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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. //      unsigned char *c = game.framebuffer.data;
  21. //     
  22. //      int i;
  23. //      for (i = 0; i < w*h*4; i+=4) {
  24. //          c[i+0] = 10; //  i/w/3;
  25. //          c[i+1] = (( (1*i)*(i + kk)/70) & 5) ? 70 : 0;
  26. //          c[i+2] = 50;
  27. //          c[i+3] = i % 128;
  28. //      };
  29.  
  30.  
  31.     texture_clear(&game.framebuffer, game.bg_color );
  32.    
  33.     game.bg_color = COLOR_BLACK;
  34.    
  35. //    texture_clear(&game.tex);
  36.    
  37. //    texture_draw(&game.framebuffer, &game.tex, 40, 40, DRAW_MODE_ADDITIVE);
  38. //    texture_draw(&game.framebuffer, &game.tex, 70, 50, DRAW_MODE_ADDITIVE);
  39. //    texture_draw(&game.framebuffer, &game.tex, 20, 60, DRAW_MODE_ADDITIVE);
  40. //    texture_draw(&game.framebuffer, &game.tex, 60, 70, DRAW_MODE_ADDITIVE);
  41. //    
  42. //    texture_draw(&game.framebuffer, &game.tex, 111, 150, DRAW_MODE_ADDITIVE);
  43.  
  44.     int i, c, c2, c3;
  45.     for (i = 0; i < 100; i++) {
  46. //        DEBUG10f("i = %d, v1 = %.4f, v2 = %.4f \n", i, rs_noise(kk+100, kk+i)*10, rs_noise(kk+200, kk+i+300)*10);
  47.         c = (0.5+0.45*rs_noise(kk+150, kk+i))*255;
  48.         c2 = c + 0.05*rs_noise(kk+150, kk+i)*255;
  49.         c3 = c2; // (0.5+0.49*rs_noise(kk+150, kk+i+2))*255;
  50.         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,
  51.                           c + (c2<<8) + (c3<<16) + 0xFF000000);
  52.     };
  53.  
  54.     texture_clear(&game.tex_ground, COLOR_TRANSPARENT);
  55.     rs_perlin_configure(47, 4, 0.5, 1000, 256);
  56.     for (i = 0; i < game.tex_ground.w; i++) {
  57.         texture_draw_vline(&game.tex_ground, i, 25 + rs_perlin(0,i+game.tz)*25, 2, 0xFF113300);
  58.         texture_draw_vline(&game.tex_ground, i, 25 + rs_perlin(0,i+game.tz)*25 + 2, 999, 0xFF000000);
  59.     };
  60.    
  61.    
  62.  
  63.     if (game.status == STATUS_MENU) {
  64.  
  65.         char **title = menu_titles[game.menu_index];
  66.         int y = (game.menu_index == MENU_MAIN) ? 80 : 50;
  67.         texture_draw(&game.framebuffer, &game.tex_gui_line, 0, y+15*game.menu_item_index, DRAW_MODE_ALPHA);
  68.         while (*title) {
  69.             game_textout(20, y, (*(title))[0]==' ' ? 3 : 0 , (*(title))+1 );  // first (zero) char defines action, title starts from second (1st) char
  70.             title++;
  71.             y+=15;
  72.         };
  73.        
  74.         if (game.menu_index == MENU_MAIN) {
  75.                
  76.             for (i = 0; i < 3; i++) {
  77.                 texture_draw(&game.framebuffer, &game.tex_rocks[i], 250+80*rs_noise(i,150), 60+60*rs_noise(i,1110), DRAW_MODE_ADDITIVE );
  78.             };
  79.                
  80.             game_textout( GAME_WIDTH/2 - 100, 40, 1,  "HELI0THRYX");
  81. //            game_textout( GAME_WIDTH/2 - 8, 58, 3,  "TECHDEM0");
  82.             game_textout( 2, GAME_HEIGHT-10, 2,  L_BOTTOM_LINE_DEVELOPER_INFO);
  83.         };
  84.    
  85.     }
  86.     else {
  87.        
  88.         int i, j;
  89.         game_obj_t *obj;
  90.         for (i = 0; i < game.objs_count; i++) {
  91.             obj = &(game.objs[i]);
  92.            
  93.             if (obj->obj_type == OBJ_BULLET) {
  94.                    
  95.                 texture_set_pixel(&game.framebuffer, obj->x-4, obj->y, 0xFF00BB00);
  96.                 texture_set_pixel(&game.framebuffer, obj->x-3, obj->y, 0xFF00CC00);
  97.                 texture_set_pixel(&game.framebuffer, obj->x-2, obj->y, 0xFF00DD00);
  98.                 texture_set_pixel(&game.framebuffer, obj->x-1, obj->y, 0xFF00EE00);
  99.                 texture_set_pixel(&game.framebuffer, obj->x-0, obj->y, 0xFF00FF00);
  100.                
  101.             }
  102.             else if (obj->obj_type == OBJ_RED_BULLET) {
  103.                    
  104.                 texture_set_pixel(&game.framebuffer, obj->x-1, obj->y-0, 0xFFFF0000);
  105.                 texture_set_pixel(&game.framebuffer, obj->x-1, obj->y-1, 0xFFFF6600);
  106.                 texture_set_pixel(&game.framebuffer, obj->x-1, obj->y-0, 0xFFFF0000);
  107.                 texture_set_pixel(&game.framebuffer, obj->x-0, obj->y-1, 0xFFFF0000);
  108.                 texture_set_pixel(&game.framebuffer, obj->x-0, obj->y-0, 0xFFFF6600);
  109.                 texture_set_pixel(&game.framebuffer, obj->x+1, obj->y-1, 0xFFFF0000);
  110.                 texture_set_pixel(&game.framebuffer, obj->x+1, obj->y-0, 0xFFFF6600);
  111.                
  112.             }
  113.             else if (obj->obj_type == OBJ_EXPLOSION) {
  114.                 texture_draw( &game.framebuffer, &game.tex_explosions[ obj->t ], obj->x - obj->radius, obj->y - obj->radius, DRAW_MODE_ALPHA );
  115.             }
  116.             else if (obj->obj_type == OBJ_HUGE_EXPLOSION) {
  117.                 texture_draw( &game.framebuffer, &game.tex_huge_explosions[ obj->t ], obj->x - obj->radius, obj->y - obj->radius, DRAW_MODE_ALPHA );
  118.             }
  119.             else if (obj->obj_type == OBJ_ROCK) {
  120.                 texture_draw( &game.framebuffer, &game.tex_rocks[ obj->tag ], obj->x - obj->radius, obj->y - obj->radius, DRAW_MODE_ALPHA );
  121.             }
  122.             else if (obj->obj_type == OBJ_MINIROCK) {
  123.                 texture_draw( &game.framebuffer, &game.tex_minirocks[ obj->tag ], obj->x - obj->radius, obj->y - obj->radius, DRAW_MODE_ALPHA );
  124.             }
  125.             else if (obj->obj_type == OBJ_TURRET) {
  126.                 texture_draw( &game.framebuffer, &game.tex_rocks[ 0 ], obj->x - obj->radius, obj->y - obj->radius, DRAW_MODE_ALPHA );
  127.                 texture_draw( &game.framebuffer, &game.tex_rocks[ 0 ], obj->x - obj->radius, obj->y - obj->radius, DRAW_MODE_ADDITIVE );
  128.                
  129.                 for (j = 0; j < 1 + (obj->tag)/6; j++) {
  130.                     texture_draw_vline(&game.framebuffer, obj->x - obj->radius + j*4 + 0, obj->y - obj->radius - 16, 8, 0xFF993333 );
  131.                     texture_draw_vline(&game.framebuffer, obj->x - obj->radius + j*4 + 1, obj->y - obj->radius - 16, 8, 0xFF993333 );
  132.                     texture_draw_vline(&game.framebuffer, obj->x - obj->radius + j*4 + 2, obj->y - obj->radius - 16, 8, 0xFF993333 );
  133.                 };
  134.                
  135.             }
  136.  
  137.         };
  138.        
  139.  
  140.         texture_draw(&game.framebuffer, &game.tex_ship[0], game.player_x-8, game.player_y-4, DRAW_MODE_ALPHA);
  141.         texture_draw(&game.framebuffer, &game.tex_ship[1], game.player_x-8, game.player_y-4, DRAW_MODE_ALPHA);
  142.         texture_draw(&game.framebuffer, &game.tex_ship[2], game.player_x, game.player_y-4, DRAW_MODE_ALPHA);
  143.         texture_draw(&game.framebuffer, &game.tex_ship[3], game.player_x, game.player_y-4, DRAW_MODE_ALPHA);
  144.        
  145.        
  146.         if ( game.stage == 0 ) {
  147.                
  148.             int stage_label_y = GAME_HEIGHT/3 - (game.stage_timer - 25)*(game.stage_timer - 25)*(game.stage_timer - 25)/100;
  149.                
  150.             //game_textout_at_center( 0, GAME_HEIGHT + 50 - game.stage_timer*(GAME_HEIGHT+50)/50, 1, "LEVEL 1" );
  151.            
  152.             char stage_str[] = "5TAGE xx";
  153.             char *stage_num = &stage_str[6];
  154.            
  155.             if ( (game.stage_level+1) > 9 ) {
  156.                 stage_num[0] = '0' + (game.stage_level+1)/10;
  157.                 stage_num[1] = '0' + (game.stage_level+1)%10;
  158.             }
  159.             else {
  160.                 stage_num[0] = '0' + (game.stage_level+1)%10;
  161.                 stage_num[1] = 0;
  162.             };
  163.            
  164.             game_textout_at_center( -10, stage_label_y, 1, stage_str );
  165.            
  166.             if ( IS_BIT_CLEARED ( game.flags, GAME_FLAG_INSTRUCTIONS_PASSED ) ) {
  167.                 game_textout_at_center( 0, GAME_HEIGHT*3/4, 2, L_TECHDEMO_LINE1 );
  168.             };
  169.         }
  170.        
  171.         char s_score[] = "0000";
  172.         s_score[0] += (game.score / 1000) % 10;
  173.         s_score[1] += (game.score / 100) % 10;
  174.         s_score[2] += (game.score / 10) % 10;
  175.         s_score[3] += (game.score / 1) % 10;
  176.        
  177.         game_textout_at_center(0, 10, 3, s_score);
  178.        
  179.        
  180.        
  181.        
  182.         char s_health[] = "HEALTH: 0 ";
  183.         char s_ammo[] = "AMM0: 00 ";
  184.        
  185.         s_health[8] += game.health;
  186.         s_ammo[6] += game.ammo / 10;
  187.         s_ammo[7] += game.ammo % 10;
  188.        
  189.         game_textout(8, 8, 2, s_health);
  190.         game_textout(GAME_WIDTH - 12 - GAME_AMMO_MAX*2 - 1, 8, 2, s_ammo);
  191.        
  192.         for (i = 0; i < game.ammo; i++) {
  193.             texture_draw_vline(&game.framebuffer, GAME_WIDTH - 12 - GAME_AMMO_MAX*2 + i*2, 20, 8, 0xFF3366FF );
  194.         };
  195.        
  196.         int health_color = 0xFF339933;
  197.         if (game.health < 5) {
  198.             health_color = 0xFF808010;
  199.         };
  200.         if (game.health < 3) {
  201.             health_color = 0xFFFF3300;
  202.         };
  203.  
  204.         for (i = 0; i < game.health; i++) {
  205.             texture_draw_vline(&game.framebuffer, 8 + i*4 + 0, 20, 8, health_color  );
  206.             texture_draw_vline(&game.framebuffer, 8 + i*4 + 1, 20, 8, health_color  );
  207.             texture_draw_vline(&game.framebuffer, 8 + i*4 + 2, 20, 8, health_color  );
  208.         };
  209.        
  210.  
  211.        
  212.        
  213. //        game_textout( 2, 12, 2, L_TECHDEMO_LINE2 );
  214.        
  215.     };
  216.  
  217.     texture_draw(&game.tex_ground, &game.tex_clouds, game.tz, 0, /* game.tx, game.ty, */ DRAW_MODE_ADDITIVE | DRAW_TILED_FLAG );
  218.     texture_draw(&game.framebuffer, &game.tex_ground, 0, GAME_HEIGHT-50, DRAW_MODE_ALPHA);
  219.  
  220.  
  221.         rskos_draw_area(0, 0, w, h, game.window_scale, game.framebuffer.data, game.scaled_framebuffer);
  222.  
  223. };
  224.  
  225.