Also moved reset_rocks() call to init_rocks() from main().
#define XSIZE 640
#define YSIZE 480
+#define XSCROLLTO (XSIZE/3)
+#define YSCROLLTO (YSIZE/2)
+
#define SCREENDXMIN 7.5
// image file containing font for score stuff.
shipy += shipdy*t_frame;
// SCROLLING
- tmp = shipy - (YSIZE / 2);
- tmp += shipdy * 25;
- tmp /= -25;
- tmp = ((screendy * (t_frame - 12)) + (tmp * t_frame)) / 12;
- screendy = -tmp;
- tmp = shipx - (XSIZE / 3);
- tmp += shipdx * 25;
- tmp /= -25;
- tmp = ((screendx * (t_frame - 12)) + (tmp * t_frame)) / 12;
- screendx = -tmp;
+ tmp = (shipy-YSCROLLTO)/25 + (shipdy-screendy);
+ screendy += tmp * t_frame/12;
+ tmp = (shipx-XSCROLLTO)/25 + (shipdx-screendx);
+ screendx += tmp * t_frame/12;
// taper off if we would hit the barrier in under 2 seconds.
if(back_dist + (screendx - SCREENDXMIN)*TO_TICKS(2) < 0) {
return 1;
}
- reset_rocks();
gameloop();
return 0;
NULLERROR(surf_rock[i] = SDL_DisplayFormat(temp));
get_shape(surf_rock[i], &rock_shapes[i]);
}
+ reset_rocks();
return 0;
}