forked from KolibriOS/kolibrios
2048:
- fix load / save highscore - added message about game over - beautify text draw TODO: - optimize tile drawing: maybe separate canvas for every tile git-svn-id: svn://kolibrios.org@5238 a494cfbc-eb01-0410-851d-a64ba20cac60
This commit is contained in:
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5ff91b8eca
commit
7b22babed6
@ -22,7 +22,7 @@ __u32 config_load_highscore()
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fs_info cfg = {0};
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fs_info cfg = {0};
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cfg.func = 0;
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cfg.func = 0;
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cfg.size = 4;
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cfg.size = sizeof(__u32);
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cfg.data = (char*)&highscore;
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cfg.data = (char*)&highscore;
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cfg.name = path;
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cfg.name = path;
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@ -31,7 +31,8 @@ __u32 config_load_highscore()
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__asm__ __volatile__("int $0x40":"=a"(ret),"=b"(rnum):
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__asm__ __volatile__("int $0x40":"=a"(ret),"=b"(rnum):
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"a"(70),
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"a"(70),
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"b"((__u32)(&cfg)));
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"b"((__u32)(&cfg)):
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"memory");
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if (ret || (rnum != 4)) highscore = 0;
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if (ret || (rnum != 4)) highscore = 0;
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@ -42,7 +43,7 @@ void config_save_highscore(__u32 score)
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{
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{
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fs_info cfg = {0};
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fs_info cfg = {0};
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cfg.func = 2;
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cfg.func = 2;
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cfg.size = 4;
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cfg.size = sizeof(__u32);
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cfg.data = (char*)&score;
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cfg.data = (char*)&score;
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cfg.name = path;
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cfg.name = path;
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@ -51,5 +52,6 @@ void config_save_highscore(__u32 score)
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__asm__ __volatile__("int $0x40":"=a"(ret),"=b"(wnum):
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__asm__ __volatile__("int $0x40":"=a"(ret),"=b"(wnum):
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"a"(70),
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"a"(70),
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"b"((__u32)(&cfg)));
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"b"((__u32)(&cfg)):
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"memory");
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}
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}
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@ -16,3 +16,9 @@ inline void clear_key_buffer() {
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inline void vsync() {
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inline void vsync() {
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__asm__ __volatile__("int $0x40"::"a"(18),"b"(14));
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__asm__ __volatile__("int $0x40"::"a"(18),"b"(14));
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}
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}
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// Get text length in pixels
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inline __u32 text_length_px(__u32 len)
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{
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return len * FONT_WIDTH + len;
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}
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@ -10,6 +10,8 @@ inline void enable_scancode();
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inline void clear_key_buffer();
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inline void clear_key_buffer();
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inline void vsync();
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inline void vsync();
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inline __u32 text_length_px(__u32 len);
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#define false (0)
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#define false (0)
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#define true (1)
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#define true (1)
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@ -26,7 +28,7 @@ inline void vsync();
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#define WND_HEIGHT (400) // main window height
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#define WND_HEIGHT (400) // main window height
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#define GAME_BORDER (30) // minimum border size around board
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#define GAME_BORDER (30) // minimum border size around board
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#define GAME_BG_COLOR (0x34FAF8EF) // main window background color
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#define GAME_BG_COLOR (0xFAF8EF) // main window background color
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#define SCORE_HEIGHT (21) // minimum height for score text
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#define SCORE_HEIGHT (21) // minimum height for score text
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@ -1,30 +1,49 @@
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#include "game.h"
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#include "game.h"
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struct {
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struct {
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rect new_game_button;// new game button place
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rect reset_button; // new game button place
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rect highscore_rect; // highscore place
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rect highscore_rect; // highscore place
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rect score_rect; // score place
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rect score_rect; // score place
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rect over_rect; // game over window
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__u8 over; // flag for game over
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__u8 over; // flag for game over
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} game;
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} game;
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void game_draw_top()
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void game_draw_ui()
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{
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{
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if (game.over)
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__menuet__make_button(game.reset_button.x,
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{
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game.reset_button.y,
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__menuet__make_button(game.new_game_button.x,
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game.reset_button.width,
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game.new_game_button.y,
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game.reset_button.height,
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game.new_game_button.width,
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NEW_GAME_BUTTON,
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game.new_game_button.height,
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BOARD_BG_COLOR);
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NEW_GAME_BUTTON,
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rect_draw_text(&game.reset_button,"Restart",7,GAME_BG_COLOR,0);
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BOARD_BG_COLOR);
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rect_draw_text(&game.new_game_button,"NEW GAME",8,GAME_BG_COLOR);
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}
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rect_draw(&game.highscore_rect,BOARD_BG_COLOR);
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rect_draw(&game.highscore_rect,BOARD_BG_COLOR);
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rect_draw_value(&game.highscore_rect,board_highscore(),GAME_BG_COLOR);
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rect_draw_value(&game.highscore_rect,board_highscore(),GAME_BG_COLOR,0);
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rect_draw(&game.score_rect,BOARD_BG_COLOR);
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rect_draw(&game.score_rect,BOARD_BG_COLOR);
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rect_draw_value(&game.score_rect,board_score(),GAME_BG_COLOR);
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rect_draw_value(&game.score_rect,board_score(),GAME_BG_COLOR,0);
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if (game.over)
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{
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__u16 line_step = FONT_HEIGHT * 2;
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rect_draw(&game.over_rect,BOARD_BG_COLOR);
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rect line_rect = {
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.x = game.over_rect.x,
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.y = game.over_rect.y + line_step,
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.width = game.over_rect.width,
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.height = line_step
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};
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rect_draw_text(&line_rect,"It looks like there is",22,0xFFFFFF,0);
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line_rect.y += line_step;
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rect_draw_text(&line_rect,"no more moves",13,0xFFFFFF,0);
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line_rect.y += line_step;
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rect_draw_text(&line_rect,"available",9,0xFFFFFF,0);
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}
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}
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}
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void game_init()
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void game_init()
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@ -41,7 +60,7 @@ void game_init()
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(screen_h - WND_HEIGHT) / 2,
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(screen_h - WND_HEIGHT) / 2,
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WND_WIDTH,
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WND_WIDTH,
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WND_HEIGHT,
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WND_HEIGHT,
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GAME_BG_COLOR,
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0x34 << 24 | GAME_BG_COLOR,
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0,
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0,
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(__u32)header);
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(__u32)header);
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@ -68,22 +87,29 @@ void game_init()
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board_init(&av_area);
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board_init(&av_area);
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game.new_game_button.x = av_area.x;
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rect top_base = {
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game.new_game_button.y = (av_area.y - SCORE_HEIGHT) / 2;
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.x = av_area.x,
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game.new_game_button.width = (av_area.width - BOARD_SPACING) / 3;
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.y = (av_area.y - SCORE_HEIGHT) / 2,
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game.new_game_button.height = SCORE_HEIGHT;
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.width = (av_area.width - BOARD_SPACING * 2) / 3,
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.height = SCORE_HEIGHT
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};
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game.highscore_rect.x = av_area.x + (av_area.width + BOARD_SPACING) / 3;
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game.reset_button = top_base;
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game.highscore_rect.y = (av_area.y - SCORE_HEIGHT) / 2;
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game.highscore_rect.width = (av_area.width - BOARD_SPACING) / 3;
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game.highscore_rect.height = SCORE_HEIGHT;
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game.score_rect.x = av_area.x + (av_area.width + BOARD_SPACING) * 2 / 3;
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top_base.x += top_base.width + BOARD_SPACING;
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game.score_rect.y = (av_area.y - SCORE_HEIGHT) / 2;
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game.highscore_rect = top_base;
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game.score_rect.width = (av_area.width - BOARD_SPACING) / 3;
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game.score_rect.height = SCORE_HEIGHT;
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game_draw_top();
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top_base.x += top_base.width + BOARD_SPACING;
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game.score_rect = top_base;
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av_area.x += av_area.width / 4;
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av_area.y += av_area.height / 4;
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av_area.width /= 2;
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av_area.height /= 2;
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game.over_rect = av_area;
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game_draw_ui();
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__menuet__window_redraw(2);
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__menuet__window_redraw(2);
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}
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}
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@ -100,15 +126,15 @@ void game_redraw()
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// start redraw
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// start redraw
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__menuet__window_redraw(1);
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__menuet__window_redraw(1);
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__menuet__define_window(0, // __u16 x1 : ignored
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__menuet__define_window(0, // __u16 x1 : ignored
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0, // __u16 y1 : ignored
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0, // __u16 y1 : ignored
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0, // __u16 xsize : ignored
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0, // __u16 xsize : ignored
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0, // __u16 ysize : ignored
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0, // __u16 ysize : ignored
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GAME_BG_COLOR, // __u32 body_color
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0x34 << 24 | GAME_BG_COLOR, // __u32 body_color
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0, // __u32 grab_color
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0, // __u32 grab_color
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(__u32)header); // __u32 frame_color or header
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(__u32)header); // __u32 frame_color or header
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game_draw_top();
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game_draw_ui();
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board_redraw();
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board_redraw();
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// end redraw
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// end redraw
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@ -124,7 +150,7 @@ void game_move_up()
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board_redraw();
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board_redraw();
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game.over = !added || !board_has_moves();
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game.over = !added || !board_has_moves();
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game_draw_top();
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game_draw_ui();
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}
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}
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}
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}
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@ -137,7 +163,7 @@ void game_move_down()
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board_redraw();
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board_redraw();
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game.over = !added || !board_has_moves();
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game.over = !added || !board_has_moves();
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game_draw_top();
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game_draw_ui();
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}
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}
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}
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}
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@ -150,7 +176,7 @@ void game_move_left()
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board_redraw();
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board_redraw();
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game.over = !added || !board_has_moves();
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game.over = !added || !board_has_moves();
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game_draw_top();
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game_draw_ui();
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}
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}
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}
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}
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@ -163,6 +189,6 @@ void game_move_right()
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board_redraw();
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board_redraw();
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game.over = !added || !board_has_moves();
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game.over = !added || !board_has_moves();
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game_draw_top();
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game_draw_ui();
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}
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}
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}
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}
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@ -57,42 +57,29 @@ __u8 rect_transform(rect* from, rect* to, __u16 step)
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(from->height == to->height);
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(from->height == to->height);
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}
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}
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void rect_draw_text(rect *r, char *txt, __u32 len, __u32 color)
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void rect_draw_text(rect *r, char *txt, __u32 len, __u32 color, __u32 frame_color)
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{
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{
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__menuet__write_text(r->x + 1 + (r->width - len * FONT_WIDTH - len) / 2,
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// right down shadow
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__menuet__write_text(r->x + 1 + (r->width - text_length_px(len)) / 2,
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r->y + 1 + (r->height - FONT_HEIGHT) / 2,
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r->y + 1 + (r->height - FONT_HEIGHT) / 2,
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0xFFFFFF,txt,len);
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frame_color,txt,len);
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__menuet__write_text(r->x - 1 + (r->width - len * FONT_WIDTH - len) / 2,
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// right shadow
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r->y - 1 + (r->height - FONT_HEIGHT) / 2,
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__menuet__write_text(r->x + 1 + (r->width - text_length_px(len)) / 2,
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0xFFFFFF,txt,len);
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r->y + (r->height - FONT_HEIGHT) / 2,
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__menuet__write_text(r->x - 1 + (r->width - len * FONT_WIDTH - len) / 2,
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frame_color,txt,len);
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// down shadow
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__menuet__write_text(r->x + (r->width - text_length_px(len)) / 2,
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r->y + 1 + (r->height - FONT_HEIGHT) / 2,
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r->y + 1 + (r->height - FONT_HEIGHT) / 2,
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0xFFFFFF,txt,len);
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frame_color,txt,len);
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__menuet__write_text(r->x + 1 + (r->width - len * FONT_WIDTH - len) / 2,
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r->y - 1 + (r->height - FONT_HEIGHT) / 2,
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0xFFFFFF,txt,len);
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__menuet__write_text(r->x + 1 + (r->width - len * FONT_WIDTH - len) / 2,
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__menuet__write_text(r->x + (r->width - text_length_px(len)) / 2,
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r->y + (r->height - FONT_HEIGHT) / 2,
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r->y + (r->height - FONT_HEIGHT) / 2,
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0xFFFFFF,txt,len);
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color,txt,len);
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__menuet__write_text(r->x - 1 + (r->width - len * FONT_WIDTH - len) / 2,
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r->y + (r->height - FONT_HEIGHT) / 2,
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0xFFFFFF,txt,len);
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__menuet__write_text(r->x + (r->width - len * FONT_WIDTH - len) / 2,
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r->y + 1 + (r->height - FONT_HEIGHT) / 2,
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0xFFFFFF,txt,len);
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__menuet__write_text(r->x + (r->width - len * FONT_WIDTH - len) / 2,
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r->y - 1 + (r->height - FONT_HEIGHT) / 2,
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0xFFFFFF,txt,len);
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__menuet__write_text(r->x + (r->width - len * FONT_WIDTH - len) / 2,
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r->y + (r->height - FONT_HEIGHT) / 2,
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0,txt,len);
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}
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}
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void rect_draw_value(rect* r, __u32 v, __u32 color)
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void rect_draw_value(rect* r, __u32 v, __u32 color, __u32 frame_color)
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{
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{
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char buffer[16] = {0};
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char buffer[16] = {0};
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__u32 length = strlen(itoa(v,buffer,10));
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__u32 length = strlen(itoa(v,buffer,10));
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rect_draw_text(r,buffer,length,color);
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rect_draw_text(r,buffer,length,color,frame_color);
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}
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}
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@ -24,9 +24,9 @@ void rect_draw(rect* r, __u32 color);
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__u8 rect_transform(rect* from, rect* to, __u16 step);
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__u8 rect_transform(rect* from, rect* to, __u16 step);
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// Draw text at the rect center
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// Draw text at the rect center
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void rect_draw_text(rect* r, char* txt, __u32 len, __u32 color);
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void rect_draw_text(rect* r, char* txt, __u32 len, __u32 color, __u32 frame_color);
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// Draw value as text at the rect center
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// Draw value as text at the rect center
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void rect_draw_value(rect* r, __u32 v, __u32 color);
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void rect_draw_value(rect* r, __u32 v, __u32 color, __u32 frame_color);
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#endif // RECT_H
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#endif // RECT_H
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