JasonWoof Got questions, comments, patches, etc.? Contact Jason Woofenden
rock generation mostly works now.
authorJoshua Grams <josh@qualdan.com>
Thu, 28 Apr 2005 21:49:56 +0000 (21:49 +0000)
committerJoshua Grams <josh@qualdan.com>
Thu, 28 Apr 2005 21:49:56 +0000 (21:49 +0000)
globals.h
main.c
rocks.c

index 7eeefb3..ae1bb1c 100644 (file)
--- a/globals.h
+++ b/globals.h
@@ -60,6 +60,7 @@ extern char *initerror;
 extern struct shape shipshape;
 extern float shipx,shipy;      // X position, 0..XSIZE
 extern float shipdx,shipdy;    // Change in X position per tick.
+extern float screendx, screendy;
 extern float gamerate;  // this controls the speed of everything that moves.
 extern float yscroll;
 extern float scrollvel;
diff --git a/main.c b/main.c
index 1680129..bd0c158 100644 (file)
--- 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;
@@ -227,7 +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;
@@ -258,7 +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) {
@@ -279,7 +279,7 @@ draw_engine_dots(SDL_Surface *s) {
        for(i = 0; i<MAXENGINEDOTS; i++) {
                if(edot[i].active) {
                        edot[i].x += edot[i].dx*gamerate;
-                       edot[i].y += edot[i].dy*gamerate + yscroll;
+                       edot[i].y += edot[i].dy*gamerate - yscroll;
                        if((edot[i].life -= gamerate*3)<0 || edot[i].y<0 || edot[i].y>YSIZE) {
                                edot[i].active = 0;
                        } else if(edot[i].x<0 || edot[i].x>XSIZE) {
@@ -666,6 +666,7 @@ draw() {
 int
 gameloop() {
        Uint8 *keystate;
+       float tmp;
 
 
        for(;;) {
@@ -735,18 +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();
 
diff --git a/rocks.c b/rocks.c
index 1e69ce2..7de0c2f 100644 (file)
--- a/rocks.c
+++ b/rocks.c
@@ -19,23 +19,22 @@ struct rock_struct {
 
 struct rock_struct rock[MAXROCKS], *rockptr = rock;
 
-float rockrate;
-
 SDL_Surface *surf_rock[NROCKS];
 struct shape rock_shapes[NROCKS];
 
-float rockhtimer = 0;
-int nrocks = 41;
+// timers for rock generation.
+float rtimers[4];
+int nrocks;
+
+// constants for rock generation.
+#define KH 32.0  // 32 s for a speed=1 rock to cross the screen horizontally.
+#define KV 24.0  // 24 s for a speed=1 rock to cross the screen vertically.
+#define RDX 2.5  // range for rock dx values (+/-)
+#define RDY 2.5  // range for rock dy values (+/-)
 
 float rnd(void);
 
-// used for rock generation.
-#define KH (1.0/32.0)
-#define KV (1.0/24.0)
-#define RXMIN 5.0
-#define RXMAX 10.0
-#define RYMIN (-0.5)
-#define RYMAX 0.5
+#define crnd() (2*(rnd()-0.5))
 
 
 int
@@ -51,6 +50,7 @@ init_rocks(void)
                NULLERROR(surf_rock[i] = SDL_DisplayFormat(temp));
                get_shape(surf_rock[i], &rock_shapes[i]);
        }
+       nrocks = 41;
        return 0;
 }
 
@@ -59,33 +59,97 @@ reset_rocks(void)
 {
        int i;
 
-       for(i = 0; i<MAXROCKS; i++ ) rock[i].active = 0;
+       for(i = 0; i<MAXROCKS; i++) rock[i].active = 0;
+}
+
+enum { LEFT, RIGHT, TOP, BOTTOM };
+
+void
+rock_timer_increments(float *ti)
+{
+       float dx0,dx1, dy0,dy1;
+       int i;
+
+       for(i=0; i<4; i++) ti[i] = 0;
 
-       rockrate = 54.0;
+       dx0 = -RDX - screendx; dx1 = RDX - screendx;
+       dy0 = -RDY - screendy; dy1 = RDY - screendy;
+
+       if(dx0 != 0) {
+               if(dx0 < 0) {
+                       if(dx1 < 0) ti[RIGHT] = -(dx0+dx1)/2;
+                       else {
+                               ti[RIGHT] = -dx0/2;
+                               ti[LEFT] = dx1/2;
+                       }
+               } else ti[LEFT] = (dx0+dx1)/2;
+       }
+
+       if(dy0 != 0) {
+               if(dy0 < 0) {
+                       if(dy1 < 0) ti[BOTTOM] = -(dy0+dy1)/2;
+                       else {
+                               ti[BOTTOM] = -dy0/2;
+                               ti[TOP] = dy1/2;
+                       }
+               } else ti[TOP] = (dy0+dy1)/2;
+       }
 }
 
 void
 new_rocks(void)
 {
-       int i = 0;
-       float hfactor = KH*nrocks*7.5;
-
-       rockhtimer += hfactor*gamerate/20;
-       if(rockhtimer >= 1) {
-               while(rockptr->active && i<MAXROCKS) {
-                       if(++rockptr - rock >= MAXROCKS) rockptr = rock;
-                       i++;
-               }
-               if(!rockptr->active) {
-                       rockhtimer -= 1;
-                       rockptr->dx = -5.0*(1.0 + rnd());
-                       rockptr->dy = rnd()-0.5;
-                       rockptr->type_number = random() % NROCKS;
-                       rockptr->image = surf_rock[rockptr->type_number];
-                       rockptr->shape = &rock_shapes[rockptr->type_number];
-                       rockptr->x = (float)XSIZE;
-                       rockptr->y = rnd()*(YSIZE + rockptr->image->h);
-                       rockptr->active = 1;
+       int i,j;
+       float ti[4];
+       float x, y;
+
+       rock_timer_increments(ti);
+
+       for(i=0; i<4; i++) {
+               rtimers[i] += ti[i]*gamerate/20;
+               if(rtimers[i] >= 1) {
+                       j=0;
+                       while(rockptr->active && j<MAXROCKS) {
+                               if(++rockptr - rock >= MAXROCKS) rockptr = rock;
+                               j++;
+                       }
+                       if(!rockptr->active) {
+                               rtimers[i] -= 1;
+                               rockptr->type_number = random() % NROCKS;
+                               rockptr->image = surf_rock[rockptr->type_number];
+                               rockptr->shape = &rock_shapes[rockptr->type_number];
+                               switch(i) {
+                                       case RIGHT:
+                                               rockptr->x = XSIZE;
+                                               rockptr->y = rnd()*(YSIZE + rockptr->image->h);
+                                               break;
+                                       case LEFT:
+                                               rockptr->x = -rockptr->image->w;
+                                               rockptr->y = rnd()*(YSIZE + rockptr->image->h);
+                                               break;
+                                       case BOTTOM:
+                                               rockptr->x = rnd()*(XSIZE + rockptr->image->w);
+                                               rockptr->y = YSIZE;
+                                               break;
+                                       case TOP:
+                                               rockptr->x = rnd()*(XSIZE + rockptr->image->w);
+                                               rockptr->y = -rockptr->image->h;
+                                               break;
+                               }
+
+                               j=0;
+                               do {
+                                       rockptr->dx = RDX*crnd();
+                                       rockptr->dy = RDY*crnd();
+                                       x = (rockptr->dx-screendx)*gamerate;
+                                       y = (rockptr->dy-screendy)*gamerate;
+                                       j++;
+                               } while(x < -rockptr->image->w || x >= XSIZE
+                                               || y < -rockptr->image->h || y >= YSIZE);
+                               if(j > 1) printf("had to try %d times.\n", j);
+
+                               rockptr->active = 1;
+                       }
                }
        }
 }
@@ -99,15 +163,13 @@ move_rocks(void)
        for(i = 0; i < MAXROCKS; i++) {
                if(rock[i].active) {
                        // move
-                       rock[i].x += rock[i].dx*gamerate;
-                       rock[i].y += rock[i].dy*gamerate + yscroll;
+                       rock[i].x += (rock[i].dx-screendx)*gamerate;
+                       rock[i].y += (rock[i].dy-screendy)*gamerate;
                        // clip
-                       if(rock[i].y < -rock[i].image->h || rock[i].y > YSIZE) {
-                               // rock[i].active = 0;
-                               rock[i].y = (YSIZE - rock[i].image->h) - rock[i].y;
-                               rock[i].y += (rock[i].dy*gamerate + yscroll) * 1.01;
+                       if(rock[i].x < -rock[i].image->w || rock[i].x >= XSIZE
+                                       || rock[i].y < -rock[i].image->h || rock[i].y >= YSIZE) {
+                               rock[i].active = 0;
                        }
-                       if(rock[i].x < -rock[i].image->w || rock[i].x > XSIZE) rock[i].active = 0;
                }
        }
 }
@@ -162,7 +224,7 @@ blast_rocks(float x, float y, float radius, int onlyslow)
                // This makes it so your explosion from dying magically doesn't leave
                // any rocks that aren't moving much on the x axis. If onlyslow is set,
                // only rocks that are barely moving will be pushed.
-               if(onlyslow && (rock[i].dx < -4 || rock[i].dx > 3)) continue;
+               if(onlyslow && (rock[i].dx-screendx < -4 || rock[i].dx-screendx > 3)) continue;
 
                dx = rock[i].x - x;
                dy = rock[i].y - y;
@@ -170,8 +232,8 @@ blast_rocks(float x, float y, float radius, int onlyslow)
                n = sqrt(dx*dx + dy*dy);
                if(n < radius) {
                        n *= 20;
-                       rock[i].dx += rockrate*(dx+30)/n;
-                       rock[i].dy += rockrate*dy/n;
+                       rock[i].dx += 54.0*(dx+30)/n;
+                       rock[i].dy += 54.0*dy/n;
                }
        }
 }