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fade new ships in,
authorJoshua Grams <josh@qualdan.com>
Fri, 24 Mar 2006 17:13:00 +0000 (17:13 +0000)
committerJoshua Grams <josh@qualdan.com>
Fri, 24 Mar 2006 17:13:00 +0000 (17:13 +0000)
add complaints from HappyPenguin to todo,
some refactoring.

config.h
main.c
rocks.c
score.c
score.h
sprite.c
sprite.h
todo

index f49de04..23d697e 100644 (file)
--- a/config.h
+++ b/config.h
@@ -24,7 +24,7 @@
 
 // initial/final counts for rocks-on-screen
 #define I_ROCKS 20
-#define F_ROCKS 40
+#define F_ROCKS 35
 
 // number of rock structs to allocate
 #define MAXROCKS 120
diff --git a/main.c b/main.c
index 96c3968..5ac2b5e 100644 (file)
--- a/main.c
+++ b/main.c
@@ -66,7 +66,7 @@ struct bangdots bdot[MAXBANGDOTS], *bdotptr = bdot;
 char topline[1024];
 char *initerror = "";
 
-struct ship ship = { SHIP, ALL_FLAGS, NULL, XSIZE/2, YSIZE/2, SCREENDXMIN, 0.0 };
+struct ship ship = { SHIP, 0, NULL, XSIZE/2, YSIZE/2, SCREENDXMIN, 0.0 };
          
 float screendx = SCREENDXMIN, screendy = 0.0;
 float xscroll, yscroll;
@@ -400,36 +400,32 @@ init(void) {
 }
 
 void
-draw(void) {
+show_lives(void)
+{
        int i;
        SDL_Rect dest;
+
+       for(i=0; i<ship.lives-1; i++) {
+               dest.x = (i + 1)*(surf_life->w + 10);
+               dest.y = 20;
+               SDL_BlitSurface(surf_life, NULL, surf_screen, &dest);
+       }
+}
+
+void
+draw(void) {
+       SDL_Rect dest;
        int x;
        char *text;
        float fadegame,fadeover;
 
-       // Draw a fully black background
-       SDL_FillRect(surf_screen,NULL,0);
-
-       // Draw the background dots
-       drawdots(surf_screen);
-
-       // Draw ship
-       if(state == GAMEPLAY) draw_sprite(SPRITE(&ship));
-
+       SDL_FillRect(surf_screen,NULL,0);  // black background
+       drawdots(surf_screen);             // background dots
+       draw_sprite(SPRITE(&ship));
        draw_rocks();
 
-       // Draw the life indicators.
-       if(state == GAMEPLAY || state == DEAD_PAUSE || state == GAME_OVER) {
-               for(i = 0; i<ship.lives-1; i++) {
-                       dest.x = (i + 1)*(surf_life->w + 10);
-                       dest.y = 20;
-                       SDL_BlitSurface(surf_life, NULL, surf_screen, &dest);
-               }
-       }
-
-       // Draw the score
-       snprintscore_line(topline, 50, score);
-       SFont_Write(surf_screen, g_font, XSIZE-250, 0, topline);
+       show_lives();
+       show_score();
 
        // If it's game over, show the game over graphic in the dead centre
        switch (state) {
@@ -513,47 +509,47 @@ draw(void) {
 
        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.
-               // This also happens if we were paused, grr.
-               t_frame = 0;
-               ms_frame = 0;
-       } else {
-               t_frame = opt_gamespeed * ms_frame / 50;
-               if(state == GAMEPLAY) score += ms_frame;
-       }
+       t_frame = opt_gamespeed * ms_frame / 50;
+       if(state == GAMEPLAY) score += ms_frame;
 
        // Update the surface
        SDL_Flip(surf_screen);
 }
 
+static inline void
+kill_ship(Sprite *ship)
+{
+       ship->flags = MOVE|DRAW;
+       SDL_SetAlpha(ship->image, SDL_SRCALPHA, 0);
+       bang = true;
+}
+
 void
 do_collision(Sprite *a, Sprite *b)
 {
-       if(a->type == SHIP) {
-               a->flags = MOVE_FLAG; bang = true;
-       } else if (b->type == SHIP) {
-               b->flags = MOVE_FLAG; bang = true;
-       } else {
-               bounce(a, b);
-       }
+       if(a->type == SHIP) kill_ship(a);
+       else if (b->type == SHIP) kill_ship(b);
+       else bounce(a, b);
 }
 
-int
+void
 gameloop() {
        Uint8 *keystate = SDL_GetKeyState(NULL);
        float tmp;
 
 
        for(;;) {
+               SDL_PumpEvents();
+               keystate = SDL_GetKeyState(NULL);
+
                if(!paused) {
                        // Count down the game loop timer, and change state when it gets to zero or less;
 
                        if((state_timeout -= t_frame*3) < 0) {
                                switch(state) {
                                        case DEAD_PAUSE:
-                                               // Create a new ship and start all over again
-                                               ship.flags = ALL_FLAGS;
+                                               // Restore the ship and continue playing
+                                               ship.flags = DRAW|MOVE|COLLIDE;
                                                state = GAMEPLAY;
                                                play_tune(TUNE_GAMEPLAY);
                                                break;
@@ -565,7 +561,7 @@ gameloop() {
                                                        SDL_EnableUNICODE(1);
                                                        while(SDL_PollEvent(&e))
                                                                ;
-                                               } else if(!keystate[SDLK_SPACE]) {
+                                               } else {
                                                        state = HIGH_SCORE_DISPLAY;
                                                        state_timeout = 400;
                                                }
@@ -585,13 +581,16 @@ gameloop() {
                                }
                        } else {
                                if(state == DEAD_PAUSE) {
-                                       float blast_radius;
+                                       float blast_radius, alpha;
                                        if(state_timeout >= DEAD_PAUSE_LENGTH - 20.0) {
                                                blast_radius = BLAST_RADIUS * (DEAD_PAUSE_LENGTH - state_timeout) / 20.0;
                                                blast_rocks(bangx, bangy, blast_radius);
                                        }
 
                                        if(bangx < 60) bangx = 60;
+
+                                       alpha = 255.0 * (DEAD_PAUSE_LENGTH - state_timeout) / DEAD_PAUSE_LENGTH;
+                                       SDL_SetAlpha(ship.image, SDL_SRCALPHA, (uint8_t)alpha);
                                }
                        }
 
@@ -621,16 +620,14 @@ gameloop() {
                        move_sprites();
 
 
-                       // BOUNCE X
-                       if(ship.x<0 || ship.x>XSIZE-ship.image->w) {
-                               // BOUNCE from left and right wall
+                       // BOUNCE off left or right edge of screen
+                       if(ship.x < 0 || ship.x+ship.w > XSIZE) {
                                ship.x -= (ship.dx-screendx)*t_frame;
                                ship.dx = screendx - (ship.dx-screendx)*opt_bounciness;
                        }
 
-                       // BOUNCE Y
-                       if(ship.y<0 || ship.y>YSIZE-ship.image->h) {
-                               // BOUNCE from top and bottom wall
+                       // BOUNCE off top or bottom of screen
+                       if(ship.y < 0 || ship.y+ship.h > YSIZE) {
                                ship.y -= (ship.dy-screendy)*t_frame;
                                ship.dy = screendy - (ship.dy-screendy)*opt_bounciness;
                        }
@@ -657,18 +654,19 @@ gameloop() {
                                }
                        }
 
-                       SDL_PumpEvents();
-                       keystate = SDL_GetKeyState(NULL);
-
                        // new game
-                       if(keystate[SDLK_SPACE] && (state == HIGH_SCORE_DISPLAY || state == TITLE_PAGE)) {
+                       if(keystate[SDLK_SPACE]
+                          && (state == HIGH_SCORE_DISPLAY
+                              || state == TITLE_PAGE
+                              || state == GAME_OVER)) {
                                reset_sprites();
                                reset_rocks();
 
                                ship.x = XSIZE/2.2; ship.y = YSIZE/2;
                                ship.dx = screendx; ship.dy = screendy;
                                ship.lives = 4;
-                               ship.flags = ALL_FLAGS;
+                               ship.flags = MOVE|DRAW|COLLIDE;
+                               SDL_SetAlpha(ship.image, SDL_SRCALPHA, SDL_ALPHA_OPAQUE);
                                add_sprite(SPRITE(&ship));
 
                                score = 0;
@@ -678,12 +676,9 @@ gameloop() {
                        }
 
                        ship.jets = 0;
-               } else {
-                       SDL_PumpEvents();
-                       keystate = SDL_GetKeyState(NULL);
                }
 
-               if(state == GAMEPLAY) {
+               if(state == GAMEPLAY || state == DEAD_PAUSE) {
                        if(!paused) {
                                if(keystate[SDLK_LEFT]  | keystate[SDLK_h]) { ship.dx -= 1.5*t_frame; ship.jets |= 1<<0;}
                                if(keystate[SDLK_DOWN]  | keystate[SDLK_t]) { ship.dy += 1.5*t_frame; ship.jets |= 1<<1;}
@@ -696,19 +691,15 @@ gameloop() {
                                if(!pausedown) {
                                        paused = !paused;
                                        pausedown = 1;
+                                       if(!paused) ms_end = SDL_GetTicks();
                                }
                        } else {
                                pausedown = 0;
                        }
-               } else if(state == GAME_OVER) {
-                       if(keystate[SDLK_SPACE]) {
-                               state_timeout = -1;
-                       }
                }
 
-               if(state != HIGH_SCORE_ENTRY && (keystate[SDLK_q] || keystate[SDLK_ESCAPE])) {
-                       return 0;
-               }
+               if(state != HIGH_SCORE_ENTRY && (keystate[SDLK_q] || keystate[SDLK_ESCAPE]))
+                       return;
 
        }
 }
diff --git a/rocks.c b/rocks.c
index 7285d3b..276f549 100644 (file)
--- a/rocks.c
+++ b/rocks.c
@@ -46,7 +46,7 @@ load_rocks(void)
                snprintf(a, ROCK_LEN, "sprites/rock%02d.png", i);
                load_sprite(SPRITE(&prototypes[i]), a);
                prototypes[i].sprite_type = ROCK;
-               prototypes[i].flags = ALL_FLAGS;
+               prototypes[i].flags = MOVE|DRAW|COLLIDE;
        }
 
        memset(rocks, 0, MAXROCKS*sizeof(struct rock));
@@ -219,7 +219,7 @@ blast_rocks(float x, float y, float radius)
                        n *= 15;
                        r->dx += 54.0*dx/n;
                        r->dy += 54.0*dy/n;
-                       r->flags &= ~COLLIDE_FLAG;
+                       r->flags &= ~COLLIDE;
                }
        }
 }
diff --git a/score.c b/score.c
index 5738e72..77e8ab3 100644 (file)
--- a/score.c
+++ b/score.c
@@ -27,6 +27,7 @@
 #include "common.h"
 #include "config.h"
 #include "file.h"
+#include "globals.h"
 #include "score.h"
 
 // High score table
@@ -121,11 +122,13 @@ snprintscore(char *s, size_t n, int score)
        }
 }
 
-int
-snprintscore_line(char *s, size_t n, int score)
+void
+show_score(void)
 {
-       int r = snprintf(s, n, "Time: ");
-       return r + snprintscore(s+r, n-r, score);
+       char s[16];
+       int r = snprintf(s, 16, "Time: ");
+       snprintscore(s+r, 16-r, score);
+       SFont_Write(surf_screen, g_font, XSIZE-250, 0, s);
 }
 
 void
diff --git a/score.h b/score.h
index 0778033..2ca4cb7 100644 (file)
--- a/score.h
+++ b/score.h
@@ -36,7 +36,7 @@ extern struct highscore g_scores[N_SCORES];
 void read_high_score_table(void);
 void write_high_score_table(void);
 int snprintscore(char *s, size_t n, int score);
-int snprintscore_line(char *s, size_t n, int score);
+void show_score(void);
 void display_scores(SDL_Surface *s, uint32_t x, uint32_t y);
 int new_high_score(int score);
 int process_score_input(void);
index db5ac8d..aadf22d 100644 (file)
--- a/sprite.c
+++ b/sprite.c
@@ -130,8 +130,7 @@ reset_sprites(void)
 void
 move_sprite(Sprite *s)
 {
-       if(s->flags & DRAW_FLAG) {
-               // move it.
+       if(s->flags & MOVE) {
                s->x += (s->dx - screendx)*t_frame;
                s->y += (s->dy - screendy)*t_frame;
        }
index 2e7ad3b..75d7730 100644 (file)
--- a/sprite.h
+++ b/sprite.h
@@ -26,12 +26,11 @@ struct sprite {
        uint32_t area;
 };
 
-#define MOVE_FLAG 1
-#define DRAW_FLAG 2
-#define COLLIDE_FLAG 4
-#define ALL_FLAGS (~0)
+#define MOVE 1
+#define DRAW 2
+#define COLLIDE 4
 
-#define COLLIDES(sprite) ((sprite)->flags & COLLIDE_FLAG)
+#define COLLIDES(sprite) ((sprite)->flags & COLLIDE)
 
 Sprite *free_sprites[N_TYPES];  // lists of free sprites, by type.
 
@@ -109,7 +108,7 @@ static inline void
 draw_sprite(Sprite *s)
 {
        SDL_Rect dest;
-       if(s->flags & DRAW_FLAG) {
+       if(s->flags & DRAW) {
                dest.x = s->x; dest.y = s->y;
                SDL_BlitSurface(s->image, NULL, surf_screen, &dest);
        }
diff --git a/todo b/todo
index 06d61c8..a699e29 100644 (file)
--- a/todo
+++ b/todo
@@ -2,10 +2,18 @@
 
 **     BUG: Rocks can be created touching, often giving a high-velocity bounce.
 
-***    Add a scripting language and separate game logic from the engine.
-       Forth?  Scheme?  Lua?
+***    Move game logic into a script so we can have "variations".
+*      Then an in-game menu to choose which game.
 
 **     Switch to a TTF font and all ray-traced graphics
 *      Then we can run at the native screen size
 
 *      Deltas on high score display?
+
+
+Comments from HappyPenguin (and solution ideas by Josh)
+
+***    Too hard: should be able to choose difficulty from within game.
+**     What do you do at game over?  "Press SPACE to start a new game".
+**     Multiple deaths is a problem: fade new ship in? [DONE 2006-03-24]
+**     Why can't you go left?  You're trying to outrun a blast wave.