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#include "rsgamedraw.h" |
#include "rsgametext.h" |
#include "rsgamemenu.h" |
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#include "rskos.h" |
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#include "rsnoise.h" |
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#include "strings.h" |
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void game_draw() { |
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int w = GAME_WIDTH; |
int h = GAME_HEIGHT; |
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// 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; |
// }; |
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// texture_clear(&game.framebuffer, COLOR_DARK_RED); |
// texture_clear(&game.tex); |
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// 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); |
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// 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); |
// }; |
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// 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); |
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texture_draw(&game.framebuffer, &game.tex_bg, 0, 0, DRAW_MODE_REPLACE); |
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if ( (game.status == STATUS_MENU) || (game.status == STATUS_LOADING) ){ |
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// 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; |
// }; |
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if (game.menu_index == MENU_MAIN) { |
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if (game.status == STATUS_LOADING) { |
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"); |
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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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game_textout( GAME_WIDTH/2 - 192, 230, 3, " LEVEL PA55ED " ); |
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char s[] = " TIME: 000 "; |
int time_sec = game.time / 25; |
s[11] = '0' + (( time_sec / 100 ) % 10); |
s[12] = '0' + (( time_sec / 10 ) % 10); |
s[13] = '0' + (( time_sec / 1 ) % 10); |
game_textout( GAME_WIDTH/2 - 192, 260, 3, s ); |
}; |
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game_textout( GAME_WIDTH/2 - 192, 300, 0, " CLICK T0 5TART " ); |
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}; |
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game_textout( 2, GAME_HEIGHT-10, 2, "DEVEL0PED BY R0MAN 5HUVAL0V"); |
}; |
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} |
else { |
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int i, j; |
for (i = 0; i < FIELD_HEIGHT; i++) { |
for (j = 0; j < FIELD_WIDTH; j++) { |
if ( IS_BIT_SET( game.field[i*FIELD_WIDTH + j], CRYSTAL_VISIBLE_BIT )) { |
texture_draw( &game.framebuffer, &game.tex_crystals[ game.field[i*FIELD_WIDTH + j] & CRYSTAL_INDEX_MASK ], FIELD_X0+ j*CRYSTAL_SIZE, FIELD_Y0+ i*CRYSTAL_SIZE, DRAW_MODE_ALPHA ); |
if (game.selected) { |
if ( (j == game.selected_x) && (i == game.selected_y) ) { |
texture_draw( &game.framebuffer, &game.tex_cursor, FIELD_X0+ j*CRYSTAL_SIZE, FIELD_Y0+ i*CRYSTAL_SIZE, DRAW_MODE_ALPHA ); |
}; |
}; |
}; |
}; |
}; |
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for (i = 0; i < game.explosions_count; i++) { |
texture_draw( &game.framebuffer, &(game.tex_explosion[ (game.explosions[i]>>16) & 0xFF ]), |
FIELD_X0 + CRYSTAL_SIZE*( game.explosions[i] & 0xFF) - (EXPLOSION_SIZE-CRYSTAL_SIZE)/2 , |
FIELD_Y0 + CRYSTAL_SIZE*( (game.explosions[i]>>8) & 0xFF) - (EXPLOSION_SIZE-CRYSTAL_SIZE)/2 , |
DRAW_MODE_ALPHA); |
}; |
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char str[] = "TIME: 999 "; |
int time_sec = game.time / 25; |
str[6] = '0' + ( (time_sec / 100) % 10); |
str[7] = '0' + ( (time_sec / 10) % 10); |
str[8] = '0' + ( (time_sec / 1) % 10); |
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game_textout( 32, 32, 3, str ); |
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char sstr[] = "5C0RE: 000 0F 100 "; |
sstr[7] = '0' + ( (game.score / 100) % 10); |
sstr[8] = '0' + ( (game.score / 10) % 10); |
sstr[9] = '0' + ( (game.score / 1) % 10); |
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game_textout( 32, GAME_HEIGHT-48, 3, sstr ); |
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// char s[] = "YOUR TIME: 000"; |
// s[11] = '3'; |
// s[12] = '9'; |
// s[13] = '4'; |
//game_textout( GAME_WIDTH/2 - 192, 260, 0, s ); |
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// 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); |
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// 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); |
// }; |
// }; |
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// game_textout( 2, 2, 2, L_TECHDEMO_LINE1 ); |
// game_textout( 2, 12, 2, L_TECHDEMO_LINE2 ); |
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}; |
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rskos_draw_area(0, 0, w, h, game.window_scale, game.framebuffer.data, game.scaled_framebuffer); |
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}; |
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