X-Git-Url: https://jasonwoof.com/gitweb/?p=vor.git;a=blobdiff_plain;f=main.c;h=fe864bd8feeb6936907f82ec17b1ad826b51f9ae;hp=f69b5dc9d4c8a2163293d7146f6bca2ddd42eeab;hb=a9bcdd09afa1b6ea40a7fb09fdd16b60dc932775;hpb=1f56b653a3e8284f1d9164758d54b93e611af954 diff --git a/main.c b/main.c index f69b5dc..fe864bd 100644 --- a/main.c +++ b/main.c @@ -41,6 +41,7 @@ #include "score.h" #include "sprite.h" #include "sound.h" +#include "autopilot.h" // ************************************* VARS // SDL_Surface global variables @@ -64,6 +65,7 @@ struct dot { float dx, dy; float mass; // in DOT_MASS_UNITs float decay; // rate at which to reduce mass. + int heat; // heat multiplier (color). }; struct dot edot[MAXENGINEDOTS], *dotptr = edot; @@ -90,7 +92,7 @@ int score; float fadetimer = 0; -int pausedown = 0, paused = 0; +int paused = 0; // bangdot start (bd1) and end (bd2) position: int bd1 = 0, bd2 = 0; @@ -141,9 +143,9 @@ init_engine_dots() { void -new_engine_dots(float time_span) { +new_engine_dots(void) { int dir, i; - int n = time_span * ENGINE_DOTS_PER_TIC; + int n = t_frame * ENGINE_DOTS_PER_TIC; float a, r; // angle, random length float dx, dy; float hx, hy; // half ship width/height. @@ -164,11 +166,11 @@ new_engine_dots(float time_span) { dx = r * cos(a); dy = r * -sin(a); // screen y is "backwards". - dotptr->active = 1; dotptr->decay = 3; + dotptr->heat = 6; // dot was created at a random time during the time span - time = frnd() * time_span; // this is how long ago + time = frnd() * t_frame; // this is how long ago // calculate how fast the ship was going when this engine dot was // created (as if it had a smooth acceleration). This is used in @@ -183,7 +185,7 @@ new_engine_dots(float time_span) { // the starting position (not speed) of the dot is calculated as // though the ship were traveling at a constant speed for this - // time_span. + // t_frame. dotptr->x = (ship.x - (ship.dx - screendx) * time) + s[dir]*hx; dotptr->y = (ship.y - (ship.dy - screendy) * time) + s[(dir+1)&3]*hy; if(dir&1) { @@ -200,8 +202,14 @@ new_engine_dots(float time_span) { dotptr->x += (dotptr->dx - screendx) * time; dotptr->y += (dotptr->dy - screendy) * time; - if(dotptr - edot < MAXENGINEDOTS-1) dotptr++; - else dotptr = edot; + if(!fclip(dotptr->x, XSIZE) && !fclip(dotptr->y, YSIZE)) { + dotptr->active = 1; + if(dotptr - edot < MAXENGINEDOTS-1) { + dotptr++; + } else { + dotptr = edot; + } + } } } } @@ -240,6 +248,7 @@ new_bang_dots(struct sprite *s) bdot[bd2].y = y + s->y; bdot[bd2].mass = frnd() * 99; bdot[bd2].decay = frnd()*1.5 + 0.5; + bdot[bd2].heat = 3; bdot[bd2].active = 1; bd2 = (bd2+1) % MAXBANGDOTS; @@ -254,78 +263,62 @@ new_bang_dots(struct sprite *s) void -move_dot(struct dot *d, float ticks) +move_dot(struct dot *d) { Sprite *hit; float mass; if(d->active) { - d->x += (d->dx - screendx) * ticks; - d->y += (d->dy - screendy) * ticks; - d->mass -= ticks * d->decay; + d->x += (d->dx - screendx) * t_frame; + d->y += (d->dy - screendy) * t_frame; + d->mass -= t_frame * d->decay; if(d->mass < 0 || fclip(d->x, XSIZE) || fclip(d->y, YSIZE)) d->active = 0; else { hit = pixel_collides(d->x, d->y); - if(hit && hit->type != SHIP) { + if(hit) if(hit->type != SHIP) { d->active = 0; mass = sprite_mass(hit); - hit->dx += DOT_MASS_UNIT * d->mass * d->dx / mass; - hit->dy += DOT_MASS_UNIT * d->mass * d->dy / mass; + hit->dx += DOT_MASS_UNIT * d->mass * (d->dx - hit->dx) / mass; + hit->dy += DOT_MASS_UNIT * d->mass * (d->dy - hit->dy) / mass; } } } } void -move_dots(float ticks) +move_dots(void) { int i; - for(i=0; ipitch/sizeof(uint16_t); - - pixels = (uint16_t *) s->pixels; + int row_inc; - for(i=0; iactive) { + pixels = (uint16_t *) surf_screen->pixels; + row_inc = surf_screen->pitch / sizeof(uint16_t); + pixel = pixels + (int)d->y * row_inc + (int)d->x; + *pixel = heatcolor[min(3*W-1, (int)(d->mass * d->heat))]; } } void -draw_engine_dots(SDL_Surface *s) -{ +draw_dots(void) { int i; - uint16_t *pixels, *pixel; - int row_inc = s->pitch/sizeof(uint16_t); - - pixels = (uint16_t *) s->pixels; - - for(i = 0; idx < BARRIER_SPEED) ship->dx = BARRIER_SPEED; } else { state = GAME_OVER; + play_tune(TUNE_TITLE_PAGE); state_timeout = 200.0; fadetimer = 0.0; ship->flags = 0; @@ -589,9 +586,9 @@ init_score_entry(void) // Count down the state timer, and change state when it gets to zero or less; void -update_state(float ticks) +update_state(void) { - state_timeout -= ticks*3; + state_timeout -= t_frame*3; if(state_timeout > 0) return; switch(state) { @@ -600,7 +597,6 @@ update_state(float ticks) // Restore the ship and continue playing ship.flags = DRAW|MOVE|COLLIDE; state = GAMEPLAY; - play_tune(TUNE_GAMEPLAY); break; case GAME_OVER: if(new_high_score(score)) init_score_entry(); @@ -632,16 +628,25 @@ gameloop() { for(;;) { ms_frame = SDL_GetTicks() - ms_end; ms_end += ms_frame; - if(ms_frame > 1000) { - ms_frame = 1000; + if(ms_frame > 50) { + ms_frame = 50; } t_frame = gamespeed * ms_frame / 50; frames++; + if(opt_autopilot) { + autopilot(t_frame); + } + while(SDL_PollEvent(&e)) { switch(e.type) { case SDL_QUIT: return; case SDL_KEYDOWN: + // even during high-score entry + if(e.key.keysym.sym == SDLK_ESCAPE) { + return; + } + if(state == HIGH_SCORE_ENTRY) { if(!process_score_input(&e.key.keysym)) { // Write the high score table to the file @@ -649,44 +654,65 @@ gameloop() { // continue to display the scores briefly state = HIGH_SCORE_DISPLAY; state_timeout = 200; - play_tune(TUNE_TITLE_PAGE); } - } else if(e.key.keysym.sym == SDLK_q) { - return; - } - - if(e.key.keysym.sym == SDLK_ESCAPE) { - return; + } else { + switch(e.key.keysym.sym) { + case SDLK_q: + return; + case SDLK_3: + case SDLK_PRINT: + // FIXME make a unique filename like vor-screenshot--.bmp + SDL_SaveBMP(surf_screen, "snapshot.bmp"); + break; + case SDLK_p: + case SDLK_PAUSE: + paused = !paused; + if(paused) { + pause_tune(); + } else { + resume_tune(); + ms_end = SDL_GetTicks(); + } + break; + default: + // other keys are handled by checking keystate each frame + break; + } } break; } } keystate = SDL_GetKeyState(NULL); + if(opt_autopilot) { + autopilot_fix_keystates(keystate); + } if(state == GAMEPLAY) { if(!paused) { score += ms_frame; - if(keystate[SDLK_LEFT] || keystate[SDLK_h]) { ship.dx -= THRUSTER_STRENGTH*t_frame; ship.jets |= 1<<0;} - if(keystate[SDLK_DOWN] || keystate[SDLK_t]) { ship.dy += THRUSTER_STRENGTH*t_frame; ship.jets |= 1<<1;} - if(keystate[SDLK_RIGHT] || keystate[SDLK_n]) { ship.dx += THRUSTER_STRENGTH*t_frame; ship.jets |= 1<<2;} - if(keystate[SDLK_UP] || keystate[SDLK_c]) { ship.dy -= THRUSTER_STRENGTH*t_frame; ship.jets |= 1<<3;} - if(keystate[SDLK_3]) { SDL_SaveBMP(surf_screen, "snapshot.bmp"); } - } - - if(keystate[SDLK_p] | keystate[SDLK_s]) { - if(!pausedown) { - paused = !paused; - pausedown = 1; - if(!paused) ms_end = SDL_GetTicks(); + if(keystate[SDLK_LEFT] || keystate[SDLK_KP4]) { + ship.dx -= THRUSTER_STRENGTH*t_frame; ship.jets |= 1<<0; + } + if(keystate[SDLK_DOWN] || keystate[SDLK_KP5] || keystate[SDLK_KP2]) { + ship.dy += THRUSTER_STRENGTH*t_frame; ship.jets |= 1<<1; + } + if(keystate[SDLK_RIGHT] || keystate[SDLK_KP6]) { + ship.dx += THRUSTER_STRENGTH*t_frame; ship.jets |= 1<<2; + } + if(keystate[SDLK_UP] || keystate[SDLK_KP8]) { + ship.dy -= THRUSTER_STRENGTH*t_frame; ship.jets |= 1<<3; + } + if(ship.jets) { + ship.dx = fconstrain2(ship.dx, -50, 50); + ship.dy = fconstrain2(ship.dy, -50, 50); } - } else { - pausedown = 0; } + } if(!paused) { - update_state(t_frame); + update_state(); // SCROLLING tmp = (ship.y+ship.h/2 + ship.dy*t_frame - YSCROLLTO)/25 + (ship.dy-screendy); @@ -700,27 +726,31 @@ gameloop() { dist_ahead += (screendx - BARRIER_SPEED)*t_frame; if(MAX_DIST_AHEAD >= 0) dist_ahead = min(dist_ahead, MAX_DIST_AHEAD); - move_sprites(t_frame); - move_dots(t_frame); - move_dust(t_frame); - - new_rocks(t_frame); - new_engine_dots(t_frame); + move_sprites(); + move_dots(); + move_dust(); - collisions(); + new_rocks(); // BOUNCE off left or right edge of screen if(ship.x < 0 || ship.x+ship.w > XSIZE) { ship.x -= (ship.dx-screendx)*t_frame; ship.dx = screendx - (ship.dx-screendx)*BOUNCINESS; + ship.x = fconstrain(ship.x, XSIZE - ship.w); } // BOUNCE off top or bottom of screen if(ship.y < 0 || ship.y+ship.h > YSIZE) { ship.y -= (ship.dy-screendy)*t_frame; ship.dy = screendy - (ship.dy-screendy)*BOUNCINESS; + ship.y = fconstrain(ship.y, YSIZE - ship.h); } + new_engine_dots(); + + collisions(); // must happen after ship bouncing because it puts pixels where the ship is (thus the ship must be on the screen) + + draw(); // new game