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-rw-r--r--src/game.c2
-rw-r--r--src/main.c13
-rw-r--r--src/physics.c7
-rw-r--r--src/render.c22
-rw-r--r--src/types.h3
5 files changed, 34 insertions, 13 deletions
diff --git a/src/game.c b/src/game.c
index 0344d6e..72784af 100644
--- a/src/game.c
+++ b/src/game.c
@@ -245,6 +245,8 @@ Game *game_new(int width, int height) {
g->frames = 0;
g->t_fps = SDL_GetTicks();
g->fps = 0;
+ g->fuel = 1.0;
+ g->radiation = 0.0;
/* Renderer setup */
g->render = render_setup(width, height);
diff --git a/src/main.c b/src/main.c
index 43b7333..30f315e 100644
--- a/src/main.c
+++ b/src/main.c
@@ -32,6 +32,8 @@ typedef enum {
RES_640,
RES_800,
RES_1280,
+ RES_1330W,
+ RES_1440W,
RES_1600W
} ScreenResolution;
@@ -58,6 +60,8 @@ int main(int argc, char *argv[]) {
if ( strcasecmp(optarg, "640") == 0 ) res = RES_640;
if ( strcasecmp(optarg, "800") == 0 ) res = RES_800;
if ( strcasecmp(optarg, "1280") == 0 ) res = RES_1280;
+ if ( strcasecmp(optarg, "1330W") == 0 ) res = RES_1330W;
+ if ( strcasecmp(optarg, "1440W") == 0 ) res = RES_1440W;
if ( strcasecmp(optarg, "1600W") == 0 ) res = RES_1600W;
break;
}
@@ -77,6 +81,8 @@ int main(int argc, char *argv[]) {
printf(" 640 - 640 x 480\n");
printf(" 800 - 800 x 600\n");
printf(" 1280 - 1280 x 1024\n");
+ printf("1330W - 1330 x 900 (widescreen)\n");
+ printf("1440W - 1440 x 900 (widescreen)\n");
printf("1600W - 1600 x 1050 (widescreen)\n");
return 0;
}
@@ -101,6 +107,8 @@ int main(int argc, char *argv[]) {
case RES_640 : { width = 640; height = 480; break; }
case RES_800 : { width = 800; height = 600; break; }
case RES_1280 : { width = 1280; height = 1024; break; }
+ case RES_1330W : { width = 1330; height = 900; break; }
+ case RES_1440W : { width = 1440; height = 900; break; }
case RES_1600W : { width = 1680; height = 1050; break; }
default : { assert(this_point_not_reached); break; }
}
@@ -124,8 +132,9 @@ int main(int argc, char *argv[]) {
while ( !finished ) {
/* Timer advances only when game is not paused */
- if ( !game->paused ) {
- t = SDL_GetTicks();
+ t = SDL_GetTicks();
+ if ( game->paused ) {
+ game->tlast = t;
}
SDL_PollEvent(&event);
diff --git a/src/physics.c b/src/physics.c
index 9fa77da..76ddf7d 100644
--- a/src/physics.c
+++ b/src/physics.c
@@ -97,7 +97,10 @@ void physics_step(Game *game, Uint32 t) {
/* Handle things specific to the lander craft */
if ( game->thrusting ) {
- game->lander->vz += THRUST * dt;
+ if ( game->fuel > 0.0 ) {
+ game->lander->vz += THRUST * dt;
+ game->fuel -= 0.0002;
+ }
}
if ( game->forward ) {
game->lander->vx += sinf(game->lander->yaw) * FTHRUST * dt;
@@ -134,8 +137,6 @@ void physics_step(Game *game, Uint32 t) {
}
- //game->view_angle = deg2rad(30.0 - 30.0 * game->lander->vz/0.015);
-
game->tlast = t;
}
diff --git a/src/render.c b/src/render.c
index 105d206..c6e8079 100644
--- a/src/render.c
+++ b/src/render.c
@@ -143,6 +143,7 @@ static GLenum render_gltype(PrimitiveType type) {
switch ( type ) {
case PRIMITIVE_QUADS : return GL_QUADS;
case PRIMITIVE_TRIANGLES : return GL_TRIANGLES;
+ default : break;
}
return GL_FALSE;
@@ -285,9 +286,10 @@ static void render_setup_lighting(Game *game) {
}
-static void render_draw_2d(RenderContext *r) {
+static void render_draw_2d(RenderContext *r, Game *game) {
Texture *texture;
+ GLfloat cr, cg, cb;
/* Set up transforms for 2D rendering */
glClear(GL_DEPTH_BUFFER_BIT);
@@ -319,13 +321,14 @@ static void render_draw_2d(RenderContext *r) {
glDisable(GL_TEXTURE_2D);
/* Radiation meter */
+ cg = 1.0 - game->radiation;
glBegin(GL_QUADS);
glColor4f(1.0, 1.0, 0.0, 0.5);
glVertex2f(-1.0, -0.8); /* Bottom left */
glVertex2f(-0.9, -0.8); /* Bottom right */
- glColor4f(1.0, 0.0, 0.0, 0.5);
- glVertex2f(-0.9, 1.0); /* Top right */
- glVertex2f(-1.0, 1.0); /* Top left */
+ glColor4f(0.8, cg, 0.0, game->radiation);
+ glVertex2f(-0.9, -0.8+(1.8*game->radiation)); /* Top right */
+ glVertex2f(-1.0, -0.8+(1.8*game->radiation)); /* Top left */
glEnd();
/* Fuel symbol */
@@ -349,13 +352,16 @@ static void render_draw_2d(RenderContext *r) {
glDisable(GL_TEXTURE_2D);
/* Fuel meter */
+ cr = 1.0 - game->fuel;
+ cg = game->fuel;
+ cb = 0.2 + 0.1*game->fuel;
glBegin(GL_QUADS);
glColor4f(1.0, 0.0, 0.2, 0.5);
glVertex2f(0.9, -0.8); /* Bottom left */
glVertex2f(1.0, -0.8); /* Bottom right */
- glColor4f(0.0, 1.0, 0.3, 0.5);
- glVertex2f(1.0, 1.0); /* Top right */
- glVertex2f(0.9, 1.0); /* Top left */
+ glColor4f(cr, cg, cb, 0.5);
+ glVertex2f(1.0, -0.8+(1.8*game->fuel)); /* Top right */
+ glVertex2f(0.9, -0.8+(1.8*game->fuel)); /* Top left */
glEnd();
}
@@ -413,7 +419,7 @@ void render_draw(Game *game, Uint32 t) {
glDisable(GL_TEXTURE_GEN_S);
glDisable(GL_TEXTURE_GEN_T);
- render_draw_2d(r);
+ render_draw_2d(r, game);
SDL_GL_SwapBuffers();
diff --git a/src/types.h b/src/types.h
index 75b6d30..fa8a524 100644
--- a/src/types.h
+++ b/src/types.h
@@ -189,6 +189,9 @@ typedef struct {
int frames;
Uint32 t_fps;
int fps;
+
+ GLfloat radiation;
+ GLfloat fuel;
} Game;