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renamed gamerate to framelen
authorJoshua Grams <josh@qualdan.com>
Wed, 6 Jul 2005 22:00:17 +0000 (22:00 +0000)
committerJoshua Grams <josh@qualdan.com>
Wed, 6 Jul 2005 22:00:17 +0000 (22:00 +0000)
globals.h
main.c
rocks.c

index e6b1905..3fb2a05 100644 (file)
--- a/globals.h
+++ b/globals.h
@@ -62,7 +62,7 @@ extern float shipx,shipy;     // X position, 0..XSIZE
 extern float shipdx,shipdy;    // Change in X position per tick.
 extern float screendx, screendy;
 extern float xscroll, yscroll;
 extern float shipdx,shipdy;    // Change in X position per tick.
 extern float screendx, screendy;
 extern float xscroll, yscroll;
-extern float gamerate;  // this controls the speed of everything that moves.
+extern float framelen;  // this controls the speed of everything that moves.
 extern float yscroll;
 extern float scrollvel;
 
 extern float yscroll;
 extern float scrollvel;
 
diff --git a/main.c b/main.c
index 79b8689..db95bb4 100644 (file)
--- a/main.c
+++ b/main.c
@@ -76,7 +76,7 @@ float shipx = XSIZE/2, shipy = YSIZE/2;       // X position, 0..XSIZE
 float shipdx = SCREENDXMIN, shipdy = 0.0;      // Change in X position per tick.
 float screendx = SCREENDXMIN, screendy = 0.0;
 float xscroll, yscroll;
 float shipdx = SCREENDXMIN, shipdy = 0.0;      // Change in X position per tick.
 float screendx = SCREENDXMIN, screendy = 0.0;
 float xscroll, yscroll;
-float gamerate;  // this controls the speed of everything that moves.
+float framelen;  // this controls the speed of everything that moves.
 
 float bangx, bangy, bangdx, bangdy;
 
 
 float bangx, bangy, bangdx, bangdy;
 
@@ -224,8 +224,8 @@ draw_bang_dots(SDL_Surface *s) {
                        //last_i = i + 1;
                        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;
                        //last_i = i + 1;
                        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*gamerate - xscroll;
-                       bdot[i].y += bdot[i].dy*gamerate - yscroll;
+                       bdot[i].x += bdot[i].dx*framelen - xscroll;
+                       bdot[i].y += bdot[i].dy*framelen - yscroll;
 
                        if(bdot[i].life<0)
                        bdot[i].active = 0;
 
                        if(bdot[i].life<0)
                        bdot[i].active = 0;
@@ -272,9 +272,9 @@ draw_engine_dots(SDL_Surface *s) {
 
        for(i = 0; i<MAXENGINEDOTS; i++) {
                if(edot[i].active) {
 
        for(i = 0; i<MAXENGINEDOTS; i++) {
                if(edot[i].active) {
-                       edot[i].x += edot[i].dx*gamerate - xscroll;
-                       edot[i].y += edot[i].dy*gamerate - yscroll;
-                       if((edot[i].life -= gamerate*3)<0 || edot[i].y<0 || edot[i].y>YSIZE) {
+                       edot[i].x += edot[i].dx*framelen - xscroll;
+                       edot[i].y += edot[i].dy*framelen - yscroll;
+                       if((edot[i].life -= framelen*3)<0 || edot[i].y<0 || edot[i].y>YSIZE) {
                                edot[i].active = 0;
                        } else if(edot[i].x<0 || edot[i].x>XSIZE) {
                                edot[i].active = 0;
                                edot[i].active = 0;
                        } else if(edot[i].x<0 || edot[i].x>XSIZE) {
                                edot[i].active = 0;
@@ -296,7 +296,7 @@ create_engine_dots(int newdots) {
        if(!opt_tail_engine) return;
 
        if(state == GAMEPLAY) {
        if(!opt_tail_engine) return;
 
        if(state == GAMEPLAY) {
-               for(i = 0; i<newdots*gamerate; i++) {
+               for(i = 0; i<newdots*framelen; i++) {
                        if(dotptr->active == 0) {
                                theta = rnd()*M_PI*2;
                                r = rnd();
                        if(dotptr->active == 0) {
                                theta = rnd()*M_PI*2;
                                r = rnd();
@@ -541,7 +541,7 @@ draw() {
 
                        dest.x = (XSIZE-surf_b_game->w)/2;
                        dest.y = (YSIZE-surf_b_game->h)/2-40;
 
                        dest.x = (XSIZE-surf_b_game->w)/2;
                        dest.y = (YSIZE-surf_b_game->h)/2-40;
-                       SDL_SetAlpha(surf_b_game, SDL_SRCALPHA, (int)(fadegame*(200 + 55*cos(fadetimer += gamerate/1.0))));
+                       SDL_SetAlpha(surf_b_game, SDL_SRCALPHA, (int)(fadegame*(200 + 55*cos(fadetimer += framelen/1.0))));
                        SDL_BlitSurface(surf_b_game,NULL,surf_screen,&dest);
 
                        dest.x = (XSIZE-surf_b_over->w)/2;
                        SDL_BlitSurface(surf_b_game,NULL,surf_screen,&dest);
 
                        dest.x = (XSIZE-surf_b_over->w)/2;
@@ -554,7 +554,7 @@ draw() {
 
                        dest.x = (XSIZE-surf_b_variations->w)/2 + cos(fadetimer/6.5)*10;
                        dest.y = (YSIZE/2-surf_b_variations->h)/2 + sin(fadetimer/5.0)*10;
 
                        dest.x = (XSIZE-surf_b_variations->w)/2 + cos(fadetimer/6.5)*10;
                        dest.y = (YSIZE/2-surf_b_variations->h)/2 + sin(fadetimer/5.0)*10;
-                       SDL_SetAlpha(surf_b_variations, SDL_SRCALPHA, (int)(200 + 55*sin(fadetimer += gamerate/2.0)));
+                       SDL_SetAlpha(surf_b_variations, SDL_SRCALPHA, (int)(200 + 55*sin(fadetimer += framelen/2.0)));
                        SDL_BlitSurface(surf_b_variations,NULL,surf_screen,&dest);
 
                        dest.x = (XSIZE-surf_b_on->w)/2 + cos((fadetimer + 1.0)/6.5)*10;
                        SDL_BlitSurface(surf_b_variations,NULL,surf_screen,&dest);
 
                        dest.x = (XSIZE-surf_b_on->w)/2 + cos((fadetimer + 1.0)/6.5)*10;
@@ -609,9 +609,9 @@ draw() {
        last_ticks = SDL_GetTicks();
        if(ticks_since_last>200 || ticks_since_last<0) {
                // We won't run at all below 5 frames per second.
        last_ticks = SDL_GetTicks();
        if(ticks_since_last>200 || ticks_since_last<0) {
                // We won't run at all below 5 frames per second.
-               gamerate = 0;
+               framelen = 0;
        } else {
        } else {
-               gamerate = opt_gamespeed*ticks_since_last/50.0;
+               framelen = opt_gamespeed*ticks_since_last/50.0;
                if(state == GAMEPLAY) {
                        score += ticks_since_last;
                }
                if(state == GAMEPLAY) {
                        score += ticks_since_last;
                }
@@ -634,7 +634,7 @@ gameloop() {
                if(!paused) {
                        // Count down the game loop timer, and change state when it gets to zero or less;
 
                if(!paused) {
                        // Count down the game loop timer, and change state when it gets to zero or less;
 
-                       if((state_timeout -= gamerate*3) < 0) {
+                       if((state_timeout -= framelen*3) < 0) {
                                switch(state) {
                                        case DEAD_PAUSE:
                                                // Create a new ship and start all over again
                                switch(state) {
                                        case DEAD_PAUSE:
                                                // Create a new ship and start all over again
@@ -692,35 +692,36 @@ gameloop() {
 
                        // FRICTION?
                        if(opt_friction) {
 
                        // FRICTION?
                        if(opt_friction) {
-                               shipdx *= pow((double)0.9,(double)gamerate);
-                               shipdy *= pow((double)0.9,(double)gamerate);
+                               shipdx *= pow((double)0.9,(double)framelen);
+                               shipdy *= pow((double)0.9,(double)framelen);
                        }
 
                        // INERTIA
                        }
 
                        // INERTIA
-                       shipx += shipdx*gamerate;
-                       shipy += shipdy*gamerate;
+                       shipx += shipdx*framelen;
+                       shipy += shipdy*framelen;
 
                        // SCROLLING
                        tmp = shipy - (YSIZE / 2);
                        tmp += shipdy * 25;
                        tmp /= -25;
 
                        // SCROLLING
                        tmp = shipy - (YSIZE / 2);
                        tmp += shipdy * 25;
                        tmp /= -25;
-                       tmp = ((screendy * (gamerate - 12)) + (tmp * gamerate)) / 12;
+                       tmp = ((screendy * (framelen - 12)) + (tmp * framelen)) / 12;
                        screendy = -tmp;
                        tmp = shipx - (XSIZE / 3);
                        tmp += shipdx * 25;
                        tmp /= -25;
                        screendy = -tmp;
                        tmp = shipx - (XSIZE / 3);
                        tmp += shipdx * 25;
                        tmp /= -25;
-                       tmp = ((screendx * (gamerate - 12)) + (tmp * gamerate)) / 12;
+                       tmp = ((screendx * (framelen - 12)) + (tmp * framelen)) / 12;
                        screendx = -tmp;
                        if(screendx < SCREENDXMIN) screendx=SCREENDXMIN;
 
                        screendx = -tmp;
                        if(screendx < SCREENDXMIN) screendx=SCREENDXMIN;
 
-                       xscroll = screendx * gamerate;
-                       yscroll = screendy * gamerate;
+                       xscroll = screendx * framelen;
+                       yscroll = screendy * framelen;
+
                        shipx -= xscroll;
                        shipy -= yscroll;
 
                        // move bang center
                        shipx -= xscroll;
                        shipy -= yscroll;
 
                        // move bang center
-                       bangx += bangdx*gamerate - xscroll;
-                       bangy += bangdy*gamerate - yscroll;
+                       bangx += bangdx*framelen - xscroll;
+                       bangy += bangdy*framelen - yscroll;
 
                        move_rocks();
 
 
                        move_rocks();
 
@@ -728,14 +729,14 @@ gameloop() {
                        // BOUNCE X
                        if(shipx<0 || shipx>XSIZE-surf_ship->w) {
                                // BOUNCE from left and right wall
                        // BOUNCE X
                        if(shipx<0 || shipx>XSIZE-surf_ship->w) {
                                // BOUNCE from left and right wall
-                               shipx -= (shipdx-screendx)*gamerate;
+                               shipx -= (shipdx-screendx)*framelen;
                                shipdx = screendx - (shipdx-screendx)*opt_bounciness;
                        }
 
                        // BOUNCE Y
                        if(shipy<0 || shipy>YSIZE-surf_ship->h) {
                                // BOUNCE from top and bottom wall
                                shipdx = screendx - (shipdx-screendx)*opt_bounciness;
                        }
 
                        // BOUNCE Y
                        if(shipy<0 || shipy>YSIZE-surf_ship->h) {
                                // BOUNCE from top and bottom wall
-                               shipy -= (shipdy-screendy)*gamerate;
+                               shipy -= (shipdy-screendy)*framelen;
                                shipdy = screendy - (shipdy-screendy)*opt_bounciness;
                        }
 
                                shipdy = screendy - (shipdy-screendy)*opt_bounciness;
                        }
 
@@ -753,7 +754,7 @@ gameloop() {
                                        shipdx = 8; shipdy = 0;
                                        state_timeout = 200.0;
                                        fadetimer = 0.0;
                                        shipdx = 8; shipdy = 0;
                                        state_timeout = 200.0;
                                        fadetimer = 0.0;
-                                       faderate = gamerate;
+                                       faderate = framelen;
                                }
                                else {
                                        state = DEAD_PAUSE;
                                }
                                else {
                                        state = DEAD_PAUSE;
@@ -790,10 +791,10 @@ gameloop() {
                        if(!gameover) {
 
                                if(!paused) {
                        if(!gameover) {
 
                                if(!paused) {
-                                       if(keystate[SDLK_UP] | keystate[SDLK_c])                { shipdy -= 1.5*gamerate; maneuver |= 1<<3;}
-                                       if(keystate[SDLK_DOWN] | keystate[SDLK_t])              { shipdy += 1.5*gamerate; maneuver |= 1<<1;}
-                                       if(keystate[SDLK_LEFT] | keystate[SDLK_h])              { shipdx -= 1.5*gamerate; maneuver |= 1<<2;}
-                                       if(keystate[SDLK_RIGHT] | keystate[SDLK_n])             { shipdx += 1.5*gamerate; maneuver |= 1;}
+                                       if(keystate[SDLK_UP] | keystate[SDLK_c])                { shipdy -= 1.5*framelen; maneuver |= 1<<3;}
+                                       if(keystate[SDLK_DOWN] | keystate[SDLK_t])              { shipdy += 1.5*framelen; maneuver |= 1<<1;}
+                                       if(keystate[SDLK_LEFT] | keystate[SDLK_h])              { shipdx -= 1.5*framelen; maneuver |= 1<<2;}
+                                       if(keystate[SDLK_RIGHT] | keystate[SDLK_n])             { shipdx += 1.5*framelen; maneuver |= 1;}
                                        if(keystate[SDLK_3])            { SDL_SaveBMP(surf_screen, "snapshot.bmp"); }
                                }
 
                                        if(keystate[SDLK_3])            { SDL_SaveBMP(surf_screen, "snapshot.bmp"); }
                                }
 
diff --git a/rocks.c b/rocks.c
index e47bc44..9c2728c 100644 (file)
--- a/rocks.c
+++ b/rocks.c
@@ -156,7 +156,7 @@ new_rocks(void)
        // loop through the four sides of the screen
        for(i=0; i<4; i++) {
                // see if we generate a rock for this side this frame
        // loop through the four sides of the screen
        for(i=0; i<4; i++) {
                // see if we generate a rock for this side this frame
-               rtimers[i] += ti[i]*gamerate/20;
+               rtimers[i] += ti[i]*framelen/20;
                while(rtimers[i] >= 1) {
                        rtimers[i] -= 1;
                        j=0;
                while(rtimers[i] >= 1) {
                        rtimers[i] -= 1;
                        j=0;
@@ -214,8 +214,8 @@ move_rocks(void)
        for(i = 0; i < MAXROCKS; i++) {
                if(rock[i].active) {
                        // move
        for(i = 0; i < MAXROCKS; i++) {
                if(rock[i].active) {
                        // move
-                       rock[i].x += (rock[i].dx-screendx)*gamerate;
-                       rock[i].y += (rock[i].dy-screendy)*gamerate;
+                       rock[i].x += (rock[i].dx-screendx)*framelen;
+                       rock[i].y += (rock[i].dy-screendy)*framelen;
                        // clip
                        if(rock[i].x < -rock[i].image->w || rock[i].x >= XSIZE
                                        || rock[i].y < -rock[i].image->h || rock[i].y >= YSIZE) {
                        // clip
                        if(rock[i].x < -rock[i].image->w || rock[i].x >= XSIZE
                                        || rock[i].y < -rock[i].image->h || rock[i].y >= YSIZE) {