From: Joshua Grams Date: Sat, 25 Mar 2006 13:07:00 +0000 (+0000) Subject: removed new ship fade, blast leaves rocks collidable, some refactoring. X-Git-Tag: 0.4~14 X-Git-Url: https://jasonwoof.com/gitweb/?p=vor.git;a=commitdiff_plain;h=cffdedca2aba899f3e0f8b98f67b9125edf6b5a5 removed new ship fade, blast leaves rocks collidable, some refactoring. --- diff --git a/main.c b/main.c index fdf96fb..43d7bda 100644 --- a/main.c +++ b/main.c @@ -412,11 +412,63 @@ show_lives(void) } void -draw(void) { +draw_game_over(void) +{ + float a_game = 0, a_over = 0; SDL_Rect dest; + + // fade in "GAME", then "OVER". + a_game = min(1.0, faderate*fadetimer/3.0); + if(a_game == 1.0) a_over = min(1.0, faderate*fadetimer/3.0 - 1); + + fadetimer += t_frame; + + 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)(a_game*(200 + 55*cos(fadetimer)))); + SDL_BlitSurface(surf_b_game,NULL,surf_screen,&dest); + + dest.x = (XSIZE-surf_b_over->w)/2; + dest.y = (YSIZE-surf_b_over->h)/2 + 40; + SDL_SetAlpha(surf_b_over, SDL_SRCALPHA, (int)(a_over*(200 + 55*sin(fadetimer)))); + SDL_BlitSurface(surf_b_over,NULL,surf_screen,&dest); +} + +void +draw_title_page(void) +{ int x; char *text; - float fadegame,fadeover; + SDL_Rect dest; + + fadetimer += t_frame/2.0; + + 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))); + SDL_BlitSurface(surf_b_variations,NULL,surf_screen,&dest); + + dest.x = (XSIZE-surf_b_on->w)/2 + cos((fadetimer + 1.0)/6.5)*10; + dest.y = (YSIZE/2-surf_b_on->h)/2 + surf_b_variations->h + 20 + sin((fadetimer + 1.0)/5.0)*10; + SDL_SetAlpha(surf_b_on, SDL_SRCALPHA, (int)(200 + 55*sin(fadetimer-1.0))); + SDL_BlitSurface(surf_b_on,NULL,surf_screen,&dest); + + dest.x = (XSIZE-surf_b_rockdodger->w)/2 + cos((fadetimer + 2.0)/6.5)*10; + dest.y = (YSIZE/2-surf_b_rockdodger->h)/2 + surf_b_variations->h + surf_b_on->h + 40 + sin((fadetimer + 2.0)/5)*10; + SDL_SetAlpha(surf_b_rockdodger, SDL_SRCALPHA, (int)(200 + 55*sin(fadetimer-2.0))); + SDL_BlitSurface(surf_b_rockdodger,NULL,surf_screen,&dest); + + text = "Version " VERSION; + x = (XSIZE-SFont_TextWidth(g_font,text))/2 + sin(fadetimer/4.5)*10; + SFont_Write(surf_screen,g_font,x,YSIZE-50 + sin(fadetimer/2)*5,text); + + text = sequence[(int)(fadetimer/40)%NSEQUENCE]; + x = (XSIZE-SFont_TextWidth(g_font,text))/2 + cos(fadetimer/4.5)*10; + SFont_Write(surf_screen,g_font,x,YSIZE-100 + cos(fadetimer/3)*5,text); +} + +void +draw(void) { SDL_FillRect(surf_screen,NULL,0); // black background drawdots(surf_screen); // background dots @@ -428,58 +480,9 @@ draw(void) { // If it's game over, show the game over graphic in the dead centre switch (state) { - case GAME_OVER: - if(fadetimer<3.0/faderate) { - fadegame = fadetimer/(3.0/faderate); - } else { - fadegame = 1.0; - } - - if(fadetimer<3.0/faderate) { - fadeover = 0.0; - } else if(fadetimer<6.0/faderate) { - fadeover = ((3.0/faderate)-fadetimer)/(6.0/faderate); - } else { - fadeover = 1.0; - } - - 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 += t_frame/1.0)))); - SDL_BlitSurface(surf_b_game,NULL,surf_screen,&dest); - - dest.x = (XSIZE-surf_b_over->w)/2; - dest.y = (YSIZE-surf_b_over->h)/2 + 40; - SDL_SetAlpha(surf_b_over, SDL_SRCALPHA, (int)(fadeover*(200 + 55*sin(fadetimer)))); - SDL_BlitSurface(surf_b_over,NULL,surf_screen,&dest); - break; - - case TITLE_PAGE: - - 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 += t_frame/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; - dest.y = (YSIZE/2-surf_b_on->h)/2 + surf_b_variations->h + 20 + sin((fadetimer + 1.0)/5.0)*10; - SDL_SetAlpha(surf_b_on, SDL_SRCALPHA, (int)(200 + 55*sin(fadetimer-1.0))); - SDL_BlitSurface(surf_b_on,NULL,surf_screen,&dest); - - dest.x = (XSIZE-surf_b_rockdodger->w)/2 + cos((fadetimer + 2.0)/6.5)*10; - dest.y = (YSIZE/2-surf_b_rockdodger->h)/2 + surf_b_variations->h + surf_b_on->h + 40 + sin((fadetimer + 2.0)/5)*10; - SDL_SetAlpha(surf_b_rockdodger, SDL_SRCALPHA, (int)(200 + 55*sin(fadetimer-2.0))); - SDL_BlitSurface(surf_b_rockdodger,NULL,surf_screen,&dest); - - text = "Version " VERSION; - x = (XSIZE-SFont_TextWidth(g_font,text))/2 + sin(fadetimer/4.5)*10; - SFont_Write(surf_screen,g_font,x,YSIZE-50 + sin(fadetimer/2)*5,text); + case GAME_OVER: draw_game_over(); break; - text = sequence[(int)(fadetimer/40)%NSEQUENCE]; - //text = "Press SPACE to start!"; - x = (XSIZE-SFont_TextWidth(g_font,text))/2 + cos(fadetimer/4.5)*10; - SFont_Write(surf_screen,g_font,x,YSIZE-100 + cos(fadetimer/3)*5,text); - break; + case TITLE_PAGE: draw_title_page(); break; case HIGH_SCORE_ENTRY: play_tune(TUNE_HIGH_SCORE_ENTRY); @@ -518,8 +521,9 @@ draw(void) { static inline void kill_ship(Sprite *ship) { - ship->flags = MOVE|DRAW; - SDL_SetAlpha(ship->image, SDL_SRCALPHA, 0); + ship->flags = MOVE; + // ship->flags = MOVE|DRAW; // FADE SHIP + // SDL_SetAlpha(ship->image, SDL_SRCALPHA, 0); // FADE SHIP bang = true; } @@ -585,7 +589,8 @@ gameloop() { } } else { if(state == DEAD_PAUSE) { - float blast_radius, alpha; + float blast_radius; + // float alpha; // FADE SHIP if(state_timeout >= DEAD_PAUSE_LENGTH - 20.0) { blast_radius = BLAST_RADIUS * (DEAD_PAUSE_LENGTH - state_timeout) / 20.0; blast_rocks(bangx, bangy, blast_radius); @@ -593,8 +598,9 @@ gameloop() { if(bangx < 60) bangx = 60; - alpha = 255.0 * (DEAD_PAUSE_LENGTH - state_timeout) / DEAD_PAUSE_LENGTH; - SDL_SetAlpha(ship.image, SDL_SRCALPHA, (uint8_t)alpha); + // FADE SHIP + // alpha = 255.0 * (DEAD_PAUSE_LENGTH - state_timeout) / DEAD_PAUSE_LENGTH; + // SDL_SetAlpha(ship.image, SDL_SRCALPHA, (uint8_t)alpha); } } @@ -671,7 +677,7 @@ gameloop() { ship.dx = screendx; ship.dy = screendy; ship.lives = 4; ship.flags = MOVE|DRAW|COLLIDE; - SDL_SetAlpha(ship.image, SDL_SRCALPHA, SDL_ALPHA_OPAQUE); + // SDL_SetAlpha(ship.image, SDL_SRCALPHA, SDL_ALPHA_OPAQUE); // FADE SHIP add_sprite(SPRITE(&ship)); score = 0; diff --git a/rocks.c b/rocks.c index 276f549..701e5a5 100644 --- a/rocks.c +++ b/rocks.c @@ -219,7 +219,6 @@ blast_rocks(float x, float y, float radius) n *= 15; r->dx += 54.0*dx/n; r->dy += 54.0*dy/n; - r->flags &= ~COLLIDE; } } } diff --git a/sprite.c b/sprite.c index aadf22d..809547b 100644 --- a/sprite.c +++ b/sprite.c @@ -292,6 +292,8 @@ int pixel_collide(Sprite *s, int x, int y) { uint32_t pmask; + + if(!COLLIDES(s)) return false; if(x < s->x || y < s->y || x >= s->x + s->w || y >= s->y + s->h) return 0; diff --git a/todo b/todo index a699e29..da7eb09 100644 --- a/todo +++ b/todo @@ -13,7 +13,9 @@ Comments from HappyPenguin (and solution ideas by Josh) -*** Too hard: should be able to choose difficulty from within game. -** What do you do at game over? "Press SPACE to start a new game". -** Multiple deaths is a problem: fade new ship in? [DONE 2006-03-24] -** Why can't you go left? You're trying to outrun a blast wave. +*** Too hard. Add easy setting (press 'e' to start easy game). +** What do you do at game over? Need an explanatory message. +** Why can't you go left? Blast wave. Fire/explosion graphics? + +DONE 2006-03-24 +** Multiple deaths is a problem: sqrt(ship speed).