From 5b505719142e9a18b0b7fd025a13e64d207d1c3a Mon Sep 17 00:00:00 2001 From: Joshua Grams Date: Mon, 3 Jan 2005 01:49:56 +0000 Subject: [PATCH] renames: xship/yship -> shipx/shipy xvel/yvel -> shipdx/shipdy --- main.c | 121 ++++++++++++++++++++++++++++++++-------------------------------- 1 file changed, 60 insertions(+), 61 deletions(-) diff --git a/main.c b/main.c index ab97cbc..4801df7 100644 --- a/main.c +++ b/main.c @@ -45,7 +45,7 @@ struct rock_struct { // Array of black pixel coordinates. This is scanned // every frame to see if it's still black, and as // soon as it isn't we BLOW UP - float x,y,xvel,yvel; + float x,y,dx,dy; int active; int dead; // has been blown out of the way // to make room for a new ship appearing. @@ -108,8 +108,8 @@ struct spacedot sdot[MAXSPACEDOTS]; char topline[1024]; char *initerror = ""; -float xship,yship = 240.0; // X position, 0..XSIZE -float xvel,yvel; // Change in X position per tick. +float shipx,shipy = 240.0; // X position, 0..XSIZE +float shipdx,shipdy; // Change in X position per tick. float rockrate,rockspeed; float movementrate; // this controls the speed of everything that moves. float yscroll; @@ -193,7 +193,7 @@ init_space_dots() { } void -makebangdots(int xbang, int ybang, int xvel, int yvel, SDL_Surface *s, int power) { +makebangdots(int xbang, int ybang, int dx, int dy, SDL_Surface *s, int power) { // TODO - stop generating dots after a certain amount of time has passed, to cope with slower CPUs. // TODO - generate and display dots in a circular buffer @@ -221,8 +221,8 @@ makebangdots(int xbang, int ybang, int xvel, int yvel, SDL_Surface *s, int power r = 1-(rnd()*rnd()); - bdot[bd2].dx = (power/50.0)*45.0*cos(theta)*r + xvel; - bdot[bd2].dy = (power/50.0)*45.0*sin(theta)*r + yvel; + bdot[bd2].dx = (power/50.0)*45.0*cos(theta)*r + dx; + bdot[bd2].dy = (power/50.0)*45.0*sin(theta)*r + dy; bdot[bd2].x = x + xbang; bdot[bd2].y = y + ybang; @@ -357,10 +357,10 @@ create_engine_dots(int newdots) { dy = sin(theta)*r; dotptr->active = 1; - dotptr->x = xship + surf_ship->w/2-14; - dotptr->y = yship + surf_ship->h/2 + (rnd()-0.5)*5-1; - dotptr->dx = 10*(dx-1.5) + xvel; - dotptr->dy = 1*dy + yvel; + 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++; @@ -393,30 +393,30 @@ create_engine_dots2(int newdots, int m) { dotptr->active = 1; - dotptr->x = xship + surf_ship->w/2 + (rnd()-0.5)*3; - dotptr->y = yship + surf_ship->h/2 + (rnd()-0.5)*3; + 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 + xvel; - dotptr->dy = 2*dy + yvel; + dotptr->dx = -20*adx + shipdx; + dotptr->dy = 2*dy + shipdy; dotptr->life = 60 * adx; break; case 1: - dotptr->dx = 2*dx + xvel; - dotptr->dy = -20*ady + yvel; + dotptr->dx = 2*dx + shipdx; + dotptr->dy = -20*ady + shipdy; dotptr->life = 60 * ady; break; case 2: dotptr->x += 14; - dotptr->dx = 20*adx + xvel; - dotptr->dy = 2*dy + yvel; + dotptr->dx = 20*adx + shipdx; + dotptr->dy = 2*dy + shipdy; dotptr->life = 60 * adx; break; case 3: - dotptr->dx = 2*dx + xvel; - dotptr->dy = 20*ady + yvel; + dotptr->dx = 2*dx + shipdx; + dotptr->dy = 20*ady + shipdy; dotptr->life = 60 * ady; break; } @@ -610,8 +610,8 @@ draw() { src.h = surf_ship->h; dest.w = src.w; dest.h = src.h; - dest.x = (int)xship; - dest.y = (int)yship; + dest.x = (int)shipx; + dest.y = (int)shipy; SDL_BlitSurface(surf_ship,&src,surf_screen,&dest); } @@ -736,7 +736,7 @@ draw() { // Check that the black points on the ship are // still black, and not covered up by rocks. for(p = black_point; ppitch/2 * (p->y + (int)yship) + p->x + (int)xship; + offset = surf_screen->pitch/2 * (p->y + (int)shipy) + p->x + (int)shipx; if(raw_pixels[offset]) { // Set the bang flag bang = 1; @@ -801,7 +801,7 @@ gameloop() { // Create a new ship and start all over again state = GAMEPLAY; play_tune(1); - xship -= 50; + shipx -= 50; break; case GAME_OVER: state = HIGH_SCORE_ENTRY; @@ -835,17 +835,17 @@ gameloop() { } else { if(state == DEAD_PAUSE) { float blast_radius = BLAST_RADIUS * state_timeout / 20.0; - if(xship < 60) xship = 60; + if(shipx < 60) shipx = 60; for(i = 0; iactive) { rockptr->x = (float)XSIZE; - rockptr->xvel = -(rockspeed)*(1 + rnd()); - rockptr->yvel = rnd()-0.5; + rockptr->dx = -(rockspeed)*(1 + rnd()); + rockptr->dy = rnd()-0.5; rockptr->type_number = random() % NROCKS; rockptr->image = surf_rock[rockptr->type_number];// [random()%NROCKS]; rockptr->active = 1; @@ -876,30 +876,30 @@ gameloop() { // FRICTION? if(friction) { - xvel *= pow((double)0.9,(double)movementrate); - yvel *= pow((double)0.9,(double)movementrate); - // if(abs(xvel)<0.00001) xvel = 0; - // if(abs(yvel)<0.00001) yvel = 0; + shipdx *= pow((double)0.9,(double)movementrate); + shipdy *= pow((double)0.9,(double)movementrate); + // if(abs(shipdx)<0.00001) shipdx = 0; + // if(abs(shipdy)<0.00001) shipdy = 0; } // INERTIA - xship += xvel*movementrate; - yship += yvel*movementrate; + shipx += shipdx*movementrate; + shipy += shipdy*movementrate; // SCROLLING - yscroll = yship - (YSIZE / 2); - yscroll += yvel * 25; + yscroll = shipy - (YSIZE / 2); + yscroll += shipdy * 25; yscroll /= -25; yscroll = ((scrollvel * (12 - movementrate)) + (yscroll * movementrate)) / 12; scrollvel = yscroll; yscroll = yscroll*movementrate; - yship += yscroll; + shipy += yscroll; // Move all the rocks for(i = 0; i < MAXROCKS; i++) { if(rock[i].active) { - rock[i].x += rock[i].xvel*movementrate; - rock[i].y += rock[i].yvel*movementrate + yscroll; + rock[i].x += rock[i].dx*movementrate; + rock[i].y += rock[i].dy*movementrate + yscroll; if(rock[i].y > YSIZE || rock[i].y < -rock[i].image->h) { if(rock[i].dead) { rock[i].dead = 0; @@ -907,7 +907,7 @@ gameloop() { } else { // wrap rock[i].y = (YSIZE - rock[i].image->h) - rock[i].y; - rock[i].y += (rock[i].yvel*movementrate + yscroll) * 1.01; + rock[i].y += (rock[i].dy*movementrate + yscroll) * 1.01; } } if(rock[i].x < -rock[i].image->w || rock[i].x > XSIZE) { @@ -919,24 +919,24 @@ gameloop() { // BOUNCE X - if(xship<0 || xship>XSIZE-surf_ship->w) { + if(shipx<0 || shipx>XSIZE-surf_ship->w) { // BOUNCE from left and right wall - xship -= xvel*movementrate; - xvel *= -0.99; + shipx -= shipdx*movementrate; + shipdx *= -0.99; } // BOUNCE Y - if(yship<0 || yship>YSIZE-surf_ship->h) { + if(shipy<0 || shipy>YSIZE-surf_ship->h) { // BOUNCE from top and bottom wall - yship -= yvel; - yvel *= -0.99; + shipy -= shipdy; + shipdy *= -0.99; } if(draw() && state == GAMEPLAY) { // Play the explosion sound play_sound(0); - makebangdots(xship,yship,xvel,yvel,surf_ship,30); + makebangdots(shipx,shipy,shipdx,shipdy,surf_ship,30); if(--nships <= 0) { gameover = 1; state = GAME_OVER; @@ -947,8 +947,8 @@ gameloop() { else { state = DEAD_PAUSE; state_timeout = 20.0; - xvel = 0; - yvel = 0; + shipdx = 0; + shipdy = 0; } } @@ -975,12 +975,11 @@ gameloop() { state = GAMEPLAY; play_tune(1); - xvel = -1; gameover = 0; - yvel = 0; - xship = 0; - yship = YSIZE/2; - + shipx = 0; + shipy = YSIZE/2; + shipdx = -1; + shipdy = 0; } maneuver = 0; @@ -993,10 +992,10 @@ gameloop() { if(!gameover) { if(!paused) { - if(keystate[SDLK_UP] | keystate[SDLK_c]) { yvel -= 1.5*movementrate; maneuver |= 1<<3;} - if(keystate[SDLK_DOWN] | keystate[SDLK_t]) { yvel += 1.5*movementrate; maneuver |= 1<<1;} - if(keystate[SDLK_LEFT] | keystate[SDLK_h]) { xvel -= 1.5*movementrate; maneuver |= 1<<2;} - if(keystate[SDLK_RIGHT] | keystate[SDLK_n]) { xvel += 1.5*movementrate; maneuver |= 1;} + if(keystate[SDLK_UP] | keystate[SDLK_c]) { shipdy -= 1.5*movementrate; maneuver |= 1<<3;} + if(keystate[SDLK_DOWN] | keystate[SDLK_t]) { shipdy += 1.5*movementrate; maneuver |= 1<<1;} + if(keystate[SDLK_LEFT] | keystate[SDLK_h]) { shipdx -= 1.5*movementrate; maneuver |= 1<<2;} + if(keystate[SDLK_RIGHT] | keystate[SDLK_n]) { shipdx += 1.5*movementrate; maneuver |= 1;} if(keystate[SDLK_3]) { SDL_SaveBMP(surf_screen, "snapshot.bmp"); } } -- 1.7.10.4