-new_bang_dots(int xbang, int ybang, int dx, int dy, SDL_Surface *s, int power)
+new_bang_dots(int xbang, int ybang, int dx, int dy, SDL_Surface *s)
- for(x = 0; x<s->w; x++) {
- for(y = 0; y<s->h; y++) {
- c = rawpixel[s->pitch/2*y + x];
- if(c && c != s->format->colorkey) {
-
+ pixel = s->pixels;
+ for(y=0; y<s->h; y++) {
+ for(x = 0; x<s->w; x++) {
+ c = *pixel++;
+ if(c && c != colorkey) {
- bd2++;
- bd2 %= MAXBANGDOTS;
-
- // If the circular buffer is filled, who cares? They've had their chance.
- //if(bd2 == bd1-1) goto exitloop;
+ // Replace the last few bang dots with the pixels from the exploding object
+ if(endcount>0) bdot[bd2].c = c;
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*t_frame - xscroll;
bdot[i].y += bdot[i].dy*t_frame - yscroll;
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*t_frame - xscroll;
bdot[i].y += bdot[i].dy*t_frame - yscroll;
// Died
play_sound(SOUND_BANG); // Play the explosion sound
bangx = shipx; bangy = shipy; bangdx = shipdx; bangdy = shipdy;
// Died
play_sound(SOUND_BANG); // Play the explosion sound
bangx = shipx; bangy = shipy; bangdx = shipdx; bangdy = shipdy;
- new_bang_dots(shipx,shipy,shipdx,shipdy,surf_ship,30);
+ new_bang_dots(shipx,shipy,shipdx,shipdy,surf_ship);