(now that particles are part of the gameplay, not just visual effects).
void
new_bang_dots(int xbang, int ybang, int dx, int dy, SDL_Surface *s)
{
void
new_bang_dots(int xbang, int ybang, int dx, int dy, SDL_Surface *s)
{
- int x,y,endcount;
- uint16_t *pixel,c;
+ int i, x, y;
+ uint16_t *pixel, c;
uint32_t colorkey;
int row_inc;
uint32_t colorkey;
int row_inc;
- double theta,r;
- int begin_generate;
- begin_generate = SDL_GetTicks();
pixel = s->pixels;
row_inc = s->pitch/sizeof(uint16_t) - s->w;
colorkey = s->format->colorkey;
SDL_LockSurface(s);
pixel = s->pixels;
row_inc = s->pitch/sizeof(uint16_t) - s->w;
colorkey = s->format->colorkey;
SDL_LockSurface(s);
- endcount = 0;
- while (endcount<3) {
pixel = s->pixels;
for(y=0; y<s->h; y++) {
for(x = 0; x<s->w; x++) {
pixel = s->pixels;
for(y=0; y<s->h; y++) {
for(x = 0; x<s->w; x++) {
if(c && c != colorkey) {
theta = frnd()*M_PI*2;
r = frnd(); r = 1 - r*r;
if(c && c != colorkey) {
theta = frnd()*M_PI*2;
r = frnd(); r = 1 - r*r;
- // r = 1 - frnd()*frnd();
bdot[bd2].dx = 45*r*cos(theta) + dx;
bdot[bd2].dy = 45*r*sin(theta) + dy;
bdot[bd2].dx = 45*r*cos(theta) + dx;
bdot[bd2].dy = 45*r*sin(theta) + dy;
bdot[bd2].active = 1;
// Replace the last few bang dots with the pixels from the exploding object
bdot[bd2].active = 1;
// Replace the last few bang dots with the pixels from the exploding object
- if(endcount>0) bdot[bd2].c = c;
+ if(i>6) bdot[bd2].c = c;
bd2 = (bd2+1) % MAXBANGDOTS;
}
pixel += row_inc;
}
}
bd2 = (bd2+1) % MAXBANGDOTS;
}
pixel += row_inc;
}
}
- if(SDL_GetTicks() - begin_generate > 7) endcount++;
// Create engine dots out the side we're moving from
for(m = 0; m<4; m++) {
if(ship.jets & 1<<m) { // 'jets' is a bit field
// Create engine dots out the side we're moving from
for(m = 0; m<4; m++) {
if(ship.jets & 1<<m) { // 'jets' is a bit field
+ new_engine_dots(200.0*t_frame,m);