From: Joshua Grams Date: Tue, 21 Mar 2006 12:43:36 +0000 (+0000) Subject: refactoring towards sprites, updated todo X-Git-Tag: 0.4~31 X-Git-Url: https://jasonwoof.com/gitweb/?p=vor.git;a=commitdiff_plain;h=c633a2e26924f5210aa8094593f5f003cee70a48 refactoring towards sprites, updated todo --- diff --git a/main.c b/main.c index fb2b755..3f66ce0 100644 --- a/main.c +++ b/main.c @@ -51,7 +51,6 @@ SDL_Surface *surf_b_rockdodger, // "rockdodger" banner *surf_b_game, // Title element "game" *surf_b_over, // Title element "over" - *surf_ship, // Spaceship element *surf_life, // Indicator of number of ships remaining *surf_rock[NROCKS], // THE ROCKS *surf_font_big; // The big font @@ -67,9 +66,8 @@ struct bangdots bdot[MAXBANGDOTS], *bdotptr = bdot; char topline[1024]; char *initerror = ""; -struct shape shipshape; -float shipx = XSIZE/2, shipy = YSIZE/2; // X position, 0..XSIZE -float shipdx = SCREENDXMIN, shipdy = 0.0; // Change in X position per tick. +struct ship ship = { SHIP_SPRITE, NULL, XSIZE/2, YSIZE/2, SCREENDXMIN, 0.0 }; + float screendx = SCREENDXMIN, screendy = 0.0; float xscroll, yscroll; float back_dist; @@ -81,8 +79,7 @@ int ms_end; // end of this frame (milliseconds) float bangx, bangy, bangdx, bangdy; -int nships,score; -int jets = 0; +int score; float fadetimer = 0, faderate; @@ -223,8 +220,8 @@ new_engine_dots(int n, int dir) { float hx, hy; // half ship width/height. static const int s[4] = { 2, 1, 0, 1 }; - hx = surf_ship->w / 2; - hy = surf_ship->h / 2; + hx = ship.image->w / 2; + hy = ship.image->h / 2; for(i = 0; iactive == 0) { @@ -234,15 +231,15 @@ new_engine_dots(int n, int dir) { dy = r * -sin(a); // screen y is "backwards". dotptr->active = 1; - dotptr->x = shipx + s[dir]*hx + (frnd()-0.5)*3; - dotptr->y = shipy + s[(dir+1)&3]*hy + (frnd()-0.5)*3; + dotptr->x = ship.x + s[dir]*hx + (frnd()-0.5)*3; + dotptr->y = ship.y + s[(dir+1)&3]*hy + (frnd()-0.5)*3; if(dir&1) { - dotptr->dx = shipdx + 2*dx; - dotptr->dy = shipdy + 20*dy; + dotptr->dx = ship.dx + 2*dx; + dotptr->dy = ship.dy + 20*dy; dotptr->life = 60 * fabs(dy); } else { - dotptr->dx = shipdx + 20*dx; - dotptr->dy = shipdy + 2*dy; + dotptr->dx = ship.dx + 20*dx; + dotptr->dy = ship.dy + 2*dy; dotptr->life = 60 * fabs(dx); } @@ -284,7 +281,7 @@ drawdots(SDL_Surface *s) { // Create engine dots out the side we're moving from for(m = 0; m<4; m++) { - if(jets & 1<w + 10); dest.y = 20; SDL_BlitSurface(surf_life, NULL, surf_screen, &dest); @@ -515,7 +517,7 @@ draw() { } if(state == GAMEPLAY) { - bang = hit_rocks(shipx, shipy, &shipshape); + bang = hit_rocks(ship.x, ship.y, ship.shape); } ms_frame = SDL_GetTicks() - ms_end; @@ -601,9 +603,9 @@ gameloop() { new_rocks(); // SCROLLING - tmp = (shipy+shipdy*t_frame-YSCROLLTO)/25 + (shipdy-screendy); + tmp = (ship.y+ship.dy*t_frame-YSCROLLTO)/25 + (ship.dy-screendy); screendy += tmp * t_frame/12; - tmp = (shipx+shipdx*t_frame-XSCROLLTO)/25 + (shipdx-screendx); + tmp = (ship.x+ship.dx*t_frame-XSCROLLTO)/25 + (ship.dx-screendx); screendx += tmp * t_frame/12; // taper off so we don't hit the barrier abruptly. // (if we would hit in < 2 seconds, adjust to 2 seconds). @@ -617,8 +619,8 @@ gameloop() { xscroll = screendx * t_frame; yscroll = screendy * t_frame; - shipx += shipdx*t_frame - xscroll; - shipy += shipdy*t_frame - yscroll; + ship.x += ship.dx*t_frame - xscroll; + ship.y += ship.dy*t_frame - yscroll; // move bang center bangx += bangdx*t_frame - xscroll; @@ -628,30 +630,30 @@ gameloop() { // BOUNCE X - if(shipx<0 || shipx>XSIZE-surf_ship->w) { + if(ship.x<0 || ship.x>XSIZE-ship.image->w) { // BOUNCE from left and right wall - shipx -= (shipdx-screendx)*t_frame; - shipdx = screendx - (shipdx-screendx)*opt_bounciness; + ship.x -= (ship.dx-screendx)*t_frame; + ship.dx = screendx - (ship.dx-screendx)*opt_bounciness; } // BOUNCE Y - if(shipy<0 || shipy>YSIZE-surf_ship->h) { + if(ship.y<0 || ship.y>YSIZE-ship.image->h) { // BOUNCE from top and bottom wall - shipy -= (shipdy-screendy)*t_frame; - shipdy = screendy - (shipdy-screendy)*opt_bounciness; + ship.y -= (ship.dy-screendy)*t_frame; + ship.dy = screendy - (ship.dy-screendy)*opt_bounciness; } if(draw() && state == GAMEPLAY) { // Died play_sound(SOUND_BANG); // Play the explosion sound - bangx = shipx; bangy = shipy; bangdx = shipdx; bangdy = shipdy; - new_bang_dots(shipx,shipy,shipdx,shipdy,surf_ship); - shipdx *= 0.5; shipdy *= 0.5; - if(shipdx < SCREENDXMIN) shipdx = SCREENDXMIN; - if(--nships <= 0) { + bangx = ship.x; bangy = ship.y; bangdx = ship.dx; bangdy = ship.dy; + new_bang_dots(ship.x,ship.y,ship.dx,ship.dy,ship.image); + ship.dx *= 0.5; ship.dy *= 0.5; + if(ship.dx < SCREENDXMIN) ship.dx = SCREENDXMIN; + if(--ship.lives <= 0) { state = GAME_OVER; - shipdx = SCREENDXMIN; shipdy = 0; + ship.dx = SCREENDXMIN; ship.dy = 0; state_timeout = 200.0; fadetimer = 0.0; faderate = t_frame; @@ -670,17 +672,17 @@ gameloop() { reset_rocks(); - nships = 4; + ship.lives = 4; score = 0; state = GAMEPLAY; play_tune(TUNE_GAMEPLAY); - shipx = XSIZE/2.2; shipy = YSIZE/2; - shipdx = screendx; shipdy = screendy; + ship.x = XSIZE/2.2; ship.y = YSIZE/2; + ship.dx = screendx; ship.dy = screendy; } - jets = 0; + ship.jets = 0; } else { SDL_PumpEvents(); keystate = SDL_GetKeyState(NULL); @@ -688,10 +690,10 @@ gameloop() { if(state == GAMEPLAY) { if(!paused) { - if(keystate[SDLK_LEFT] | keystate[SDLK_h]) { shipdx -= 1.5*t_frame; jets |= 1<<0;} - if(keystate[SDLK_DOWN] | keystate[SDLK_t]) { shipdy += 1.5*t_frame; jets |= 1<<1;} - if(keystate[SDLK_RIGHT] | keystate[SDLK_n]) { shipdx += 1.5*t_frame; jets |= 1<<2;} - if(keystate[SDLK_UP] | keystate[SDLK_c]) { shipdy -= 1.5*t_frame; jets |= 1<<3;} + if(keystate[SDLK_LEFT] | keystate[SDLK_h]) { ship.dx -= 1.5*t_frame; ship.jets |= 1<<0;} + if(keystate[SDLK_DOWN] | keystate[SDLK_t]) { ship.dy += 1.5*t_frame; ship.jets |= 1<<1;} + if(keystate[SDLK_RIGHT] | keystate[SDLK_n]) { ship.dx += 1.5*t_frame; ship.jets |= 1<<2;} + if(keystate[SDLK_UP] | keystate[SDLK_c]) { ship.dy -= 1.5*t_frame; ship.jets |= 1<<3;} if(keystate[SDLK_3]) { SDL_SaveBMP(surf_screen, "snapshot.bmp"); } } diff --git a/rocks.c b/rocks.c index 114e22f..82f29bf 100644 --- a/rocks.c +++ b/rocks.c @@ -13,17 +13,9 @@ SDL_Surface *load_image(char *filename); -struct rock_struct { - struct rock_struct *next; - float x,y,dx,dy; - SDL_Surface *image; - struct shape *shape; - int type_number; -}; +struct rock rocks[MAXROCKS], *free_rocks; -struct rock_struct rocks[MAXROCKS], *free_rocks; - -struct rock_struct **rock_buckets[2]; +struct rock **rock_buckets[2]; int n_buckets; // we have two sets of buckets -- this variable tells which we are using. int p; @@ -46,7 +38,7 @@ float nrocks_inc_ticks = 2*60*20/(F_ROCKS-I_ROCKS); #define RDX 2.5 // range for rock dx values (+/-) #define RDY 2.5 // range for rock dy values (+/-) -static inline struct rock_struct ** +static inline struct rock ** bucket(int x, int y, int p) { int b = (x+grid_size)/grid_size + bw*((y+grid_size)/grid_size); @@ -62,8 +54,8 @@ init_buckets(void) bh = 1 + scr_grid_h + 1; n_buckets = bw * bh; - rock_buckets[0] = malloc(n_buckets * sizeof(struct rock_struct *)); - rock_buckets[1] = malloc(n_buckets * sizeof(struct rock_struct *)); + rock_buckets[0] = malloc(n_buckets * sizeof(struct rock *)); + rock_buckets[1] = malloc(n_buckets * sizeof(struct rock *)); if(!rock_buckets[0] || !rock_buckets[1]) { fprintf(stderr, "Can't allocate rock buckets.\n"); exit(1); @@ -72,10 +64,10 @@ init_buckets(void) } void -transfer_rock(struct rock_struct *r, struct rock_struct **from, struct rock_struct **to) +transfer_rock(struct rock *r, struct rock **from, struct rock **to) { - *from = r->next; - r->next = *to; + *from = &r->next->rock; + r->next = SPRITE(*to); *to = r; } @@ -86,7 +78,7 @@ reset_rocks(void) for(i=0; itype_number = urnd() % NROCKS; - r->image = surf_rock[r->type_number]; - r->shape = &rock_shapes[r->type_number]; + r->type = urnd() % NROCKS; + r->image = surf_rock[r->type]; + r->shape = &rock_shapes[r->type]; switch(i) { case RIGHT: r->x = XSIZE; @@ -256,8 +248,8 @@ void move_rocks(void) { int b; - struct rock_struct **head; - struct rock_struct *r; + struct rock **head; + struct rock *r; // Move all the rocks for(b=0; bnext) { + for(; r; r=&r->next->rock) { if(collide(x - r->x, y - r->y, r->shape, shape)) return 1; } return 0; @@ -308,7 +300,7 @@ hit_rocks(float x, float y, struct shape *shape) { int ix, iy; int l, r, t, b; - struct rock_struct **bucket; + struct rock **bucket; ix = x + grid_size; iy = y + grid_size; l = ix / grid_size; r = (ix+shape->w)/grid_size; @@ -333,9 +325,9 @@ hit_rocks(float x, float y, struct shape *shape) } int -pixel_hit_in_bucket(struct rock_struct *r, float x, float y) +pixel_hit_in_bucket(struct rock *r, float x, float y) { - for(; r; r=r->next) { + for(; r; r=&r->next->rock) { if(x < r->x || y < r->y) continue; if(pixel_collide(x - r->x, y - r->y, r->shape)) return 1; } @@ -347,7 +339,7 @@ pixel_hit_rocks(float x, float y) { int ix, iy; int l, t; - struct rock_struct **bucket; + struct rock **bucket; ix = x + grid_size; iy = y + grid_size; l = ix / grid_size; t = iy / grid_size; @@ -363,13 +355,13 @@ void blast_rocks(float x, float y, float radius, int onlyslow) { int b; - struct rock_struct *r; + struct rock *r; float dx, dy, n; if(onlyslow) return; for(b=0; bnext) { + for(r=rock_buckets[p][b]; r; r=&r->next->rock) { if(r->x <= 0) continue; // This makes it so your explosion from dying magically doesn't leave diff --git a/shape.h b/shape.h index 9f7371d..c2d0a8e 100644 --- a/shape.h +++ b/shape.h @@ -2,7 +2,10 @@ #define VOR_SHAPE_H #include -#include +#include + + +// Shape stuff struct shape { int w, h; @@ -15,4 +18,57 @@ void get_shape(SDL_Surface *img, struct shape *s); int collide(int xdiff, int ydiff, struct shape *r, struct shape *s); int pixel_collide(unsigned int xoff, unsigned int yoff, struct shape *r); + + +// Sprite stuff + +typedef union sprite Sprite; + +#define SPRITE(x) ((Sprite *) (x)) + +struct base_sprite { + uint8_t type; + Sprite *next; + float x, y; + float dx, dy; + SDL_Surface *image; + struct shape *shape; +}; + +struct rock { + // core sprite fields + uint8_t sprite_type; + Sprite *next; + float x, y; + float dx, dy; + SDL_Surface *image; + struct shape *shape; + // ROCK extras + int type; +}; + +struct ship { + // core sprite fields + uint8_t sprite_type; + Sprite *next; + float x, y; + float dx, dy; + SDL_Surface *image; + struct shape *shape; + // SHIP extras + int lives; + int jets; +}; + +union sprite { + uint8_t type; + struct base_sprite sprite; + struct rock rock; + struct ship ship; +}; + +#define BASE_SPRITE 0 +#define SHIP_SPRITE 1 +#define ROCK_SPRITE 2 + #endif // VOR_SHAPE_H