http://www.newbreedsoftware.com/supertux/
April 11, 2000 - March 15, 2004
- */
+*/
#include <stdio.h>
#include <stdlib.h>
void drawendscreen(void);
void drawresultscreen(void);
-#define JOYSTICK_DEAD_ZONE 4096
-
void levelintro(void)
{
/* Level Intro: */
score += 1000;
case SDLK_f:
if(debug_fps)
- debug_fps = false;
+ debug_fps = false;
else
- debug_fps = true;
+ debug_fps = true;
break;
default:
break;
{
case JOY_X:
if (event.jaxis.value < -JOYSTICK_DEAD_ZONE)
- tux.input.left = DOWN;
+ {
+ tux.input.left = DOWN;
+ tux.input.right = UP;
+ }
else if (event.jaxis.value > JOYSTICK_DEAD_ZONE)
- tux.input.left = UP;
-
- if (event.jaxis.value > JOYSTICK_DEAD_ZONE)
- tux.input.right = DOWN;
- else if (event.jaxis.value < -JOYSTICK_DEAD_ZONE)
- tux.input.right = UP;
+ {
+ tux.input.left = UP;
+ tux.input.right = DOWN;
+ }
+ else
+ {
+ tux.input.left = DOWN;
+ tux.input.right = DOWN;
+ }
break;
case JOY_Y:
if (event.jaxis.value > JOYSTICK_DEAD_ZONE)
tux.input.down = DOWN;
else if (event.jaxis.value < -JOYSTICK_DEAD_ZONE)
tux.input.down = UP;
+ else
+ tux.input.down = UP;
/* Handle joystick for the menu */
if(show_menu)
} /* switch */
} /* while */
-
}
/* --- GAME ACTION! --- */
while (SDL_PollEvent(&event))
- {}
+ {}
game_draw();
do
/* Calculate the movement-factor */
frame_ratio = ((double)(update_time-last_update_time))/((double)FRAME_RATE);
if(frame_ratio > 1.5) /* Quick hack to correct the unprecise CPU clocks a little bit. */
- frame_ratio = 1.5 + (frame_ratio - 1.5) * 0.85;
+ frame_ratio = 1.5 + (frame_ratio - 1.5) * 0.85;
if(!timer_check(&frame_timer))
{
if(!game_pause && !show_menu)
{
- /*float z = frame_ratio;
- frame_ratio = 1;
- while(z >= 1)
- {*/
+ /*float z = frame_ratio;
+ frame_ratio = 1;
+ while(z >= 1)
+ {*/
if (game_action() == 0)
{
/* == 0: no more lives */
return 0;
}
/* --z;
- }*/
+ }*/
}
else
{
/*Draw the current scene to the screen */
/*If the machine running the game is too slow
skip the drawing of the frame (so the calculations are more precise and
- the FPS aren't affected).*/
+ the FPS aren't affected).*/
/*if( ! fps_fps < 50.0 )
- game_draw();
- else
- jump = true;*/ /*FIXME: Implement this tweak right.*/
+ game_draw();
+ else
+ jump = true;*/ /*FIXME: Implement this tweak right.*/
game_draw();
/* Time stops in pause mode */
/* Pause till next frame, if the machine running the game is too fast: */
/* FIXME: Works great for in OpenGl mode, where the CPU doesn't have to do that much. But
- the results in SDL mode aren't perfect (thought the 100 FPS are reached), even on an AMD2500+. */
+ the results in SDL mode aren't perfect (thought the 100 FPS are reached), even on an AMD2500+. */
if(last_update_time >= update_time - 12 && !jump)
SDL_Delay(10);
/*if((update_time - last_update_time) < 10)
- SDL_Delay((11 - (update_time - last_update_time))/2);*/
+ SDL_Delay((11 - (update_time - last_update_time))/2);*/
/* are we low on time ? */
if ((timer_get_left(&time_left) < TIME_WARNING)
&& (get_current_music() != HURRYUP_MUSIC)) /* play the fast music */
- {
+ {
set_current_music(HURRYUP_MUSIC);
play_current_music();
- }
+ }
}
else
// NULL or something else. And it will be dangerous to
// play with not-initialized pointers.
// This is also true with if (use_music)
- Send a mail to me: neoneurone@users.sf.net, if you have another opinion. :)
+ Send a mail to me: neoneurone@users.sf.net, if you have another opinion. :)
*/
for (i = 0; i < NUM_SOUNDS; i++)
sounds[i] = load_sound(datadir + soundfilenames[i]);
void tryemptybox(float x, float y, int col_side)
{
-if (!isfullbox(x, y))
- return;
-
-// according to the collision side, set the upgrade direction
-
-if(col_side == LEFT)
- col_side = RIGHT;
-else
- col_side = LEFT;
-
-switch(shape(x,y))
- {
- case 'A': /* Box with a distro! */
- add_bouncy_distro(((int)(x + 1) / 32) * 32, (int)(y / 32) * 32 - 32);
- play_sound(sounds[SND_DISTRO], SOUND_CENTER_SPEAKER);
- score = score + SCORE_DISTRO;
- distros++;
- break;
- case 'B': /* Add an upgrade! */
- if (tux.size == SMALL) /* Tux is small, add mints! */
- add_upgrade((int)((x + 1) / 32) * 32, (int)(y / 32) * 32 - 32, col_side, UPGRADE_MINTS);
- else /* Tux is big, add coffee: */
- add_upgrade((int)((x + 1) / 32) * 32, (int)(y / 32) * 32 - 32, col_side, UPGRADE_COFFEE);
- play_sound(sounds[SND_UPGRADE], SOUND_CENTER_SPEAKER);
- break;
- case '!': /* Add a golden herring */
- add_upgrade((int)((x + 1) / 32) * 32, (int)(y / 32) * 32 - 32, col_side, UPGRADE_HERRING);
- break;
- default:
- break;
- }
-
-/* Empty the box: */
-level_change(¤t_level,x, y, 'a');
+ if (!isfullbox(x, y))
+ return;
+
+ // according to the collision side, set the upgrade direction
+
+ if(col_side == LEFT)
+ col_side = RIGHT;
+ else
+ col_side = LEFT;
+
+ switch(shape(x,y))
+ {
+ case 'A': /* Box with a distro! */
+ add_bouncy_distro(((int)(x + 1) / 32) * 32, (int)(y / 32) * 32 - 32);
+ play_sound(sounds[SND_DISTRO], SOUND_CENTER_SPEAKER);
+ score = score + SCORE_DISTRO;
+ distros++;
+ break;
+ case 'B': /* Add an upgrade! */
+ if (tux.size == SMALL) /* Tux is small, add mints! */
+ add_upgrade((int)((x + 1) / 32) * 32, (int)(y / 32) * 32 - 32, col_side, UPGRADE_MINTS);
+ else /* Tux is big, add coffee: */
+ add_upgrade((int)((x + 1) / 32) * 32, (int)(y / 32) * 32 - 32, col_side, UPGRADE_COFFEE);
+ play_sound(sounds[SND_UPGRADE], SOUND_CENTER_SPEAKER);
+ break;
+ case '!': /* Add a golden herring */
+ add_upgrade((int)((x + 1) / 32) * 32, (int)(y / 32) * 32 - 32, col_side, UPGRADE_HERRING);
+ break;
+ default:
+ break;
+ }
+
+ /* Empty the box: */
+ level_change(¤t_level,x, y, 'a');
}
{
unsigned int i;
-
/* Bad guys: */
-
for (i = 0; i < bad_guys.size(); i++)
{
if (bad_guys[i].base.x >= x - 32 && bad_guys[i].base.x <= x + 32 &&
/* Upgrades: */
-
for (i = 0; i < upgrades.size(); i++)
{
if (upgrades[i].base.height == 32 &&
}
else
{
-
-
fgets(str, 100, fi);
strcpy(level_subset, str);
level_subset[strlen(level_subset)-1] = '\0';