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improved ship placement/velocity (initial and after a death).
authorJoshua Grams <josh@qualdan.com>
Fri, 29 Apr 2005 00:17:52 +0000 (00:17 +0000)
committerJoshua Grams <josh@qualdan.com>
Fri, 29 Apr 2005 00:17:52 +0000 (00:17 +0000)
main.c

diff --git a/main.c b/main.c
index 3fbe7a6..ecdc4e6 100644 (file)
--- a/main.c
+++ b/main.c
@@ -668,7 +668,6 @@ gameloop() {
                                                // Create a new ship and start all over again
                                                state = GAMEPLAY;
                                                play_tune(1);
-                                               shipx -= 50;
                                                break;
                                        case GAME_OVER:
                                                state = HIGH_SCORE_ENTRY;
@@ -725,27 +724,29 @@ gameloop() {
                                shipdy *= pow((double)0.9,(double)gamerate);
                        }
 
+                       // INERTIA
+                       shipx += shipdx*gamerate;
+                       shipy += shipdy*gamerate;
+                       
                        // SCROLLING
-                       tmp = shipy - (YSIZE / 2);
-                       tmp += shipdy * 25;
-                       tmp /= -25;
-                       tmp = ((screendy * (gamerate - 12)) + (tmp * gamerate)) / 12;
-                       screendy = -tmp;
                        if(state == GAMEPLAY) {
+                               tmp = shipy - (YSIZE / 2);
+                               tmp += shipdy * 25;
+                               tmp /= -25;
+                               tmp = ((screendy * (gamerate - 12)) + (tmp * gamerate)) / 12;
+                               screendy = -tmp;
                                tmp = shipx - (XSIZE / 2);
                                tmp += shipdx * 25;
                                tmp /= -25;
                                tmp = ((screendx * (gamerate - 12)) + (tmp * gamerate)) / 12;
                                screendx = -tmp;
-                       } else screendx = 7.5;
+                       } else if(state != DEAD_PAUSE) screendx = 7.5;
 
                        xscroll = screendx * gamerate;
                        yscroll = screendy * gamerate;
+                       shipx -= xscroll;
+                       shipy -= yscroll;
 
-                       // INERTIA
-                       shipx += shipdx*gamerate - xscroll;
-                       shipy += shipdy*gamerate - yscroll;
-                       
                        move_rocks();
 
 
@@ -759,7 +760,6 @@ gameloop() {
                        // BOUNCE Y
                        if(shipy<0 || shipy>YSIZE-surf_ship->h) {
                                // BOUNCE from top and bottom wall
-                               printf("bouncing top/bottom.\n");
                                shipy -= shipdy;
                                shipdy *= -0.99;
                        }
@@ -769,9 +769,9 @@ gameloop() {
                                // Play the explosion sound
                                play_sound(0);
                                make_bang_dots(shipx,shipy,shipdx,shipdy,surf_ship,30);
-                               shipdx = 0;
-                               shipdy = 0;
+                               shipdx *= 0.5; shipdy *= 0.5;
                                if(--nships <= 0) {
+                                       shipdx = 0; shipdy = 0;
                                        gameover = 1;
                                        state = GAME_OVER;
                                        state_timeout = 200.0;
@@ -798,10 +798,8 @@ gameloop() {
                                play_tune(1);
 
                                gameover = 0;
-                               shipx = XSIZE/2;
-                               shipy = YSIZE/2;
-                               shipdx = 0;
-                               shipdy = 0;
+                               shipx = XSIZE/2; shipy = YSIZE/2;
+                               shipdx = screendx; shipdy = screendy;
                        }
 
                        maneuver = 0;