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Rev | Author | Line No. | Line |
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5235 | alpine | 1 | #include "rsgamedraw.h" |
2 | #include "rsgametext.h" |
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3 | #include "rsgamemenu.h" |
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4 | |||
5237 | alpine | 5 | #include "rsgentex.h" |
6 | #include "rs/rsplatform.h" |
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7 | |||
5235 | alpine | 8 | #include "rskos.h" |
9 | |||
10 | #include "rsnoise.h" |
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11 | |||
12 | #include "strings.h" |
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13 | |||
14 | |||
15 | void game_draw() { |
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16 | |||
17 | int w = GAME_WIDTH; |
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18 | int h = GAME_HEIGHT; |
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19 | |||
5239 | alpine | 20 | int continue_need_redraw = 0; |
21 | |||
5237 | alpine | 22 | if (game.need_redraw) { |
5239 | alpine | 23 | // if (1) { |
5235 | alpine | 24 | |
5237 | alpine | 25 | |
5235 | alpine | 26 | |
5237 | alpine | 27 | if ( (game.status == STATUS_MENU) || (game.status == STATUS_LOADING) ) { |
28 | |||
29 | texture_draw(&game.framebuffer, &game.tex_bg, 0, 0, DRAW_MODE_REPLACE); |
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30 | |||
31 | if (game.menu_index == MENU_MAIN) { |
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32 | |||
33 | if (game.status == STATUS_LOADING) { |
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5243 | alpine | 34 | game_textout_at_center( 0, 240, 0, L_LOADING ); |
35 | game_textout_at_center( -3, 240-2, 3, L_LOADING ); |
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5237 | alpine | 36 | } |
37 | else { |
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5235 | alpine | 38 | |
5237 | alpine | 39 | texture_draw( &game.framebuffer, &game.tex_logo, 0, 50, DRAW_MODE_ALPHA ); |
5235 | alpine | 40 | |
5237 | alpine | 41 | if (game.time) { |
42 | |||
5243 | alpine | 43 | game_textout_at_center( 0, 230, 0, L_LEVEL_PASSED ); |
44 | game_textout_at_center( -3, 230-2, 3, L_LEVEL_PASSED ); |
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5237 | alpine | 45 | |
5243 | alpine | 46 | char s[] = L_TIME; |
5237 | alpine | 47 | int time_sec = game.time / 25; |
5243 | alpine | 48 | char *str_num = strchr(s, 'x'); |
49 | str_num[0] = '0' + (( time_sec / 100 ) % 10); |
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50 | str_num[1] = '0' + (( time_sec / 10 ) % 10); |
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51 | str_num[2] = '0' + (( time_sec / 1 ) % 10); |
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5242 | alpine | 52 | game_textout_at_center( 0, 260, 0, s ); |
53 | game_textout_at_center( -3, 260-2, 3, s ); |
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5237 | alpine | 54 | }; |
5235 | alpine | 55 | |
5243 | alpine | 56 | game_textout_at_center( 0, 300, 0, L_START ); |
57 | game_textout_at_center( -3, 300-2, 3, L_START ); |
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5235 | alpine | 58 | |
59 | |||
60 | }; |
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61 | |||
5243 | alpine | 62 | game_textout( 2, GAME_HEIGHT-10, 2, L_BOTTOM_LINE_DEVELOPER_INFO); |
5237 | alpine | 63 | }; |
64 | |||
65 | } |
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66 | else { |
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5235 | alpine | 67 | |
5237 | alpine | 68 | texture_draw(&game.framebuffer, &game.tex_bg_gameplay, 0, 0, DRAW_MODE_REPLACE); |
5235 | alpine | 69 | |
5239 | alpine | 70 | int i, j, y_shift; |
5237 | alpine | 71 | for (i = 0; i < FIELD_HEIGHT; i++) { |
72 | for (j = 0; j < FIELD_WIDTH; j++) { |
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73 | if ( IS_BIT_SET( game.field[i*FIELD_WIDTH + j], CRYSTAL_VISIBLE_BIT )) { |
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5239 | alpine | 74 | y_shift = 0; |
75 | if ( IS_BIT_SET( game.field[i*FIELD_WIDTH + j], CRYSTAL_MOVING_BIT ) ) { |
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76 | y_shift = -CRYSTAL_SIZE + CRYSTAL_SIZE*(game.process_timer+1)/(ANIMATION_PROCESS_TIMER_LIMIT+1); |
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77 | continue_need_redraw = 1; |
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5235 | alpine | 78 | }; |
5239 | alpine | 79 | texture_draw( &game.framebuffer, &game.tex_crystals[ game.field[i*FIELD_WIDTH + j] & CRYSTAL_INDEX_MASK ], FIELD_X0+ j*CRYSTAL_SIZE, y_shift + FIELD_Y0+ i*CRYSTAL_SIZE, DRAW_MODE_ALPHA ); |
5235 | alpine | 80 | }; |
81 | }; |
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82 | }; |
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5237 | alpine | 83 | |
5239 | alpine | 84 | if (game.selected) { |
85 | texture_draw( &game.framebuffer, &game.tex_cursor, FIELD_X0+ game.selected_x*CRYSTAL_SIZE, FIELD_Y0+ game.selected_y*CRYSTAL_SIZE, DRAW_MODE_ALPHA ); |
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86 | }; |
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87 | |||
88 | |||
5237 | alpine | 89 | for (i = 0; i < game.explosions_count; i++) { |
90 | texture_draw( &game.framebuffer, &(game.tex_explosion[ (game.explosions[i]>>16) & 0xFF ]), |
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91 | FIELD_X0 + CRYSTAL_SIZE*( game.explosions[i] & 0xFF) - (EXPLOSION_SIZE-CRYSTAL_SIZE)/2 , |
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92 | FIELD_Y0 + CRYSTAL_SIZE*( (game.explosions[i]>>8) & 0xFF) - (EXPLOSION_SIZE-CRYSTAL_SIZE)/2 , |
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93 | DRAW_MODE_ALPHA); |
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94 | }; |
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95 | |||
96 | |||
5243 | alpine | 97 | char str[] = L_TIME; |
5237 | alpine | 98 | int time_sec = game.time / 25; |
5243 | alpine | 99 | char *str_num = strchr(str, 'x'); |
100 | str_num[0] = '0' + ( (time_sec / 100) % 10); |
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101 | str_num[1] = '0' + ( (time_sec / 10) % 10); |
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102 | str_num[2] = '0' + ( (time_sec / 1) % 10); |
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5237 | alpine | 103 | |
5242 | alpine | 104 | game_textout( 56+3, 32+2, 0, str ); |
105 | // game_textout( 56-1, 32-1, 0, str ); |
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5237 | alpine | 106 | game_textout( 56, 32, 3, str ); |
107 | |||
5242 | alpine | 108 | |
5243 | alpine | 109 | char sstr[] = L_SCORE; |
110 | str_num = strchr(sstr, 'x'); |
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111 | str_num[0] = '0' + ( (game.score / 100) % 10); |
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112 | str_num[1] = '0' + ( (game.score / 10) % 10); |
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113 | str_num[2] = '0' + ( (game.score / 1) % 10); |
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5237 | alpine | 114 | |
5242 | alpine | 115 | game_textout( 56+3, 64+2, 0, sstr ); |
5237 | alpine | 116 | game_textout( 56, 64, 3, sstr ); |
117 | |||
5235 | alpine | 118 | }; |
119 | |||
120 | |||
5239 | alpine | 121 | // rskos_draw_area(0, 0, w, h, game.window_scale, game.framebuffer.data, NULL, RSKOS_BGRA); |
5243 | alpine | 122 | rskos_draw_area(0, 0, w, h, 1, game.framebuffer.data, game.bgr_framebuffer, 0); |
5237 | alpine | 123 | }; |
124 | |||
5239 | alpine | 125 | if (!continue_need_redraw) { |
126 | game.need_redraw = 0; |
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127 | }; |
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5237 | alpine | 128 | |
129 | }; |
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130 | |||
131 | |||
132 | |||
133 | void game_textures_init_stage1() { |
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134 | |||
135 | int i; |
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136 | |||
137 | texture_init(&game.framebuffer, GAME_WIDTH, GAME_HEIGHT); |
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138 | |||
139 | // texture_init(&game.tex, 64, 64); |
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140 | // rs_gen_init(1, 64); |
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141 | // rs_gen_func_set(0, 0.0); |
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142 | // rs_gen_func_cell(0, 1200, 10, NULL, 1.0, 1.0, 1.0, 1.0, 0.0, 1.0); |
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143 | // rs_gen_func_normalize(0, 0.0, 1.0); |
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144 | // rs_gen_func_posterize(0, 5); |
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145 | // rs_gen_tex_out_rgba(0, 0, 0, -1, 1.0, 1.0, 1.0, 1.0); |
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146 | // memcpy(game.tex.data, rs_gen_reg.tex_out, 64*64*4 ); |
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147 | // rs_gen_term(); |
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148 | |||
149 | texture_init(&game.tex_clouds, 128, 128); |
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150 | rs_gen_init(1, 128); |
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151 | rs_gen_func_perlin(0, 8, 5, 0.5, 1100); |
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152 | rs_gen_func_normalize(0, 0.0, 1.0); |
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153 | rs_gen_func_posterize(0, 6); |
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154 | rs_gen_func_mult_add_value(0, 0, 0.6, 0.4); |
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155 | // rs_gen_func_set(0, 1.0); |
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156 | rs_gen_tex_out_rgba(0, 0, 0, -1, 1.0, 1.0, 1.0, 1.0); |
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157 | memcpy(game.tex_clouds.data, rs_gen_reg.tex_out, 128*128*4 ); |
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158 | rs_gen_term(); |
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159 | |||
160 | |||
5242 | alpine | 161 | rs_texture_t tex_shadow; |
162 | texture_init(&tex_shadow, 64, 64); |
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163 | rs_gen_init(1, 64); |
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164 | rs_gen_func_perlin(0, 21, 6, 0.5, 1000); |
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165 | rs_gen_func_normalize(0, 0.0, 0.5); |
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166 | rs_gen_tex_out_rgba(0, 0, 0, -1, 1.0, 1.0, 1.0, 1.0); |
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167 | memcpy(tex_shadow.data, rs_gen_reg.tex_out, 64*64*4 ); |
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168 | rs_gen_term(); |
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5237 | alpine | 169 | |
5242 | alpine | 170 | |
5237 | alpine | 171 | |
172 | texture_init(&game.tex_logo, GAME_WIDTH, 128); |
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173 | texture_clear(&game.tex_logo, COLOR_TRANSPARENT); |
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174 | |||
5242 | alpine | 175 | game_textout_adv( &game.tex_logo, GAME_WIDTH/2 - 192, 4, 1, DRAW_MODE_REPLACE, "MARBLE"); |
5237 | alpine | 176 | game_textout_adv( &game.tex_logo, GAME_WIDTH/2 - 192, 63, 1, DRAW_MODE_REPLACE, "MATCH3"); |
5242 | alpine | 177 | texture_draw(&game.tex_logo, &tex_shadow, 0, 0, DRAW_MODE_MULT | DRAW_TILED_FLAG); |
178 | game_textout_adv( &game.tex_logo, GAME_WIDTH/2 - 192 - 5, 0, 1, DRAW_MODE_ALPHA, "MARBLE"); |
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179 | game_textout_adv( &game.tex_logo, GAME_WIDTH/2 - 192 - 4, 60, 1, DRAW_MODE_ALPHA, "MATCH3"); |
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5237 | alpine | 180 | texture_draw(&game.tex_logo, &game.tex_clouds, 0, 0, DRAW_MODE_MULT | DRAW_TILED_FLAG); |
181 | |||
5242 | alpine | 182 | texture_free(&tex_shadow); |
5237 | alpine | 183 | |
184 | |||
185 | texture_init(&game.tex_bg, 512, 512); |
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186 | texture_clear(&game.tex_bg, COLOR_SILVER); |
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187 | |||
188 | texture_init(&game.tex_bg_gameplay, 512, 512); |
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189 | texture_clear(&game.tex_bg_gameplay, COLOR_SILVER); |
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190 | |||
191 | texture_init(&game.tex_cursor, CRYSTAL_SIZE, CRYSTAL_SIZE); |
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192 | rs_gen_init(2, CRYSTAL_SIZE); |
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193 | |||
194 | rs_gen_func_set(0, 0.0); // inner |
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195 | rs_gen_func_radial(0, 0.5, 0.5, 0.5, 1.0, 2.0); |
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196 | rs_gen_func_clamp(0, 0.1, 0.5); |
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197 | rs_gen_func_normalize(0, 0.0, 1.0); |
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198 | rs_gen_func_mult_add_value(0, 0, -1.0, 1.0); |
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199 | |||
200 | rs_gen_func_set(1, 0.0); // outer |
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201 | rs_gen_func_radial(1, 0.5, 0.5, 0.5, 1.0, 2.0); |
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202 | rs_gen_func_clamp(1, 0.0, 0.2); |
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203 | rs_gen_func_normalize(1, 0.0, 1.0); |
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204 | |||
205 | rs_gen_func_mult(0, 0, 1); |
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206 | |||
207 | rs_gen_func_set(1, 1.0); |
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208 | // rs_gen_tex_out_rgba_set(0.0, 0.0, 0.0, 0.0); |
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209 | rs_gen_tex_out_rgba(1, 1, 1, 0, 1.0, 1.0, 1.0, 1.0); |
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210 | memcpy(game.tex_cursor.data, rs_gen_reg.tex_out, CRYSTAL_SIZE*CRYSTAL_SIZE*4 ); |
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211 | rs_gen_term(); |
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212 | |||
213 | texture_init(&game.tex_field, FIELD_WIDTH*CRYSTAL_SIZE + 7, FIELD_HEIGHT*CRYSTAL_SIZE + 7); |
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214 | texture_clear(&game.tex_field, 0xAABBBBBB); // 0x66404060 // 0xAACCCCCC |
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215 | |||
216 | |||
217 | // float cr_r[CRYSTALS_COUNT] = { 0.8, 0.2, 0.1, 0.6, 0.7, 0.0, 0.7 }; |
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218 | // float cr_g[CRYSTALS_COUNT] = { 0.1, 0.6, 0.4, 0.0, 0.6, 0.0, 0.8 }; |
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219 | // float cr_b[CRYSTALS_COUNT] = { 0.1, 0.1, 0.7, 0.7, 0.0, 0.3, 0.9 }; |
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220 | |||
221 | // float cr_r[CRYSTALS_COUNT] = { 0.9, 0.3, 0.1, 0.7, 0.8, 0.0, 0.8 }; |
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222 | // float cr_g[CRYSTALS_COUNT] = { 0.1, 0.8, 0.5, 0.0, 0.7, 0.0, 0.8 }; |
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223 | // float cr_b[CRYSTALS_COUNT] = { 0.0, 0.1, 0.9, 0.8, 0.0, 0.5, 0.9 }; |
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224 | |||
5243 | alpine | 225 | float cr_r[CRYSTALS_COUNT] = { 1.0, 0.4, 0.10, 0.9, 1.0, 0.2, 0.8 }; |
226 | float cr_g[CRYSTALS_COUNT] = { 0.1, 1.0, 0.75, 0.1, 0.9, 0.2, 0.8 }; |
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227 | float cr_b[CRYSTALS_COUNT] = { 0.0, 0.1, 1.00, 1.0, 0.1, 0.9, 0.9 }; |
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5237 | alpine | 228 | |
229 | |||
5239 | alpine | 230 | // rs_gen_init(5, CRYSTAL_SIZE); |
231 | // for (i = 0; i < CRYSTALS_COUNT; i++) { |
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232 | // texture_init(&(game.tex_crystals[i]), CRYSTAL_SIZE, CRYSTAL_SIZE); |
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233 | // |
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234 | // rs_gen_func_set(0, 0.0); |
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235 | // rs_gen_func_radial(0, 0.5, 0.5, 0.5, 0.75, 10.0); |
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236 | // |
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237 | // rs_gen_func_set(1, 0.0); |
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238 | // rs_gen_func_cell(1, 110+100*i, 7+i, NULL, 1.0, 1.0, 0.0, 1.0, 0.0, 1.0); |
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239 | // rs_gen_func_normalize(1, 0.0, 1.0); |
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240 | // |
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241 | // rs_gen_tex_out_rgba_set(0.0, 0.0, 0.0, 0.0); |
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242 | // rs_gen_tex_out_rgba(1, 1, 1, 0, cr_b[i], cr_g[i], cr_r[i], 1.0); |
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243 | // |
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244 | // memcpy(game.tex_crystals[i].data, rs_gen_reg.tex_out, CRYSTAL_SIZE*CRYSTAL_SIZE*4 ); |
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245 | // }; |
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246 | // rs_gen_term(); |
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247 | |||
5237 | alpine | 248 | rs_gen_init(5, CRYSTAL_SIZE); |
249 | for (i = 0; i < CRYSTALS_COUNT; i++) { |
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250 | texture_init(&(game.tex_crystals[i]), CRYSTAL_SIZE, CRYSTAL_SIZE); |
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5235 | alpine | 251 | |
5237 | alpine | 252 | rs_gen_func_set(0, 0.0); |
253 | rs_gen_func_radial(0, 0.5, 0.5, 0.5, 0.75, 10.0); |
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5235 | alpine | 254 | |
5239 | alpine | 255 | rs_gen_func_set(1, 1.0); |
256 | rs_gen_func_cell(1, 310+100*i, 5, NULL, -0.5, 1.0, 1.0, 0.0, -2.0, 2.0); |
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5237 | alpine | 257 | rs_gen_func_normalize(1, 0.0, 1.0); |
5235 | alpine | 258 | |
5239 | alpine | 259 | rs_gen_func_normalmap(2, 3, 4, 1, 1.0); |
260 | rs_gen_func_mult_add_value(3, 3, -1.0, 1.0); |
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5235 | alpine | 261 | |
5239 | alpine | 262 | rs_gen_func_clamp(2, 0.5, 1.0); |
263 | rs_gen_func_normalize(2, 0.0, 1.0); |
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264 | rs_gen_func_clamp(3, 0.5, 1.0); |
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265 | rs_gen_func_normalize(3, 0.0, 1.0); |
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5235 | alpine | 266 | |
5239 | alpine | 267 | rs_gen_func_add(4, 2, 3, 0.5, 0.5); |
268 | rs_gen_func_mult(1, 1, 4); |
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269 | rs_gen_func_normalize(1, 0.0, 1.0); |
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270 | |||
5237 | alpine | 271 | rs_gen_tex_out_rgba_set(0.0, 0.0, 0.0, 0.0); |
272 | rs_gen_tex_out_rgba(1, 1, 1, 0, cr_b[i], cr_g[i], cr_r[i], 1.0); |
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5239 | alpine | 273 | // rs_gen_tex_out_rgba(4, 4, 4, 0, 0.8-0.8*cr_b[i], 0.8-0.8*cr_g[i], 0.8-0.8*cr_r[i], 0.0); |
274 | // rs_gen_tex_out_rgba(1, 1, 1, 0, 1.0, 1.0, 1.0, 1.0); |
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5237 | alpine | 275 | |
276 | memcpy(game.tex_crystals[i].data, rs_gen_reg.tex_out, CRYSTAL_SIZE*CRYSTAL_SIZE*4 ); |
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5235 | alpine | 277 | }; |
5237 | alpine | 278 | rs_gen_term(); |
279 | |||
280 | |||
281 | |||
282 | rs_gen_init(3, EXPLOSION_SIZE); |
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283 | for (i = 0; i < EXPLOSION_FRAMES_COUNT; i++) { |
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284 | |||
285 | texture_init(&(game.tex_explosion[i]), EXPLOSION_SIZE, EXPLOSION_SIZE); |
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5235 | alpine | 286 | |
5237 | alpine | 287 | rs_gen_func_set(0, 1.0); |
288 | // rs_gen_func_radial(0, 0.5, 0.5, 0.3 + 0.5*i/EXPLOSION_FRAMES_COUNT, 0.975, 4.0); |
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289 | // rs_gen_func_set(0, 1.0); |
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5235 | alpine | 290 | |
5237 | alpine | 291 | rs_gen_func_set(1, 0.0); |
292 | rs_gen_func_radial(1, 0.5, 0.5, 0.1 + 0.4*i/EXPLOSION_FRAMES_COUNT, 1.0 - 1.0*i/EXPLOSION_FRAMES_COUNT, 2.5 + i%5); |
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5235 | alpine | 293 | |
5237 | alpine | 294 | rs_gen_tex_out_rgba_set( 0.0, 0.0, 0.0, 0.0); |
295 | rs_gen_tex_out_rgba(0, 0, 0, 1, 1.0, 1.0, 1.0, 1.0); |
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296 | |||
297 | memcpy(game.tex_explosion[i].data, rs_gen_reg.tex_out, EXPLOSION_SIZE*EXPLOSION_SIZE*4 ); |
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298 | }; |
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299 | rs_gen_term(); |
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5235 | alpine | 300 | }; |
301 | |||
5237 | alpine | 302 | void game_textures_init_stage2() { |
303 | |||
304 | // texture_clear(&game.tex_bg, COLOR_SILVER); |
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305 | // /* |
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306 | |||
307 | rs_gen_init(6, 512); |
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308 | rs_gen_func_perlin(0, 8, 5, 0.5, 1100); |
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309 | rs_gen_func_normalize(0, 0.0, 1.0); |
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310 | rs_gen_func_perlin(1, 8, 5, 0.5, 1700); |
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311 | rs_gen_func_normalize(1, 0.0, 1.0); |
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312 | rs_gen_func_cell(2, 1118, 50, NULL, 1.0, 0.887, -0.333, 1.0, 0.0, 4.0); // 1360 |
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313 | rs_gen_func_normalize(2, 0.0, 0.5); |
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314 | |||
315 | rs_gen_func_adr(3, 2, 0, 1, 1.0, 0.3); |
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316 | |||
317 | rs_gen_func_inv(3, 3, 7.5); |
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318 | rs_gen_func_normalize(3, 0.0, 1.0); |
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319 | |||
320 | // signed short c[] = { 0, 250, 250, 0, 500, 250, 250, 500}; |
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321 | signed short c[] = { 0, 0, 0, 512, 512, 0, 512, 512}; |
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322 | // signed short c[] = { 128, 128, 128, 384, 384, 128, 384, 384}; |
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323 | //rs_gen_func_cell(4, 0, 4, c, 0.0, 0.3, 1.0, 0.5, 0.0, 0.30); |
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324 | rs_gen_func_cell(4, 0, 4, c, 1.0, 0.3, 0.0, 0.95, 0.0, 0.30); |
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325 | rs_gen_func_normalize(4, 0.0, 1.0); |
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326 | |||
327 | // rs_gen_func_radial(5, 0.5, 0.5, 0.60, 1.0, 4.0); |
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328 | // rs_gen_func_add(4, 4, 5, 0.5, 0.5); |
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329 | // |
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330 | rs_gen_func_mult(4, 4, 3); |
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331 | |||
332 | // coloring... |
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333 | rs_gen_func_mult_add_value(0, 4, 0.8, 0.0); |
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334 | rs_gen_func_add(0, 4, 1, 0.95, 0.05); |
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335 | rs_gen_func_add(3, 4, 2, 0.95, 0.05); |
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336 | |||
337 | |||
338 | rs_gen_tex_out_rgba(4, 0, 3, -1, 0.9, 0.9, 0.9, 1.0); |
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339 | memcpy(game.tex_bg.data, rs_gen_reg.tex_out, 512*512*4 ); |
||
340 | rs_gen_term(); |
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341 | |||
342 | // */ |
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343 | |||
344 | // Background for gameplay |
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345 | |||
346 | texture_draw( &game.tex_bg_gameplay, &game.tex_bg, 256, 256, DRAW_MODE_REPLACE | DRAW_TILED_FLAG ); |
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347 | // Bevel |
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348 | texture_draw_vline( &game.tex_bg_gameplay, FIELD_X0 - 5, FIELD_Y0 - 5, FIELD_HEIGHT*CRYSTAL_SIZE + 10, 0xFF404060 ); |
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349 | texture_draw_hline( &game.tex_bg_gameplay, FIELD_X0 - 5, FIELD_Y0 - 5, FIELD_WIDTH*CRYSTAL_SIZE + 10, 0xFF404060 ); |
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350 | texture_draw_vline( &game.tex_bg_gameplay, FIELD_X0 - 4, FIELD_Y0 - 4, FIELD_HEIGHT*CRYSTAL_SIZE + 8, 0xFF606080 ); |
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351 | texture_draw_hline( &game.tex_bg_gameplay, FIELD_X0 - 4, FIELD_Y0 - 4, FIELD_WIDTH*CRYSTAL_SIZE + 8, 0xFF606080 ); |
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352 | |||
353 | texture_draw_vline( &game.tex_bg_gameplay, FIELD_X0 + 4 + FIELD_WIDTH*CRYSTAL_SIZE, FIELD_Y0 - 4, FIELD_HEIGHT*CRYSTAL_SIZE + 8, 0xFFC0C0C0 ); |
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354 | texture_draw_hline( &game.tex_bg_gameplay, FIELD_X0 - 4, FIELD_Y0 + 4 + FIELD_HEIGHT*CRYSTAL_SIZE, FIELD_WIDTH*CRYSTAL_SIZE + 9, 0xFFC0C0C0 ); |
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355 | texture_draw_vline( &game.tex_bg_gameplay, FIELD_X0 + 5 + FIELD_WIDTH*CRYSTAL_SIZE, FIELD_Y0 - 5, FIELD_HEIGHT*CRYSTAL_SIZE + 10, 0xFFE0E0E0 ); |
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356 | texture_draw_hline( &game.tex_bg_gameplay, FIELD_X0 - 5, FIELD_Y0 + 5 + FIELD_HEIGHT*CRYSTAL_SIZE, FIELD_WIDTH*CRYSTAL_SIZE + 11, 0xFFE0E0E0 ); |
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357 | |||
358 | texture_draw( &game.tex_bg_gameplay, &game.tex_field, FIELD_X0 - 3, FIELD_Y0 - 3, DRAW_MODE_ALPHA ); |
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359 | |||
360 | |||
361 | }; |
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362 | |||
363 | void game_textures_free() { |
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5243 | alpine | 364 | free(game.bgr_framebuffer); |
5237 | alpine | 365 | |
366 | // texture_free(&game.tex_gui_line); |
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367 | |||
368 | int i; |
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369 | for (i = 0; i < CRYSTALS_COUNT; i++) { |
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370 | texture_free(&game.tex_crystals[i]); |
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371 | }; |
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372 | |||
373 | for (i = 0; i < EXPLOSION_FRAMES_COUNT; i++) { |
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374 | texture_free(&game.tex_explosion[i]); |
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375 | }; |
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376 | |||
377 | texture_free(&game.framebuffer); |
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378 | |||
379 | texture_free(&game.tex_logo); |
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380 | texture_free(&game.tex_clouds); |
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381 | |||
382 | texture_free(&game.tex_bg); |
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383 | texture_free(&game.tex_bg_gameplay); |
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384 | };>>>>>>>> |