From e06676edd300c8a85d2e6715427e7e22e55c7670 Mon Sep 17 00:00:00 2001 From: Joshua Grams Date: Fri, 24 Mar 2006 00:09:35 +0000 Subject: [PATCH] we now return you to your regularly scheduled exploding ship. --- Makefile | 2 +- config.h | 4 ++-- main.c | 51 +++++++++++++++++++++++++-------------------------- sprite.c | 45 ++++++++++++++++++++++++++++++++++++--------- sprite.h | 3 ++- todo | 3 +-- 6 files changed, 67 insertions(+), 41 deletions(-) diff --git a/Makefile b/Makefile index 650a98b..42d1fe9 100644 --- a/Makefile +++ b/Makefile @@ -75,7 +75,7 @@ main.o: args.h common.h dust.h file.h globals.h mt.h rocks.h score.h sprite.h so mt.o: mt.h -rocks.o: rocks.h common.h file.h globals.h mt.h +rocks.o: rocks.h common.h file.h globals.h mt.h sprite.h score.o: score.h common.h file.h diff --git a/config.h b/config.h index da4c6a5..f49de04 100644 --- a/config.h +++ b/config.h @@ -23,8 +23,8 @@ #define NROCKS 50 // initial/final counts for rocks-on-screen -#define I_ROCKS 25 -#define F_ROCKS 45 +#define I_ROCKS 20 +#define F_ROCKS 40 // number of rock structs to allocate #define MAXROCKS 120 diff --git a/main.c b/main.c index 880f14e..a068033 100644 --- a/main.c +++ b/main.c @@ -77,6 +77,7 @@ 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) +int bang = false; float bangx, bangy, bangdx, bangdy; int score; @@ -388,6 +389,7 @@ init(void) { init_dust(); init_sprites(); + add_sprite(SPRITE(&ship)); // Remove the mouse cursor #ifdef SDL_DISABLE @@ -397,16 +399,14 @@ init(void) { return 0; } -int -draw() { +void +draw(void) { int i; SDL_Rect dest; - int bang, x; + int x; char *text; float fadegame,fadeover; - bang = 0; - // Draw a fully black background SDL_FillRect(surf_screen,NULL,0); @@ -509,13 +509,7 @@ draw() { ; // no action necessary } - if(state == GAMEPLAY) { - Sprite *r = collides(SPRITE(&ship)); - if(r) { - bounce(r, SPRITE(&ship)); - } - collisions(); - } + collisions(); ms_frame = SDL_GetTicks() - ms_end; ms_end += ms_frame; @@ -531,15 +525,18 @@ draw() { // Update the surface SDL_Flip(surf_screen); - - - return bang; } void do_collision(Sprite *a, Sprite *b) { - bounce(a, b); + if(a->type == SHIP) { + a->type = -SHIP; bang = true; + } else if (b->type == SHIP) { + b->type = -SHIP; bang = true; + } else { + bounce(a, b); + } } int @@ -556,6 +553,7 @@ gameloop() { switch(state) { case DEAD_PAUSE: // Create a new ship and start all over again + ship.sprite_type = SHIP; state = GAMEPLAY; play_tune(TUNE_GAMEPLAY); break; @@ -620,7 +618,6 @@ gameloop() { bangx += bangdx*t_frame - xscroll; bangy += bangdy*t_frame - yscroll; - move_sprite(SPRITE(&ship)); move_sprites(); @@ -638,13 +635,15 @@ gameloop() { ship.dy = screendy - (ship.dy-screendy)*opt_bounciness; } + draw(); - if(draw() && state == GAMEPLAY) { + if(state == GAMEPLAY && bang) { // Died + bang = false; play_sound(SOUND_BANG); // Play the explosion sound 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; + 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; @@ -652,8 +651,7 @@ gameloop() { state_timeout = 200.0; fadetimer = 0.0; faderate = t_frame; - } - else { + } else { state = DEAD_PAUSE; state_timeout = DEAD_PAUSE_LENGTH; } @@ -664,17 +662,18 @@ gameloop() { // new game if(keystate[SDLK_SPACE] && (state == HIGH_SCORE_DISPLAY || state == TITLE_PAGE)) { - + reset_sprites(); reset_rocks(); + ship.x = XSIZE/2.2; ship.y = YSIZE/2; + ship.dx = screendx; ship.dy = screendy; ship.lives = 4; + add_sprite(SPRITE(&ship)); + score = 0; state = GAMEPLAY; play_tune(TUNE_GAMEPLAY); - - ship.x = XSIZE/2.2; ship.y = YSIZE/2; - ship.dx = screendx; ship.dy = screendy; } ship.jets = 0; diff --git a/sprite.c b/sprite.c index 1905510..1609368 100644 --- a/sprite.c +++ b/sprite.c @@ -111,10 +111,25 @@ square(int x, int y, int set) void add_sprite(Sprite *s) { + if(s->type < 0) s->type = -s->type; insert_sprite(square(s->x, s->y, set), s); } void +reset_sprites(void) +{ + int i; + + for(i=0; itype < 0) s->type = -s->type; + insert_sprite(&free_sprites[s->type], s); + if(s->type > 0) s->type = -s->type; + } +} + +void move_sprite(Sprite *s) { // move it. @@ -128,8 +143,9 @@ sort_sprite(Sprite *s) // clip it, or sort it into the other set of sprites. if(s->x + s->w < 0 || s->x >= XSIZE || s->y + s->h < 0 || s->y >= YSIZE) { + if(s->type < 0) s->type = -s->type; insert_sprite(&free_sprites[s->type], s); - s->type = NONE; + if(s->type > 0) s->type = -s->type; } else insert_sprite(square(s->x, s->y, 1-set), s); } @@ -139,7 +155,7 @@ move_sprites(void) int sq; Sprite **head; - // Move all the sprites (position and set) + // Move all the sprites for(sq=0; sqnext) + if(collide(s, list)) do_collision(s, list); +} + +void collisions(void) { - int i; - Sprite *a, *b; - for(i=0; inext) - for(b=a->next; b; b=b->next) - if(collide(a, b)) do_collision(a, b); + int i, end = gw*gh; + Sprite *s; + for(i=0; inext) { + collide_with_list(s, s->next); + if(i+1 < end) collide_with_list(s, sprites[set][i+1]); + if(i+gw < end) collide_with_list(s, sprites[set][i+gw]); + if(i+gw+1 < end) collide_with_list(s, sprites[set][i+gw+1]); + } + } } Sprite * @@ -279,7 +306,7 @@ int pixel_hit_in_square(Sprite *r, float x, float y) { for(; r; r=r->next) { - if(pixel_collide(r, x, y)) return 1; + if(r->type >= 0 && pixel_collide(r, x, y)) return 1; } return 0; } diff --git a/sprite.h b/sprite.h index 0c04cac..f9070b4 100644 --- a/sprite.h +++ b/sprite.h @@ -31,6 +31,7 @@ void do_collision(Sprite *a, Sprite *b); void collisions(void); void init_sprites(void); +void reset_sprites(void); void add_sprite(Sprite *s); void move_sprite(Sprite *s); void move_sprites(void); @@ -98,7 +99,7 @@ static inline void draw_sprite(Sprite *s) { SDL_Rect dest; - if(s->type == NONE) return; + if(s->type < 0) return; dest.x = s->x; dest.y = s->y; SDL_BlitSurface(s->image, NULL, surf_screen, &dest); } diff --git a/todo b/todo index d1b9de2..06d61c8 100644 --- a/todo +++ b/todo @@ -1,7 +1,6 @@ **** Finish porting to Windows (should be only file.c and args.c, I think) -*** Switch over to sprites rather than totally separate structures. -* Rocks collide with each other? +** BUG: Rocks can be created touching, often giving a high-velocity bounce. *** Add a scripting language and separate game logic from the engine. Forth? Scheme? Lua? -- 1.7.10.4