struct ship ship = { SHIP, 0, NULL, XSIZE/2, YSIZE/2, SCREENDXMIN, 0.0 };
float screendx = SCREENDXMIN, screendy = 0.0;
-float xscroll, yscroll;
float back_dist;
// all movement is based on t_frame.
if(bdot[i].life<0) { bdot[i].active = 0; continue; }
// move and clip
- bdot[i].x += bdot[i].dx*t_frame - xscroll;
- bdot[i].y += bdot[i].dy*t_frame - yscroll;
+ bdot[i].x += (bdot[i].dx - screendx)*t_frame;
+ bdot[i].y += (bdot[i].dy - screendy)*t_frame;
if(bdot[i].x < 0 || bdot[i].x >= XSIZE || bdot[i].y < 0 || bdot[i].y >= YSIZE) {
bdot[i].active = 0;
continue;
for(i = 0; i<MAXENGINEDOTS; i++) {
if(!edot[i].active) continue;
- edot[i].x += edot[i].dx*t_frame - xscroll;
- edot[i].y += edot[i].dy*t_frame - yscroll;
+ edot[i].x += (edot[i].dx - screendx)*t_frame;
+ edot[i].y += (edot[i].dy - screendy)*t_frame;
edot[i].life -= t_frame*3;
if(edot[i].life < 0
|| edot[i].x<0 || edot[i].x >= XSIZE
screendx += tmp * t_frame/12;
// taper off so we don't hit the barrier abruptly.
// (if we would hit in < 2 seconds, adjust to 2 seconds).
- if(back_dist + (screendx - SCREENDXMIN)*TO_TICKS(2) < 0) {
+ if(back_dist + (screendx - SCREENDXMIN)*TO_TICKS(2) < 0)
screendx = SCREENDXMIN - (back_dist/TO_TICKS(2));
- }
-
back_dist += (screendx - SCREENDXMIN)*t_frame;
if(opt_max_lead >= 0) back_dist = min(back_dist, opt_max_lead);
- xscroll = screendx * t_frame;
- yscroll = screendy * t_frame;
-
// move bang center
- bangx += bangdx*t_frame - xscroll;
- bangy += bangdy*t_frame - yscroll;
+ bangx += (bangdx - screendx)*t_frame;
+ bangy += (bangdy - screendy)*t_frame;
move_sprites();
play_sound(SOUND_BANG); // Play the explosion sound
bangx = ship.x; bangy = ship.y; bangdx = ship.dx; bangdy = ship.dy;
new_bang_dots(ship.x,ship.y,ship.dx,ship.dy,ship.image);
- ship.dx *= 0.5; ship.dy *= 0.5;
- if(ship.dx < SCREENDXMIN) ship.dx = SCREENDXMIN;
- if(--ship.lives <= 0) {
+
+ if(--ship.lives) {
+ state = DEAD_PAUSE;
+ state_timeout = DEAD_PAUSE_LENGTH;
+ ship.dx = (ship.dx < 0) ? -sqrt(-ship.dx) : sqrt(ship.dx);
+ ship.dy = (ship.dy < 0) ? -sqrt(-ship.dy) : sqrt(ship.dy);
+ if(ship.dx < SCREENDXMIN) ship.dx = SCREENDXMIN;
+ } else {
state = GAME_OVER;
ship.dx = SCREENDXMIN; ship.dy = 0;
state_timeout = 200.0;
fadetimer = 0.0;
faderate = t_frame;
- } else {
- state = DEAD_PAUSE;
- state_timeout = DEAD_PAUSE_LENGTH;
}
}
|| state == GAME_OVER)) {
reset_sprites();
reset_rocks();
+ screendx = SCREENDXMIN; screendy = 0;
ship.x = XSIZE/2.2; ship.y = YSIZE/2;
ship.dx = screendx; ship.dy = screendy;