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Now have a "barrier" (which can fall behind) to enforce minimum speed.
author
Joshua Grams
<josh@qualdan.com>
Wed, 6 Jul 2005 22:04:29 +0000
(22:04 +0000)
committer
Joshua Grams
<josh@qualdan.com>
Wed, 6 Jul 2005 22:04:29 +0000
(22:04 +0000)
main.c
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diff --git
a/main.c
b/main.c
index
db95bb4
..
c2e6601
100644
(file)
--- a/
main.c
+++ b/
main.c
@@
-76,6
+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 back_dist;
float framelen; // this controls the speed of everything that moves.
float bangx, bangy, bangdx, bangdy;
float framelen; // this controls the speed of everything that moves.
float bangx, bangy, bangdx, bangdy;
@@
-711,10
+712,15
@@
gameloop() {
tmp /= -25;
tmp = ((screendx * (framelen - 12)) + (tmp * framelen)) / 12;
screendx = -tmp;
tmp /= -25;
tmp = ((screendx * (framelen - 12)) + (tmp * framelen)) / 12;
screendx = -tmp;
- if(screendx < SCREENDXMIN) screendx=SCREENDXMIN;
+
+ // taper off if we would hit the barrier in under 2 seconds.
+ if(back_dist + (screendx - SCREENDXMIN)*2*20*opt_gamespeed < 0) {
+ screendx = SCREENDXMIN - (back_dist/(2*20*opt_gamespeed));
+ }
xscroll = screendx * framelen;
yscroll = screendy * framelen;
xscroll = screendx * framelen;
yscroll = screendy * framelen;
+ back_dist += (screendx - SCREENDXMIN)*framelen;
shipx -= xscroll;
shipy -= yscroll;
shipx -= xscroll;
shipy -= yscroll;