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authorVito Caputo <vcaputo@pengaru.com>2022-12-02 21:23:41 -0800
committerVito Caputo <vcaputo@pengaru.com>2022-12-02 21:39:54 -0800
commit8db8b8d3ac508da475a5dafb4b8adf0f231b3014 (patch)
tree1569d71a2539f89b456fcb16fc3685267eb06cde /src/game.c
parent4b802d905f813b65f32deac3b87d06c96486f123 (diff)
game: move probabilities to named defines
Nothing functionally changed, just naming some magic numbers and putting them somewhere more organized.
Diffstat (limited to 'src/game.c')
-rw-r--r--src/game.c11
1 files changed, 8 insertions, 3 deletions
diff --git a/src/game.c b/src/game.c
index b992368..c4e6213 100644
--- a/src/game.c
+++ b/src/game.c
@@ -85,6 +85,11 @@
#define GAME_VIRUS_SCALE (v3f_t){ .05f, .05f, .05f }
#define GAME_DIGITS_SCALE (v3f_t){ .05f, .05f, .05f }
+#define GAME_TV_CHANCE .05f
+#define GAME_MASK_CHANCE .02f
+#define GAME_TEEPEE_CHANCE .55f
+
+
/* every entity just starts with a unit cube AABB and is transformed with a matrix into its position,
* so here's a convenient aabb to feed into those transformations as needed.
*/
@@ -675,7 +680,7 @@ static void update_entities(play_t *play, game_t *game)
assert(play);
assert(game);
- if (randf() > .95f && !stage_get_active(game->tv->entity.node)) {
+ if (randf() > (1.f - GAME_TV_CHANCE) && !stage_get_active(game->tv->entity.node)) {
/* sometimes turn on the TV at a random location, we
* get stuck to it */
play_ticks_reset(play, GAME_TV_TIMER);
@@ -685,7 +690,7 @@ static void update_entities(play_t *play, game_t *game)
stage_set_active(game->tv->entity.node, 1);
}
- if (randf() > .98f && !stage_get_active(game->mask->entity.node)) {
+ if (randf() > (1.f - GAME_MASK_CHANCE) && !stage_get_active(game->mask->entity.node)) {
/* sometimes activate a mask powerup */
game->mask->entity.position.x = randf();
game->mask->entity.position.y = -1.2f;
@@ -693,7 +698,7 @@ static void update_entities(play_t *play, game_t *game)
stage_set_active(game->mask->entity.node, 1);
}
- if (randf() > .45f && !stage_get_active(game->teepee->entity.node)) {
+ if (randf() > (1.f - GAME_TEEPEE_CHANCE) && !stage_get_active(game->teepee->entity.node)) {
/* sometimes activate a teepee "powerup" */
static struct {
unsigned qty;
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