From: Jason Woofenden Date: Sat, 18 Apr 2020 01:46:20 +0000 (-0400) Subject: bump version to 0.5.8 X-Git-Url: https://jasonwoof.com/gitweb/?p=vor.git;a=commitdiff_plain;h=HEAD;hp=226571664bfd0b5d9916c512f03c3ea1aed396d8 bump version to 0.5.8 --- diff --git a/README b/README deleted file mode 100644 index acbcfda..0000000 --- a/README +++ /dev/null @@ -1,96 +0,0 @@ -Variations on Rockdodger 0.5.7 - -VoR is a quick action game where you drive a space ship and try to avoid -crashing into rocks. Current information about vor can be found on the -homepage: http://jasonwoof.org/vor - -Here are the keys: - - Space: Start playing - 1: Switch to easy mode and start playing - 2: Switch to normal mode (default) and start playing -Arrows: Steer (use short taps, and remember to slow down) - Esc: Quit - F: Toggle full-screen mode - P: Pause/unpause - 3: Save a screenshot - -See INSTALL for instructions on building, running and installing. - -VoR is released under the GNU GPL -- see file COPYING for details. The audio is -public domain. - -Jason Woofenden and Josh Grams like Rock Dodgers -(http://spacerocks.sourceforge.net/) very much: both playing it and hacking on -it. VoR is the result. It is currently based on the rockdodger 0.4.2 codebase, -with quite a few modifications, both user-visible changes and internal -technical improvements. - -Available for download from http://qualdan.com/vor/ - -Note: This is a fairly hard game, intended to be a quickie game for when you -want to kill a few spare minutes. For reference, my best time [Josh Grams] is -about 2 minutes in version 0.3. I'm not generally very good at video games, but -I have been playing this one for quite a while now. - -Changes from Rock Dodgers - -User-Visible Changes: - -0.5.6: - * Some rocks dissapear when hit by your exploding ship sparks - -0.5.4: - * new sound effect and music - * F key toggles full-screen mode - * 3 key saves a screenshot - -0.5.3: - * another attempt at fixing the x86 crashes. - * made valgrind happy. - -0.5.2: - * another attempt at fixing the x86 crashes. - -0.5.1: - * another attempt at fixing the x86 crashes. - -0.5: - * lots of bug fixes - * tweaks to engine and explosion graphics and new font - -0.4: - * Rocks now bounce off each other, and are pushed by particles. - * Now with two difficulties: normal and easy. - * Better new ship placement after you die. - -0.3: - * Scrolls to the right so you can zoom ahead. - * Fully random rock generation; rocks no longer wrap vertically. - * Rocks' relative speeds are now uniform in all directions (i.e. much more - up/down speed variation). Noticeably hard...err...more "interesting". - * Command-line option --game-speed. - -0.2: - * New graphics, generated by POV-Ray. Yeah, okay, the ship is really cheezy. - At least the rocks are cool. - * Real collision detection; no more "ship is 1 pixel bigger all around - than it looks." - -0.1: - * Moves like a real spacecraft; no more friction! - * No more silly shields or lasers; just pure rockdodgin' fun! - * Up/down scrolling; gives you more escape options. - * Proper time display for score, not just raw milliseconds (bleh). - * Ship explodes, blowing rocks away, rather than automagically vanishing - them. - -Internal Technical Changes: - - * Build system now uses autoconf (as of 0.5.5) - * Replaced SFont with Jason's font.c - * Started factoring a lot of stuff out of main into their own .c files. - * Removed a bunch of unused code. - * Function definitions: name at beginning of line (line following the return - type) for easy grepping as per GNU coding standards. - * Real collision detection (bbox/bitmask). diff --git a/README.font b/README.font deleted file mode 100644 index 561db72..0000000 --- a/README.font +++ /dev/null @@ -1,28 +0,0 @@ -How the font is generated, and how to edit it. - -The font used in VoR is generated from the pixel layout in -font_template.txt.gz. You can edit this file easily with vim. Don't unzip it, -vim handles this for you. Just open it up and do ":set nowrap". You should now -see the font and be able to edit it nicely with replace mode (hit capital "R"). - -The font is generated from this template by creating a huge blob object in -povray. A small diffuse sphere is created at the location of each # in the -template file, and the result is rendered where the density of all those -combined spheres is high enough. - -If you create a font that has considerably different dimensions you will have -to fiddle with a few numbers in the sources: - - * update the TEMPLATE_WIDTH and TEMPLATE_HEIGHT constants in font_guts.c - - * If you've changed the aspect ratio considerably: update the "up" and - "right" vectors in font.pov These determine the aspect ratio, and what area - of the coordinate space is rendered. Be sure to leave enough space around - the edges so the font doesn't get clipped. Don't worry about excess black - around the edges, it will be cropped automatically after rendering. The - constant OUTPUT_WIDTH in font_guts.c is in povray units. - - -The font template was created from the 10x20 font from the misc-fixed pack. It -was tweaked slightly in particular so the dots on the j, i and ! characters -don't touch the rest of the character. diff --git a/README.md b/README.md new file mode 100644 index 0000000..846ffeb --- /dev/null +++ b/README.md @@ -0,0 +1,97 @@ +# Variations on Rockdodger 0.5.8 + +VoR is a quick action game where you drive a space ship and try to avoid +crashing into rocks. Current information about vor can be found on the +homepage: https://sametwice.com/vor + +Here are the keys: + + Space: Start playing + 1: Switch to easy mode and start playing + 2: Switch to normal mode (default) and start playing + Arrows: Steer (use short taps, and remember to slow down) + Esc: Quit + F: Toggle full-screen mode + P: Pause/unpause + 3: Save a screenshot + +See INSTALL for instructions on building, running and installing. + +VoR is released under the GNU GPL -- see file COPYING for details. The audio is +public domain. + +Jason Woofenden and Josh Grams like Rock Dodgers (a game by Paul Holt: +http://spacerocks.sourceforge.net/) very much: both playing it and hacking on +it. VoR is the result. It is currently based on the rockdodger 0.4.2 codebase, +with quite a few modifications, both user-visible changes and internal +technical improvements. + +Available for download from https://sametwice.com/vor + +Note: This is a fairly hard game, intended to be a quickie game for when you +want to kill a few spare minutes. For reference, my best time [Josh Grams] is +about 2 minutes in version 0.3. I'm not generally very good at video games, but +I have been playing this one for quite a while now. + + +## Changes from Rock Dodgers + +User-Visible Changes: + +0.5.6: + * Some rocks disappear when hit by your exploding ship sparks + +0.5.4: + * new sound effect and music + * F key toggles full-screen mode + * 3 key saves a screenshot + +0.5.3: + * another attempt at fixing the x86 crashes. + * made valgrind happy. + +0.5.2: + * another attempt at fixing the x86 crashes. + +0.5.1: + * another attempt at fixing the x86 crashes. + +0.5: + * lots of bug fixes + * tweaks to engine and explosion graphics and new font + +0.4: + * Rocks now bounce off each other, and are pushed by particles. + * Now with two difficulties: normal and easy. + * Better new ship placement after you die. + +0.3: + * Scrolls to the right so you can zoom ahead. + * Fully random rock generation; rocks no longer wrap vertically. + * Rocks' relative speeds are now uniform in all directions (i.e. much more + up/down speed variation). Noticeably hard...err...more "interesting". + * Command-line option --game-speed. + +0.2: + * New graphics, generated by POV-Ray. Yeah, okay, the ship is really cheesy. + At least the rocks are cool. + * Real collision detection; no more "ship is 1 pixel bigger all around + than it looks." + +0.1: + * Moves like a real spacecraft; no more friction! + * No more silly shields or lasers; just pure rockdodgin' fun! + * Up/down scrolling; gives you more escape options. + * Proper time display for score, not just raw milliseconds (bleh). + * Ship explodes, blowing rocks away, rather than automagically vanishing + them. + +Internal Technical Changes: + + * Build system now uses autoconf (as of 0.5.5) + * Replaced SFont with Jason's font.c + * Started factoring a lot of stuff out of main into their own .c files. + * Removed a bunch of unused code. + * Function definitions: name at beginning of line (line following the return + type) for easy grepping as per GNU coding standards. + * Real collision detection (bbox/bitmask). diff --git a/README_font.md b/README_font.md new file mode 100644 index 0000000..90a47eb --- /dev/null +++ b/README_font.md @@ -0,0 +1,28 @@ +# How the font is generated, and how to edit it. + +The font used in VoR is generated from the pixel layout in +`font_template.txt.gz`. You can edit this file easily with vim. Don't unzip it, +vim handles this for you. Just open it up and do `:set nowrap`. You should now +see the font and be able to edit it nicely with replace mode (hit capital `R`). + +The font is generated from this template by creating a huge blob object in +povray. A small diffuse sphere is created at the location of each `#` in the +template file, and the result is rendered where the density of all those +combined spheres is high enough. + +If you create a font that has considerably different dimensions you will have +to fiddle with a few numbers in the sources: + + * update the `TEMPLATE_WIDTH` and `TEMPLATE_HEIGHT` constants in `font_guts.c` + + * If you've changed the aspect ratio considerably: update the "up" and + "right" vectors in `font.pov` These determine the aspect ratio, and what area + of the coordinate space is rendered. Be sure to leave enough space around + the edges so the font doesn't get clipped. Don't worry about excess black + around the edges, it will be cropped automatically after rendering. The + constant `OUTPUT_WIDTH` in `font_guts.c` is in povray units. + + +The font template was created from the 10x20 font from the misc-fixed pack. It +was tweaked slightly in particular so the dots on the `j`, `i` and `!` +characters don't touch the rest of the character. diff --git a/args.c b/args.c index 5056239..81a9b16 100644 --- a/args.c +++ b/args.c @@ -21,7 +21,7 @@ show_help(void) puts(" -V, --version Print program version"); puts(" -?, --help Give this help list"); putchar('\n'); - puts("Report bugs at http://jasonwoof.com/contact.html"); + puts("Report bugs at https://jasonwoof.com/contact"); } int diff --git a/configure.ac b/configure.ac index d7e006a..62c8716 100644 --- a/configure.ac +++ b/configure.ac @@ -2,7 +2,7 @@ # Process this file with autoconf to produce a configure script. AC_PREREQ([2.63]) -AC_INIT(VoR, 0.5.7, jason@jasonwoof.com, vor) +AC_INIT(VoR, 0.5.8, jason@jasonwoof.com, vor) AC_CONFIG_SRCDIR([config.h.in]) AC_CONFIG_HEADERS([config.h]) diff --git a/file.c b/file.c index efd08e5..5f6204d 100644 --- a/file.c +++ b/file.c @@ -52,7 +52,8 @@ find_files(void) return true; } -FILE *open_score_file(char *mode) +FILE * +open_score_file(char *mode) { return fopen("scores", mode); } diff --git a/main.c b/main.c index d696ade..0af1fdd 100644 --- a/main.c +++ b/main.c @@ -122,12 +122,12 @@ char *msgs[2][3] = { { "Press SPACE for normal game", "Press '1' for easy game", - "http://jasonwoof.org/vor" + "https://sametwice.com/vor" }, { "Press SPACE for easy game", "Press '2' for normal game", - "http://jasonwoof.org/vor" + "https://sametwice.com/vor" } }; diff --git a/sprite.h b/sprite.h index 0445077..d67b655 100644 --- a/sprite.h +++ b/sprite.h @@ -33,7 +33,7 @@ struct sprite { #define COLLIDES(sprite) ((sprite)->flags & COLLIDE) -Sprite *free_sprites[N_TYPES]; // lists of free sprites, by type. +extern Sprite *free_sprites[N_TYPES]; // lists of free sprites, by type. void do_collision(Sprite *a, Sprite *b); void collisions(void);