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Rev 5243 | Rev 5291 | ||
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Line 53... | Line 53... | ||
53 | for (i = 0; i < game.tex_ground.w; i++) { |
53 | for (i = 0; i < game.tex_ground.w; i++) { |
54 | texture_draw_vline(&game.tex_ground, i, 25 + rs_perlin(0,i+game.tz)*25, 2, 0xFF113300); |
54 | texture_draw_vline(&game.tex_ground, i, 25 + rs_perlin(0,i+game.tz)*25, 2, 0xFF113300); |
55 | texture_draw_vline(&game.tex_ground, i, 25 + rs_perlin(0,i+game.tz)*25 + 2, 999, 0xFF000000); |
55 | texture_draw_vline(&game.tex_ground, i, 25 + rs_perlin(0,i+game.tz)*25 + 2, 999, 0xFF000000); |
56 | }; |
56 | }; |
Line 57... | Line -... | ||
57 | - | ||
58 | texture_draw(&game.tex_ground, &game.tex_clouds, game.tz, 0, /* game.tx, game.ty, */ DRAW_MODE_ADDITIVE | DRAW_TILED_FLAG ); |
- | |
Line 59... | Line 57... | ||
59 | texture_draw(&game.framebuffer, &game.tex_ground, 0, GAME_HEIGHT-50, DRAW_MODE_ALPHA); |
57 | |
Line 60... | Line 58... | ||
60 | 58 | ||
Line 70... | Line 68... | ||
70 | y+=15; |
68 | y+=15; |
71 | }; |
69 | }; |
Line 72... | Line 70... | ||
72 | 70 | ||
Line 73... | Line 71... | ||
73 | if (game.menu_index == MENU_MAIN) { |
71 | if (game.menu_index == MENU_MAIN) { |
74 | 72 | ||
75 | for (i = 0; i < ROCKS_COUNT; i++) { |
73 | for (i = 0; i < 3; i++) { |
Line 76... | Line 74... | ||
76 | texture_draw(&game.framebuffer, &game.tex_rocks[i], 250+80*rs_noise(i,150), 60+60*rs_noise(i,1110), DRAW_MODE_ADDITIVE ); |
74 | texture_draw(&game.framebuffer, &game.tex_rocks[i], 250+80*rs_noise(i,150), 60+60*rs_noise(i,1110), DRAW_MODE_ADDITIVE ); |
77 | }; |
75 | }; |
78 | 76 | ||
79 | game_textout( GAME_WIDTH/2 - 100, 40, 1, "HELI0THRYX"); |
77 | game_textout( GAME_WIDTH/2 - 100, 40, 1, "HELI0THRYX"); |
Line 80... | Line 78... | ||
80 | game_textout( GAME_WIDTH/2 - 8, 58, 3, "TECHDEM0"); |
78 | // game_textout( GAME_WIDTH/2 - 8, 58, 3, "TECHDEM0"); |
81 | game_textout( 2, GAME_HEIGHT-10, 2, L_BOTTOM_LINE_DEVELOPER_INFO); |
79 | game_textout( 2, GAME_HEIGHT-10, 2, L_BOTTOM_LINE_DEVELOPER_INFO); |
Line -... | Line 80... | ||
- | 80 | }; |
|
- | 81 | ||
- | 82 | } |
|
- | 83 | else { |
|
- | 84 | ||
- | 85 | int i, j; |
|
- | 86 | game_obj_t *obj; |
|
82 | }; |
87 | for (i = 0; i < game.objs_count; i++) { |
83 | 88 | obj = &(game.objs[i]); |
|
84 | } |
89 | |
85 | else { |
90 | if (obj->obj_type == OBJ_BULLET) { |
- | 91 | ||
86 | 92 | texture_set_pixel(&game.framebuffer, obj->x-4, obj->y, 0xFF00BB00); |
|
87 | texture_draw(&game.framebuffer, &game.tex_ship[0], game.tx-8, game.ty-4, DRAW_MODE_ALPHA); |
93 | texture_set_pixel(&game.framebuffer, obj->x-3, obj->y, 0xFF00CC00); |
88 | texture_draw(&game.framebuffer, &game.tex_ship[1], game.tx-8, game.ty-4, DRAW_MODE_ALPHA); |
94 | texture_set_pixel(&game.framebuffer, obj->x-2, obj->y, 0xFF00DD00); |
- | 95 | texture_set_pixel(&game.framebuffer, obj->x-1, obj->y, 0xFF00EE00); |
|
- | 96 | texture_set_pixel(&game.framebuffer, obj->x-0, obj->y, 0xFF00FF00); |
|
89 | texture_draw(&game.framebuffer, &game.tex_ship[2], game.tx, game.ty-4, DRAW_MODE_ALPHA); |
97 | |
90 | texture_draw(&game.framebuffer, &game.tex_ship[3], game.tx, game.ty-4, DRAW_MODE_ALPHA); |
98 | } |
91 | 99 | else if (obj->obj_type == OBJ_RED_BULLET) { |
|
92 | int i; |
100 | |
93 | for (i = 0; i < BULLETS_COUNT; i++) { |
101 | texture_set_pixel(&game.framebuffer, obj->x-1, obj->y-0, 0xFFFF0000); |
94 | if (game.bullet_y[i]) { |
102 | texture_set_pixel(&game.framebuffer, obj->x-1, obj->y-1, 0xFFFF6600); |
- | 103 | texture_set_pixel(&game.framebuffer, obj->x-1, obj->y-0, 0xFFFF0000); |
|
- | 104 | texture_set_pixel(&game.framebuffer, obj->x-0, obj->y-1, 0xFFFF0000); |
|
- | 105 | texture_set_pixel(&game.framebuffer, obj->x-0, obj->y-0, 0xFFFF6600); |
|
- | 106 | texture_set_pixel(&game.framebuffer, obj->x+1, obj->y-1, 0xFFFF0000); |
|
- | 107 | texture_set_pixel(&game.framebuffer, obj->x+1, obj->y-0, 0xFFFF6600); |
|
- | 108 | ||
- | 109 | } |
|
- | 110 | else if (obj->obj_type == OBJ_EXPLOSION) { |
|
- | 111 | ||
- | 112 | // char s[] = "00 "; |
|
- | 113 | // s[0] += obj->t / 10; |
|
- | 114 | // s[1] += obj->t % 10; |
|
- | 115 | // game_textout( obj->x, obj->y, 0, s ); |
|
- | 116 | ||
- | 117 | texture_draw( &game.framebuffer, &game.tex_explosions[ obj->t ], obj->x - obj->radius, obj->y - obj->radius, DRAW_MODE_ALPHA ); |
|
- | 118 | ||
- | 119 | } |
|
- | 120 | else if (obj->obj_type == OBJ_ROCK) { |
|
- | 121 | texture_draw( &game.framebuffer, &game.tex_rocks[ obj->tag ], obj->x - obj->radius, obj->y - obj->radius, DRAW_MODE_ALPHA ); |
|
- | 122 | } |
|
- | 123 | else if (obj->obj_type == OBJ_MINIROCK) { |
|
- | 124 | texture_draw( &game.framebuffer, &game.tex_minirocks[ obj->tag ], obj->x - obj->radius, obj->y - obj->radius, DRAW_MODE_ALPHA ); |
|
- | 125 | } |
|
- | 126 | else if (obj->obj_type == OBJ_TURRET) { |
|
- | 127 | texture_draw( &game.framebuffer, &game.tex_rocks[ 0 ], obj->x - obj->radius, obj->y - obj->radius, DRAW_MODE_ALPHA ); |
|
- | 128 | texture_draw( &game.framebuffer, &game.tex_rocks[ 0 ], obj->x - obj->radius, obj->y - obj->radius, DRAW_MODE_ADDITIVE ); |
|
- | 129 | ||
- | 130 | for (j = 0; j < 1 + (obj->tag)/6; j++) { |
|
- | 131 | texture_draw_vline(&game.framebuffer, obj->x - obj->radius + j*4 + 0, obj->y - obj->radius - 16, 8, 0xFF993333 ); |
|
- | 132 | texture_draw_vline(&game.framebuffer, obj->x - obj->radius + j*4 + 1, obj->y - obj->radius - 16, 8, 0xFF993333 ); |
|
- | 133 | texture_draw_vline(&game.framebuffer, obj->x - obj->radius + j*4 + 2, obj->y - obj->radius - 16, 8, 0xFF993333 ); |
|
- | 134 | }; |
|
- | 135 | ||
- | 136 | } |
|
- | 137 | ||
- | 138 | }; |
|
- | 139 | ||
- | 140 | ||
- | 141 | texture_draw(&game.framebuffer, &game.tex_ship[0], game.player_x-8, game.player_y-4, DRAW_MODE_ALPHA); |
|
- | 142 | texture_draw(&game.framebuffer, &game.tex_ship[1], game.player_x-8, game.player_y-4, DRAW_MODE_ALPHA); |
|
- | 143 | texture_draw(&game.framebuffer, &game.tex_ship[2], game.player_x, game.player_y-4, DRAW_MODE_ALPHA); |
|
- | 144 | texture_draw(&game.framebuffer, &game.tex_ship[3], game.player_x, game.player_y-4, DRAW_MODE_ALPHA); |
|
- | 145 | ||
- | 146 | ||
- | 147 | if ( game.stage == 0 ) { |
|
- | 148 | game_textout_at_center( 0, GAME_HEIGHT + 50 - game.stage_timer*(GAME_HEIGHT+50)/50, 1, "LEVEL 1" ); |
|
- | 149 | game_textout_at_center( 0, GAME_HEIGHT*2/3, 2, L_TECHDEMO_LINE1 ); |
|
- | 150 | } |
|
- | 151 | else { |
|
- | 152 | ||
- | 153 | char s_score[] = "000"; |
|
- | 154 | s_score[0] += game.score / 100; |
|
- | 155 | s_score[1] += (game.score / 10) % 10; |
|
95 | texture_set_pixel(&game.framebuffer, game.bullet_x[i]-4, game.bullet_y[i], 0xFF00BB00); |
156 | s_score[2] += (game.score / 1) % 10; |
- | 157 | ||
- | 158 | game_textout_at_center(0, 10, 3, s_score); |
|
- | 159 | ||
- | 160 | ||
- | 161 | }; |
|
- | 162 | ||
- | 163 | ||
- | 164 | ||
- | 165 | ||
- | 166 | char s_health[] = "HEALTH: 0 "; |
|
- | 167 | char s_ammo[] = "AMM0: 00 "; |
|
- | 168 | ||
- | 169 | s_health[8] += game.health; |
|
- | 170 | s_ammo[6] += game.ammo / 10; |
|
- | 171 | s_ammo[7] += game.ammo % 10; |
|
- | 172 | ||
96 | texture_set_pixel(&game.framebuffer, game.bullet_x[i]-3, game.bullet_y[i], 0xFF00CC00); |
173 | game_textout(8, 8, 2, s_health); |
Line -... | Line 174... | ||
- | 174 | game_textout(GAME_WIDTH - 12 - GAME_AMMO_MAX*2 - 1, 8, 2, s_ammo); |
|
- | 175 | ||
97 | texture_set_pixel(&game.framebuffer, game.bullet_x[i]-2, game.bullet_y[i], 0xFF00DD00); |
176 | for (i = 0; i < game.ammo; i++) { |
- | 177 | texture_draw_vline(&game.framebuffer, GAME_WIDTH - 12 - GAME_AMMO_MAX*2 + i*2, 20, 8, 0xFF3366FF ); |
|
- | 178 | }; |
|
98 | texture_set_pixel(&game.framebuffer, game.bullet_x[i]-1, game.bullet_y[i], 0xFF00EE00); |
179 | |
- | 180 | int health_color = 0xFF339933; |
|
Line -... | Line 181... | ||
- | 181 | if (game.health < 5) { |
|
- | 182 | health_color = 0xFF808010; |
|
- | 183 | }; |
|
- | 184 | if (game.health < 3) { |
|
99 | texture_set_pixel(&game.framebuffer, game.bullet_x[i]-0, game.bullet_y[i], 0xFF00FF00); |
185 | health_color = 0xFFFF3300; |
Line -... | Line 186... | ||
- | 186 | }; |
|
- | 187 | ||
- | 188 | for (i = 0; i < game.health; i++) { |
|
- | 189 | texture_draw_vline(&game.framebuffer, 8 + i*4 + 0, 20, 8, health_color ); |
|
- | 190 | texture_draw_vline(&game.framebuffer, 8 + i*4 + 1, 20, 8, health_color ); |
|
- | 191 | texture_draw_vline(&game.framebuffer, 8 + i*4 + 2, 20, 8, health_color ); |
|
- | 192 | }; |
|
- | 193 | ||
- | 194 | ||
- | 195 | ||
100 | }; |
196 | |
Line 101... | Line 197... | ||
101 | }; |
197 | // game_textout( 2, 12, 2, L_TECHDEMO_LINE2 ); |