static int grow = 0; /* Should the ball be changing size? */
static float grow_orig = 0; /* the original ball size */
static float grow_goal = 0; /* how big or small to get! */
-const float grow_time = 0.5f; /* sec for the ball to get to size. */
static float grow_t = 0.0; /* timer for the ball to grow... */
static float grow_strt = 0; /* starting value for growth */
-const float grow_big = 1.5f; /* large factor */
-const float grow_small= 0.5f; /* small factor */
static int got_orig = 0; /* Do we know original ball size? */
+#define GROW_TIME 0.5f /* sec for the ball to get to size. */
+#define GROW_BIG 1.5f /* large factor */
+#define GROW_SMALL 0.5f /* small factor */
/*---------------------------------------------------------------------------*/
if (size == 50)
{
- if (grow_goal == grow_orig * grow_small) return; /*already small!*/
- else if (grow_goal == grow_orig * grow_big) /* big, let's set it to normal.*/
+ if (grow_goal == grow_orig * GROW_SMALL)
+ return;
+ else if (grow_goal == grow_orig * GROW_BIG)
{
grow = 1;
grow_goal = grow_orig;
}
- else /*must be normal sized.*/
+ else
{
- grow_goal = grow_orig * grow_small;
+ grow_goal = grow_orig * GROW_SMALL;
grow = 1;
}
- }/* done with 50% size coin */
+ }
if (size == 150)
{
- if (grow_goal == grow_orig * grow_big) return; /*already big!*/
- else if (grow_goal == grow_orig * grow_small) /* small, let's set it to normal.*/
+ if (grow_goal == grow_orig * GROW_BIG)
+ return;
+ else if (grow_goal == grow_orig * GROW_SMALL)
{
grow = 1;
grow_goal = grow_orig;
}
- else /*must be normal sized.*/
+ else
{
- grow_goal = grow_orig * grow_big;
+ grow_goal = grow_orig * GROW_BIG;
grow = 1;
}
- }/* done with 150% size coin */
+ }
if (grow)
{
{
float dr;
- /*calculate new size based on how long since you touched the coin...*/
+ /* Calculate new size based on how long since you touched the coin... */
+
grow_t += dt;
- if (grow_t >= grow_time)
+
+ if (grow_t >= GROW_TIME)
{
grow = 0;
- grow_t = grow_time;
+ grow_t = GROW_TIME;
}
- dr = grow_strt + ((grow_goal-grow_strt) * (1.0f / (grow_time / grow_t)));
+ dr = grow_strt + ((grow_goal-grow_strt) * (1.0f / (GROW_TIME / grow_t)));
- fp->uv->p[1] += (dr - fp->uv->r); /*No sinking through the floor! keeps ball's bottom constant.*/
+ /* No sinking through the floor! Keeps ball's bottom constant. */
+ fp->uv->p[1] += (dr - fp->uv->r);
fp->uv->r = dr;
}
int ci;
coin_push();
- coin_push_text(0); /*regular coins*/
+ coin_push_text(0); /* Regular coins. */
{
for (ci = 0; ci < fp->cc; ci++)
}
coin_pull();
- /*there has got to be a better way than three seperate loops,*/
- /*once for each texture, but someone else is going to have to do it!*/
+ /* FIXME: there has got to be a better way than three seperate loops, once
+ * for each texture, but someone else is going to have to do it! */
+
coin_push();
- coin_push_text(50); /*any shrink coins?*/
+ coin_push_text(50); /* Any shrink coins? */
{
for (ci = 0; ci < fp->cc; ci++)
coin_pull();
coin_push();
- coin_push_text(150); /*any grow coins?*/
+ coin_push_text(150); /* Any grow coins? */
{
for (ci = 0; ci < fp->cc; ci++)
coin_color(c, n);
part_burst(p, c);
- /*add coins if regular, change radius if not.*/
+ /* Add coins if regular, change radius if not. */
+
if (n <= 10)
coins += n;
else
{
- grow_set(fp, n); /*only 50 and 150 will produce results.*/
+ grow_set(fp, n);
n = 0;
}
game_rz = game_iz;
}
- if (grow) grow_ball(fp,dt);
+ if (grow)
+ grow_ball(fp,dt);
game_update_grav(h, g);
part_step(h, t);