float screendx = SCREENDXMIN, screendy = 0.0;
float xscroll, yscroll;
float back_dist;
-float framelen; // this controls the speed of everything that moves.
+
+// all movement is based on t_frame.
+float t_frame; // length of this frame (in ticks = 1/20th second)
+int ms_frame; // length of this frame (milliseconds)
+int ms_end; // end of this frame (milliseconds)
float bangx, bangy, bangdx, bangdy;
-int nships,score,ticks_since_last,last_ticks;
+int nships,score;
int gameover;
int maneuver = 0;
//last_i = i + 1;
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*framelen - xscroll;
- bdot[i].y += bdot[i].dy*framelen - yscroll;
+ bdot[i].x += bdot[i].dx*t_frame - xscroll;
+ bdot[i].y += bdot[i].dy*t_frame - yscroll;
if(bdot[i].life<0)
bdot[i].active = 0;
for(i = 0; i<MAXENGINEDOTS; i++) {
if(edot[i].active) {
- edot[i].x += edot[i].dx*framelen - xscroll;
- edot[i].y += edot[i].dy*framelen - yscroll;
- if((edot[i].life -= framelen*3)<0 || edot[i].y<0 || edot[i].y>YSIZE) {
+ edot[i].x += edot[i].dx*t_frame - xscroll;
+ edot[i].y += edot[i].dy*t_frame - yscroll;
+ if((edot[i].life -= t_frame*3)<0 || edot[i].y<0 || edot[i].y>YSIZE) {
edot[i].active = 0;
} else if(edot[i].x<0 || edot[i].x>XSIZE) {
edot[i].active = 0;
if(!opt_tail_engine) return;
if(state == GAMEPLAY) {
- for(i = 0; i<newdots*framelen; i++) {
+ for(i = 0; i<newdots*t_frame; i++) {
if(dotptr->active == 0) {
theta = rnd()*M_PI*2;
r = rnd();
dest.x = (XSIZE-surf_b_game->w)/2;
dest.y = (YSIZE-surf_b_game->h)/2-40;
- SDL_SetAlpha(surf_b_game, SDL_SRCALPHA, (int)(fadegame*(200 + 55*cos(fadetimer += framelen/1.0))));
+ SDL_SetAlpha(surf_b_game, SDL_SRCALPHA, (int)(fadegame*(200 + 55*cos(fadetimer += t_frame/1.0))));
SDL_BlitSurface(surf_b_game,NULL,surf_screen,&dest);
dest.x = (XSIZE-surf_b_over->w)/2;
dest.x = (XSIZE-surf_b_variations->w)/2 + cos(fadetimer/6.5)*10;
dest.y = (YSIZE/2-surf_b_variations->h)/2 + sin(fadetimer/5.0)*10;
- SDL_SetAlpha(surf_b_variations, SDL_SRCALPHA, (int)(200 + 55*sin(fadetimer += framelen/2.0)));
+ SDL_SetAlpha(surf_b_variations, SDL_SRCALPHA, (int)(200 + 55*sin(fadetimer += t_frame/2.0)));
SDL_BlitSurface(surf_b_variations,NULL,surf_screen,&dest);
dest.x = (XSIZE-surf_b_on->w)/2 + cos((fadetimer + 1.0)/6.5)*10;
bang = hit_rocks(shipx, shipy, &shipshape);
}
- ticks_since_last = SDL_GetTicks()-last_ticks;
- last_ticks = SDL_GetTicks();
- if(ticks_since_last>200 || ticks_since_last<0) {
+ ms_frame = SDL_GetTicks() - ms_end;
+ ms_end += ms_frame;
+ if(ms_frame>200 || ms_frame<0) {
// We won't run at all below 5 frames per second.
- framelen = 0;
+ t_frame = 0;
} else {
- framelen = opt_gamespeed*ticks_since_last/50.0;
+ t_frame = opt_gamespeed*ms_frame/50.0;
if(state == GAMEPLAY) {
- score += ticks_since_last;
+ score += ms_frame;
}
}
if(!paused) {
// Count down the game loop timer, and change state when it gets to zero or less;
- if((state_timeout -= framelen*3) < 0) {
+ if((state_timeout -= t_frame*3) < 0) {
switch(state) {
case DEAD_PAUSE:
// Create a new ship and start all over again
// FRICTION?
if(opt_friction) {
- shipdx *= pow((double)0.9,(double)framelen);
- shipdy *= pow((double)0.9,(double)framelen);
+ shipdx *= pow((double)0.9,(double)t_frame);
+ shipdy *= pow((double)0.9,(double)t_frame);
}
// INERTIA
- shipx += shipdx*framelen;
- shipy += shipdy*framelen;
+ shipx += shipdx*t_frame;
+ shipy += shipdy*t_frame;
// SCROLLING
tmp = shipy - (YSIZE / 2);
tmp += shipdy * 25;
tmp /= -25;
- tmp = ((screendy * (framelen - 12)) + (tmp * framelen)) / 12;
+ tmp = ((screendy * (t_frame - 12)) + (tmp * t_frame)) / 12;
screendy = -tmp;
tmp = shipx - (XSIZE / 3);
tmp += shipdx * 25;
tmp /= -25;
- tmp = ((screendx * (framelen - 12)) + (tmp * framelen)) / 12;
+ tmp = ((screendx * (t_frame - 12)) + (tmp * t_frame)) / 12;
screendx = -tmp;
// taper off if we would hit the barrier in under 2 seconds.
screendx = SCREENDXMIN - (back_dist/TO_TICKS(2));
}
- xscroll = screendx * framelen;
- yscroll = screendy * framelen;
- back_dist += (screendx - SCREENDXMIN)*framelen;
+ xscroll = screendx * t_frame;
+ yscroll = screendy * t_frame;
+ back_dist += (screendx - SCREENDXMIN)*t_frame;
if(opt_max_lead >= 0) back_dist = min(back_dist, opt_max_lead);
shipx -= xscroll;
shipy -= yscroll;
// move bang center
- bangx += bangdx*framelen - xscroll;
- bangy += bangdy*framelen - yscroll;
+ bangx += bangdx*t_frame - xscroll;
+ bangy += bangdy*t_frame - yscroll;
move_rocks();
// BOUNCE X
if(shipx<0 || shipx>XSIZE-surf_ship->w) {
// BOUNCE from left and right wall
- shipx -= (shipdx-screendx)*framelen;
+ shipx -= (shipdx-screendx)*t_frame;
shipdx = screendx - (shipdx-screendx)*opt_bounciness;
}
// BOUNCE Y
if(shipy<0 || shipy>YSIZE-surf_ship->h) {
// BOUNCE from top and bottom wall
- shipy -= (shipdy-screendy)*framelen;
+ shipy -= (shipdy-screendy)*t_frame;
shipdy = screendy - (shipdy-screendy)*opt_bounciness;
}
shipdx = 8; shipdy = 0;
state_timeout = 200.0;
fadetimer = 0.0;
- faderate = framelen;
+ faderate = t_frame;
}
else {
state = DEAD_PAUSE;
if(!gameover) {
if(!paused) {
- if(keystate[SDLK_UP] | keystate[SDLK_c]) { shipdy -= 1.5*framelen; maneuver |= 1<<3;}
- if(keystate[SDLK_DOWN] | keystate[SDLK_t]) { shipdy += 1.5*framelen; maneuver |= 1<<1;}
- if(keystate[SDLK_LEFT] | keystate[SDLK_h]) { shipdx -= 1.5*framelen; maneuver |= 1<<2;}
- if(keystate[SDLK_RIGHT] | keystate[SDLK_n]) { shipdx += 1.5*framelen; maneuver |= 1;}
+ if(keystate[SDLK_UP] | keystate[SDLK_c]) { shipdy -= 1.5*t_frame; maneuver |= 1<<3;}
+ if(keystate[SDLK_DOWN] | keystate[SDLK_t]) { shipdy += 1.5*t_frame; maneuver |= 1<<1;}
+ if(keystate[SDLK_LEFT] | keystate[SDLK_h]) { shipdx -= 1.5*t_frame; maneuver |= 1<<2;}
+ if(keystate[SDLK_RIGHT] | keystate[SDLK_n]) { shipdx += 1.5*t_frame; maneuver |= 1;}
if(keystate[SDLK_3]) { SDL_SaveBMP(surf_screen, "snapshot.bmp"); }
}