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shine.c

/***************************************************************************
                          shine.c  -  description
                             -------------------
    begin                : Thu Sep 13 2001
    copyright            : (C) 2001 by Michael Speck
    email                : kulkanie@gmx.net
 ***************************************************************************/

/***************************************************************************
 *                                                                         *
 *   This program is free software; you can redistribute it and/or modify  *
 *   it under the terms of the GNU General Public License as published by  *
 *   the Free Software Foundation; either version 2 of the License, or     *
 *   (at your option) any later version.                                   *
 *                                                                         *
 ***************************************************************************/

#include "lbreakout.h"
#include "config.h"

extern      SDL_Surface *stk_display;
extern      Config config;
extern      SDL_Surface *offscreen;
extern      SDL_Surface *shine_pic;
extern  Game *game;
float   shine_change = 0.020; /* per ms */
int     shine_frame = 6; /* maximum frame */
float   shine_cur = 0; /* current frame */
int     shine_x, shine_y; /* position where current shine is drawn */
int     shine_recreate = 1;
Delay   shine_delay; /* delay between shines */

/*
====================================================================
Load/delete resources
====================================================================
*/
void shine_load()
{
      delay_set( &shine_delay, 200 );
}
void shine_delete()
{
}
/*
====================================================================
Recreate shine on a random but valid brick
====================================================================
*/
void shine_create()
{
      int x_add, y_add, x, y;
      shine_cur = 0;
      shine_x = 0; shine_y = 0;

      if ( !config.anim ) return;

      x = (rand() % (BRICK_WIDTH - 2)) + 1;
      y = (rand() % (BRICK_HEIGHT - 2)) + 1;
      x_add = rand() % 2 == 0 ? 1 : -1;
      y_add = rand() % 2 == 0 ? 1 : -1;

      while (x > 0 && x < MAP_WIDTH - 1 && y > 0 && y < MAP_HEIGHT - 1) {
            if (game->bricks[x][y].type != MAP_EMPTY && game->bricks[x][y].id != INVIS_BRICK_ID ) {
                  shine_x = x * BRICK_WIDTH;
                  shine_y = y * BRICK_HEIGHT;
                  break;
            }
            x += x_add; y += y_add;
      }
      /* if creation succeeded don't create any more shines */
      if ( shine_x != 0 && shine_y != 0 ) shine_recreate = 0;
}
/*
====================================================================
Reset (delete( shine
====================================================================
*/
void shine_reset()
{
      shine_x = shine_y = 0;
      shine_recreate = 1;
      delay_reset( &shine_delay );
}
/*
====================================================================
Show/hide current shine
====================================================================
*/
void shine_hide()
{
      if (shine_x == 0 && shine_y == 0) return;
      stk_surface_blit( offscreen, shine_x, shine_y,
                  BRICK_WIDTH, BRICK_HEIGHT,
                  stk_display, shine_x, shine_y );
      stk_display_store_drect();
}
void shine_show()
{
      if (shine_x == 0 && shine_y == 0) return;
      stk_surface_blit( shine_pic, (int)shine_cur * BRICK_WIDTH, 0,
                  BRICK_WIDTH, BRICK_HEIGHT,
                  stk_display, shine_x, shine_y );
}
/*
   ====================================================================
   Update shine
   ====================================================================
   */
void shine_update( int ms )
{
      /* recreate shine? */
      if ( shine_recreate ) {
            shine_x = shine_y = 0; /* if recreation is demanded delete old shine */
            if ( delay_timed_out( &shine_delay, ms ) ) shine_create();
      }
      else {
            shine_cur += shine_change * ms;
            if (shine_cur > shine_frame) {
                  shine_recreate = 1;
                  delay_reset( &shine_delay );
            }
      }
}

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