index 896fb8eb25cdddf5a8de56e0b801df122877b1cd..3acaa36a82a9a558f5501e349e5bc29c7e31171b 100644 (file)
--- a/game.c
+++ b/game.c
#include "game.h"
-#define SPEED (0.000006 * TICK_DELAY)
-#define ROTATE (0.000006 * TICK_DELAY)
-#define BULL_SPEED (0.0008 * TICK_DELAY)
+#define SPEED (0.03 / TICK)
+#define ROTATE (0.03 / TICK)
+#define BULL_SPEED (0.4 / TICK)
+
+#define MAX_SPEED (0.3 / TICK)
+#define MAX_ROTATE (0.3 / TICK)
+
+// Цифры взяты с потолка, но вроде неплохо подобраны
+#define G 3.673e-4
+#define M_STAR 10.0
+#define M_SHIP 0.1
Player g_player[MAX_PLAYERS];
Bullet g_bullet[MAX_BULLETS];
static void moveplayer(int id, float speed) {
g_player[id].vx += speed * cos(g_player[id].r * 2 * M_PI);
g_player[id].vy += speed * sin(g_player[id].r * 2 * M_PI);
+
+ if(fabs(g_player[id].vx) > MAX_SPEED)
+ g_player[id].vx = copysignf(MAX_SPEED, g_player[id].vx);
+ if(fabs(g_player[id].vy) > MAX_SPEED)
+ g_player[id].vy = copysignf(MAX_SPEED, g_player[id].vy);
}
static void roteplayer(int id, float speed) {
g_player[id].vr += speed;
+ if(fabs(g_player[id].vr) > MAX_ROTATE)
+ g_player[id].vr = copysignf(MAX_ROTATE, g_player[id].vr);
}
static void fireplayer(int id) {
*a = x;
}
+static float length(float x1, float y1, float x2, float y2) {
+ return sqrtf(powf(x1 - x2, 2) + powf(y1 - y2, 2));
+}
+
static bool collide(float x1, float y1, float r1, float x2, float y2, float r2) {
- float l = sqrtf(powf(x1 - x2, 2) + powf(y1 - y2, 2));
- return ((l - r1 - r2) <= 0);
+ return ((length(x1, y1, x2, y2) - r1 - r2) <= 0);
+}
+
+static void gravity(float * vx, float * vy, float x, float y) {
+ *vx += copysign(G * M_STAR * M_SHIP / length(0, 0, x, y), x * -1);
+ *vy += copysign(G * M_STAR * M_SHIP / length(0, 0, x, y), y * -1);
}
void g_player_does(unsigned int id, DoesBits code) {
g_player[i].x += g_player[i].vx;
g_player[i].y += g_player[i].vy;
g_player[i].r += g_player[i].vr;
+
+ gravity(&g_player[i].vx, &g_player[i].vy, g_player[i].x, g_player[i].y);
+
checkspacebound(&g_player[i].x);
checkspacebound(&g_player[i].y);
++g_player[i].shoot;
if(g_player[i].shoot > PLAYER_SHOOT)
g_player[i].shoot = PLAYER_SHOOT;
+
+ if(collide(g_player[i].x, g_player[i].y, PLAYER_SIZE, 0, 0, STAR_SIZE))
+ g_player[i].live = false;
}
}