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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 );
5260 alpine 55
 
56
                    if (game.score == game.hiscore) {
57
                        game_textout_at_center( 0, 290, 0, L_NEW_HISCORE);
58
                        game_textout_at_center( -3, 290-2, 3, L_NEW_HISCORE );
59
                    }
60
                    else {
61
                        char hs[] = L_HISCORE;
62
                        str_num = strchr(hs, 'x');
63
                        str_num[0] = '0' + ( (game.hiscore / 100) % 10);
64
                        str_num[1] = '0' + ( (game.hiscore / 10) % 10);
65
                        str_num[2] = '0' + ( (game.hiscore / 1) % 10);
66
                        game_textout_at_center( 0, 290, 0, hs);
67
                        game_textout_at_center( -3, 290-2, 3, hs );
68
                    };
5235 alpine 69
 
5260 alpine 70
 
71
                }
72
                else {
73
                    if (game.hiscore) {
74
                        char *str_num;
75
                        char hs[] = L_HISCORE;
76
                        str_num = strchr(hs, 'x');
77
                        str_num[0] = '0' + ( (game.hiscore / 100) % 10);
78
                        str_num[1] = '0' + ( (game.hiscore / 10) % 10);
79
                        str_num[2] = '0' + ( (game.hiscore / 1) % 10);
80
                        game_textout_at_center( 0, 230, 0, hs);
81
                        game_textout_at_center( -3, 230-2, 3, hs );
82
                    };
5251 alpine 83
                };
84
 
85
                if (!game.menu_replay_timeout) {
5260 alpine 86
                    game_textout_at_center( 0, 400, 0, L_START );
87
                    game_textout_at_center( -3, 400-2, 3, L_START );
5235 alpine 88
                };
89
 
5251 alpine 90
 
5237 alpine 91
            };
5251 alpine 92
 
93
            game_textout( 2, GAME_HEIGHT-10, 2,  L_BOTTOM_LINE_DEVELOPER_INFO);
94
 
5237 alpine 95
 
96
        }
97
        else {
5235 alpine 98
 
5237 alpine 99
            texture_draw(&game.framebuffer, &game.tex_bg_gameplay, 0, 0, DRAW_MODE_REPLACE);
5235 alpine 100
 
5239 alpine 101
            int i, j, y_shift;
5237 alpine 102
            for (i = 0; i < FIELD_HEIGHT; i++) {
103
                for (j = 0; j < FIELD_WIDTH; j++) {
104
                    if ( IS_BIT_SET( game.field[i*FIELD_WIDTH + j], CRYSTAL_VISIBLE_BIT )) {
5239 alpine 105
                        y_shift = 0;
106
                        if ( IS_BIT_SET( game.field[i*FIELD_WIDTH + j], CRYSTAL_MOVING_BIT ) ) {
107
                            y_shift = -CRYSTAL_SIZE + CRYSTAL_SIZE*(game.process_timer+1)/(ANIMATION_PROCESS_TIMER_LIMIT+1);
108
                            continue_need_redraw = 1;
5235 alpine 109
                        };
5239 alpine 110
                        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 111
                    };
112
                };
113
            };
5237 alpine 114
 
5239 alpine 115
            if (game.selected) {
116
                texture_draw( &game.framebuffer, &game.tex_cursor, FIELD_X0+ game.selected_x*CRYSTAL_SIZE, FIELD_Y0+ game.selected_y*CRYSTAL_SIZE, DRAW_MODE_ALPHA );
117
            };
118
 
119
 
5237 alpine 120
            for (i = 0; i < game.explosions_count; i++) {
121
                texture_draw( &game.framebuffer, &(game.tex_explosion[  (game.explosions[i]>>16) & 0xFF  ]),
122
                    FIELD_X0 + CRYSTAL_SIZE*( game.explosions[i] & 0xFF) - (EXPLOSION_SIZE-CRYSTAL_SIZE)/2 ,
123
                    FIELD_Y0 + CRYSTAL_SIZE*( (game.explosions[i]>>8) & 0xFF) - (EXPLOSION_SIZE-CRYSTAL_SIZE)/2 ,
124
                    DRAW_MODE_ALPHA);
125
            };
126
 
127
 
5251 alpine 128
 
129
            int blink_visible = 0;
130
            if (game.time > 10*25) {
131
                blink_visible = 1;
132
            }
133
            else if (game.time > 5*25) {
134
                blink_visible = (game.time / 8) & 1;
135
                continue_need_redraw = 1;
136
            }
137
            else {
138
                blink_visible = (game.time / 4) & 1;
139
                continue_need_redraw = 1;
140
            };
5237 alpine 141
 
5251 alpine 142
            char *str_num;
143
            if (blink_visible) {
144
 
145
                char str[] = L_TIME;
146
                int time_sec = game.time / 25;
147
                str_num = strchr(str, 'x');
148
                str_num[0] = '0' + ( (time_sec / 10) % 10);
149
                str_num[1] = '0' + ( (time_sec / 1) % 10);
150
//                str_num[2] = '0' + ( (time_sec / 1) % 10);
151
 
152
                game_textout( 56+3, 32+2, 0, str );
153
                game_textout( 56, 32, 3, str );
154
            };
5237 alpine 155
 
5242 alpine 156
 
5243 alpine 157
            char sstr[] = L_SCORE;
158
            str_num = strchr(sstr, 'x');
159
            str_num[0] = '0' + ( (game.score / 100) % 10);
160
            str_num[1] = '0' + ( (game.score / 10) % 10);
161
            str_num[2] = '0' + ( (game.score / 1) % 10);
5237 alpine 162
 
5242 alpine 163
            game_textout( 56+3, 64+2, 0, sstr );
5237 alpine 164
            game_textout( 56, 64, 3, sstr );
165
 
5235 alpine 166
        };
167
 
168
 
5239 alpine 169
//        rskos_draw_area(0, 0, w, h, game.window_scale, game.framebuffer.data, NULL, RSKOS_BGRA);
5243 alpine 170
        rskos_draw_area(0, 0, w, h, 1, game.framebuffer.data, game.bgr_framebuffer, 0);
5237 alpine 171
	};
172
 
5239 alpine 173
	if (!continue_need_redraw) {
174
        game.need_redraw = 0;
175
	};
5237 alpine 176
 
177
};
178
 
179
 
180
 
181
void game_textures_init_stage1() {
182
 
183
    int i;
184
 
185
    texture_init(&game.framebuffer, GAME_WIDTH, GAME_HEIGHT);
186
 
187
//    texture_init(&game.tex, 64, 64);
188
//    rs_gen_init(1, 64);
189
//    rs_gen_func_set(0, 0.0);
190
//    rs_gen_func_cell(0, 1200, 10, NULL, 1.0, 1.0, 1.0, 1.0, 0.0, 1.0);
191
//    rs_gen_func_normalize(0, 0.0, 1.0);
192
//    rs_gen_func_posterize(0, 5);
193
//    rs_gen_tex_out_rgba(0, 0, 0, -1, 1.0, 1.0, 1.0, 1.0);
194
//    memcpy(game.tex.data, rs_gen_reg.tex_out, 64*64*4 );
195
//    rs_gen_term();
196
 
197
    texture_init(&game.tex_clouds, 128, 128);
198
    rs_gen_init(1, 128);
199
    rs_gen_func_perlin(0, 8, 5, 0.5, 1100);
200
    rs_gen_func_normalize(0, 0.0, 1.0);
201
    rs_gen_func_posterize(0, 6);
202
    rs_gen_func_mult_add_value(0, 0, 0.6, 0.4);
203
//    rs_gen_func_set(0, 1.0);
204
    rs_gen_tex_out_rgba(0, 0, 0, -1, 1.0, 1.0, 1.0, 1.0);
205
    memcpy(game.tex_clouds.data, rs_gen_reg.tex_out, 128*128*4 );
206
    rs_gen_term();
207
 
208
 
5242 alpine 209
    rs_texture_t tex_shadow;
210
    texture_init(&tex_shadow, 64, 64);
211
    rs_gen_init(1, 64);
212
    rs_gen_func_perlin(0, 21, 6, 0.5, 1000);
213
    rs_gen_func_normalize(0, 0.0, 0.5);
214
    rs_gen_tex_out_rgba(0, 0, 0, -1, 1.0, 1.0, 1.0, 1.0);
215
    memcpy(tex_shadow.data, rs_gen_reg.tex_out, 64*64*4 );
216
    rs_gen_term();
5237 alpine 217
 
5242 alpine 218
 
5237 alpine 219
 
220
    texture_init(&game.tex_logo, GAME_WIDTH, 128);
221
    texture_clear(&game.tex_logo, COLOR_TRANSPARENT);
222
 
5242 alpine 223
    game_textout_adv( &game.tex_logo, GAME_WIDTH/2 - 192, 4, 1, DRAW_MODE_REPLACE, "MARBLE");
5237 alpine 224
    game_textout_adv( &game.tex_logo, GAME_WIDTH/2 - 192, 63, 1, DRAW_MODE_REPLACE, "MATCH3");
5242 alpine 225
    texture_draw(&game.tex_logo, &tex_shadow, 0, 0, DRAW_MODE_MULT | DRAW_TILED_FLAG);
226
    game_textout_adv( &game.tex_logo, GAME_WIDTH/2 - 192 - 5, 0, 1, DRAW_MODE_ALPHA, "MARBLE");
227
    game_textout_adv( &game.tex_logo, GAME_WIDTH/2 - 192 - 4, 60, 1, DRAW_MODE_ALPHA, "MATCH3");
5237 alpine 228
    texture_draw(&game.tex_logo, &game.tex_clouds, 0, 0, DRAW_MODE_MULT | DRAW_TILED_FLAG);
229
 
5242 alpine 230
    texture_free(&tex_shadow);
5237 alpine 231
 
232
 
233
    texture_init(&game.tex_bg, 512, 512);
234
    texture_clear(&game.tex_bg, COLOR_SILVER);
235
 
236
    texture_init(&game.tex_bg_gameplay, 512, 512);
237
    texture_clear(&game.tex_bg_gameplay, COLOR_SILVER);
238
 
239
    texture_init(&game.tex_cursor, CRYSTAL_SIZE, CRYSTAL_SIZE);
240
    rs_gen_init(2, CRYSTAL_SIZE);
241
 
242
    rs_gen_func_set(0, 0.0); // inner
243
    rs_gen_func_radial(0, 0.5, 0.5, 0.5, 1.0, 2.0);
244
    rs_gen_func_clamp(0, 0.1, 0.5);
245
    rs_gen_func_normalize(0, 0.0, 1.0);
246
    rs_gen_func_mult_add_value(0, 0, -1.0, 1.0);
247
 
248
    rs_gen_func_set(1, 0.0); // outer
249
    rs_gen_func_radial(1, 0.5, 0.5, 0.5, 1.0, 2.0);
250
    rs_gen_func_clamp(1, 0.0, 0.2);
251
    rs_gen_func_normalize(1, 0.0, 1.0);
252
 
253
    rs_gen_func_mult(0, 0, 1);
254
 
255
    rs_gen_func_set(1, 1.0);
256
//    rs_gen_tex_out_rgba_set(0.0, 0.0, 0.0, 0.0);
257
    rs_gen_tex_out_rgba(1, 1, 1, 0, 1.0, 1.0, 1.0, 1.0);
258
    memcpy(game.tex_cursor.data, rs_gen_reg.tex_out, CRYSTAL_SIZE*CRYSTAL_SIZE*4 );
259
    rs_gen_term();
260
 
261
    texture_init(&game.tex_field, FIELD_WIDTH*CRYSTAL_SIZE + 7, FIELD_HEIGHT*CRYSTAL_SIZE + 7);
262
    texture_clear(&game.tex_field, 0xAABBBBBB); // 0x66404060 // 0xAACCCCCC
263
 
264
 
265
//    float cr_r[CRYSTALS_COUNT] = { 0.8, 0.2, 0.1, 0.6, 0.7, 0.0, 0.7 };
266
//    float cr_g[CRYSTALS_COUNT] = { 0.1, 0.6, 0.4, 0.0, 0.6, 0.0, 0.8 };
267
//    float cr_b[CRYSTALS_COUNT] = { 0.1, 0.1, 0.7, 0.7, 0.0, 0.3, 0.9 };
268
 
269
//    float cr_r[CRYSTALS_COUNT] = { 0.9, 0.3, 0.1, 0.7, 0.8, 0.0, 0.8 };
270
//    float cr_g[CRYSTALS_COUNT] = { 0.1, 0.8, 0.5, 0.0, 0.7, 0.0, 0.8 };
271
//    float cr_b[CRYSTALS_COUNT] = { 0.0, 0.1, 0.9, 0.8, 0.0, 0.5, 0.9 };
272
 
5243 alpine 273
    float cr_r[CRYSTALS_COUNT] = { 1.0, 0.4, 0.10, 0.9, 1.0, 0.2, 0.8 };
274
    float cr_g[CRYSTALS_COUNT] = { 0.1, 1.0, 0.75, 0.1, 0.9, 0.2, 0.8 };
275
    float cr_b[CRYSTALS_COUNT] = { 0.0, 0.1, 1.00, 1.0, 0.1, 0.9, 0.9 };
5237 alpine 276
 
277
 
5239 alpine 278
//    rs_gen_init(5, CRYSTAL_SIZE);
279
//    for (i = 0; i < CRYSTALS_COUNT; i++) {
280
//        texture_init(&(game.tex_crystals[i]), CRYSTAL_SIZE, CRYSTAL_SIZE);
281
//
282
//        rs_gen_func_set(0, 0.0);
283
//        rs_gen_func_radial(0, 0.5, 0.5, 0.5, 0.75, 10.0);
284
//
285
//        rs_gen_func_set(1, 0.0);
286
//        rs_gen_func_cell(1, 110+100*i, 7+i, NULL, 1.0, 1.0, 0.0, 1.0, 0.0, 1.0);
287
//        rs_gen_func_normalize(1, 0.0, 1.0);
288
//
289
//        rs_gen_tex_out_rgba_set(0.0, 0.0, 0.0, 0.0);
290
//        rs_gen_tex_out_rgba(1, 1, 1, 0, cr_b[i], cr_g[i], cr_r[i], 1.0);
291
//
292
//        memcpy(game.tex_crystals[i].data, rs_gen_reg.tex_out, CRYSTAL_SIZE*CRYSTAL_SIZE*4 );
293
//    };
294
//    rs_gen_term();
295
 
5237 alpine 296
    rs_gen_init(5, CRYSTAL_SIZE);
297
    for (i = 0; i < CRYSTALS_COUNT; i++) {
298
        texture_init(&(game.tex_crystals[i]), CRYSTAL_SIZE, CRYSTAL_SIZE);
5235 alpine 299
 
5237 alpine 300
        rs_gen_func_set(0, 0.0);
301
        rs_gen_func_radial(0, 0.5, 0.5, 0.5, 0.75, 10.0);
5235 alpine 302
 
5239 alpine 303
        rs_gen_func_set(1, 1.0);
304
        rs_gen_func_cell(1, 310+100*i, 5, NULL, -0.5, 1.0, 1.0, 0.0, -2.0, 2.0);
5237 alpine 305
        rs_gen_func_normalize(1, 0.0, 1.0);
5235 alpine 306
 
5239 alpine 307
        rs_gen_func_normalmap(2, 3, 4, 1, 1.0);
308
        rs_gen_func_mult_add_value(3, 3, -1.0, 1.0);
5235 alpine 309
 
5239 alpine 310
        rs_gen_func_clamp(2, 0.5, 1.0);
311
        rs_gen_func_normalize(2, 0.0, 1.0);
312
        rs_gen_func_clamp(3, 0.5, 1.0);
313
        rs_gen_func_normalize(3, 0.0, 1.0);
5235 alpine 314
 
5239 alpine 315
        rs_gen_func_add(4, 2, 3, 0.5, 0.5);
316
        rs_gen_func_mult(1, 1, 4);
317
        rs_gen_func_normalize(1, 0.0, 1.0);
318
 
5237 alpine 319
        rs_gen_tex_out_rgba_set(0.0, 0.0, 0.0, 0.0);
320
        rs_gen_tex_out_rgba(1, 1, 1, 0, cr_b[i], cr_g[i], cr_r[i], 1.0);
5239 alpine 321
//        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);
322
//        rs_gen_tex_out_rgba(1, 1, 1, 0, 1.0, 1.0, 1.0, 1.0);
5237 alpine 323
 
324
        memcpy(game.tex_crystals[i].data, rs_gen_reg.tex_out, CRYSTAL_SIZE*CRYSTAL_SIZE*4 );
5235 alpine 325
    };
5237 alpine 326
    rs_gen_term();
327
 
328
 
329
 
330
    rs_gen_init(3, EXPLOSION_SIZE);
331
    for (i = 0; i < EXPLOSION_FRAMES_COUNT; i++) {
332
 
333
        texture_init(&(game.tex_explosion[i]), EXPLOSION_SIZE, EXPLOSION_SIZE);
5235 alpine 334
 
5237 alpine 335
        rs_gen_func_set(0, 1.0);
336
//        rs_gen_func_radial(0, 0.5, 0.5, 0.3 + 0.5*i/EXPLOSION_FRAMES_COUNT, 0.975, 4.0);
337
//        rs_gen_func_set(0, 1.0);
5235 alpine 338
 
5237 alpine 339
        rs_gen_func_set(1, 0.0);
340
        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 341
 
5237 alpine 342
        rs_gen_tex_out_rgba_set( 0.0, 0.0, 0.0, 0.0);
343
        rs_gen_tex_out_rgba(0, 0, 0, 1, 1.0, 1.0, 1.0, 1.0);
344
 
345
        memcpy(game.tex_explosion[i].data, rs_gen_reg.tex_out, EXPLOSION_SIZE*EXPLOSION_SIZE*4 );
346
    };
347
    rs_gen_term();
5235 alpine 348
};
349
 
5237 alpine 350
void game_textures_init_stage2() {
351
 
352
//            texture_clear(&game.tex_bg, COLOR_SILVER);
353
//             /*
354
 
355
    rs_gen_init(6, 512);
356
    rs_gen_func_perlin(0, 8, 5, 0.5, 1100);
357
    rs_gen_func_normalize(0, 0.0, 1.0);
358
    rs_gen_func_perlin(1, 8, 5, 0.5, 1700);
359
    rs_gen_func_normalize(1, 0.0, 1.0);
360
    rs_gen_func_cell(2, 1118, 50, NULL, 1.0, 0.887, -0.333, 1.0, 0.0, 4.0); // 1360
361
    rs_gen_func_normalize(2, 0.0, 0.5);
362
 
363
    rs_gen_func_adr(3, 2, 0, 1, 1.0, 0.3);
364
 
365
    rs_gen_func_inv(3, 3, 7.5);
366
    rs_gen_func_normalize(3, 0.0, 1.0);
367
 
368
//            signed short c[] = { 0, 250, 250, 0, 500, 250, 250, 500};
369
    signed short c[] = { 0, 0, 0, 512, 512, 0, 512, 512};
370
//            signed short c[] = { 128, 128, 128, 384, 384, 128, 384, 384};
371
    //rs_gen_func_cell(4, 0, 4, c, 0.0, 0.3, 1.0, 0.5, 0.0, 0.30);
372
    rs_gen_func_cell(4, 0, 4, c, 1.0, 0.3, 0.0, 0.95, 0.0, 0.30);
373
    rs_gen_func_normalize(4, 0.0, 1.0);
374
 
375
//            rs_gen_func_radial(5, 0.5, 0.5, 0.60, 1.0, 4.0);
376
//            rs_gen_func_add(4, 4, 5, 0.5, 0.5);
377
//
378
    rs_gen_func_mult(4, 4, 3);
379
 
380
    // coloring...
381
    rs_gen_func_mult_add_value(0, 4, 0.8, 0.0);
382
    rs_gen_func_add(0, 4, 1, 0.95, 0.05);
383
    rs_gen_func_add(3, 4, 2, 0.95, 0.05);
384
 
385
 
386
    rs_gen_tex_out_rgba(4, 0, 3, -1, 0.9, 0.9, 0.9, 1.0);
387
    memcpy(game.tex_bg.data, rs_gen_reg.tex_out, 512*512*4 );
388
    rs_gen_term();
389
 
390
    // */
391
 
392
    // Background for gameplay
393
 
394
    texture_draw( &game.tex_bg_gameplay, &game.tex_bg, 256, 256, DRAW_MODE_REPLACE | DRAW_TILED_FLAG );
395
    // Bevel
396
    texture_draw_vline( &game.tex_bg_gameplay, FIELD_X0 - 5, FIELD_Y0 - 5, FIELD_HEIGHT*CRYSTAL_SIZE + 10, 0xFF404060 );
397
    texture_draw_hline( &game.tex_bg_gameplay, FIELD_X0 - 5, FIELD_Y0 - 5, FIELD_WIDTH*CRYSTAL_SIZE + 10, 0xFF404060 );
398
    texture_draw_vline( &game.tex_bg_gameplay, FIELD_X0 - 4, FIELD_Y0 - 4, FIELD_HEIGHT*CRYSTAL_SIZE + 8, 0xFF606080 );
399
    texture_draw_hline( &game.tex_bg_gameplay, FIELD_X0 - 4, FIELD_Y0 - 4, FIELD_WIDTH*CRYSTAL_SIZE + 8, 0xFF606080 );
400
 
401
    texture_draw_vline( &game.tex_bg_gameplay, FIELD_X0 + 4 + FIELD_WIDTH*CRYSTAL_SIZE, FIELD_Y0 - 4, FIELD_HEIGHT*CRYSTAL_SIZE + 8, 0xFFC0C0C0 );
402
    texture_draw_hline( &game.tex_bg_gameplay, FIELD_X0 - 4, FIELD_Y0 + 4 + FIELD_HEIGHT*CRYSTAL_SIZE, FIELD_WIDTH*CRYSTAL_SIZE + 9, 0xFFC0C0C0 );
403
    texture_draw_vline( &game.tex_bg_gameplay, FIELD_X0 + 5 + FIELD_WIDTH*CRYSTAL_SIZE, FIELD_Y0 - 5, FIELD_HEIGHT*CRYSTAL_SIZE + 10, 0xFFE0E0E0 );
404
    texture_draw_hline( &game.tex_bg_gameplay, FIELD_X0 - 5, FIELD_Y0 + 5 + FIELD_HEIGHT*CRYSTAL_SIZE, FIELD_WIDTH*CRYSTAL_SIZE + 11, 0xFFE0E0E0 );
405
 
406
    texture_draw( &game.tex_bg_gameplay, &game.tex_field, FIELD_X0 - 3, FIELD_Y0 - 3, DRAW_MODE_ALPHA );
407
 
408
 
409
};
410
 
411
void game_textures_free() {
5243 alpine 412
    free(game.bgr_framebuffer);
5237 alpine 413
 
414
    //    texture_free(&game.tex_gui_line);
415
 
416
    int i;
417
    for (i = 0; i < CRYSTALS_COUNT; i++) {
418
        texture_free(&game.tex_crystals[i]);
419
    };
420
 
421
    for (i = 0; i < EXPLOSION_FRAMES_COUNT; i++) {
422
        texture_free(&game.tex_explosion[i]);
423
    };
424
 
425
    texture_free(&game.framebuffer);
426
 
427
    texture_free(&game.tex_logo);
428
    texture_free(&game.tex_clouds);
429
 
430
    texture_free(&game.tex_bg);
431
    texture_free(&game.tex_bg_gameplay);
432
};