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Rev Author Line No. Line
5235 alpine 1
#include "rsgamedraw.h"
2
#include "rsgametext.h"
3
#include "rsgamemenu.h"
4
 
5237 alpine 5
#include "rsgentex.h"
6
#include "rs/rsplatform.h"
7
 
5235 alpine 8
#include "rskos.h"
9
 
10
#include "rsnoise.h"
11
 
12
#include "strings.h"
13
 
14
 
15
void game_draw() {
16
 
17
	int w = GAME_WIDTH;
18
	int h = GAME_HEIGHT;
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);
30
 
5251 alpine 31
 
32
            if (game.status == STATUS_LOADING) {
33
                game_textout_at_center( 0, 240, 0, L_LOADING );
34
                game_textout_at_center( -3, 240-2, 3, L_LOADING );
35
            }
36
            else {
5235 alpine 37
 
5251 alpine 38
                texture_draw( &game.framebuffer, &game.tex_logo, 0, 50, DRAW_MODE_ALPHA );
5235 alpine 39
 
5251 alpine 40
                if (game.score) {
41
 
42
 
43
                    game_textout_at_center( 0, 230, 0, L_GAME_OVER );
44
                    game_textout_at_center( -3, 230-2, 3, L_GAME_OVER );
45
 
46
                    char s[] = L_SCORE;
47
                    char *str_num;
48
                    str_num = strchr(s, 'x');
49
                    str_num[0] = '0' + ( (game.score / 100) % 10);
50
                    str_num[1] = '0' + ( (game.score / 10) % 10);
51
                    str_num[2] = '0' + ( (game.score / 1) % 10);
52
 
53
                    game_textout_at_center( 0, 260, 0, s );
54
                    game_textout_at_center( -3, 260-2, 3, s );
5235 alpine 55
 
5251 alpine 56
                };
57
 
58
                if (!game.menu_replay_timeout) {
5243 alpine 59
                    game_textout_at_center( 0, 300, 0, L_START );
60
                    game_textout_at_center( -3, 300-2, 3, L_START );
5235 alpine 61
                };
62
 
5251 alpine 63
 
5237 alpine 64
            };
5251 alpine 65
 
66
            game_textout( 2, GAME_HEIGHT-10, 2,  L_BOTTOM_LINE_DEVELOPER_INFO);
67
 
5237 alpine 68
 
69
        }
70
        else {
5235 alpine 71
 
5237 alpine 72
            texture_draw(&game.framebuffer, &game.tex_bg_gameplay, 0, 0, DRAW_MODE_REPLACE);
5235 alpine 73
 
5239 alpine 74
            int i, j, y_shift;
5237 alpine 75
            for (i = 0; i < FIELD_HEIGHT; i++) {
76
                for (j = 0; j < FIELD_WIDTH; j++) {
77
                    if ( IS_BIT_SET( game.field[i*FIELD_WIDTH + j], CRYSTAL_VISIBLE_BIT )) {
5239 alpine 78
                        y_shift = 0;
79
                        if ( IS_BIT_SET( game.field[i*FIELD_WIDTH + j], CRYSTAL_MOVING_BIT ) ) {
80
                            y_shift = -CRYSTAL_SIZE + CRYSTAL_SIZE*(game.process_timer+1)/(ANIMATION_PROCESS_TIMER_LIMIT+1);
81
                            continue_need_redraw = 1;
5235 alpine 82
                        };
5239 alpine 83
                        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 84
                    };
85
                };
86
            };
5237 alpine 87
 
5239 alpine 88
            if (game.selected) {
89
                texture_draw( &game.framebuffer, &game.tex_cursor, FIELD_X0+ game.selected_x*CRYSTAL_SIZE, FIELD_Y0+ game.selected_y*CRYSTAL_SIZE, DRAW_MODE_ALPHA );
90
            };
91
 
92
 
5237 alpine 93
            for (i = 0; i < game.explosions_count; i++) {
94
                texture_draw( &game.framebuffer, &(game.tex_explosion[  (game.explosions[i]>>16) & 0xFF  ]),
95
                    FIELD_X0 + CRYSTAL_SIZE*( game.explosions[i] & 0xFF) - (EXPLOSION_SIZE-CRYSTAL_SIZE)/2 ,
96
                    FIELD_Y0 + CRYSTAL_SIZE*( (game.explosions[i]>>8) & 0xFF) - (EXPLOSION_SIZE-CRYSTAL_SIZE)/2 ,
97
                    DRAW_MODE_ALPHA);
98
            };
99
 
100
 
5251 alpine 101
 
102
            int blink_visible = 0;
103
            if (game.time > 10*25) {
104
                blink_visible = 1;
105
            }
106
            else if (game.time > 5*25) {
107
                blink_visible = (game.time / 8) & 1;
108
                continue_need_redraw = 1;
109
            }
110
            else {
111
                blink_visible = (game.time / 4) & 1;
112
                continue_need_redraw = 1;
113
            };
5237 alpine 114
 
5251 alpine 115
            char *str_num;
116
            if (blink_visible) {
117
 
118
                char str[] = L_TIME;
119
                int time_sec = game.time / 25;
120
                str_num = strchr(str, 'x');
121
                str_num[0] = '0' + ( (time_sec / 10) % 10);
122
                str_num[1] = '0' + ( (time_sec / 1) % 10);
123
//                str_num[2] = '0' + ( (time_sec / 1) % 10);
124
 
125
                game_textout( 56+3, 32+2, 0, str );
126
                game_textout( 56, 32, 3, str );
127
            };
5237 alpine 128
 
5242 alpine 129
 
5243 alpine 130
            char sstr[] = L_SCORE;
131
            str_num = strchr(sstr, 'x');
132
            str_num[0] = '0' + ( (game.score / 100) % 10);
133
            str_num[1] = '0' + ( (game.score / 10) % 10);
134
            str_num[2] = '0' + ( (game.score / 1) % 10);
5237 alpine 135
 
5242 alpine 136
            game_textout( 56+3, 64+2, 0, sstr );
5237 alpine 137
            game_textout( 56, 64, 3, sstr );
138
 
5235 alpine 139
        };
140
 
141
 
5239 alpine 142
//        rskos_draw_area(0, 0, w, h, game.window_scale, game.framebuffer.data, NULL, RSKOS_BGRA);
5243 alpine 143
        rskos_draw_area(0, 0, w, h, 1, game.framebuffer.data, game.bgr_framebuffer, 0);
5237 alpine 144
	};
145
 
5239 alpine 146
	if (!continue_need_redraw) {
147
        game.need_redraw = 0;
148
	};
5237 alpine 149
 
150
};
151
 
152
 
153
 
154
void game_textures_init_stage1() {
155
 
156
    int i;
157
 
158
    texture_init(&game.framebuffer, GAME_WIDTH, GAME_HEIGHT);
159
 
160
//    texture_init(&game.tex, 64, 64);
161
//    rs_gen_init(1, 64);
162
//    rs_gen_func_set(0, 0.0);
163
//    rs_gen_func_cell(0, 1200, 10, NULL, 1.0, 1.0, 1.0, 1.0, 0.0, 1.0);
164
//    rs_gen_func_normalize(0, 0.0, 1.0);
165
//    rs_gen_func_posterize(0, 5);
166
//    rs_gen_tex_out_rgba(0, 0, 0, -1, 1.0, 1.0, 1.0, 1.0);
167
//    memcpy(game.tex.data, rs_gen_reg.tex_out, 64*64*4 );
168
//    rs_gen_term();
169
 
170
    texture_init(&game.tex_clouds, 128, 128);
171
    rs_gen_init(1, 128);
172
    rs_gen_func_perlin(0, 8, 5, 0.5, 1100);
173
    rs_gen_func_normalize(0, 0.0, 1.0);
174
    rs_gen_func_posterize(0, 6);
175
    rs_gen_func_mult_add_value(0, 0, 0.6, 0.4);
176
//    rs_gen_func_set(0, 1.0);
177
    rs_gen_tex_out_rgba(0, 0, 0, -1, 1.0, 1.0, 1.0, 1.0);
178
    memcpy(game.tex_clouds.data, rs_gen_reg.tex_out, 128*128*4 );
179
    rs_gen_term();
180
 
181
 
5242 alpine 182
    rs_texture_t tex_shadow;
183
    texture_init(&tex_shadow, 64, 64);
184
    rs_gen_init(1, 64);
185
    rs_gen_func_perlin(0, 21, 6, 0.5, 1000);
186
    rs_gen_func_normalize(0, 0.0, 0.5);
187
    rs_gen_tex_out_rgba(0, 0, 0, -1, 1.0, 1.0, 1.0, 1.0);
188
    memcpy(tex_shadow.data, rs_gen_reg.tex_out, 64*64*4 );
189
    rs_gen_term();
5237 alpine 190
 
5242 alpine 191
 
5237 alpine 192
 
193
    texture_init(&game.tex_logo, GAME_WIDTH, 128);
194
    texture_clear(&game.tex_logo, COLOR_TRANSPARENT);
195
 
5242 alpine 196
    game_textout_adv( &game.tex_logo, GAME_WIDTH/2 - 192, 4, 1, DRAW_MODE_REPLACE, "MARBLE");
5237 alpine 197
    game_textout_adv( &game.tex_logo, GAME_WIDTH/2 - 192, 63, 1, DRAW_MODE_REPLACE, "MATCH3");
5242 alpine 198
    texture_draw(&game.tex_logo, &tex_shadow, 0, 0, DRAW_MODE_MULT | DRAW_TILED_FLAG);
199
    game_textout_adv( &game.tex_logo, GAME_WIDTH/2 - 192 - 5, 0, 1, DRAW_MODE_ALPHA, "MARBLE");
200
    game_textout_adv( &game.tex_logo, GAME_WIDTH/2 - 192 - 4, 60, 1, DRAW_MODE_ALPHA, "MATCH3");
5237 alpine 201
    texture_draw(&game.tex_logo, &game.tex_clouds, 0, 0, DRAW_MODE_MULT | DRAW_TILED_FLAG);
202
 
5242 alpine 203
    texture_free(&tex_shadow);
5237 alpine 204
 
205
 
206
    texture_init(&game.tex_bg, 512, 512);
207
    texture_clear(&game.tex_bg, COLOR_SILVER);
208
 
209
    texture_init(&game.tex_bg_gameplay, 512, 512);
210
    texture_clear(&game.tex_bg_gameplay, COLOR_SILVER);
211
 
212
    texture_init(&game.tex_cursor, CRYSTAL_SIZE, CRYSTAL_SIZE);
213
    rs_gen_init(2, CRYSTAL_SIZE);
214
 
215
    rs_gen_func_set(0, 0.0); // inner
216
    rs_gen_func_radial(0, 0.5, 0.5, 0.5, 1.0, 2.0);
217
    rs_gen_func_clamp(0, 0.1, 0.5);
218
    rs_gen_func_normalize(0, 0.0, 1.0);
219
    rs_gen_func_mult_add_value(0, 0, -1.0, 1.0);
220
 
221
    rs_gen_func_set(1, 0.0); // outer
222
    rs_gen_func_radial(1, 0.5, 0.5, 0.5, 1.0, 2.0);
223
    rs_gen_func_clamp(1, 0.0, 0.2);
224
    rs_gen_func_normalize(1, 0.0, 1.0);
225
 
226
    rs_gen_func_mult(0, 0, 1);
227
 
228
    rs_gen_func_set(1, 1.0);
229
//    rs_gen_tex_out_rgba_set(0.0, 0.0, 0.0, 0.0);
230
    rs_gen_tex_out_rgba(1, 1, 1, 0, 1.0, 1.0, 1.0, 1.0);
231
    memcpy(game.tex_cursor.data, rs_gen_reg.tex_out, CRYSTAL_SIZE*CRYSTAL_SIZE*4 );
232
    rs_gen_term();
233
 
234
    texture_init(&game.tex_field, FIELD_WIDTH*CRYSTAL_SIZE + 7, FIELD_HEIGHT*CRYSTAL_SIZE + 7);
235
    texture_clear(&game.tex_field, 0xAABBBBBB); // 0x66404060 // 0xAACCCCCC
236
 
237
 
238
//    float cr_r[CRYSTALS_COUNT] = { 0.8, 0.2, 0.1, 0.6, 0.7, 0.0, 0.7 };
239
//    float cr_g[CRYSTALS_COUNT] = { 0.1, 0.6, 0.4, 0.0, 0.6, 0.0, 0.8 };
240
//    float cr_b[CRYSTALS_COUNT] = { 0.1, 0.1, 0.7, 0.7, 0.0, 0.3, 0.9 };
241
 
242
//    float cr_r[CRYSTALS_COUNT] = { 0.9, 0.3, 0.1, 0.7, 0.8, 0.0, 0.8 };
243
//    float cr_g[CRYSTALS_COUNT] = { 0.1, 0.8, 0.5, 0.0, 0.7, 0.0, 0.8 };
244
//    float cr_b[CRYSTALS_COUNT] = { 0.0, 0.1, 0.9, 0.8, 0.0, 0.5, 0.9 };
245
 
5243 alpine 246
    float cr_r[CRYSTALS_COUNT] = { 1.0, 0.4, 0.10, 0.9, 1.0, 0.2, 0.8 };
247
    float cr_g[CRYSTALS_COUNT] = { 0.1, 1.0, 0.75, 0.1, 0.9, 0.2, 0.8 };
248
    float cr_b[CRYSTALS_COUNT] = { 0.0, 0.1, 1.00, 1.0, 0.1, 0.9, 0.9 };
5237 alpine 249
 
250
 
5239 alpine 251
//    rs_gen_init(5, CRYSTAL_SIZE);
252
//    for (i = 0; i < CRYSTALS_COUNT; i++) {
253
//        texture_init(&(game.tex_crystals[i]), CRYSTAL_SIZE, CRYSTAL_SIZE);
254
//
255
//        rs_gen_func_set(0, 0.0);
256
//        rs_gen_func_radial(0, 0.5, 0.5, 0.5, 0.75, 10.0);
257
//
258
//        rs_gen_func_set(1, 0.0);
259
//        rs_gen_func_cell(1, 110+100*i, 7+i, NULL, 1.0, 1.0, 0.0, 1.0, 0.0, 1.0);
260
//        rs_gen_func_normalize(1, 0.0, 1.0);
261
//
262
//        rs_gen_tex_out_rgba_set(0.0, 0.0, 0.0, 0.0);
263
//        rs_gen_tex_out_rgba(1, 1, 1, 0, cr_b[i], cr_g[i], cr_r[i], 1.0);
264
//
265
//        memcpy(game.tex_crystals[i].data, rs_gen_reg.tex_out, CRYSTAL_SIZE*CRYSTAL_SIZE*4 );
266
//    };
267
//    rs_gen_term();
268
 
5237 alpine 269
    rs_gen_init(5, CRYSTAL_SIZE);
270
    for (i = 0; i < CRYSTALS_COUNT; i++) {
271
        texture_init(&(game.tex_crystals[i]), CRYSTAL_SIZE, CRYSTAL_SIZE);
5235 alpine 272
 
5237 alpine 273
        rs_gen_func_set(0, 0.0);
274
        rs_gen_func_radial(0, 0.5, 0.5, 0.5, 0.75, 10.0);
5235 alpine 275
 
5239 alpine 276
        rs_gen_func_set(1, 1.0);
277
        rs_gen_func_cell(1, 310+100*i, 5, NULL, -0.5, 1.0, 1.0, 0.0, -2.0, 2.0);
5237 alpine 278
        rs_gen_func_normalize(1, 0.0, 1.0);
5235 alpine 279
 
5239 alpine 280
        rs_gen_func_normalmap(2, 3, 4, 1, 1.0);
281
        rs_gen_func_mult_add_value(3, 3, -1.0, 1.0);
5235 alpine 282
 
5239 alpine 283
        rs_gen_func_clamp(2, 0.5, 1.0);
284
        rs_gen_func_normalize(2, 0.0, 1.0);
285
        rs_gen_func_clamp(3, 0.5, 1.0);
286
        rs_gen_func_normalize(3, 0.0, 1.0);
5235 alpine 287
 
5239 alpine 288
        rs_gen_func_add(4, 2, 3, 0.5, 0.5);
289
        rs_gen_func_mult(1, 1, 4);
290
        rs_gen_func_normalize(1, 0.0, 1.0);
291
 
5237 alpine 292
        rs_gen_tex_out_rgba_set(0.0, 0.0, 0.0, 0.0);
293
        rs_gen_tex_out_rgba(1, 1, 1, 0, cr_b[i], cr_g[i], cr_r[i], 1.0);
5239 alpine 294
//        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);
295
//        rs_gen_tex_out_rgba(1, 1, 1, 0, 1.0, 1.0, 1.0, 1.0);
5237 alpine 296
 
297
        memcpy(game.tex_crystals[i].data, rs_gen_reg.tex_out, CRYSTAL_SIZE*CRYSTAL_SIZE*4 );
5235 alpine 298
    };
5237 alpine 299
    rs_gen_term();
300
 
301
 
302
 
303
    rs_gen_init(3, EXPLOSION_SIZE);
304
    for (i = 0; i < EXPLOSION_FRAMES_COUNT; i++) {
305
 
306
        texture_init(&(game.tex_explosion[i]), EXPLOSION_SIZE, EXPLOSION_SIZE);
5235 alpine 307
 
5237 alpine 308
        rs_gen_func_set(0, 1.0);
309
//        rs_gen_func_radial(0, 0.5, 0.5, 0.3 + 0.5*i/EXPLOSION_FRAMES_COUNT, 0.975, 4.0);
310
//        rs_gen_func_set(0, 1.0);
5235 alpine 311
 
5237 alpine 312
        rs_gen_func_set(1, 0.0);
313
        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);
5235 alpine 314
 
5237 alpine 315
        rs_gen_tex_out_rgba_set( 0.0, 0.0, 0.0, 0.0);
316
        rs_gen_tex_out_rgba(0, 0, 0, 1, 1.0, 1.0, 1.0, 1.0);
317
 
318
        memcpy(game.tex_explosion[i].data, rs_gen_reg.tex_out, EXPLOSION_SIZE*EXPLOSION_SIZE*4 );
319
    };
320
    rs_gen_term();
5235 alpine 321
};
322
 
5237 alpine 323
void game_textures_init_stage2() {
324
 
325
//            texture_clear(&game.tex_bg, COLOR_SILVER);
326
//             /*
327
 
328
    rs_gen_init(6, 512);
329
    rs_gen_func_perlin(0, 8, 5, 0.5, 1100);
330
    rs_gen_func_normalize(0, 0.0, 1.0);
331
    rs_gen_func_perlin(1, 8, 5, 0.5, 1700);
332
    rs_gen_func_normalize(1, 0.0, 1.0);
333
    rs_gen_func_cell(2, 1118, 50, NULL, 1.0, 0.887, -0.333, 1.0, 0.0, 4.0); // 1360
334
    rs_gen_func_normalize(2, 0.0, 0.5);
335
 
336
    rs_gen_func_adr(3, 2, 0, 1, 1.0, 0.3);
337
 
338
    rs_gen_func_inv(3, 3, 7.5);
339
    rs_gen_func_normalize(3, 0.0, 1.0);
340
 
341
//            signed short c[] = { 0, 250, 250, 0, 500, 250, 250, 500};
342
    signed short c[] = { 0, 0, 0, 512, 512, 0, 512, 512};
343
//            signed short c[] = { 128, 128, 128, 384, 384, 128, 384, 384};
344
    //rs_gen_func_cell(4, 0, 4, c, 0.0, 0.3, 1.0, 0.5, 0.0, 0.30);
345
    rs_gen_func_cell(4, 0, 4, c, 1.0, 0.3, 0.0, 0.95, 0.0, 0.30);
346
    rs_gen_func_normalize(4, 0.0, 1.0);
347
 
348
//            rs_gen_func_radial(5, 0.5, 0.5, 0.60, 1.0, 4.0);
349
//            rs_gen_func_add(4, 4, 5, 0.5, 0.5);
350
//
351
    rs_gen_func_mult(4, 4, 3);
352
 
353
    // coloring...
354
    rs_gen_func_mult_add_value(0, 4, 0.8, 0.0);
355
    rs_gen_func_add(0, 4, 1, 0.95, 0.05);
356
    rs_gen_func_add(3, 4, 2, 0.95, 0.05);
357
 
358
 
359
    rs_gen_tex_out_rgba(4, 0, 3, -1, 0.9, 0.9, 0.9, 1.0);
360
    memcpy(game.tex_bg.data, rs_gen_reg.tex_out, 512*512*4 );
361
    rs_gen_term();
362
 
363
    // */
364
 
365
    // Background for gameplay
366
 
367
    texture_draw( &game.tex_bg_gameplay, &game.tex_bg, 256, 256, DRAW_MODE_REPLACE | DRAW_TILED_FLAG );
368
    // Bevel
369
    texture_draw_vline( &game.tex_bg_gameplay, FIELD_X0 - 5, FIELD_Y0 - 5, FIELD_HEIGHT*CRYSTAL_SIZE + 10, 0xFF404060 );
370
    texture_draw_hline( &game.tex_bg_gameplay, FIELD_X0 - 5, FIELD_Y0 - 5, FIELD_WIDTH*CRYSTAL_SIZE + 10, 0xFF404060 );
371
    texture_draw_vline( &game.tex_bg_gameplay, FIELD_X0 - 4, FIELD_Y0 - 4, FIELD_HEIGHT*CRYSTAL_SIZE + 8, 0xFF606080 );
372
    texture_draw_hline( &game.tex_bg_gameplay, FIELD_X0 - 4, FIELD_Y0 - 4, FIELD_WIDTH*CRYSTAL_SIZE + 8, 0xFF606080 );
373
 
374
    texture_draw_vline( &game.tex_bg_gameplay, FIELD_X0 + 4 + FIELD_WIDTH*CRYSTAL_SIZE, FIELD_Y0 - 4, FIELD_HEIGHT*CRYSTAL_SIZE + 8, 0xFFC0C0C0 );
375
    texture_draw_hline( &game.tex_bg_gameplay, FIELD_X0 - 4, FIELD_Y0 + 4 + FIELD_HEIGHT*CRYSTAL_SIZE, FIELD_WIDTH*CRYSTAL_SIZE + 9, 0xFFC0C0C0 );
376
    texture_draw_vline( &game.tex_bg_gameplay, FIELD_X0 + 5 + FIELD_WIDTH*CRYSTAL_SIZE, FIELD_Y0 - 5, FIELD_HEIGHT*CRYSTAL_SIZE + 10, 0xFFE0E0E0 );
377
    texture_draw_hline( &game.tex_bg_gameplay, FIELD_X0 - 5, FIELD_Y0 + 5 + FIELD_HEIGHT*CRYSTAL_SIZE, FIELD_WIDTH*CRYSTAL_SIZE + 11, 0xFFE0E0E0 );
378
 
379
    texture_draw( &game.tex_bg_gameplay, &game.tex_field, FIELD_X0 - 3, FIELD_Y0 - 3, DRAW_MODE_ALPHA );
380
 
381
 
382
};
383
 
384
void game_textures_free() {
5243 alpine 385
    free(game.bgr_framebuffer);
5237 alpine 386
 
387
    //    texture_free(&game.tex_gui_line);
388
 
389
    int i;
390
    for (i = 0; i < CRYSTALS_COUNT; i++) {
391
        texture_free(&game.tex_crystals[i]);
392
    };
393
 
394
    for (i = 0; i < EXPLOSION_FRAMES_COUNT; i++) {
395
        texture_free(&game.tex_explosion[i]);
396
    };
397
 
398
    texture_free(&game.framebuffer);
399
 
400
    texture_free(&game.tex_logo);
401
    texture_free(&game.tex_clouds);
402
 
403
    texture_free(&game.tex_bg);
404
    texture_free(&game.tex_bg_gameplay);
405
};