// Create a new ship and start all over again
state = GAMEPLAY;
play_tune(1);
- xship = 10;
- yship = YSIZE/2;
+ // xship = 10;
+ // yship = YSIZE/2;
xvel = 3;
yvel = 0;
break;
for(i = 0; i<MAXROCKS; i++ ) {
float dx, dy, n;
if(rock[i].x <= 0) continue;
- dx = rock[i].x + 70;
- dy = rock[i].y - YSIZE/2;
+ dx = rock[i].x - xship;
+ dy = rock[i].y - yship;
n = sqrt(dx*dx + dy*dy);
- if(n < blast_radius+70) {
+ if(n < blast_radius) {
n *= 50;
rock[i].xvel += rockrate*(dx+30)/n;
rock[i].yvel += rockrate*dy/n;
- if(rock[i].xvel <= 0) rock[i].xvel = 1;
}
}
}