/programs/games/marblematch3/game/rsgame.c |
---|
15,16 → 15,9 |
#include "rs/rsplatform.h" |
#ifdef RS_USE_C_LIBS // linux version |
#include <math.h> |
#include <stdlib.h> |
#include <string.h> |
#include "rs/rskeyboard.h" |
#endif |
rs_game_t game; |
80,7 → 73,7 |
for (i = istart; i < iend; i++) { |
for (j = jstart; j < jend; j++) { |
for (k = 0; k < 4; k++) { |
dest->data[ 4 * ( (y+i)*dest->w + (x+j) ) + k ] = src->data[ (4*(i*src->w + j) + k) % modvalue ]; |
dest->data[ 4 * ( (y+i)*dest->w + (x+j) ) + k ] = src->data[ (4*((i+ishift)*src->w + j + jshift) + k) % modvalue]; |
}; |
}; |
}; |
136,8 → 129,18 |
}; |
}; |
void texture_draw_hline(rs_texture_t *tex, int x, int y, int l, unsigned int color) { |
int i; |
if (x+l >= tex->w) { |
l = tex->w - x; |
}; |
for (i = 0; i < l; i++) { |
*((unsigned int*) &tex->data[ 4 * ( (y)*tex->w + (x+i) ) + 0 ]) = color; |
}; |
}; |
void soundbuf_init(rs_soundbuf_t *snd, int length_samples) { |
snd->status = 1; |
snd->length_samples = length_samples; |
214,6 → 217,8 |
game.loader_counter = 0; |
game.need_redraw = 1; |
game.score = 0; |
game.time = 0; |
282,7 → 287,6 |
else { |
if (match_count >= 2) { |
found = 1; |
// DEBUG10f("found vert (x %d, y %d, count %d) \n", x, y, match_count); |
for (i = y+1; i < y+1+match_count+1; i++) { |
BIT_SET( FIELD_ITEM(x, i), CRYSTAL_EXPLODED_BIT ); |
}; |
318,7 → 322,6 |
else { |
if (match_count >= 2) { |
found = 1; |
// DEBUG10f("found horiz (x %d, y %d, count %d) \n", x, y, match_count); |
for (i = x+1; i < x+1+match_count+1; i++) { |
BIT_SET( FIELD_ITEM(i, y), CRYSTAL_EXPLODED_BIT ); |
}; |
329,7 → 332,6 |
}; |
if (match_count >= 2) { // last |
found = 1; |
// DEBUG10("found horiz (2)"); |
for (i = x+1; i < x+1+match_count+1; i++) { |
BIT_SET( FIELD_ITEM(i, y), CRYSTAL_EXPLODED_BIT ); |
}; |
349,9 → 351,13 |
if (game.score > 99) { |
game.status = STATUS_MENU; |
game.need_redraw = 1; |
}; |
// DEBUG10f("found = %d \n", found); |
if (found) { |
game.need_redraw = 1; |
}; |
return found; |
}; |
363,6 → 369,7 |
fall |= !(FIELD_ITEM(x, y) & CRYSTAL_VISIBLE_BIT); |
if (fall) { |
FIELD_ITEM(x, y) = FIELD_ITEM(x, y-1) | CRYSTAL_MOVING_BIT; |
game.need_redraw = 1; |
} |
else { |
BIT_CLEAR( FIELD_ITEM(x, y), CRYSTAL_MOVING_BIT ); |
382,49 → 389,12 |
game.loader_counter++; |
if (game.loader_counter == 2) { |
// texture_clear(&game.tex_bg, COLOR_SILVER); |
// /* |
game_textures_init_stage2(); |
rs_gen_init(6, 512); |
rs_gen_func_perlin(0, 8, 5, 0.5, 1100); |
rs_gen_func_normalize(0, 0.0, 1.0); |
rs_gen_func_perlin(1, 8, 5, 0.5, 1700); |
rs_gen_func_normalize(1, 0.0, 1.0); |
rs_gen_func_cell(2, 1360, 50, NULL, 1.0, 0.887, -0.333, 1.0, 0.0, 4.0); |
rs_gen_func_normalize(2, 0.0, 0.5); |
rs_gen_func_adr(3, 2, 0, 1, 1.0, 0.3); |
rs_gen_func_inv(3, 3, 7.5); |
rs_gen_func_normalize(3, 0.0, 1.0); |
// signed short c[] = { 0, 250, 250, 0, 500, 250, 250, 500}; |
signed short c[] = { 0, 0, 0, 512, 512, 0, 512, 512}; |
// signed short c[] = { 128, 128, 128, 384, 384, 128, 384, 384}; |
//rs_gen_func_cell(4, 0, 4, c, 0.0, 0.3, 1.0, 0.5, 0.0, 0.30); |
rs_gen_func_cell(4, 0, 4, c, 1.0, 0.3, 0.0, 0.95, 0.0, 0.30); |
rs_gen_func_normalize(4, 0.0, 1.0); |
// rs_gen_func_radial(5, 0.5, 0.5, 0.60, 1.0, 4.0); |
// rs_gen_func_add(4, 4, 5, 0.5, 0.5); |
// |
rs_gen_func_mult(4, 4, 3); |
// coloring... |
rs_gen_func_mult_add_value(0, 4, 0.8, 0.0); |
rs_gen_func_add(0, 4, 1, 0.95, 0.05); |
rs_gen_func_add(3, 4, 2, 0.95, 0.05); |
rs_gen_tex_out_rgba(4, 0, 3, -1, 0.9, 0.9, 0.9, 1.0); |
memcpy(game.tex_bg.data, rs_gen_reg.tex_out, 512*512*4 ); |
rs_gen_term(); |
// */ |
game.status = STATUS_MENU; |
game.need_redraw = 1; |
}; |
} |
441,6 → 411,7 |
int i; |
for (i = 0; i < game.explosions_count; i++) { |
game.need_redraw = 1; |
game.explosions[i] = (game.explosions[i] & 0xFFFF) | ( ((game.explosions[i]>>16)+1) << 16 ); |
if ( (game.explosions[i] >> 16) >= EXPLOSION_FRAMES_COUNT ) { |
game.explosions[i] = game.explosions[game.explosions_count-1]; |
449,8 → 420,15 |
}; |
}; |
if ((game.time+1)/25 != game.time/25) { |
game.need_redraw = 1; |
}; |
game.time++; |
}; |
game_draw(); |
477,142 → 455,10 |
game_font_init(); |
texture_init(&game.framebuffer, GAME_WIDTH, GAME_HEIGHT); |
game_textures_init_stage1(); |
// texture_init(&game.tex, 64, 64); |
// rs_gen_init(1, 64); |
// rs_gen_func_set(0, 0.0); |
// rs_gen_func_cell(0, 1200, 10, NULL, 1.0, 1.0, 1.0, 1.0, 0.0, 1.0); |
// rs_gen_func_normalize(0, 0.0, 1.0); |
// rs_gen_func_posterize(0, 5); |
// rs_gen_tex_out_rgba(0, 0, 0, -1, 1.0, 1.0, 1.0, 1.0); |
// memcpy(game.tex.data, rs_gen_reg.tex_out, 64*64*4 ); |
// rs_gen_term(); |
texture_init(&game.tex_clouds, 128, 128); |
rs_gen_init(1, 128); |
rs_gen_func_perlin(0, 8, 5, 0.5, 1100); |
rs_gen_func_normalize(0, 0.0, 1.0); |
rs_gen_func_posterize(0, 6); |
rs_gen_func_mult_add_value(0, 0, 0.6, 0.4); |
// rs_gen_func_set(0, 1.0); |
rs_gen_tex_out_rgba(0, 0, 0, -1, 1.0, 1.0, 1.0, 1.0); |
memcpy(game.tex_clouds.data, rs_gen_reg.tex_out, 128*128*4 ); |
rs_gen_term(); |
texture_init(&game.tex_logo, GAME_WIDTH, 128); |
texture_clear(&game.tex_logo, COLOR_TRANSPARENT); |
game_textout_adv( &game.tex_logo, GAME_WIDTH/2 - 192, 3, 1, DRAW_MODE_REPLACE, "MARBLE"); |
game_textout_adv( &game.tex_logo, GAME_WIDTH/2 - 192, 63, 1, DRAW_MODE_REPLACE, "MATCH3"); |
texture_draw(&game.tex_logo, &game.tex_clouds, 0, 0, DRAW_MODE_MULT | DRAW_TILED_FLAG); |
game_textout_adv( &game.tex_logo, GAME_WIDTH/2 - 192 - 4, 0, 1, DRAW_MODE_MULT, "MARBLE"); |
game_textout_adv( &game.tex_logo, GAME_WIDTH/2 - 192 - 4, 60, 1, DRAW_MODE_MULT, "MATCH3"); |
// rs_gen_init(1, 128); |
// rs_gen_func_perlin(0, 8, 5, 0.5, 1100); |
// rs_gen_func_normalize(0, 0.0, 1.0); |
// rs_gen_func_posterize(0, 4); |
// rs_gen_func_normalize(0, 0.0, 0.50); |
// rs_gen_tex_out_rgba(0, 0, 0, -1, 0.9, 0.7, 0.5, 1.0); |
// memcpy(game.tex_clouds.data, rs_gen_reg.tex_out, 128*128*4 ); |
// rs_gen_term(); |
texture_init(&game.tex_bg, 512, 512); |
texture_clear(&game.tex_bg, COLOR_SILVER); |
texture_init(&game.tex_cursor, CRYSTAL_SIZE, CRYSTAL_SIZE); |
texture_clear(&game.tex_cursor, COLOR_SEMI_TRANSPARENT); |
// float cr_r[CRYSTALS_COUNT] = { 0.8, 0.2, 0.1, 0.6, 0.7, 0.0, 0.7 }; |
// float cr_g[CRYSTALS_COUNT] = { 0.1, 0.6, 0.4, 0.0, 0.6, 0.0, 0.8 }; |
// float cr_b[CRYSTALS_COUNT] = { 0.1, 0.1, 0.7, 0.7, 0.0, 0.3, 0.9 }; |
// float cr_r[CRYSTALS_COUNT] = { 0.9, 0.3, 0.1, 0.7, 0.8, 0.0, 0.8 }; |
// float cr_g[CRYSTALS_COUNT] = { 0.1, 0.8, 0.5, 0.0, 0.7, 0.0, 0.8 }; |
// float cr_b[CRYSTALS_COUNT] = { 0.0, 0.1, 0.9, 0.8, 0.0, 0.5, 0.9 }; |
float cr_r[CRYSTALS_COUNT] = { 1.0, 0.4, 0.1, 0.9, 0.9, 0.2, 0.8 }; |
float cr_g[CRYSTALS_COUNT] = { 0.1, 1.0, 0.6, 0.1, 0.8, 0.2, 0.8 }; |
float cr_b[CRYSTALS_COUNT] = { 0.0, 0.1, 1.0, 1.0, 0.0, 0.9, 0.9 }; |
rs_gen_init(5, CRYSTAL_SIZE); |
for (i = 0; i < CRYSTALS_COUNT; i++) { |
texture_init(&(game.tex_crystals[i]), CRYSTAL_SIZE, CRYSTAL_SIZE); |
rs_gen_func_set(0, 0.0); |
rs_gen_func_radial(0, 0.5, 0.5, 0.5, 0.75, 10.0); |
// rs_gen_func_perlin(2, 33, 4, 0.5, 350+i); |
// rs_gen_func_normalize(2, 0.0, 1.0); |
// rs_gen_func_posterize(2, 4); |
// |
// rs_gen_func_cell(1, 410+i, 50, NULL, -2.0, 1.0, 1.0, 1.0, 0.0, 1.0); |
// rs_gen_func_posterize(1, 2); |
// rs_gen_func_normalize(1, 0.0, 1.0); |
// rs_gen_func_add(1, 1, 2, 1.0, 0.5); |
// rs_gen_func_normalize(1, 0.0, 1.0); |
// rs_gen_func_posterize(1, 4); |
// |
// rs_gen_func_add(1, 0, 1, 1.0, 1.0); |
// rs_gen_func_normalize(1, 0.0, 1.0); |
// rs_gen_func_mult(1, 0, 1); |
// rs_gen_func_normalize(1, 0.0, 1.0); |
// rs_gen_func_posterize(1, 4); |
rs_gen_func_set(1, 0.0); |
rs_gen_func_cell(1, 110+100*i, 7+i, NULL, 1.0, 1.0, 0.0, 1.0, 0.0, 1.0); |
rs_gen_func_normalize(1, 0.0, 1.0); |
// rs_gen_func_mult_add_value(1, 1, 0.9, 0.1); |
// rs_gen_func_normalmap(2, 3, 3, 1, 1.0); |
// rs_gen_func_mult(1, 1, 2); |
//rs_gen_tex_out_rgba_set(0.0, 0.0, 0.0, 0.0); |
//rs_gen_tex_out_rgba(1, 1, 1, 1, 0.5+ 0.03*(i%2), 0.7+ 0.03*(i%3) , 0.9, 1.0); |
// rs_gen_tex_out_rgba_set(0.2 + 0.2*(i/3), 0.2 + 0.1*(i%5), 0.2 + 0.1*(i%7), 0.0); |
// rs_gen_tex_out_rgba(1, 1, 1, 1, 0.0, 0.0, 0.0, 1.0); |
rs_gen_tex_out_rgba_set(0.0, 0.0, 0.0, 0.0); |
// rs_gen_tex_out_rgba_set( cr_b[i], cr_g[i], cr_r[i], 0.0); |
rs_gen_tex_out_rgba(1, 1, 1, 0, cr_b[i], cr_g[i], cr_r[i], 1.0); |
memcpy(game.tex_crystals[i].data, rs_gen_reg.tex_out, CRYSTAL_SIZE*CRYSTAL_SIZE*4 ); |
}; |
rs_gen_term(); |
rs_gen_init(3, EXPLOSION_SIZE); |
for (i = 0; i < EXPLOSION_FRAMES_COUNT; i++) { |
texture_init(&(game.tex_explosion[i]), EXPLOSION_SIZE, EXPLOSION_SIZE); |
rs_gen_func_set(0, 1.0); |
// rs_gen_func_radial(0, 0.5, 0.5, 0.3 + 0.5*i/EXPLOSION_FRAMES_COUNT, 0.975, 4.0); |
// rs_gen_func_set(0, 1.0); |
rs_gen_func_set(1, 0.0); |
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); |
rs_gen_tex_out_rgba_set( 0.0, 0.0, 0.0, 0.0); |
rs_gen_tex_out_rgba(0, 0, 0, 1, 1.0, 1.0, 1.0, 1.0); |
memcpy(game.tex_explosion[i].data, rs_gen_reg.tex_out, EXPLOSION_SIZE*EXPLOSION_SIZE*4 ); |
}; |
rs_gen_term(); |
#ifndef RS_KOS |
rs_audio_init(RS_AUDIO_FMT_MONO16, RS_AUDIO_FREQ_16000, 0); |
#endif |
646,20 → 492,12 |
game_font_term(); |
free(game.scaled_framebuffer); |
game_textures_free(); |
texture_free(&game.framebuffer); |
texture_free(&game.tex_logo); |
texture_free(&game.tex_clouds); |
texture_free(&game.tex_bg); |
// texture_free(&game.tex_gui_line); |
// int i; |
// for (i = 0; i < ROCKS_COUNT; i++) { |
// texture_free(&game.tex_rocks[i]); |
// }; |
soundbuf_free(&game.sound_test1); |
soundbuf_free(&game.sound_test2); |
soundbuf_free(&game.sound_test3); |
676,7 → 514,12 |
void GameKeyDown(int key, int first) { |
if (key == RS_KEY_A) { |
game.need_redraw = 1; |
}; |
switch (key) { |
case RS_KEY_LEFT: |
BIT_SET(game.keyboard_state, RS_ARROW_LEFT_MASK); |
729,44 → 572,15 |
if (game.status == STATUS_PLAYING) { |
if (key == RS_KEY_A) { |
}; |
if (key == RS_KEY_SPACE) { |
// Check and explode match-3 |
game.score = 101; |
}; |
// switch (key) { |
// |
// case RS_KEY_ESCAPE: |
// game.status = STATUS_MENU; |
// menu_open(0); |
// break; |
// case RS_KEY_A: |
// |
//// if ( (game.tx > 0) && (game.ty > 5) && (game.tx < GAME_WIDTH-20) && (game.ty < GAME_HEIGHT-10) ) { |
//// |
//// soundbuf_play(&game.sound_test1); |
//// |
//// game.bullet_index++; |
//// game.bullet_index %= BULLETS_COUNT; |
//// game.bullet_x[game.bullet_index] = game.tx + 12; |
//// game.bullet_y[game.bullet_index] = game.ty + 3; |
//// }; |
// |
// break; |
// |
// }; |
}; |
}; |
794,6 → 608,9 |
}; |
void GameMouseDown(int x, int y) { |
game.need_redraw = 1; |
game.tx = x; |
game.ty = y; |
/programs/games/marblematch3/game/rsgame.h |
---|
116,11 → 116,11 |
#define GAME_SHOOT_PERIOD 3 |
#define FIELD_WIDTH 12 |
#define FIELD_HEIGHT 9 |
#define FIELD_WIDTH 10 |
#define FIELD_HEIGHT 8 |
#define FIELD_LENGTH (FIELD_WIDTH * FIELD_HEIGHT) |
#define CRYSTAL_SIZE 32 |
#define FIELD_X0 64 |
#define CRYSTAL_SIZE 40 |
#define FIELD_X0 56 |
#define FIELD_Y0 128 |
#define FIELD_ITEM(x,y) (game.field[(y)*FIELD_WIDTH+(x)]) |
129,7 → 129,7 |
#define CRYSTAL_EXPLODED_BIT 0x20 |
#define CRYSTAL_MOVING_BIT 0x40 |
#define EXPLOSION_FRAMES_COUNT 19 |
#define EXPLOSION_FRAMES_COUNT 10 |
#define EXPLOSION_SIZE 64 |
#define EXPLOSIONS_MAX_COUNT 16 |
142,6 → 142,8 |
int loader_counter; |
rs_texture_t tex_bg; |
rs_texture_t tex_bg_gameplay; |
rs_texture_t tex_field; |
rs_texture_t tex_logo; |
rs_texture_t tex_clouds; |
178,6 → 180,8 |
unsigned int explosions_count; |
unsigned int explosions[EXPLOSIONS_MAX_COUNT]; //0x00TTYYXX, TT = frame, YY = fieldY, XX = fieldX |
int need_redraw; |
int score; |
int time; |
/programs/games/marblematch3/game/rsgamedraw.c |
---|
2,6 → 2,9 |
#include "rsgametext.h" |
#include "rsgamemenu.h" |
#include "rsgentex.h" |
#include "rs/rsplatform.h" |
#include "rskos.h" |
#include "rsnoise.h" |
14,63 → 17,14 |
int w = GAME_WIDTH; |
int h = GAME_HEIGHT; |
if (game.need_redraw) { |
// int kk = 20; // (rskos_get_time()/1) % 160; |
// |
// unsigned char *c = game.framebuffer.data; |
// |
// int i; |
// for (i = 0; i < w*h*4; i+=4) { |
// c[i+0] = 10; // i/w/3; |
// c[i+1] = (( (1*i)*(i + kk)/70) & 5) ? 70 : 0; |
// c[i+2] = 50; |
// c[i+3] = i % 128; |
// }; |
// texture_clear(&game.framebuffer, COLOR_DARK_RED); |
// texture_clear(&game.tex); |
if ( (game.status == STATUS_MENU) || (game.status == STATUS_LOADING) ) { |
// texture_draw(&game.framebuffer, &game.tex, 40, 40, DRAW_MODE_ADDITIVE); |
// texture_draw(&game.framebuffer, &game.tex, 70, 50, DRAW_MODE_ADDITIVE); |
// texture_draw(&game.framebuffer, &game.tex, 20, 60, DRAW_MODE_ADDITIVE); |
// texture_draw(&game.framebuffer, &game.tex, 60, 70, DRAW_MODE_ADDITIVE); |
// |
// texture_draw(&game.framebuffer, &game.tex, 111, 150, DRAW_MODE_ADDITIVE); |
// int i, c, c2, c3; |
// for (i = 0; i < 100; i++) { |
//// DEBUG10f("i = %d, v1 = %.4f, v2 = %.4f \n", i, rs_noise(kk+100, kk+i)*10, rs_noise(kk+200, kk+i+300)*10); |
// c = (0.5+0.45*rs_noise(kk+150, kk+i))*255; |
// c2 = c + 0.05*rs_noise(kk+150, kk+i)*255; |
// c3 = c2; // (0.5+0.49*rs_noise(kk+150, kk+i+2))*255; |
// texture_set_pixel(&game.framebuffer, (0.5+0.49*rs_noise(kk+1100, kk+i))*GAME_WIDTH, (0.5+0.49*rs_noise(kk+1200, kk+i+1300))*GAME_HEIGHT, |
// c + (c2<<8) + (c3<<16) + 0xFF000000); |
// }; |
// texture_clear(&game.tex_ground, COLOR_TRANSPARENT); |
// rs_perlin_configure(47, 4, 0.5, 1000, 256); |
// for (i = 0; i < game.tex_ground.w; i++) { |
// texture_draw_vline(&game.tex_ground, i, 25 + rs_perlin(0,i+game.tz)*25, 2, 0xFF113300); |
// texture_draw_vline(&game.tex_ground, i, 25 + rs_perlin(0,i+game.tz)*25 + 2, 999, 0xFF000000); |
// }; |
// |
//// texture_draw(&game.tex_ground, &game.tex_clouds, game.tz, 0, /* game.tx, game.ty, */ DRAW_MODE_ADDITIVE | DRAW_TILED_FLAG ); |
// texture_draw(&game.framebuffer, &game.tex_ground, 0, GAME_HEIGHT-50, DRAW_MODE_ALPHA); |
texture_draw(&game.framebuffer, &game.tex_bg, 0, 0, DRAW_MODE_REPLACE); |
if ( (game.status == STATUS_MENU) || (game.status == STATUS_LOADING) ){ |
// char **title = menu_titles[game.menu_index]; |
// int y = (game.menu_index == MENU_MAIN) ? 280 : 250; |
// texture_draw(&game.framebuffer, &game.tex_gui_line, 0, y+15*game.menu_item_index, DRAW_MODE_ALPHA); |
// while (*title) { |
// game_textout(20, y, (*(title))[0]==' ' ? 3 : 0 , (*(title))+1 ); // first (zero) char defines action, title starts from second (1st) char |
// title++; |
// y+=15; |
// }; |
if (game.menu_index == MENU_MAIN) { |
if (game.status == STATUS_LOADING) { |
77,8 → 31,6 |
game_textout( GAME_WIDTH/2 - 192, 240, 0, " L0ADING``` " ); |
} |
else { |
// game_textout( GAME_WIDTH/2 - 192, 100, 1, "MARBLE"); |
// game_textout( GAME_WIDTH/2 - 192, 160, 1, "MATCH3"); |
texture_draw( &game.framebuffer, &game.tex_logo, 0, 50, DRAW_MODE_ALPHA ); |
105,6 → 57,8 |
} |
else { |
texture_draw(&game.framebuffer, &game.tex_bg_gameplay, 0, 0, DRAW_MODE_REPLACE); |
int i, j; |
for (i = 0; i < FIELD_HEIGHT; i++) { |
for (j = 0; j < FIELD_WIDTH; j++) { |
133,7 → 87,7 |
str[7] = '0' + ( (time_sec / 10) % 10); |
str[8] = '0' + ( (time_sec / 1) % 10); |
game_textout( 32, 32, 3, str ); |
game_textout( 56, 32, 3, str ); |
char sstr[] = "5C0RE: 000 0F 100 "; |
sstr[7] = '0' + ( (game.score / 100) % 10); |
140,38 → 94,254 |
sstr[8] = '0' + ( (game.score / 10) % 10); |
sstr[9] = '0' + ( (game.score / 1) % 10); |
game_textout( 32, GAME_HEIGHT-48, 3, sstr ); |
game_textout( 56, 64, 3, sstr ); |
// char s[] = "YOUR TIME: 000"; |
// s[11] = '3'; |
// s[12] = '9'; |
// s[13] = '4'; |
//game_textout( GAME_WIDTH/2 - 192, 260, 0, s ); |
}; |
// texture_draw(&game.framebuffer, &game.tex_ship[0], game.tx-8, game.ty-4, DRAW_MODE_ALPHA); |
// texture_draw(&game.framebuffer, &game.tex_ship[1], game.tx-8, game.ty-4, DRAW_MODE_ALPHA); |
// texture_draw(&game.framebuffer, &game.tex_ship[2], game.tx, game.ty-4, DRAW_MODE_ALPHA); |
// texture_draw(&game.framebuffer, &game.tex_ship[3], game.tx, game.ty-4, DRAW_MODE_ALPHA); |
rskos_draw_area(0, 0, w, h, game.window_scale, game.framebuffer.data, game.scaled_framebuffer); |
}; |
// int i; |
// for (i = 0; i < BULLETS_COUNT; i++) { |
// if (game.bullet_y[i]) { |
// texture_set_pixel(&game.framebuffer, game.bullet_x[i]-4, game.bullet_y[i], 0xFF00BB00); |
// texture_set_pixel(&game.framebuffer, game.bullet_x[i]-3, game.bullet_y[i], 0xFF00CC00); |
// texture_set_pixel(&game.framebuffer, game.bullet_x[i]-2, game.bullet_y[i], 0xFF00DD00); |
// texture_set_pixel(&game.framebuffer, game.bullet_x[i]-1, game.bullet_y[i], 0xFF00EE00); |
// texture_set_pixel(&game.framebuffer, game.bullet_x[i]-0, game.bullet_y[i], 0xFF00FF00); |
// }; |
// }; |
game.need_redraw = 0; |
// game_textout( 2, 2, 2, L_TECHDEMO_LINE1 ); |
// game_textout( 2, 12, 2, L_TECHDEMO_LINE2 ); |
}; |
void game_textures_init_stage1() { |
int i; |
texture_init(&game.framebuffer, GAME_WIDTH, GAME_HEIGHT); |
// texture_init(&game.tex, 64, 64); |
// rs_gen_init(1, 64); |
// rs_gen_func_set(0, 0.0); |
// rs_gen_func_cell(0, 1200, 10, NULL, 1.0, 1.0, 1.0, 1.0, 0.0, 1.0); |
// rs_gen_func_normalize(0, 0.0, 1.0); |
// rs_gen_func_posterize(0, 5); |
// rs_gen_tex_out_rgba(0, 0, 0, -1, 1.0, 1.0, 1.0, 1.0); |
// memcpy(game.tex.data, rs_gen_reg.tex_out, 64*64*4 ); |
// rs_gen_term(); |
texture_init(&game.tex_clouds, 128, 128); |
rs_gen_init(1, 128); |
rs_gen_func_perlin(0, 8, 5, 0.5, 1100); |
rs_gen_func_normalize(0, 0.0, 1.0); |
rs_gen_func_posterize(0, 6); |
rs_gen_func_mult_add_value(0, 0, 0.6, 0.4); |
// rs_gen_func_set(0, 1.0); |
rs_gen_tex_out_rgba(0, 0, 0, -1, 1.0, 1.0, 1.0, 1.0); |
memcpy(game.tex_clouds.data, rs_gen_reg.tex_out, 128*128*4 ); |
rs_gen_term(); |
texture_init(&game.tex_logo, GAME_WIDTH, 128); |
texture_clear(&game.tex_logo, COLOR_TRANSPARENT); |
game_textout_adv( &game.tex_logo, GAME_WIDTH/2 - 192, 3, 1, DRAW_MODE_REPLACE, "MARBLE"); |
game_textout_adv( &game.tex_logo, GAME_WIDTH/2 - 192, 63, 1, DRAW_MODE_REPLACE, "MATCH3"); |
texture_draw(&game.tex_logo, &game.tex_clouds, 0, 0, DRAW_MODE_MULT | DRAW_TILED_FLAG); |
game_textout_adv( &game.tex_logo, GAME_WIDTH/2 - 192 - 4, 0, 1, DRAW_MODE_MULT, "MARBLE"); |
game_textout_adv( &game.tex_logo, GAME_WIDTH/2 - 192 - 4, 60, 1, DRAW_MODE_MULT, "MATCH3"); |
texture_init(&game.tex_bg, 512, 512); |
texture_clear(&game.tex_bg, COLOR_SILVER); |
texture_init(&game.tex_bg_gameplay, 512, 512); |
texture_clear(&game.tex_bg_gameplay, COLOR_SILVER); |
texture_init(&game.tex_cursor, CRYSTAL_SIZE, CRYSTAL_SIZE); |
rs_gen_init(2, CRYSTAL_SIZE); |
rs_gen_func_set(0, 0.0); // inner |
rs_gen_func_radial(0, 0.5, 0.5, 0.5, 1.0, 2.0); |
rs_gen_func_clamp(0, 0.1, 0.5); |
rs_gen_func_normalize(0, 0.0, 1.0); |
rs_gen_func_mult_add_value(0, 0, -1.0, 1.0); |
rs_gen_func_set(1, 0.0); // outer |
rs_gen_func_radial(1, 0.5, 0.5, 0.5, 1.0, 2.0); |
rs_gen_func_clamp(1, 0.0, 0.2); |
rs_gen_func_normalize(1, 0.0, 1.0); |
rs_gen_func_mult(0, 0, 1); |
rs_gen_func_set(1, 1.0); |
// rs_gen_tex_out_rgba_set(0.0, 0.0, 0.0, 0.0); |
rs_gen_tex_out_rgba(1, 1, 1, 0, 1.0, 1.0, 1.0, 1.0); |
memcpy(game.tex_cursor.data, rs_gen_reg.tex_out, CRYSTAL_SIZE*CRYSTAL_SIZE*4 ); |
rs_gen_term(); |
texture_init(&game.tex_field, FIELD_WIDTH*CRYSTAL_SIZE + 7, FIELD_HEIGHT*CRYSTAL_SIZE + 7); |
texture_clear(&game.tex_field, 0xAABBBBBB); // 0x66404060 // 0xAACCCCCC |
// float cr_r[CRYSTALS_COUNT] = { 0.8, 0.2, 0.1, 0.6, 0.7, 0.0, 0.7 }; |
// float cr_g[CRYSTALS_COUNT] = { 0.1, 0.6, 0.4, 0.0, 0.6, 0.0, 0.8 }; |
// float cr_b[CRYSTALS_COUNT] = { 0.1, 0.1, 0.7, 0.7, 0.0, 0.3, 0.9 }; |
// float cr_r[CRYSTALS_COUNT] = { 0.9, 0.3, 0.1, 0.7, 0.8, 0.0, 0.8 }; |
// float cr_g[CRYSTALS_COUNT] = { 0.1, 0.8, 0.5, 0.0, 0.7, 0.0, 0.8 }; |
// float cr_b[CRYSTALS_COUNT] = { 0.0, 0.1, 0.9, 0.8, 0.0, 0.5, 0.9 }; |
float cr_r[CRYSTALS_COUNT] = { 1.0, 0.4, 0.1, 0.9, 0.9, 0.2, 0.8 }; |
float cr_g[CRYSTALS_COUNT] = { 0.1, 1.0, 0.6, 0.1, 0.8, 0.2, 0.8 }; |
float cr_b[CRYSTALS_COUNT] = { 0.0, 0.1, 1.0, 1.0, 0.0, 0.9, 0.9 }; |
rs_gen_init(5, CRYSTAL_SIZE); |
for (i = 0; i < CRYSTALS_COUNT; i++) { |
texture_init(&(game.tex_crystals[i]), CRYSTAL_SIZE, CRYSTAL_SIZE); |
rs_gen_func_set(0, 0.0); |
rs_gen_func_radial(0, 0.5, 0.5, 0.5, 0.75, 10.0); |
// rs_gen_func_perlin(2, 33, 4, 0.5, 350+i); |
// rs_gen_func_normalize(2, 0.0, 1.0); |
// rs_gen_func_posterize(2, 4); |
// |
// rs_gen_func_cell(1, 410+i, 50, NULL, -2.0, 1.0, 1.0, 1.0, 0.0, 1.0); |
// rs_gen_func_posterize(1, 2); |
// rs_gen_func_normalize(1, 0.0, 1.0); |
// rs_gen_func_add(1, 1, 2, 1.0, 0.5); |
// rs_gen_func_normalize(1, 0.0, 1.0); |
// rs_gen_func_posterize(1, 4); |
// |
// rs_gen_func_add(1, 0, 1, 1.0, 1.0); |
// rs_gen_func_normalize(1, 0.0, 1.0); |
// rs_gen_func_mult(1, 0, 1); |
// rs_gen_func_normalize(1, 0.0, 1.0); |
// rs_gen_func_posterize(1, 4); |
rs_gen_func_set(1, 0.0); |
rs_gen_func_cell(1, 110+100*i, 7+i, NULL, 1.0, 1.0, 0.0, 1.0, 0.0, 1.0); |
rs_gen_func_normalize(1, 0.0, 1.0); |
// rs_gen_func_mult_add_value(1, 1, 0.9, 0.1); |
// rs_gen_func_normalmap(2, 3, 3, 1, 1.0); |
// rs_gen_func_mult(1, 1, 2); |
//rs_gen_tex_out_rgba_set(0.0, 0.0, 0.0, 0.0); |
//rs_gen_tex_out_rgba(1, 1, 1, 1, 0.5+ 0.03*(i%2), 0.7+ 0.03*(i%3) , 0.9, 1.0); |
// rs_gen_tex_out_rgba_set(0.2 + 0.2*(i/3), 0.2 + 0.1*(i%5), 0.2 + 0.1*(i%7), 0.0); |
// rs_gen_tex_out_rgba(1, 1, 1, 1, 0.0, 0.0, 0.0, 1.0); |
rs_gen_tex_out_rgba_set(0.0, 0.0, 0.0, 0.0); |
// rs_gen_tex_out_rgba_set( cr_b[i], cr_g[i], cr_r[i], 0.0); |
rs_gen_tex_out_rgba(1, 1, 1, 0, cr_b[i], cr_g[i], cr_r[i], 1.0); |
memcpy(game.tex_crystals[i].data, rs_gen_reg.tex_out, CRYSTAL_SIZE*CRYSTAL_SIZE*4 ); |
}; |
rs_gen_term(); |
rskos_draw_area(0, 0, w, h, game.window_scale, game.framebuffer.data, game.scaled_framebuffer); |
rs_gen_init(3, EXPLOSION_SIZE); |
for (i = 0; i < EXPLOSION_FRAMES_COUNT; i++) { |
texture_init(&(game.tex_explosion[i]), EXPLOSION_SIZE, EXPLOSION_SIZE); |
rs_gen_func_set(0, 1.0); |
// rs_gen_func_radial(0, 0.5, 0.5, 0.3 + 0.5*i/EXPLOSION_FRAMES_COUNT, 0.975, 4.0); |
// rs_gen_func_set(0, 1.0); |
rs_gen_func_set(1, 0.0); |
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); |
rs_gen_tex_out_rgba_set( 0.0, 0.0, 0.0, 0.0); |
rs_gen_tex_out_rgba(0, 0, 0, 1, 1.0, 1.0, 1.0, 1.0); |
memcpy(game.tex_explosion[i].data, rs_gen_reg.tex_out, EXPLOSION_SIZE*EXPLOSION_SIZE*4 ); |
}; |
rs_gen_term(); |
}; |
void game_textures_init_stage2() { |
// texture_clear(&game.tex_bg, COLOR_SILVER); |
// /* |
rs_gen_init(6, 512); |
rs_gen_func_perlin(0, 8, 5, 0.5, 1100); |
rs_gen_func_normalize(0, 0.0, 1.0); |
rs_gen_func_perlin(1, 8, 5, 0.5, 1700); |
rs_gen_func_normalize(1, 0.0, 1.0); |
rs_gen_func_cell(2, 1118, 50, NULL, 1.0, 0.887, -0.333, 1.0, 0.0, 4.0); // 1360 |
rs_gen_func_normalize(2, 0.0, 0.5); |
rs_gen_func_adr(3, 2, 0, 1, 1.0, 0.3); |
rs_gen_func_inv(3, 3, 7.5); |
rs_gen_func_normalize(3, 0.0, 1.0); |
// signed short c[] = { 0, 250, 250, 0, 500, 250, 250, 500}; |
signed short c[] = { 0, 0, 0, 512, 512, 0, 512, 512}; |
// signed short c[] = { 128, 128, 128, 384, 384, 128, 384, 384}; |
//rs_gen_func_cell(4, 0, 4, c, 0.0, 0.3, 1.0, 0.5, 0.0, 0.30); |
rs_gen_func_cell(4, 0, 4, c, 1.0, 0.3, 0.0, 0.95, 0.0, 0.30); |
rs_gen_func_normalize(4, 0.0, 1.0); |
// rs_gen_func_radial(5, 0.5, 0.5, 0.60, 1.0, 4.0); |
// rs_gen_func_add(4, 4, 5, 0.5, 0.5); |
// |
rs_gen_func_mult(4, 4, 3); |
// coloring... |
rs_gen_func_mult_add_value(0, 4, 0.8, 0.0); |
rs_gen_func_add(0, 4, 1, 0.95, 0.05); |
rs_gen_func_add(3, 4, 2, 0.95, 0.05); |
rs_gen_tex_out_rgba(4, 0, 3, -1, 0.9, 0.9, 0.9, 1.0); |
memcpy(game.tex_bg.data, rs_gen_reg.tex_out, 512*512*4 ); |
rs_gen_term(); |
// */ |
// Background for gameplay |
texture_draw( &game.tex_bg_gameplay, &game.tex_bg, 256, 256, DRAW_MODE_REPLACE | DRAW_TILED_FLAG ); |
// Bevel |
texture_draw_vline( &game.tex_bg_gameplay, FIELD_X0 - 5, FIELD_Y0 - 5, FIELD_HEIGHT*CRYSTAL_SIZE + 10, 0xFF404060 ); |
texture_draw_hline( &game.tex_bg_gameplay, FIELD_X0 - 5, FIELD_Y0 - 5, FIELD_WIDTH*CRYSTAL_SIZE + 10, 0xFF404060 ); |
texture_draw_vline( &game.tex_bg_gameplay, FIELD_X0 - 4, FIELD_Y0 - 4, FIELD_HEIGHT*CRYSTAL_SIZE + 8, 0xFF606080 ); |
texture_draw_hline( &game.tex_bg_gameplay, FIELD_X0 - 4, FIELD_Y0 - 4, FIELD_WIDTH*CRYSTAL_SIZE + 8, 0xFF606080 ); |
texture_draw_vline( &game.tex_bg_gameplay, FIELD_X0 + 4 + FIELD_WIDTH*CRYSTAL_SIZE, FIELD_Y0 - 4, FIELD_HEIGHT*CRYSTAL_SIZE + 8, 0xFFC0C0C0 ); |
texture_draw_hline( &game.tex_bg_gameplay, FIELD_X0 - 4, FIELD_Y0 + 4 + FIELD_HEIGHT*CRYSTAL_SIZE, FIELD_WIDTH*CRYSTAL_SIZE + 9, 0xFFC0C0C0 ); |
texture_draw_vline( &game.tex_bg_gameplay, FIELD_X0 + 5 + FIELD_WIDTH*CRYSTAL_SIZE, FIELD_Y0 - 5, FIELD_HEIGHT*CRYSTAL_SIZE + 10, 0xFFE0E0E0 ); |
texture_draw_hline( &game.tex_bg_gameplay, FIELD_X0 - 5, FIELD_Y0 + 5 + FIELD_HEIGHT*CRYSTAL_SIZE, FIELD_WIDTH*CRYSTAL_SIZE + 11, 0xFFE0E0E0 ); |
texture_draw( &game.tex_bg_gameplay, &game.tex_field, FIELD_X0 - 3, FIELD_Y0 - 3, DRAW_MODE_ALPHA ); |
}; |
void game_textures_free() { |
free(game.scaled_framebuffer); |
// texture_free(&game.tex_gui_line); |
int i; |
for (i = 0; i < CRYSTALS_COUNT; i++) { |
texture_free(&game.tex_crystals[i]); |
}; |
for (i = 0; i < EXPLOSION_FRAMES_COUNT; i++) { |
texture_free(&game.tex_explosion[i]); |
}; |
texture_free(&game.framebuffer); |
texture_free(&game.tex_logo); |
texture_free(&game.tex_clouds); |
texture_free(&game.tex_bg); |
texture_free(&game.tex_bg_gameplay); |
}; |
/programs/games/marblematch3/game/rsgamedraw.h |
---|
3,6 → 3,10 |
#include "rsgame.h" |
void game_textures_init_stage1(); |
void game_textures_init_stage2(); |
void game_textures_free(); |
void game_draw(); |
void game_loader_draw_mainthread(); |
/programs/games/marblematch3/game/rsgametext.c |
---|
335,8 → 335,8 |
float radiuses[4] = { 0.9667, 0.997, 1.2, 0.87 }; |
float colors_r[4] = { 0.3, 0.997, 1.0, 0.9 }; |
float colors_g[4] = { 0.2, 0.875, 1.0, 0.6 }; |
float colors_b[4] = { 0.1, 0.763, 1.0, 0.3 }; |
float colors_g[4] = { 0.2, 0.875, 1.0, 0.5 }; |
float colors_b[4] = { 0.1, 0.763, 1.0, 0.1 }; |
// 1: 0.5, 0.74, 0.79 |
DEBUG20(":: font init label-a"); |
448,35 → 448,8 |
}; |
void game_textout_init(int set_to_ortho, int font_index) { |
// CHECK_GL("textout init: start"); |
// |
// glDisable(GL_DEPTH_TEST); |
// CHECK_GL("textout init: disable depth test"); |
// |
// rs_sh_use(game.text_shader); |
// CHECK_GL("textout init: use text shader"); |
// glBindTexture(GL_TEXTURE_2D, game.font_texture[font_index]); |
// CHECK_GL("textout init: glBindTexture"); |
// glUniform1i( game.text_shader[RS_SH_SAMPLER0_ID], 0 ); |
// if (set_to_ortho) { |
// rs_mx_ortho1h_proj(); |
// } |
// |
// CHECK_GL("textout init: label d"); |
// |
// glUniformMatrix4fv( game.text_shader[RS_SH_PROJ_ID], 1, GL_FALSE, rs_reg.mx_proj ); |
// |
// CHECK_GL("textout init: label e"); |
// |
// glUniform4f( game.text_shader[RS_SH_COLOR_ID], 0.0, 0.0, 0.0, 0.0 ); |
// |
// CHECK_GL("textout init: end"); |
}; |
//float game_colors[4*7] = { |
// 0.0, 0.0, 0.0, 1.0, |
// 1.0, 1.0, 1.0, 1.0, |
503,64 → 476,7 |
i++; |
}; |
// for (i = 0; i < 8; i++) { |
// texture_draw(&game.framebuffer, &game.tex_font[i], 40+8+game.tx+i*game.tex_font[i].w, 80+game.ty, DRAW_MODE_ALPHA); |
// } |
// //char *s = "12345_QUICK_BROWN_FOX_JUMPS_OVER_A_LAZY_DOG"; |
// |
// float w = 2.0*h/3.0; |
// int len = strlen(s); |
// |
// x -= (float) align * 0.5 * len * w; |
// |
// float sx = 0.0; |
// float sy = 0.0; |
// |
// |
// |
// int i; |
// for (i = 0; i < len; i++) { |
// unsigned char c = s[i]; |
// |
// if (c == '\n') { |
// sx = 0.0; |
// sy += h; |
// continue; |
// }; |
// |
// if (c == ' ') { |
// sx += w; |
// continue; |
// }; |
// |
// c = (c-48)%64; |
// float tx = 1.0 / 8.0 * (c % 8); |
// float ty = 1.0 / 8.0 * (c / 8); |
// |
// glUniform4fv( game.text_shader[RS_SH_SCALE_ID], 1, &(game_colors[4*0]) ); // black shadow |
// glrsDrawRect_full(sx + x + h/12, |
// sy + y-h/2 + h/12, |
// sx + x + w + h/12, |
// sy + y+h/2 + h/12, |
// tx, ty, tx+1.0/8.0, ty+1.0/8.0, |
// game.text_shader[RS_SH_POS_ID], game.text_shader[RS_SH_UV_ID], |
// 0.0, 0.0, 0.0 ); |
// |
// glUniform4fv( game.text_shader[RS_SH_SCALE_ID], 1, &(game_colors[4*color]) ); |
//// glUniform3f( game.text_shader[RS_SH_TIME_ID], 1.0, 1.0, 0.0 ); |
// glrsDrawRect_full(sx + x, |
// sy + y-h/2, |
// sx + x + w, |
// sy + y+h/2, |
// tx, ty, tx+1.0/8.0, ty+1.0/8.0, |
// game.text_shader[RS_SH_POS_ID], game.text_shader[RS_SH_UV_ID], |
// 0.0, 0.0, 0.0 ); |
// sx += w; |
// } |
}; |
/programs/games/marblematch3/game/rsgametext.h |
---|
30,6 → 30,5 |
void game_textout(int x, int y, int font_index, char* s); |
void game_textout_adv(rs_texture_t *dest, int x, int y, int font_index, int draw_mode, char* s); |
//void game_textout_init(int set_to_ortho, int font_index); |
#endif |