@ -740,18 +736,18 @@ gameloop() { shipdy *= pow((double)0.9,(double)gamerate); } + // SCROLLING + tmp = shipy - (YSIZE / 2); + tmp += 25 * shipdy; + tmp /= -25; + tmp = ((screendy * (gamerate - 12)) + (tmp * gamerate)) / 12; + screendy = -tmp; + xscroll = screendx * gamerate; + yscroll = screendy * 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; + shipy += shipdy*gamerate - yscroll; move_rocks(); @@ -775,6 +771,8 @@ gameloop() { // Play the explosion sound play_sound(0); makebangdots(shipx,shipy,shipdx,shipdy,surf_ship,30); + shipdx = 0; + shipdy = 0; if(--nships <= 0) { gameover = 1; state = GAME_OVER; @@ -785,18 +783,12 @@ gameloop() { else { state = DEAD_PAUSE; state_timeout = DEAD_PAUSE_LENGTH; - shipdx = 0; - shipdy = 0; } } SDL_PumpEvents(); keystate = SDL_GetKeyState(NULL); - if(state != HIGH_SCORE_ENTRY && (keystate[SDLK_q] || keystate[SDLK_ESCAPE])) { - return 0; - } - if(keystate[SDLK_SPACE] && (state == HIGH_SCORE_DISPLAY || state == TITLE_PAGE)) { reset_rocks(); @@ -850,6 +842,11 @@ gameloop() { state_timeout = -1; } } + + if(state != HIGH_SCORE_ENTRY && (keystate[SDLK_q] || keystate[SDLK_ESCAPE])) { + return 0; + } + } }