source: ttyvaders/trunk/src/player.c @ 164

Last change on this file since 164 was 164, checked in by Sam Hocevar, 19 years ago
  • Renamed sprites to < 8+3 names for the DOS port.
  • Property svn:keywords set to Id
File size: 2.0 KB
Line 
1/*
2 *   ttyvaders     Textmode shoot'em up
3 *   Copyright (c) 2002 Sam Hocevar <sam@zoy.org>
4 *                 All Rights Reserved
5 *
6 *   $Id: player.c 164 2003-11-13 15:37:49Z sam $
7 *
8 *   This program is free software; you can redistribute it and/or modify
9 *   it under the terms of the GNU General Public License as published by
10 *   the Free Software Foundation; either version 2 of the License, or
11 *   (at your option) any later version.
12 *
13 *   This program is distributed in the hope that it will be useful,
14 *   but WITHOUT ANY WARRANTY; without even the implied warranty of
15 *   MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
16 *   GNU General Public License for more details.
17 *
18 *   You should have received a copy of the GNU General Public License
19 *   along with this program; if not, write to the Free Software
20 *   Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
21 */
22
23#include "config.h"
24
25#include <stdlib.h>
26
27#include "common.h"
28
29struct ee_sprite *ship_sprite;
30
31/* Init tunnel */
32player * create_player(game *g)
33{
34    player *p = malloc(sizeof(player));
35
36    p->x = g->w / 2;
37    p->y = g->h - 3;
38    p->vx = 0;
39    p->vy = 0;
40    p->weapon = 0;
41    p->special = MAX_SPECIAL;
42    p->life = MAX_LIFE;
43    p->dead = 0;
44
45    ship_sprite = ee_load_sprite("data/ship.txt");
46
47    return p;
48}
49
50void free_player(player *p)
51{
52    free(p);
53}
54
55void draw_player(game *g, player *p)
56{
57    if(p->dead)
58        return;
59
60    ee_draw_sprite(p->x, p->y, ship_sprite, 0);
61}
62
63void update_player(game *g, player *p)
64{
65    if(p->dead)
66        return;
67
68    if(p->life <= 0)
69    {
70        add_explosion(g, g->ex, p->x, p->y, 0, 0, EXPLOSION_SMALL);
71        p->dead = 1;
72        return;
73    }
74
75    /* Update weapon stats */
76    if(p->weapon)
77        p->weapon--;
78
79    if(p->special < MAX_SPECIAL)
80        p->special++;
81
82    /* Update life */
83    if(p->life < MAX_LIFE)
84        p->life++;
85
86    /* Update coords */
87    p->x += p->vx;
88
89    if(p->vx < 0)
90        p->vx++;
91    else if(p->vx > 0)
92        p->vx--;
93
94    if(p->x < 1)
95        p->x = 1;
96    else if(p->x > g->w - 7)
97        p->x = g->w - 7;
98}
99
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