From 3ef599c7104a20c4f5268dbefb6590aa3e285663 Mon Sep 17 00:00:00 2001 From: Joshua Grams Date: Thu, 7 Jul 2005 21:13:33 +0000 Subject: [PATCH] Friction doesn't make sense any more, dropped that. Tail engine is just dumb, dropped that. Undocumented -l option. Rewrote particle generation for jets (same results, shorter code). --- args.c | 25 ++++++------ args.h | 2 - globals.h | 7 ++-- main.c | 131 ++++++++++++++++++------------------------------------------- rocks.c | 2 +- 5 files changed, 55 insertions(+), 112 deletions(-) diff --git a/args.c b/args.c index 3a40acd..0131215 100644 --- a/args.c +++ b/args.c @@ -6,13 +6,11 @@ float opt_bounciness; float opt_gamespeed; float opt_max_lead; -int opt_friction; // Look and Feel int opt_fullscreen; int opt_music; int opt_sound; -int opt_tail_engine; error_t parse_opt(int, char*, struct argp_state *); @@ -23,10 +21,9 @@ static struct argp_option opts[] = { {0, 0, 0, 0, "Gameplay Variations:"}, {"bounciness", 'b', "N%", 0, "Keep N% of speed when hitting edges (default 50%)"}, {"game-speed", 'g', "N%", 0, "50-100% (default 100%)"}, - {"max-lead", 'l', "#SCREENS", 0, "Max dist. ahead you can get (default 1 screen)\n(negative value means no limit)"}, - {"bad-physics", 'p', 0, 0, "Bad physics (i.e. friction)"}, + {"max-lead", 'l', "#SCREENS", OPTION_HIDDEN, + "Max distance ahead you can get\n (default 1 screen; < 0 means no limit)"}, {0, 0, 0, 0, "Look and Feel:"}, - {"engine", 'e', 0, 0, "Display large tail plume"}, {"full-screen", 'f', 0, 0, ""}, {"music", 'm', 0, 0, "Enable music"}, {"silent", 's', 0, 0, "No explosion sounds or music"}, @@ -43,13 +40,11 @@ init_opts(void) opt_bounciness = 0.50; // lose 50% when you hit the screen edge. opt_gamespeed = 1.00; // Run game at full speed. opt_max_lead = 1.00*XSIZE; // you can get 1 screen ahead. - opt_friction = 0; // Look and Feel opt_fullscreen = 0; opt_sound = 1; opt_music = 0; - opt_tail_engine = 0; } error_t @@ -59,31 +54,35 @@ parse_opt(int key, char *arg, struct argp_state *state) switch(key) { case 'b': if(!sscanf(arg, "%d%%", &i)) { - argp_error(state, "bad --bounciness (-b) value (should be 0-100%%)"); + fprintf(stderr, "bad --bounciness (-b) value (should be 0-100%%)\n"); + argp_state_help(state, stderr, ARGP_HELP_STD_HELP); return EINVAL; } if(i < 50) i = 50; else if(i > 100) i = 100; opt_bounciness = (float)i / 100; break; - case 'e': opt_tail_engine = 1; break; case 'f': opt_fullscreen = 1; break; case 'g': if(!sscanf(arg, "%d%%", &i)) { - argp_error(state, "bad --gamespeed (-g) value (should be 50-100%%)"); + fprintf(stderr, "bad --gamespeed (-g) value (should be 50-100%%)\n"); + argp_state_help(state, stderr, ARGP_HELP_STD_HELP); return EINVAL; } if(i < 0) i = 0; else if(i > 100) i = 100; opt_gamespeed = (float)i / 100; break; case 'l': if(!sscanf(arg, "%f", &opt_max_lead)) { - argp_error(state, "bad --max-limit (-l) value (must be a number)"); + fprintf(stderr, "bad --max-lead (-l) value (must be a number)\n"); + argp_state_help(state, stderr, ARGP_HELP_STD_HELP); return EINVAL; } opt_max_lead *= XSIZE; break; case 'm': opt_music = 1; break; - case 'p': opt_friction = 1; break; case 's': opt_sound = 0; opt_music = 0; break; - default: break; + case ARGP_KEY_END: + break; + default: + return ARGP_ERR_UNKNOWN; } return 0; } diff --git a/args.h b/args.h index c2d05c6..a122b8d 100644 --- a/args.h +++ b/args.h @@ -7,13 +7,11 @@ extern float opt_bounciness; extern float opt_gamespeed; extern float opt_max_lead; -extern int opt_friction; // Look and Feel extern int opt_fullscreen; extern int opt_music; extern int opt_sound; -extern int opt_tail_engine; struct argp argp; diff --git a/globals.h b/globals.h index 4eb58f1..fb68ef6 100644 --- a/globals.h +++ b/globals.h @@ -66,9 +66,10 @@ extern float yscroll; extern float scrollvel; // all movement is based on s_frame. -float t_frame; // length of this frame (in ticks = 1/20th second) -int ms_frame; // length of this frame (milliseconds) -int ms_end; // end of this frame (milliseconds) +extern float t_frame; // length of this frame (in ticks = 1/20th second) +extern float s_frame; // length of this frame (seconds) +extern int ms_frame; // length of this frame (milliseconds) +extern int ms_end; // end of this frame (milliseconds) extern int nships,score; extern int gameover; diff --git a/main.c b/main.c index 9b04f07..92927b5 100644 --- a/main.c +++ b/main.c @@ -81,6 +81,7 @@ float back_dist; // all movement is based on t_frame. float t_frame; // length of this frame (in ticks = 1/20th second) +float s_frame; // length of this frame (seconds) int ms_frame; // length of this frame (milliseconds) int ms_end; // end of this frame (milliseconds) @@ -88,7 +89,7 @@ float bangx, bangy, bangdx, bangdy; int nships,score; int gameover; -int maneuver = 0; +int jets = 0; float fadetimer = 0, faderate; @@ -297,84 +298,36 @@ draw_engine_dots(SDL_Surface *s) { } void -create_engine_dots(int newdots) { +new_engine_dots(int n, int dir) { int i; - double theta,r,dx,dy; - - if(!opt_tail_engine) return; - - if(state == GAMEPLAY) { - for(i = 0; iactive == 0) { - theta = rnd()*M_PI*2; - r = rnd(); - dx = cos(theta)*r; - dy = sin(theta)*r; - - dotptr->active = 1; - dotptr->x = shipx + surf_ship->w/2-14; - dotptr->y = shipy + surf_ship->h/2 + (rnd()-0.5)*5-1; - dotptr->dx = 10*(dx-1.5) + shipdx; - dotptr->dy = 1*dy + shipdy; - dotptr->life = 45 + rnd(1)*5; - - dotptr++; - if(dotptr-edot >= MAXENGINEDOTS) { - dotptr = edot; - } - } - } - } -} + float a, r; // angle, random length + float dx, dy; + float hx, hy; // half ship width/height. + static const int s[4] = { 2, 1, 0, 1 }; -void -create_engine_dots2(int newdots, int m) { - int i; - double theta, theta2, dx, dy, adx, ady; + hx = surf_ship->w / 2; + hy = surf_ship->h / 2; - // Don't create fresh engine dots when - // the game is not being played and a demo is not beng shown - if(state != GAMEPLAY) return; - - for(i = 0; iactive == 0) { - theta = rnd()*M_PI*2; - theta2 = rnd()*M_PI*2; - - dx = cos(theta) * fabs(cos(theta2)); - dy = sin(theta) * fabs(cos(theta2)); - adx = fabs(dx); - ady = fabs(dy); - + a = rnd()*M_PI + (dir-1)*M_PI_2; + r = sin(rnd()*M_PI); + dx = r * cos(a); + dy = r * -sin(a); // screen y is "backwards". dotptr->active = 1; - dotptr->x = shipx + surf_ship->w/2 + (rnd()-0.5)*3; - dotptr->y = shipy + surf_ship->h/2 + (rnd()-0.5)*3; - - switch(m) { - case 0: - dotptr->x -= 14; - dotptr->dx = -20*adx + shipdx; - dotptr->dy = 2*dy + shipdy; - dotptr->life = 60 * adx; - break; - case 1: - dotptr->dx = 2*dx + shipdx; - dotptr->dy = -20*ady + shipdy; - dotptr->life = 60 * ady; - break; - case 2: - dotptr->x += 14; - dotptr->dx = 20*adx + shipdx; - dotptr->dy = 2*dy + shipdy; - dotptr->life = 60 * adx; - break; - case 3: - dotptr->dx = 2*dx + shipdx; - dotptr->dy = 20*ady + shipdy; - dotptr->life = 60 * ady; - break; + dotptr->x = shipx + s[dir]*hx + (rnd()-0.5)*3; + dotptr->y = shipy + s[(dir+1)&3]*hy + (rnd()-0.5)*3; + if(dir&1) { + dotptr->dx = shipdx + 2*dx; + dotptr->dy = shipdy + 20*dy; + dotptr->life = 60 * fabs(dy); + } else { + dotptr->dx = shipdx + 20*dx; + dotptr->dy = shipdy + 2*dy; + dotptr->life = 60 * fabs(dx); } + dotptr++; if(dotptr-edot >= MAXENGINEDOTS) { dotptr = edot; @@ -387,13 +340,10 @@ void drawdots(SDL_Surface *s) { int m; - // Create more engine dots comin' out da back - if(!gameover) create_engine_dots(200); - // Create engine dots out the side we're moving from for(m = 0; m<4; m++) { - if(maneuver & 1<200 || ms_frame<0) { // We won't run at all below 5 frames per second. - t_frame = 0; + // This also happens if we were paused, grr. + s_frame = 0; + ms_frame = 0; } else { - t_frame = opt_gamespeed*ms_frame/50.0; - if(state == GAMEPLAY) { - score += ms_frame; - } + s_frame = opt_gamespeed * ms_frame / 1000; + if(state == GAMEPLAY) score += ms_frame; } + t_frame = s_frame * 20; // Update the surface SDL_Flip(surf_screen); @@ -698,12 +649,6 @@ gameloop() { new_rocks(); - // FRICTION? - if(opt_friction) { - shipdx *= pow((double)0.9,(double)t_frame); - shipdy *= pow((double)0.9,(double)t_frame); - } - // INERTIA shipx += shipdx*t_frame; shipy += shipdy*t_frame; @@ -795,7 +740,7 @@ gameloop() { shipdx = screendx; shipdy = screendy; } - maneuver = 0; + jets = 0; } else { SDL_PumpEvents(); keystate = SDL_GetKeyState(NULL); @@ -805,10 +750,10 @@ gameloop() { if(!gameover) { if(!paused) { - if(keystate[SDLK_UP] | keystate[SDLK_c]) { shipdy -= 1.5*t_frame; maneuver |= 1<<3;} - if(keystate[SDLK_DOWN] | keystate[SDLK_t]) { shipdy += 1.5*t_frame; maneuver |= 1<<1;} - if(keystate[SDLK_LEFT] | keystate[SDLK_h]) { shipdx -= 1.5*t_frame; maneuver |= 1<<2;} - if(keystate[SDLK_RIGHT] | keystate[SDLK_n]) { shipdx += 1.5*t_frame; maneuver |= 1;} + 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_3]) { SDL_SaveBMP(surf_screen, "snapshot.bmp"); } } diff --git a/rocks.c b/rocks.c index 5518c41..fc18bf3 100644 --- a/rocks.c +++ b/rocks.c @@ -157,7 +157,7 @@ new_rocks(void) // loop through the four sides of the screen for(i=0; i<4; i++) { // see if we generate a rock for this side this frame - rtimers[i] += ti[i]*t_frame/20; + rtimers[i] += ti[i]*s_frame; while(rtimers[i] >= 1) { rtimers[i] -= 1; j=0; -- 1.7.10.4