X-Git-Url: https://jasonwoof.com/gitweb/?p=vor.git;a=blobdiff_plain;f=main.c;h=d57aa3bf7aa90b75caaa02ed27fe127aff2ff233;hp=d9e81ef425d01f59206ea385445b2261ea75262d;hb=f8a464d8eed8cf611c0c3f80166d2a650efb1485;hpb=446a34fd7d8133bc6c1f1fc998d813442849a2f2 diff --git a/main.c b/main.c index d9e81ef..d57aa3b 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 @@ -51,7 +51,6 @@ SDL_Surface *surf_b_rockdodger, // "rockdodger" banner *surf_b_game, // Title element "game" *surf_b_over, // Title element "over" - *surf_ship, // Spaceship element *surf_life, // Indicator of number of ships remaining *surf_rock[NROCKS], // THE ROCKS *surf_font_big; // The big font @@ -67,9 +66,8 @@ struct bangdots bdot[MAXBANGDOTS], *bdotptr = bdot; char topline[1024]; char *initerror = ""; -struct shape shipshape; -float shipx = XSIZE/2, shipy = YSIZE/2; // X position, 0..XSIZE -float shipdx = SCREENDXMIN, shipdy = 0.0; // Change in X position per tick. +struct ship ship = { SHIP_SPRITE, NULL, XSIZE/2, YSIZE/2, SCREENDXMIN, 0.0 }; + float screendx = SCREENDXMIN, screendy = 0.0; float xscroll, yscroll; float back_dist; @@ -81,8 +79,7 @@ int ms_end; // end of this frame (milliseconds) float bangx, bangy, bangdx, bangdy; -int nships,score; -int jets = 0; +int score; float fadetimer = 0, faderate; @@ -105,7 +102,7 @@ float state_timeout = 600.0; #define NSEQUENCE 2 char *sequence[] = { "Press SPACE to start", - "http://herkamire.com/jason/vor" + "http://jasonwoof.org/vor" }; int bangdotlife, nbangdots; @@ -153,6 +150,7 @@ new_bang_dots(int xbang, int ybang, int dx, int dy, SDL_Surface *s) 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; @@ -178,73 +176,43 @@ new_bang_dots(int xbang, int ybang, int dx, int dy, SDL_Surface *s) } void -draw_bang_dots(SDL_Surface *s) { +draw_bang_dots(SDL_Surface *s) +{ int i; int first_i, last_i; - Uint16 *rawpixel; - rawpixel = (Uint16 *) s->pixels; + uint16_t *pixels, *pixel, c; + int row_inc = s->pitch/sizeof(uint16_t); + pixels = (uint16_t *) s->pixels; first_i = -1; last_i = 0; - for(i = bd1; (bd1 <= bd2)?(i= bd1 && i < bd2); last_i = ++i) { + for(i=0; i= XSIZE || bdot[i].y <= 0 || bdot[i].y >= YSIZE) { - // If the dot has drifted outside the perimeter, kill it + // move and clip + bdot[i].x += bdot[i].dx*t_frame - xscroll; + bdot[i].y += bdot[i].dy*t_frame - yscroll; + if(bdot[i].x < 0 || bdot[i].x >= XSIZE || bdot[i].y < 0 || bdot[i].y >= YSIZE) { bdot[i].active = 0; + continue; } - if(bdot[i].active) { - if(first_i < 0) - first_i = i; - 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*t_frame - xscroll; - bdot[i].y += bdot[i].dy*t_frame - yscroll; + // check collisions + if(pixel_hit_rocks(bdot[i].x, bdot[i].y)) { bdot[i].active = 0; continue; } - if(bdot[i].life<0) bdot[i].active = 0; - } - } - - if(first_i >= 0) { - bd1 = first_i; - bd2 = last_i; - } - else { - bd1 = 0; - bd2 = 0; + 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 -draw_engine_dots(SDL_Surface *s) { - int i; - Uint16 *rawpixel; - rawpixel = (Uint16 *) s->pixels; - - for(i = 0; iYSIZE) { - edot[i].active = 0; - } else if(edot[i].x<0 || edot[i].x>XSIZE) { - edot[i].active = 0; - } else { - int heatindex; - heatindex = edot[i].life * 6; - //rawpixel[(int)(s->pitch/2*(int)(edot[i].y)) + (int)(edot[i].x)] = lifecolor[(int)(edot[i].life)]; - rawpixel[(int)(s->pitch/2*(int)(edot[i].y)) + (int)(edot[i].x)] = heatindex>3*W ? heatcolor[3*W-1] : heatcolor[heatindex]; - } - } - } -} - -void new_engine_dots(int n, int dir) { int i; float a, r; // angle, random length @@ -252,8 +220,8 @@ new_engine_dots(int n, int dir) { float hx, hy; // half ship width/height. static const int s[4] = { 2, 1, 0, 1 }; - hx = surf_ship->w / 2; - hy = surf_ship->h / 2; + hx = ship.image->w / 2; + hy = ship.image->h / 2; for(i = 0; iactive == 0) { @@ -263,31 +231,57 @@ new_engine_dots(int n, int dir) { dy = r * -sin(a); // screen y is "backwards". dotptr->active = 1; - dotptr->x = shipx + s[dir]*hx + (frnd()-0.5)*3; - dotptr->y = shipy + s[(dir+1)&3]*hy + (frnd()-0.5)*3; + 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 = shipdx + 2*dx; - dotptr->dy = shipdy + 20*dy; + dotptr->dx = ship.dx + 2*dx; + dotptr->dy = ship.dy + 20*dy; dotptr->life = 60 * fabs(dy); } else { - dotptr->dx = shipdx + 20*dx; - dotptr->dy = shipdy + 2*dy; + dotptr->dx = ship.dx + 20*dx; + dotptr->dy = ship.dy + 2*dy; dotptr->life = 60 * fabs(dx); } - if(dotptr - edot < MAXENGINEDOTS) dotptr++; + if(dotptr - edot < MAXENGINEDOTS-1) dotptr++; else dotptr = edot; } } } void +draw_engine_dots(SDL_Surface *s) { + int i; + uint16_t c; + uint16_t *pixels = (uint16_t *) s->pixels; + int row_inc = s->pitch/sizeof(uint16_t); + int heatindex; + + for(i = 0; i= XSIZE + || edot[i].y<0 || edot[i].y >= YSIZE) { + edot[i].active = 0; + continue; + } + if(pixel_hit_rocks(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; + } +} + +void drawdots(SDL_Surface *s) { int m; // Create engine dots out the side we're moving from for(m = 0; m<4; m++) { - if(jets & 1<w + 10); dest.y = 20; SDL_BlitSurface(surf_life, NULL, surf_screen, &dest); @@ -507,7 +511,7 @@ draw() { } if(state == GAMEPLAY) { - bang = hit_rocks(shipx, shipy, &shipshape); + bang = hit_rocks(SPRITE(&ship)); } ms_frame = SDL_GetTicks() - ms_end; @@ -531,7 +535,7 @@ draw() { int gameloop() { - Uint8 *keystate; + Uint8 *keystate = SDL_GetKeyState(NULL); float tmp; @@ -592,14 +596,10 @@ gameloop() { new_rocks(); - // INERTIA - shipx += shipdx*t_frame; - shipy += shipdy*t_frame; - // SCROLLING - tmp = (shipy-YSCROLLTO)/25 + (shipdy-screendy); + tmp = (ship.y+ship.dy*t_frame-YSCROLLTO)/25 + (ship.dy-screendy); screendy += tmp * t_frame/12; - tmp = (shipx-XSCROLLTO)/25 + (shipdx-screendx); + tmp = (ship.x+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). @@ -613,8 +613,8 @@ gameloop() { xscroll = screendx * t_frame; yscroll = screendy * t_frame; - shipx -= xscroll; - shipy -= yscroll; + ship.x += ship.dx*t_frame - xscroll; + ship.y += ship.dy*t_frame - yscroll; // move bang center bangx += bangdx*t_frame - xscroll; @@ -624,30 +624,30 @@ gameloop() { // BOUNCE X - if(shipx<0 || shipx>XSIZE-surf_ship->w) { + if(ship.x<0 || ship.x>XSIZE-ship.image->w) { // BOUNCE from left and right wall - shipx -= (shipdx-screendx)*t_frame; - shipdx = screendx - (shipdx-screendx)*opt_bounciness; + ship.x -= (ship.dx-screendx)*t_frame; + ship.dx = screendx - (ship.dx-screendx)*opt_bounciness; } // BOUNCE Y - if(shipy<0 || shipy>YSIZE-surf_ship->h) { + if(ship.y<0 || ship.y>YSIZE-ship.image->h) { // BOUNCE from top and bottom wall - shipy -= (shipdy-screendy)*t_frame; - shipdy = screendy - (shipdy-screendy)*opt_bounciness; + ship.y -= (ship.dy-screendy)*t_frame; + ship.dy = screendy - (ship.dy-screendy)*opt_bounciness; } if(draw() && state == GAMEPLAY) { // Died play_sound(SOUND_BANG); // Play the explosion sound - bangx = shipx; bangy = shipy; bangdx = shipdx; bangdy = shipdy; - new_bang_dots(shipx,shipy,shipdx,shipdy,surf_ship); - shipdx *= 0.5; shipdy *= 0.5; - if(shipdx < SCREENDXMIN) shipdx = SCREENDXMIN; - if(--nships <= 0) { + 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) { state = GAME_OVER; - shipdx = SCREENDXMIN; shipdy = 0; + ship.dx = SCREENDXMIN; ship.dy = 0; state_timeout = 200.0; fadetimer = 0.0; faderate = t_frame; @@ -666,17 +666,17 @@ gameloop() { reset_rocks(); - nships = 4; + ship.lives = 4; score = 0; state = GAMEPLAY; play_tune(TUNE_GAMEPLAY); - shipx = XSIZE/2.2; shipy = YSIZE/2; - shipdx = screendx; shipdy = screendy; + ship.x = XSIZE/2.2; ship.y = YSIZE/2; + ship.dx = screendx; ship.dy = screendy; } - jets = 0; + ship.jets = 0; } else { SDL_PumpEvents(); keystate = SDL_GetKeyState(NULL); @@ -684,10 +684,10 @@ gameloop() { if(state == GAMEPLAY) { if(!paused) { - 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_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"); } }