From 7f2544faabec18fdeb7da3126fc7c842f06c1d43 Mon Sep 17 00:00:00 2001 From: Joshua Grams Date: Wed, 6 Jul 2005 22:00:17 +0000 Subject: [PATCH] renamed gamerate to framelen --- globals.h | 2 +- main.c | 59 ++++++++++++++++++++++++++++++----------------------------- rocks.c | 6 +++--- 3 files changed, 34 insertions(+), 33 deletions(-) diff --git a/globals.h b/globals.h index e6b1905..3fb2a05 100644 --- a/globals.h +++ b/globals.h @@ -62,7 +62,7 @@ extern float shipx,shipy; // X position, 0..XSIZE extern float shipdx,shipdy; // Change in X position per tick. extern float screendx, screendy; extern float xscroll, yscroll; -extern float gamerate; // this controls the speed of everything that moves. +extern float framelen; // this controls the speed of everything that moves. extern float yscroll; extern float scrollvel; diff --git a/main.c b/main.c index 79b8689..db95bb4 100644 --- a/main.c +++ b/main.c @@ -76,7 +76,7 @@ float shipx = XSIZE/2, shipy = YSIZE/2; // X position, 0..XSIZE float shipdx = SCREENDXMIN, shipdy = 0.0; // Change in X position per tick. float screendx = SCREENDXMIN, screendy = 0.0; float xscroll, yscroll; -float gamerate; // this controls the speed of everything that moves. +float framelen; // this controls the speed of everything that moves. float bangx, bangy, bangdx, bangdy; @@ -224,8 +224,8 @@ draw_bang_dots(SDL_Surface *s) { //last_i = i + 1; rawpixel[(int)(s->pitch/2*(int)(bdot[i].y)) + (int)(bdot[i].x)] = bdot[i].c ? bdot[i].c : heatcolor[(int)(bdot[i].life*3)]; bdot[i].life -= bdot[i].decay; - bdot[i].x += bdot[i].dx*gamerate - xscroll; - bdot[i].y += bdot[i].dy*gamerate - yscroll; + bdot[i].x += bdot[i].dx*framelen - xscroll; + bdot[i].y += bdot[i].dy*framelen - yscroll; if(bdot[i].life<0) bdot[i].active = 0; @@ -272,9 +272,9 @@ draw_engine_dots(SDL_Surface *s) { for(i = 0; iYSIZE) { + edot[i].x += edot[i].dx*framelen - xscroll; + edot[i].y += edot[i].dy*framelen - yscroll; + if((edot[i].life -= framelen*3)<0 || edot[i].y<0 || edot[i].y>YSIZE) { edot[i].active = 0; } else if(edot[i].x<0 || edot[i].x>XSIZE) { edot[i].active = 0; @@ -296,7 +296,7 @@ create_engine_dots(int newdots) { if(!opt_tail_engine) return; if(state == GAMEPLAY) { - for(i = 0; iactive == 0) { theta = rnd()*M_PI*2; r = rnd(); @@ -541,7 +541,7 @@ draw() { 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 += gamerate/1.0)))); + SDL_SetAlpha(surf_b_game, SDL_SRCALPHA, (int)(fadegame*(200 + 55*cos(fadetimer += framelen/1.0)))); SDL_BlitSurface(surf_b_game,NULL,surf_screen,&dest); dest.x = (XSIZE-surf_b_over->w)/2; @@ -554,7 +554,7 @@ draw() { 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 += gamerate/2.0))); + SDL_SetAlpha(surf_b_variations, SDL_SRCALPHA, (int)(200 + 55*sin(fadetimer += framelen/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; @@ -609,9 +609,9 @@ draw() { last_ticks = SDL_GetTicks(); if(ticks_since_last>200 || ticks_since_last<0) { // We won't run at all below 5 frames per second. - gamerate = 0; + framelen = 0; } else { - gamerate = opt_gamespeed*ticks_since_last/50.0; + framelen = opt_gamespeed*ticks_since_last/50.0; if(state == GAMEPLAY) { score += ticks_since_last; } @@ -634,7 +634,7 @@ gameloop() { if(!paused) { // Count down the game loop timer, and change state when it gets to zero or less; - if((state_timeout -= gamerate*3) < 0) { + if((state_timeout -= framelen*3) < 0) { switch(state) { case DEAD_PAUSE: // Create a new ship and start all over again @@ -692,35 +692,36 @@ gameloop() { // FRICTION? if(opt_friction) { - shipdx *= pow((double)0.9,(double)gamerate); - shipdy *= pow((double)0.9,(double)gamerate); + shipdx *= pow((double)0.9,(double)framelen); + shipdy *= pow((double)0.9,(double)framelen); } // INERTIA - shipx += shipdx*gamerate; - shipy += shipdy*gamerate; + shipx += shipdx*framelen; + shipy += shipdy*framelen; // SCROLLING tmp = shipy - (YSIZE / 2); tmp += shipdy * 25; tmp /= -25; - tmp = ((screendy * (gamerate - 12)) + (tmp * gamerate)) / 12; + tmp = ((screendy * (framelen - 12)) + (tmp * framelen)) / 12; screendy = -tmp; tmp = shipx - (XSIZE / 3); tmp += shipdx * 25; tmp /= -25; - tmp = ((screendx * (gamerate - 12)) + (tmp * gamerate)) / 12; + tmp = ((screendx * (framelen - 12)) + (tmp * framelen)) / 12; screendx = -tmp; if(screendx < SCREENDXMIN) screendx=SCREENDXMIN; - xscroll = screendx * gamerate; - yscroll = screendy * gamerate; + xscroll = screendx * framelen; + yscroll = screendy * framelen; + shipx -= xscroll; shipy -= yscroll; // move bang center - bangx += bangdx*gamerate - xscroll; - bangy += bangdy*gamerate - yscroll; + bangx += bangdx*framelen - xscroll; + bangy += bangdy*framelen - yscroll; move_rocks(); @@ -728,14 +729,14 @@ gameloop() { // BOUNCE X if(shipx<0 || shipx>XSIZE-surf_ship->w) { // BOUNCE from left and right wall - shipx -= (shipdx-screendx)*gamerate; + shipx -= (shipdx-screendx)*framelen; shipdx = screendx - (shipdx-screendx)*opt_bounciness; } // BOUNCE Y if(shipy<0 || shipy>YSIZE-surf_ship->h) { // BOUNCE from top and bottom wall - shipy -= (shipdy-screendy)*gamerate; + shipy -= (shipdy-screendy)*framelen; shipdy = screendy - (shipdy-screendy)*opt_bounciness; } @@ -753,7 +754,7 @@ gameloop() { shipdx = 8; shipdy = 0; state_timeout = 200.0; fadetimer = 0.0; - faderate = gamerate; + faderate = framelen; } else { state = DEAD_PAUSE; @@ -790,10 +791,10 @@ gameloop() { if(!gameover) { if(!paused) { - if(keystate[SDLK_UP] | keystate[SDLK_c]) { shipdy -= 1.5*gamerate; maneuver |= 1<<3;} - if(keystate[SDLK_DOWN] | keystate[SDLK_t]) { shipdy += 1.5*gamerate; maneuver |= 1<<1;} - if(keystate[SDLK_LEFT] | keystate[SDLK_h]) { shipdx -= 1.5*gamerate; maneuver |= 1<<2;} - if(keystate[SDLK_RIGHT] | keystate[SDLK_n]) { shipdx += 1.5*gamerate; maneuver |= 1;} + if(keystate[SDLK_UP] | keystate[SDLK_c]) { shipdy -= 1.5*framelen; maneuver |= 1<<3;} + if(keystate[SDLK_DOWN] | keystate[SDLK_t]) { shipdy += 1.5*framelen; maneuver |= 1<<1;} + if(keystate[SDLK_LEFT] | keystate[SDLK_h]) { shipdx -= 1.5*framelen; maneuver |= 1<<2;} + if(keystate[SDLK_RIGHT] | keystate[SDLK_n]) { shipdx += 1.5*framelen; maneuver |= 1;} if(keystate[SDLK_3]) { SDL_SaveBMP(surf_screen, "snapshot.bmp"); } } diff --git a/rocks.c b/rocks.c index e47bc44..9c2728c 100644 --- a/rocks.c +++ b/rocks.c @@ -156,7 +156,7 @@ 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]*gamerate/20; + rtimers[i] += ti[i]*framelen/20; while(rtimers[i] >= 1) { rtimers[i] -= 1; j=0; @@ -214,8 +214,8 @@ move_rocks(void) for(i = 0; i < MAXROCKS; i++) { if(rock[i].active) { // move - rock[i].x += (rock[i].dx-screendx)*gamerate; - rock[i].y += (rock[i].dy-screendy)*gamerate; + rock[i].x += (rock[i].dx-screendx)*framelen; + rock[i].y += (rock[i].dy-screendy)*framelen; // clip if(rock[i].x < -rock[i].image->w || rock[i].x >= XSIZE || rock[i].y < -rock[i].image->h || rock[i].y >= YSIZE) { -- 1.7.10.4