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Rev 5242 Rev 5243
Line 29... Line 29...
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            texture_draw(&game.framebuffer, &game.tex_bg, 0, 0, DRAW_MODE_REPLACE);
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            texture_draw(&game.framebuffer, &game.tex_bg, 0, 0, DRAW_MODE_REPLACE);
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            if (game.menu_index == MENU_MAIN) {
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            if (game.menu_index == MENU_MAIN) {
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                if (game.status == STATUS_LOADING) {
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                if (game.status == STATUS_LOADING) {
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                    game_textout_at_center( 0, 240, 0, L_LOADING );
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                    game_textout_at_center( 0, 240, 0, "L0ADING```" );
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                    game_textout_at_center( -3, 240-2, 3, L_LOADING );
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                }
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                }
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                else {
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                else {
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                    texture_draw( &game.framebuffer, &game.tex_logo, 0, 50, DRAW_MODE_ALPHA );
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                    texture_draw( &game.framebuffer, &game.tex_logo, 0, 50, DRAW_MODE_ALPHA );
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                    if (game.time) {
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                    if (game.time) {
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                        game_textout_at_center( 0, 230, 0, L_LEVEL_PASSED );
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                        game_textout_at_center( 0, 230, 0, "LEVEL PA55ED" );
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                        game_textout_at_center( -3, 230-2, 3, L_LEVEL_PASSED );
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                        game_textout_at_center( -3, 230-2, 3, "LEVEL PA55ED" );
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                        char s[] = L_TIME;
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                        char s[] = "TIME: 000";
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                        int time_sec = game.time / 25;
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                        int time_sec = game.time / 25;
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                        char *str_num = strchr(s, 'x');
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                        s[6] = '0' + (( time_sec / 100 ) % 10);
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                        str_num[0] = '0' + (( time_sec / 100 ) % 10);
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                        s[7] = '0' + (( time_sec / 10 ) % 10);
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                        str_num[1] = '0' + (( time_sec / 10 ) % 10);
Line 49... Line 51...
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                        s[8] = '0' + (( time_sec / 1 ) % 10);
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                        str_num[2] = '0' + (( time_sec / 1 ) % 10);
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                        game_textout_at_center( 0, 260, 0, s );
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                        game_textout_at_center( 0, 260, 0, s );
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                        game_textout_at_center( -3, 260-2, 3, s );
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                        game_textout_at_center( -3, 260-2, 3, s );
Line 52... Line 54...
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                    };
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                    };
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                    FIELD_Y0 + CRYSTAL_SIZE*( (game.explosions[i]>>8) & 0xFF) - (EXPLOSION_SIZE-CRYSTAL_SIZE)/2 , 
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                    FIELD_Y0 + CRYSTAL_SIZE*( (game.explosions[i]>>8) & 0xFF) - (EXPLOSION_SIZE-CRYSTAL_SIZE)/2 , 
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                    DRAW_MODE_ALPHA);
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                    DRAW_MODE_ALPHA);
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            };
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            };
Line 93... Line 95...
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-
 
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            char str[] = L_TIME;
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            char str[] = "TIME: 999    ";
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            int time_sec = game.time / 25;
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            int time_sec = game.time / 25;
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            char *str_num = strchr(str, 'x'); 
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            str[6] = '0' + ( (time_sec / 100) % 10);
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            str_num[0] = '0' + ( (time_sec / 100) % 10);
Line 98... Line 101...
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            str[7] = '0' + ( (time_sec / 10) % 10);
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            str_num[1] = '0' + ( (time_sec / 10) % 10);
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            str[8] = '0' + ( (time_sec / 1) % 10);
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            str_num[2] = '0' + ( (time_sec / 1) % 10);
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            game_textout( 56+3, 32+2, 0, str );
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            game_textout( 56+3, 32+2, 0, str );
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//            game_textout( 56-1, 32-1, 0, str );
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//            game_textout( 56-1, 32-1, 0, str );
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            game_textout( 56, 32, 3, str );
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            game_textout( 56, 32, 3, str );
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            char sstr[] = L_SCORE;
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            char sstr[] = "5C0RE: 000 0F 100   ";
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            str_num = strchr(sstr, 'x'); 
Line 107... Line 111...
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            sstr[7] = '0' + ( (game.score / 100) % 10);
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            str_num[0] = '0' + ( (game.score / 100) % 10);
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            sstr[8] = '0' + ( (game.score / 10) % 10);
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            str_num[1] = '0' + ( (game.score / 10) % 10);
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            sstr[9] = '0' + ( (game.score / 1) % 10);
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            str_num[2] = '0' + ( (game.score / 1) % 10);
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Line 111... Line 115...
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            game_textout( 56+3, 64+2, 0, sstr );
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            game_textout( 56+3, 64+2, 0, sstr );
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            game_textout( 56, 64, 3, sstr );
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            game_textout( 56, 64, 3, sstr );
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//    float cr_r[CRYSTALS_COUNT] = { 0.9, 0.3, 0.1, 0.7, 0.8, 0.0, 0.8 };
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//    float cr_r[CRYSTALS_COUNT] = { 0.9, 0.3, 0.1, 0.7, 0.8, 0.0, 0.8 };
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//    float cr_g[CRYSTALS_COUNT] = { 0.1, 0.8, 0.5, 0.0, 0.7, 0.0, 0.8 };
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//    float cr_g[CRYSTALS_COUNT] = { 0.1, 0.8, 0.5, 0.0, 0.7, 0.0, 0.8 };
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//    float cr_b[CRYSTALS_COUNT] = { 0.0, 0.1, 0.9, 0.8, 0.0, 0.5, 0.9 };
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//    float cr_b[CRYSTALS_COUNT] = { 0.0, 0.1, 0.9, 0.8, 0.0, 0.5, 0.9 };
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    float cr_r[CRYSTALS_COUNT] = { 1.0, 0.4, 0.1, 0.9, 0.9, 0.2, 0.8 };
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    float cr_r[CRYSTALS_COUNT] = { 1.0, 0.4, 0.10, 0.9, 1.0, 0.2, 0.8 };
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    float cr_g[CRYSTALS_COUNT] = { 0.1, 1.0, 0.6, 0.1, 0.8, 0.2, 0.8 };
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    float cr_g[CRYSTALS_COUNT] = { 0.1, 1.0, 0.75, 0.1, 0.9, 0.2, 0.8 };
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    float cr_b[CRYSTALS_COUNT] = { 0.0, 0.1, 1.0, 1.0, 0.0, 0.9, 0.9 };
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    float cr_b[CRYSTALS_COUNT] = { 0.0, 0.1, 1.00, 1.0, 0.1, 0.9, 0.9 };
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Line 356... Line 360...
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};
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};
Line 358... Line 362...
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Line 359... Line 363...
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void game_textures_free() {
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void game_textures_free() {
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    free(game.scaled_framebuffer);
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    free(game.bgr_framebuffer);