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  1. #include "rsgamedraw.h"
  2. #include "rsgametext.h"
  3. #include "rsgamemenu.h"
  4.  
  5. #include "rskos.h"
  6.  
  7. #include "rsnoise.h"
  8.  
  9. #include "strings.h"
  10.  
  11.  
  12. void game_draw() {
  13.  
  14.         int w = 320;
  15.         int h = 180;
  16.        
  17.  
  18.         int kk = 20; // (rskos_get_time()/1) % 160;
  19.  
  20.  
  21.     texture_clear(&game.framebuffer, game.bg_color );
  22.    
  23.     game.bg_color = COLOR_BLACK;
  24.    
  25.  
  26.     int i, c, c2, c3;
  27.     for (i = 0; i < 100; i++) {
  28.         c = (0.5+0.45*rs_noise(kk+150, kk+i))*255;
  29.         c2 = c + 0.05*rs_noise(kk+150, kk+i)*255;
  30.         c3 = c2; // (0.5+0.49*rs_noise(kk+150, kk+i+2))*255;
  31.         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,
  32.                           c + (c2<<8) + (c3<<16) + 0xFF000000);
  33.     };
  34.  
  35.     texture_clear(&game.tex_ground, COLOR_TRANSPARENT);
  36.     rs_perlin_configure(47, 4, 0.5, 1000, 256);
  37.     for (i = 0; i < game.tex_ground.w; i++) {
  38.         texture_draw_vline(&game.tex_ground, i, 25 + rs_perlin(0,i+game.tz)*25, 2, 0xFF113300);
  39.         texture_draw_vline(&game.tex_ground, i, 25 + rs_perlin(0,i+game.tz)*25 + 2, 999, 0xFF000000);
  40.     };
  41.    
  42.    
  43.  
  44.     if (game.status == STATUS_MENU) {
  45.  
  46.         char **title = menu_titles[game.menu_index];
  47.         int y = (game.menu_index == MENU_MAIN) ? 80 : 50;
  48.         texture_draw(&game.framebuffer, &game.tex_gui_line, 0, y+15*game.menu_item_index, DRAW_MODE_ALPHA);
  49.         while (*title) {
  50.             game_textout(20, y, (*(title))[0]==' ' ? 3 : 0 , (*(title))+1 );  // first (zero) char defines action, title starts from second (1st) char
  51.             title++;
  52.             y+=15;
  53.         };
  54.        
  55.         if (game.menu_index == MENU_MAIN) {
  56.                
  57.             for (i = 0; i < 3; i++) {
  58.                 texture_draw(&game.framebuffer, &game.tex_rocks[i], 250+80*rs_noise(i,150), 60+60*rs_noise(i,1110), DRAW_MODE_ADDITIVE );
  59.             };
  60.                
  61.             game_textout( GAME_WIDTH/2 - 100, 40, 1,  "HELI0THRYX");
  62. //            game_textout( GAME_WIDTH/2 - 8, 58, 3,  "TECHDEM0");
  63.             game_textout( 2, GAME_HEIGHT-10, 2,  L_BOTTOM_LINE_DEVELOPER_INFO);
  64.         };
  65.    
  66.     }
  67.     else {
  68.        
  69.         int i, j;
  70.         game_obj_t *obj;
  71.         for (i = 0; i < game.objs_count; i++) {
  72.             obj = &(game.objs[i]);
  73.            
  74.             if (obj->obj_type == OBJ_BULLET) {
  75.                    
  76.                 texture_set_pixel(&game.framebuffer, obj->x-4, obj->y, 0xFF00BB00);
  77.                 texture_set_pixel(&game.framebuffer, obj->x-3, obj->y, 0xFF00CC00);
  78.                 texture_set_pixel(&game.framebuffer, obj->x-2, obj->y, 0xFF00DD00);
  79.                 texture_set_pixel(&game.framebuffer, obj->x-1, obj->y, 0xFF00EE00);
  80.                 texture_set_pixel(&game.framebuffer, obj->x-0, obj->y, 0xFF00FF00);
  81.                
  82.             }
  83.             else if (obj->obj_type == OBJ_RED_BULLET) {
  84.                    
  85.                 texture_set_pixel(&game.framebuffer, obj->x-1, obj->y-0, 0xFFFF0000);
  86.                 texture_set_pixel(&game.framebuffer, obj->x-1, obj->y-1, 0xFFFF6600);
  87.                 texture_set_pixel(&game.framebuffer, obj->x-1, obj->y-0, 0xFFFF0000);
  88.                 texture_set_pixel(&game.framebuffer, obj->x-0, obj->y-1, 0xFFFF0000);
  89.                 texture_set_pixel(&game.framebuffer, obj->x-0, obj->y-0, 0xFFFF6600);
  90.                 texture_set_pixel(&game.framebuffer, obj->x+1, obj->y-1, 0xFFFF0000);
  91.                 texture_set_pixel(&game.framebuffer, obj->x+1, obj->y-0, 0xFFFF6600);
  92.                
  93.             }
  94.             else if (obj->obj_type == OBJ_EXPLOSION) {
  95.                 texture_draw( &game.framebuffer, &game.tex_explosions[ obj->t ], obj->x - obj->radius, obj->y - obj->radius, DRAW_MODE_ALPHA );
  96.             }
  97.             else if (obj->obj_type == OBJ_HUGE_EXPLOSION) {
  98.                 texture_draw( &game.framebuffer, &game.tex_huge_explosions[ obj->t ], obj->x - obj->radius, obj->y - obj->radius, DRAW_MODE_ALPHA );
  99.             }
  100.             else if (obj->obj_type == OBJ_ROCK) {
  101.                 texture_draw( &game.framebuffer, &game.tex_rocks[ obj->tag ], obj->x - obj->radius, obj->y - obj->radius, DRAW_MODE_ALPHA );
  102.             }
  103.             else if (obj->obj_type == OBJ_MINIROCK) {
  104.                 texture_draw( &game.framebuffer, &game.tex_minirocks[ obj->tag ], obj->x - obj->radius, obj->y - obj->radius, DRAW_MODE_ALPHA );
  105.             }
  106.             else if (obj->obj_type == OBJ_TURRET) {
  107.                 texture_draw( &game.framebuffer, &game.tex_rocks[ 0 ], obj->x - obj->radius, obj->y - obj->radius, DRAW_MODE_ALPHA );
  108.                 texture_draw( &game.framebuffer, &game.tex_rocks[ 0 ], obj->x - obj->radius, obj->y - obj->radius, DRAW_MODE_ADDITIVE );
  109.                
  110.                 for (j = 0; j < 1 + (obj->tag)/6; j++) {
  111.                     texture_draw_vline(&game.framebuffer, obj->x - obj->radius + j*4 + 0, obj->y - obj->radius - 16, 8, 0xFF993333 );
  112.                     texture_draw_vline(&game.framebuffer, obj->x - obj->radius + j*4 + 1, obj->y - obj->radius - 16, 8, 0xFF993333 );
  113.                     texture_draw_vline(&game.framebuffer, obj->x - obj->radius + j*4 + 2, obj->y - obj->radius - 16, 8, 0xFF993333 );
  114.                 };
  115.                
  116.             }
  117.  
  118.         };
  119.        
  120.  
  121.         texture_draw(&game.framebuffer, &game.tex_ship[0], game.player_x-8, game.player_y-4, DRAW_MODE_ALPHA);
  122.         texture_draw(&game.framebuffer, &game.tex_ship[1], game.player_x-8, game.player_y-4, DRAW_MODE_ALPHA);
  123.         texture_draw(&game.framebuffer, &game.tex_ship[2], game.player_x, game.player_y-4, DRAW_MODE_ALPHA);
  124.         texture_draw(&game.framebuffer, &game.tex_ship[3], game.player_x, game.player_y-4, DRAW_MODE_ALPHA);
  125.        
  126.        
  127.         if ( game.stage == 0 ) {
  128.                
  129.             int stage_label_y = GAME_HEIGHT/3 - (game.stage_timer - 25)*(game.stage_timer - 25)*(game.stage_timer - 25)/100;
  130.                
  131.             //game_textout_at_center( 0, GAME_HEIGHT + 50 - game.stage_timer*(GAME_HEIGHT+50)/50, 1, "LEVEL 1" );
  132.            
  133.             char stage_str[] = "5TAGE xx";
  134.             char *stage_num = &stage_str[6];
  135.            
  136.             if ( (game.stage_level+1) > 9 ) {
  137.                 stage_num[0] = '0' + (game.stage_level+1)/10;
  138.                 stage_num[1] = '0' + (game.stage_level+1)%10;
  139.             }
  140.             else {
  141.                 stage_num[0] = '0' + (game.stage_level+1)%10;
  142.                 stage_num[1] = 0;
  143.             };
  144.            
  145.             game_textout_at_center( -10, stage_label_y, 1, stage_str );
  146.            
  147.             if ( IS_BIT_CLEARED ( game.flags, GAME_FLAG_INSTRUCTIONS_PASSED ) ) {
  148.                 game_textout_at_center( 0, GAME_HEIGHT*3/4, 2, L_TECHDEMO_LINE1 );
  149.             };
  150.         }
  151.        
  152.         char s_score[] = "0000";
  153.         s_score[0] += (game.score / 1000) % 10;
  154.         s_score[1] += (game.score / 100) % 10;
  155.         s_score[2] += (game.score / 10) % 10;
  156.         s_score[3] += (game.score / 1) % 10;
  157.        
  158.         game_textout_at_center(0, 10, 3, s_score);
  159.        
  160.        
  161.        
  162.        
  163.         char s_health[] = "HEALTH: 0 ";
  164.         char s_ammo[] = "AMM0: 00 ";
  165.        
  166.         s_health[8] += game.health;
  167.         s_ammo[6] += game.ammo / 10;
  168.         s_ammo[7] += game.ammo % 10;
  169.        
  170.         game_textout(8, 8, 2, s_health);
  171.         game_textout(GAME_WIDTH - 12 - GAME_AMMO_MAX*2 - 1, 8, 2, s_ammo);
  172.        
  173.         for (i = 0; i < game.ammo; i++) {
  174.             texture_draw_vline(&game.framebuffer, GAME_WIDTH - 12 - GAME_AMMO_MAX*2 + i*2, 20, 8, 0xFF3366FF );
  175.         };
  176.        
  177.         int health_color = 0xFF339933;
  178.         if (game.health < 5) {
  179.             health_color = 0xFF808010;
  180.         };
  181.         if (game.health < 3) {
  182.             health_color = 0xFFFF3300;
  183.         };
  184.  
  185.         for (i = 0; i < game.health; i++) {
  186.             texture_draw_vline(&game.framebuffer, 8 + i*4 + 0, 20, 8, health_color  );
  187.             texture_draw_vline(&game.framebuffer, 8 + i*4 + 1, 20, 8, health_color  );
  188.             texture_draw_vline(&game.framebuffer, 8 + i*4 + 2, 20, 8, health_color  );
  189.         };
  190.        
  191.  
  192.        
  193.     };
  194.  
  195.     texture_draw(&game.tex_ground, &game.tex_clouds, game.tz, 0, /* game.tx, game.ty, */ DRAW_MODE_ADDITIVE | DRAW_TILED_FLAG );
  196.     texture_draw(&game.framebuffer, &game.tex_ground, 0, GAME_HEIGHT-50, DRAW_MODE_ALPHA);
  197.  
  198.  
  199.         rskos_draw_area(0, 0, w, h, game.window_scale, game.framebuffer.data, game.scaled_framebuffer);
  200.  
  201. };
  202.  
  203.