X-Git-Url: https://jasonwoof.com/gitweb/?p=vor.git;a=blobdiff_plain;f=main.c;h=d696ade4edb8aa3d422abecb801896582f8e2f36;hp=708a1fa2eefcfb7c48cde8b300820dc42848284d;hb=HEAD;hpb=44df38242a1c6e277a6067948e70d1ccd756f926 diff --git a/main.c b/main.c index 708a1fa..0af1fdd 100644 --- a/main.c +++ b/main.c @@ -32,7 +32,7 @@ #include "args.h" #include "common.h" -#include "config.h" +#include #include "vorconfig.h" #include "dust.h" #include "file.h" @@ -61,6 +61,9 @@ SDL_Surface font *g_font; +#define ENGINEDOT 0 +#define BANGDOT 1 + struct dot { int active; float x, y; @@ -68,6 +71,7 @@ struct dot { float mass; // in DOT_MASS_UNITs float decay; // rate at which to reduce mass. int heat; // heat multiplier (color). + uint8_t type; // BANGDOT or ENGINEDOT }; void draw(void); @@ -118,12 +122,12 @@ char *msgs[2][3] = { { "Press SPACE for normal game", "Press '1' for easy game", - "http://jasonwoof.org/vor" + "https://sametwice.com/vor" }, { "Press SPACE for easy game", "Press '2' for normal game", - "http://jasonwoof.org/vor" + "https://sametwice.com/vor" } }; @@ -138,7 +142,7 @@ extern int optind, opterr, optopt; // ************************************* FUNCS -#ifdef nanosleep +#ifdef HAVE_NANOSLEEP void tiny_sleep() { struct timespec t; @@ -151,10 +155,15 @@ tiny_sleep() { #endif void -init_engine_dots() { +init_dots() { int i; for(i = 0; ix = -200; +} void move_dot(struct dot *d) @@ -296,6 +309,13 @@ move_dot(struct dot *d) if(hit) if(hit->type != SHIP) { d->active = 0; mass = sprite_mass(hit); + if(d->type == BANGDOT) { + struct rock *rock = (struct rock*)hit; + rock->life -= (d->dx - hit->dx) * (d->dx - hit->dx) + (d->dy - hit->dy) * (d->dy - hit->dy); + if(rock->life < 0) { + kill_rock(rock); + } + } hit->dx += DOT_MASS_UNIT * d->mass * (d->dx - hit->dx) / mass; hit->dy += DOT_MASS_UNIT * d->mass * (d->dy - hit->dy) / mass; } @@ -451,7 +471,7 @@ init(void) { exit(1); } - init_engine_dots(); + init_dots(); init_dust(); init_sprites(); @@ -712,6 +732,12 @@ gameloop() { SDL_SaveBMP(surf_screen, screenshot_filename); } break; + case SDLK_SPACE: + if(state != GAMEPLAY && state != DEAD_PAUSE) { + // don't conflict with space key to start a new game + break; + } + // else fall through case SDLK_p: case SDLK_PAUSE: paused = !paused;