float opt_bounciness;
float opt_gamespeed;
float opt_max_lead;
-int opt_friction;
// Look and Feel
int opt_fullscreen;
int opt_music;
int opt_sound;
-int opt_tail_engine;
error_t parse_opt(int, char*, struct argp_state *);
{0, 0, 0, 0, "Gameplay Variations:"},
{"bounciness", 'b', "N%", 0, "Keep N% of speed when hitting edges (default 50%)"},
{"game-speed", 'g', "N%", 0, "50-100% (default 100%)"},
- {"max-lead", 'l', "#SCREENS", 0, "Max dist. ahead you can get (default 1 screen)\n(negative value means no limit)"},
- {"bad-physics", 'p', 0, 0, "Bad physics (i.e. friction)"},
+ {"max-lead", 'l', "#SCREENS", OPTION_HIDDEN,
+ "Max distance ahead you can get\n (default 1 screen; < 0 means no limit)"},
{0, 0, 0, 0, "Look and Feel:"},
- {"engine", 'e', 0, 0, "Display large tail plume"},
{"full-screen", 'f', 0, 0, ""},
{"music", 'm', 0, 0, "Enable music"},
{"silent", 's', 0, 0, "No explosion sounds or music"},
opt_bounciness = 0.50; // lose 50% when you hit the screen edge.
opt_gamespeed = 1.00; // Run game at full speed.
opt_max_lead = 1.00*XSIZE; // you can get 1 screen ahead.
- opt_friction = 0;
// Look and Feel
opt_fullscreen = 0;
opt_sound = 1;
opt_music = 0;
- opt_tail_engine = 0;
}
error_t
switch(key) {
case 'b': if(!sscanf(arg, "%d%%", &i)) {
- argp_error(state, "bad --bounciness (-b) value (should be 0-100%%)");
+ fprintf(stderr, "bad --bounciness (-b) value (should be 0-100%%)\n");
+ argp_state_help(state, stderr, ARGP_HELP_STD_HELP);
return EINVAL;
}
if(i < 50) i = 50; else if(i > 100) i = 100;
opt_bounciness = (float)i / 100;
break;
- case 'e': opt_tail_engine = 1; break;
case 'f': opt_fullscreen = 1; break;
case 'g': if(!sscanf(arg, "%d%%", &i)) {
- argp_error(state, "bad --gamespeed (-g) value (should be 50-100%%)");
+ fprintf(stderr, "bad --gamespeed (-g) value (should be 50-100%%)\n");
+ argp_state_help(state, stderr, ARGP_HELP_STD_HELP);
return EINVAL;
}
if(i < 0) i = 0; else if(i > 100) i = 100;
opt_gamespeed = (float)i / 100;
break;
case 'l': if(!sscanf(arg, "%f", &opt_max_lead)) {
- argp_error(state, "bad --max-limit (-l) value (must be a number)");
+ fprintf(stderr, "bad --max-lead (-l) value (must be a number)\n");
+ argp_state_help(state, stderr, ARGP_HELP_STD_HELP);
return EINVAL;
}
opt_max_lead *= XSIZE;
break;
case 'm': opt_music = 1; break;
- case 'p': opt_friction = 1; break;
case 's': opt_sound = 0; opt_music = 0; break;
- default: break;
+ case ARGP_KEY_END:
+ break;
+ default:
+ return ARGP_ERR_UNKNOWN;
}
return 0;
}
// all movement is based on t_frame.
float t_frame; // length of this frame (in ticks = 1/20th second)
+float s_frame; // length of this frame (seconds)
int ms_frame; // length of this frame (milliseconds)
int ms_end; // end of this frame (milliseconds)
int nships,score;
int gameover;
-int maneuver = 0;
+int jets = 0;
float fadetimer = 0, faderate;
}
void
-create_engine_dots(int newdots) {
+new_engine_dots(int n, int dir) {
int i;
- double theta,r,dx,dy;
-
- if(!opt_tail_engine) return;
-
- if(state == GAMEPLAY) {
- for(i = 0; i<newdots*t_frame; i++) {
- if(dotptr->active == 0) {
- theta = rnd()*M_PI*2;
- r = rnd();
- dx = cos(theta)*r;
- dy = sin(theta)*r;
-
- dotptr->active = 1;
- dotptr->x = shipx + surf_ship->w/2-14;
- dotptr->y = shipy + surf_ship->h/2 + (rnd()-0.5)*5-1;
- dotptr->dx = 10*(dx-1.5) + shipdx;
- dotptr->dy = 1*dy + shipdy;
- dotptr->life = 45 + rnd(1)*5;
-
- dotptr++;
- if(dotptr-edot >= MAXENGINEDOTS) {
- dotptr = edot;
- }
- }
- }
- }
-}
+ float a, r; // angle, random length
+ float dx, dy;
+ float hx, hy; // half ship width/height.
+ static const int s[4] = { 2, 1, 0, 1 };
-void
-create_engine_dots2(int newdots, int m) {
- int i;
- double theta, theta2, dx, dy, adx, ady;
+ hx = surf_ship->w / 2;
+ hy = surf_ship->h / 2;
- // Don't create fresh engine dots when
- // the game is not being played and a demo is not beng shown
- if(state != GAMEPLAY) return;
-
- for(i = 0; i<newdots; i++) {
+ for(i = 0; i<n; i++) {
if(dotptr->active == 0) {
- theta = rnd()*M_PI*2;
- theta2 = rnd()*M_PI*2;
-
- dx = cos(theta) * fabs(cos(theta2));
- dy = sin(theta) * fabs(cos(theta2));
- adx = fabs(dx);
- ady = fabs(dy);
-
+ a = rnd()*M_PI + (dir-1)*M_PI_2;
+ r = sin(rnd()*M_PI);
+ dx = r * cos(a);
+ dy = r * -sin(a); // screen y is "backwards".
dotptr->active = 1;
- dotptr->x = shipx + surf_ship->w/2 + (rnd()-0.5)*3;
- dotptr->y = shipy + surf_ship->h/2 + (rnd()-0.5)*3;
-
- switch(m) {
- case 0:
- dotptr->x -= 14;
- dotptr->dx = -20*adx + shipdx;
- dotptr->dy = 2*dy + shipdy;
- dotptr->life = 60 * adx;
- break;
- case 1:
- dotptr->dx = 2*dx + shipdx;
- dotptr->dy = -20*ady + shipdy;
- dotptr->life = 60 * ady;
- break;
- case 2:
- dotptr->x += 14;
- dotptr->dx = 20*adx + shipdx;
- dotptr->dy = 2*dy + shipdy;
- dotptr->life = 60 * adx;
- break;
- case 3:
- dotptr->dx = 2*dx + shipdx;
- dotptr->dy = 20*ady + shipdy;
- dotptr->life = 60 * ady;
- break;
+ dotptr->x = shipx + s[dir]*hx + (rnd()-0.5)*3;
+ dotptr->y = shipy + s[(dir+1)&3]*hy + (rnd()-0.5)*3;
+ if(dir&1) {
+ dotptr->dx = shipdx + 2*dx;
+ dotptr->dy = shipdy + 20*dy;
+ dotptr->life = 60 * fabs(dy);
+ } else {
+ dotptr->dx = shipdx + 20*dx;
+ dotptr->dy = shipdy + 2*dy;
+ dotptr->life = 60 * fabs(dx);
}
+
dotptr++;
if(dotptr-edot >= MAXENGINEDOTS) {
dotptr = edot;
drawdots(SDL_Surface *s) {
int m;
- // Create more engine dots comin' out da back
- if(!gameover) create_engine_dots(200);
-
// Create engine dots out the side we're moving from
for(m = 0; m<4; m++) {
- if(maneuver & 1<<m) { // 'maneuver' is a bit field
- create_engine_dots2(80,m);
+ if(jets & 1<<m) { // 'jets' is a bit field
+ new_engine_dots(80,m);
}
}
ms_end += ms_frame;
if(ms_frame>200 || ms_frame<0) {
// We won't run at all below 5 frames per second.
- t_frame = 0;
+ // This also happens if we were paused, grr.
+ s_frame = 0;
+ ms_frame = 0;
} else {
- t_frame = opt_gamespeed*ms_frame/50.0;
- if(state == GAMEPLAY) {
- score += ms_frame;
- }
+ s_frame = opt_gamespeed * ms_frame / 1000;
+ if(state == GAMEPLAY) score += ms_frame;
}
+ t_frame = s_frame * 20;
// Update the surface
SDL_Flip(surf_screen);
new_rocks();
- // FRICTION?
- if(opt_friction) {
- shipdx *= pow((double)0.9,(double)t_frame);
- shipdy *= pow((double)0.9,(double)t_frame);
- }
-
// INERTIA
shipx += shipdx*t_frame;
shipy += shipdy*t_frame;
shipdx = screendx; shipdy = screendy;
}
- maneuver = 0;
+ jets = 0;
} else {
SDL_PumpEvents();
keystate = SDL_GetKeyState(NULL);
if(!gameover) {
if(!paused) {
- 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_LEFT] | keystate[SDLK_h]) { shipdx -= 1.5*t_frame; jets |= 1<<0;}
+ if(keystate[SDLK_DOWN] | keystate[SDLK_t]) { shipdy += 1.5*t_frame; jets |= 1<<1;}
+ if(keystate[SDLK_RIGHT] | keystate[SDLK_n]) { shipdx += 1.5*t_frame; jets |= 1<<2;}
+ if(keystate[SDLK_UP] | keystate[SDLK_c]) { shipdy -= 1.5*t_frame; jets |= 1<<3;}
if(keystate[SDLK_3]) { SDL_SaveBMP(surf_screen, "snapshot.bmp"); }
}