#include "rsgame.h" #include "rsgametext.h" #include "rsgamemenu.h" #include "rsgamedraw.h" #include "rskos.h" #include "rsgentex.h" #include "rssoundgen.h" #include "rsnoise.h" #include "rs/rsplatform.h" #ifdef RS_USE_C_LIBS // linux version #include #include #include #include "rs/rskeyboard.h" #endif rs_game_t game; void texture_init(rs_texture_t *tex, int w, int h) { tex->status = 1; tex->w = w; tex->h = h; tex->data = malloc(w*h*4); // BGRA BGRA }; void texture_free(rs_texture_t *tex) { free(tex->data); tex->status = 0; }; void texture_clear(rs_texture_t *tex, unsigned int color) { int i; for (i = 0; i < tex->w * tex->h; i++) { *((unsigned int*)(&tex->data[i*4])) = color; }; }; void texture_draw(rs_texture_t *dest, rs_texture_t *src, int x, int y, int mode) { int i; // y int j; // x int k; // color component int istart = (y < 0) ? -y : 0; int iend = src->h - (( (y + src->h) > dest->h) ? (y + src->h - dest->h) : 0); int jstart = (x < 0) ? -x : 0; int jend = src->w - (( (x + src->w) > dest->w) ? (x + src->w - dest->w) : 0); int ishift = 0; int jshift = 0; float a; // alpha value if (mode & DRAW_TILED_FLAG) { jshift = x; ishift = y; x = y = istart = jstart = 0; iend = dest->h; jend = dest->w; }; mode = mode & DRAW_MODE_MASK; int modvalue = (src->w*src->h*4); if (mode == DRAW_MODE_REPLACE) { for (i = istart; i < iend; i++) { for (j = jstart; j < jend; j++) { for (k = 0; k < 4; k++) { dest->data[ 4 * ( (y+i)*dest->w + (x+j) ) + k ] = src->data[ (4*(i*src->w + j) + k) % modvalue ]; }; }; }; } else if (mode == DRAW_MODE_ADDITIVE) { for (i = istart; i < iend; i++) { for (j = jstart; j < jend; j++) { for (k = 0; k < 3; k++) { // Alpha channel is not added dest->data[ 4 * ( (y+i)*dest->w + (x+j) ) + k ] = clamp_byte( dest->data[ 4 * ( (y+i)*dest->w + (x+j) ) + k ] + src->data[ (4*((i+ishift)*src->w + j + jshift) + k) % modvalue] ); }; }; }; } else if (mode == DRAW_MODE_MULT) { for (i = istart; i < iend; i++) { for (j = jstart; j < jend; j++) { for (k = 0; k < 3; k++) { // Alpha channel is not added dest->data[ 4 * ( (y+i)*dest->w + (x+j) ) + k ] = clamp_byte( dest->data[ 4 * ( (y+i)*dest->w + (x+j) ) + k ] * src->data[ (4*((i+ishift)*src->w + j + jshift) + k) % modvalue] / 255 ); }; }; }; } else if (mode == DRAW_MODE_ALPHA) { for (i = istart; i < iend; i++) { for (j = jstart; j < jend; j++) { for (k = 0; k < 3; k++) { a = (1.0 * src->data[ (4*(i*src->w + j) + 3) % modvalue ] / 255.0); dest->data[ 4 * ( (y+i)*dest->w + (x+j) ) + k ] = (unsigned char) ( (1.0-a) * dest->data[ 4 * ( (y+i)*dest->w + (x+j) ) + k ] + a*src->data[ (4*((i+ishift)*src->w + j + jshift) + k) % modvalue] ); }; }; }; }; }; void texture_set_pixel(rs_texture_t *tex, int x, int y, unsigned int color) { *((unsigned int*) &tex->data[ 4 * ( (y)*tex->w + (x) ) + 0 ]) = color; }; void texture_draw_vline(rs_texture_t *tex, int x, int y, int l, unsigned int color) { int i; if (y+l >= tex->h) { l = tex->h - y; }; for (i = 0; i < l; i++) { *((unsigned int*) &tex->data[ 4 * ( (y+i)*tex->w + (x) ) + 0 ]) = color; }; }; void soundbuf_init(rs_soundbuf_t *snd, int length_samples) { snd->status = 1; snd->length_samples = length_samples; snd->data = malloc(length_samples*2); rskos_snd_create_buffer(&snd->hbuf, snd->data, length_samples); }; void soundbuf_free(rs_soundbuf_t *snd) { snd->status = 0; free(snd->data); }; void soundbuf_fill(rs_soundbuf_t *snd, int amp, int freq_div) { int i; for (i = 0; i < snd->length_samples; i++) { snd->data[i] = -amp/2 + amp/2*( ( (i % freq_div) > freq_div/2 ) ? 1 : 0 ); }; rskos_snd_update_buffer(&snd->hbuf, snd->data, snd->length_samples); }; void soundbuf_sin(rs_soundbuf_t *snd, float freq) { int i; int amp = 29000; for (i = 0; i < snd->length_samples; i++) { snd->data[i] = ( 1.0 - 1.0*i/snd->length_samples ) * sin(freq*i) * amp; }; rskos_snd_update_buffer(&snd->hbuf, snd->data, snd->length_samples); }; void soundbuf_sin_fade(rs_soundbuf_t *snd, float freq) { int i; int amp = 29000; for (i = 0; i < snd->length_samples; i++) { snd->data[i] = ( 1.0 - 1.0*i/snd->length_samples ) * sin( ( (1.0 - 0.48*i/snd->length_samples) * freq ) *i) * amp; }; /* // ok rs_sgen_init(2, snd->length_samples); rs_sgen_func_pm(1, 880.0, 21.0, 0.3, 110.0, 0.3); rs_sgen_func_normalize(1, 1.0); rs_sgen_func_lowpass(0, 1, 1.0, 0.0, 1.0); rs_sgen_wave_out(0); memcpy(snd->data, rs_sgen_reg.wave_out, snd->length_samples*2 ); rs_sgen_term(); */ rskos_snd_update_buffer(&snd->hbuf, snd->data, snd->length_samples); }; void soundbuf_play(rs_soundbuf_t *snd) { rskos_snd_play(&snd->hbuf, 0); }; void soundbuf_stop(rs_soundbuf_t *snd) { rskos_snd_stop(&snd->hbuf); }; unsigned char clamp_byte(int value) { value = value * (1 - (value >> 31)); // negative to zero return (value > 255) ? 255 : value; }; void game_reg_init() { game.loader_counter = 0; game.score = 0; game.time = 0; game.selected = 0; game.selected_x = game.selected_y = 0; game.explosions_count = 0; game.tx = 0; game.ty = 0; game.tz = 0; // int i; // for (i = 0; i < BULLETS_COUNT; i++) { // game.bullet_x[i] = 0; // game.bullet_y[i] = 0; // }; // game.bullet_index = 0; game.status = STATUS_LOADING; game.window_scale = 1; // game.window_scale = 2; // #ifndef RS_KOS // game.window_scale = 3; // window_scale_str[3] = '3'; // #endif game.keyboard_state = 0; game.menu_index = 0; game.menu_item_index = 0; }; int is_key_pressed(int mask) { return IS_BIT_SET(game.keyboard_state, mask) ? 1 : 0; }; int seed = 0; int get_random_crystal() { seed += 2; return ( (seed + (get_time() & 0xFFFF) ) % CRYSTALS_COUNT) | CRYSTAL_VISIBLE_BIT; }; int game_check_and_explode() { int x, y, i, item, match_count, found; found = 0; // vertical lines for (x = 0; x < FIELD_WIDTH; x++) { match_count = 0; item = 0xFF; for (y = FIELD_HEIGHT-1; y >= 0; y--) { if ( IS_BIT_SET( FIELD_ITEM(x,y), CRYSTAL_MOVING_BIT ) || IS_BIT_CLEARED( FIELD_ITEM(x,y), CRYSTAL_VISIBLE_BIT) ) { item = 0xFF; match_count = 0; continue; }; if ( (FIELD_ITEM(x,y) & CRYSTAL_INDEX_MASK) == item) { match_count++; } else { if (match_count >= 2) { found = 1; // DEBUG10f("found vert (x %d, y %d, count %d) \n", x, y, match_count); for (i = y+1; i < y+1+match_count+1; i++) { BIT_SET( FIELD_ITEM(x, i), CRYSTAL_EXPLODED_BIT ); }; } item = FIELD_ITEM(x,y) & CRYSTAL_INDEX_MASK; match_count = 0; }; }; if (match_count >= 2) { // last found = 1; for (i = y+1; i < y+1+match_count+1; i++) { BIT_SET( FIELD_ITEM(x, i), CRYSTAL_EXPLODED_BIT ); }; }; }; // horizontal lines for (y = 0; y < FIELD_HEIGHT; y++) { match_count = 0; item = 0xFF; for (x = FIELD_WIDTH-1; x >= 0; x--) { if ( IS_BIT_SET( FIELD_ITEM(x,y), CRYSTAL_MOVING_BIT ) || IS_BIT_CLEARED( FIELD_ITEM(x,y), CRYSTAL_VISIBLE_BIT) ) { item = 0xFF; match_count = 0; continue; }; if ( (FIELD_ITEM(x,y) & CRYSTAL_INDEX_MASK) == item) { match_count++; } else { if (match_count >= 2) { found = 1; // DEBUG10f("found horiz (x %d, y %d, count %d) \n", x, y, match_count); for (i = x+1; i < x+1+match_count+1; i++) { BIT_SET( FIELD_ITEM(i, y), CRYSTAL_EXPLODED_BIT ); }; } item = FIELD_ITEM(x,y) & CRYSTAL_INDEX_MASK; match_count = 0; }; }; if (match_count >= 2) { // last found = 1; // DEBUG10("found horiz (2)"); for (i = x+1; i < x+1+match_count+1; i++) { BIT_SET( FIELD_ITEM(i, y), CRYSTAL_EXPLODED_BIT ); }; }; }; for (i = 0; i < FIELD_LENGTH; i++) { if (IS_BIT_SET(game.field[i], CRYSTAL_EXPLODED_BIT)) { game.field[i] = 0; game.score++; if (game.explosions_count < EXPLOSIONS_MAX_COUNT-1) { game.explosions[game.explosions_count] = ( i % FIELD_WIDTH ) | ( (i / FIELD_WIDTH) << 8); game.explosions_count++; }; }; }; if (game.score > 99) { game.status = STATUS_MENU; }; // DEBUG10f("found = %d \n", found); return found; }; void game_fall() { int x, y, fall; for (x = 0; x < FIELD_WIDTH; x++) { fall = 0; for (y = FIELD_HEIGHT-1; y > 0; y--) { fall |= !(FIELD_ITEM(x, y) & CRYSTAL_VISIBLE_BIT); if (fall) { FIELD_ITEM(x, y) = FIELD_ITEM(x, y-1) | CRYSTAL_MOVING_BIT; } else { BIT_CLEAR( FIELD_ITEM(x, y), CRYSTAL_MOVING_BIT ); }; }; if ( (fall) || ( IS_BIT_CLEARED(FIELD_ITEM(x,0), CRYSTAL_VISIBLE_BIT) ) ) { FIELD_ITEM(x, 0) = get_random_crystal(); }; }; }; int process_timer = 0; void GameProcess() { if (game.status == STATUS_LOADING) { game.loader_counter++; if (game.loader_counter == 2) { // texture_clear(&game.tex_bg, COLOR_SILVER); // /* rs_gen_init(6, 512); rs_gen_func_perlin(0, 8, 5, 0.5, 1100); rs_gen_func_normalize(0, 0.0, 1.0); rs_gen_func_perlin(1, 8, 5, 0.5, 1700); rs_gen_func_normalize(1, 0.0, 1.0); rs_gen_func_cell(2, 1360, 50, NULL, 1.0, 0.887, -0.333, 1.0, 0.0, 4.0); rs_gen_func_normalize(2, 0.0, 0.5); rs_gen_func_adr(3, 2, 0, 1, 1.0, 0.3); rs_gen_func_inv(3, 3, 7.5); rs_gen_func_normalize(3, 0.0, 1.0); // signed short c[] = { 0, 250, 250, 0, 500, 250, 250, 500}; signed short c[] = { 0, 0, 0, 512, 512, 0, 512, 512}; // signed short c[] = { 128, 128, 128, 384, 384, 128, 384, 384}; //rs_gen_func_cell(4, 0, 4, c, 0.0, 0.3, 1.0, 0.5, 0.0, 0.30); rs_gen_func_cell(4, 0, 4, c, 1.0, 0.3, 0.0, 0.95, 0.0, 0.30); rs_gen_func_normalize(4, 0.0, 1.0); // rs_gen_func_radial(5, 0.5, 0.5, 0.60, 1.0, 4.0); // rs_gen_func_add(4, 4, 5, 0.5, 0.5); // rs_gen_func_mult(4, 4, 3); // coloring... rs_gen_func_mult_add_value(0, 4, 0.8, 0.0); rs_gen_func_add(0, 4, 1, 0.95, 0.05); rs_gen_func_add(3, 4, 2, 0.95, 0.05); rs_gen_tex_out_rgba(4, 0, 3, -1, 0.9, 0.9, 0.9, 1.0); memcpy(game.tex_bg.data, rs_gen_reg.tex_out, 512*512*4 ); rs_gen_term(); // */ game.status = STATUS_MENU; }; } else if (game.status == STATUS_PLAYING) { process_timer++; if (process_timer > 3) { game_check_and_explode(); game_fall(); process_timer = 0; }; int i; for (i = 0; i < game.explosions_count; i++) { game.explosions[i] = (game.explosions[i] & 0xFFFF) | ( ((game.explosions[i]>>16)+1) << 16 ); if ( (game.explosions[i] >> 16) >= EXPLOSION_FRAMES_COUNT ) { game.explosions[i] = game.explosions[game.explosions_count-1]; game.explosions_count--; i--; }; }; game.time++; }; game_draw(); } void GameInit() { game_reg_init(); game.field = malloc( FIELD_LENGTH ); int i; for (i = 0; i < FIELD_LENGTH; i++) { game.field[i] = (unsigned char) (0.99 * fabs(rs_noise(i, 10)) * CRYSTALS_COUNT) | CRYSTAL_VISIBLE_BIT; }; // memset( game.field, 0, FIELD_LENGTH ); game.scaled_framebuffer = malloc(GAME_WIDTH*game.window_scale * GAME_HEIGHT*game.window_scale * 3); DEBUG10f("scaled framebuffer: %d (window_scale = %d) \n", game.window_scale * GAME_WIDTH * GAME_HEIGHT * 3, game.window_scale); game_font_init(); texture_init(&game.framebuffer, GAME_WIDTH, GAME_HEIGHT); // texture_init(&game.tex, 64, 64); // rs_gen_init(1, 64); // rs_gen_func_set(0, 0.0); // rs_gen_func_cell(0, 1200, 10, NULL, 1.0, 1.0, 1.0, 1.0, 0.0, 1.0); // rs_gen_func_normalize(0, 0.0, 1.0); // rs_gen_func_posterize(0, 5); // rs_gen_tex_out_rgba(0, 0, 0, -1, 1.0, 1.0, 1.0, 1.0); // memcpy(game.tex.data, rs_gen_reg.tex_out, 64*64*4 ); // rs_gen_term(); texture_init(&game.tex_clouds, 128, 128); rs_gen_init(1, 128); rs_gen_func_perlin(0, 8, 5, 0.5, 1100); rs_gen_func_normalize(0, 0.0, 1.0); rs_gen_func_posterize(0, 6); rs_gen_func_mult_add_value(0, 0, 0.6, 0.4); // rs_gen_func_set(0, 1.0); rs_gen_tex_out_rgba(0, 0, 0, -1, 1.0, 1.0, 1.0, 1.0); memcpy(game.tex_clouds.data, rs_gen_reg.tex_out, 128*128*4 ); rs_gen_term(); texture_init(&game.tex_logo, GAME_WIDTH, 128); texture_clear(&game.tex_logo, COLOR_TRANSPARENT); game_textout_adv( &game.tex_logo, GAME_WIDTH/2 - 192, 3, 1, DRAW_MODE_REPLACE, "MARBLE"); game_textout_adv( &game.tex_logo, GAME_WIDTH/2 - 192, 63, 1, DRAW_MODE_REPLACE, "MATCH3"); texture_draw(&game.tex_logo, &game.tex_clouds, 0, 0, DRAW_MODE_MULT | DRAW_TILED_FLAG); game_textout_adv( &game.tex_logo, GAME_WIDTH/2 - 192 - 4, 0, 1, DRAW_MODE_MULT, "MARBLE"); game_textout_adv( &game.tex_logo, GAME_WIDTH/2 - 192 - 4, 60, 1, DRAW_MODE_MULT, "MATCH3"); // rs_gen_init(1, 128); // rs_gen_func_perlin(0, 8, 5, 0.5, 1100); // rs_gen_func_normalize(0, 0.0, 1.0); // rs_gen_func_posterize(0, 4); // rs_gen_func_normalize(0, 0.0, 0.50); // rs_gen_tex_out_rgba(0, 0, 0, -1, 0.9, 0.7, 0.5, 1.0); // memcpy(game.tex_clouds.data, rs_gen_reg.tex_out, 128*128*4 ); // rs_gen_term(); texture_init(&game.tex_bg, 512, 512); texture_clear(&game.tex_bg, COLOR_SILVER); texture_init(&game.tex_cursor, CRYSTAL_SIZE, CRYSTAL_SIZE); texture_clear(&game.tex_cursor, COLOR_SEMI_TRANSPARENT); // float cr_r[CRYSTALS_COUNT] = { 0.8, 0.2, 0.1, 0.6, 0.7, 0.0, 0.7 }; // float cr_g[CRYSTALS_COUNT] = { 0.1, 0.6, 0.4, 0.0, 0.6, 0.0, 0.8 }; // float cr_b[CRYSTALS_COUNT] = { 0.1, 0.1, 0.7, 0.7, 0.0, 0.3, 0.9 }; // float cr_r[CRYSTALS_COUNT] = { 0.9, 0.3, 0.1, 0.7, 0.8, 0.0, 0.8 }; // float cr_g[CRYSTALS_COUNT] = { 0.1, 0.8, 0.5, 0.0, 0.7, 0.0, 0.8 }; // float cr_b[CRYSTALS_COUNT] = { 0.0, 0.1, 0.9, 0.8, 0.0, 0.5, 0.9 }; float cr_r[CRYSTALS_COUNT] = { 1.0, 0.4, 0.1, 0.9, 0.9, 0.2, 0.8 }; float cr_g[CRYSTALS_COUNT] = { 0.1, 1.0, 0.6, 0.1, 0.8, 0.2, 0.8 }; float cr_b[CRYSTALS_COUNT] = { 0.0, 0.1, 1.0, 1.0, 0.0, 0.9, 0.9 }; rs_gen_init(5, CRYSTAL_SIZE); for (i = 0; i < CRYSTALS_COUNT; i++) { texture_init(&(game.tex_crystals[i]), CRYSTAL_SIZE, CRYSTAL_SIZE); rs_gen_func_set(0, 0.0); rs_gen_func_radial(0, 0.5, 0.5, 0.5, 0.75, 10.0); // rs_gen_func_perlin(2, 33, 4, 0.5, 350+i); // rs_gen_func_normalize(2, 0.0, 1.0); // rs_gen_func_posterize(2, 4); // // rs_gen_func_cell(1, 410+i, 50, NULL, -2.0, 1.0, 1.0, 1.0, 0.0, 1.0); // rs_gen_func_posterize(1, 2); // rs_gen_func_normalize(1, 0.0, 1.0); // rs_gen_func_add(1, 1, 2, 1.0, 0.5); // rs_gen_func_normalize(1, 0.0, 1.0); // rs_gen_func_posterize(1, 4); // // rs_gen_func_add(1, 0, 1, 1.0, 1.0); // rs_gen_func_normalize(1, 0.0, 1.0); // rs_gen_func_mult(1, 0, 1); // rs_gen_func_normalize(1, 0.0, 1.0); // rs_gen_func_posterize(1, 4); rs_gen_func_set(1, 0.0); rs_gen_func_cell(1, 110+100*i, 7+i, NULL, 1.0, 1.0, 0.0, 1.0, 0.0, 1.0); rs_gen_func_normalize(1, 0.0, 1.0); // rs_gen_func_mult_add_value(1, 1, 0.9, 0.1); // rs_gen_func_normalmap(2, 3, 3, 1, 1.0); // rs_gen_func_mult(1, 1, 2); //rs_gen_tex_out_rgba_set(0.0, 0.0, 0.0, 0.0); //rs_gen_tex_out_rgba(1, 1, 1, 1, 0.5+ 0.03*(i%2), 0.7+ 0.03*(i%3) , 0.9, 1.0); // rs_gen_tex_out_rgba_set(0.2 + 0.2*(i/3), 0.2 + 0.1*(i%5), 0.2 + 0.1*(i%7), 0.0); // rs_gen_tex_out_rgba(1, 1, 1, 1, 0.0, 0.0, 0.0, 1.0); rs_gen_tex_out_rgba_set(0.0, 0.0, 0.0, 0.0); // rs_gen_tex_out_rgba_set( cr_b[i], cr_g[i], cr_r[i], 0.0); rs_gen_tex_out_rgba(1, 1, 1, 0, cr_b[i], cr_g[i], cr_r[i], 1.0); memcpy(game.tex_crystals[i].data, rs_gen_reg.tex_out, CRYSTAL_SIZE*CRYSTAL_SIZE*4 ); }; rs_gen_term(); rs_gen_init(3, EXPLOSION_SIZE); for (i = 0; i < EXPLOSION_FRAMES_COUNT; i++) { texture_init(&(game.tex_explosion[i]), EXPLOSION_SIZE, EXPLOSION_SIZE); rs_gen_func_set(0, 1.0); // rs_gen_func_radial(0, 0.5, 0.5, 0.3 + 0.5*i/EXPLOSION_FRAMES_COUNT, 0.975, 4.0); // rs_gen_func_set(0, 1.0); rs_gen_func_set(1, 0.0); rs_gen_func_radial(1, 0.5, 0.5, 0.1 + 0.4*i/EXPLOSION_FRAMES_COUNT, 1.0 - 1.0*i/EXPLOSION_FRAMES_COUNT, 2.5 + i%5); rs_gen_tex_out_rgba_set( 0.0, 0.0, 0.0, 0.0); rs_gen_tex_out_rgba(0, 0, 0, 1, 1.0, 1.0, 1.0, 1.0); memcpy(game.tex_explosion[i].data, rs_gen_reg.tex_out, EXPLOSION_SIZE*EXPLOSION_SIZE*4 ); }; rs_gen_term(); #ifndef RS_KOS rs_audio_init(RS_AUDIO_FMT_MONO16, RS_AUDIO_FREQ_16000, 0); #endif soundbuf_init(&game.sound_test1, 2048); // soundbuf_fill(&game.sound_test1, 2, 50); soundbuf_sin_fade(&game.sound_test1, 0.7); soundbuf_init(&game.sound_test2, 1024); //soundbuf_fill(&game.sound_test2, 8, 40); soundbuf_sin(&game.sound_test2, 0.48); soundbuf_init(&game.sound_test3, 1024); //soundbuf_fill(&game.sound_test3, 12, 60); soundbuf_sin(&game.sound_test3, 0.24); }; void GameTerm() { DEBUG10("--- Game Term ---"); free(game.field); #ifndef RS_KOS rs_audio_term(); #endif game_font_term(); free(game.scaled_framebuffer); texture_free(&game.framebuffer); texture_free(&game.tex_logo); texture_free(&game.tex_clouds); texture_free(&game.tex_bg); // texture_free(&game.tex_gui_line); // int i; // for (i = 0; i < ROCKS_COUNT; i++) { // texture_free(&game.tex_rocks[i]); // }; soundbuf_free(&game.sound_test1); soundbuf_free(&game.sound_test2); soundbuf_free(&game.sound_test3); }; // ------------ #Event Functions ------------ void GameKeyDown(int key, int first) { switch (key) { case RS_KEY_LEFT: BIT_SET(game.keyboard_state, RS_ARROW_LEFT_MASK); break; case RS_KEY_RIGHT: BIT_SET(game.keyboard_state, RS_ARROW_RIGHT_MASK); break; case RS_KEY_UP: BIT_SET(game.keyboard_state, RS_ARROW_UP_MASK); break; case RS_KEY_DOWN: BIT_SET(game.keyboard_state, RS_ARROW_DOWN_MASK); break; case RS_KEY_A: BIT_SET(game.keyboard_state, RS_ATTACK_KEY_MASK); // game.shoot_keypressed = 1; break; }; if (game.status == STATUS_MENU) { switch (key) { case RS_KEY_LEFT: BIT_SET(game.keyboard_state, RS_ARROW_LEFT_MASK); //PlayBuffer(hBuff, 0); break; case RS_KEY_RIGHT: BIT_SET(game.keyboard_state, RS_ARROW_RIGHT_MASK); //StopBuffer(hBuff); break; case RS_KEY_UP: BIT_SET(game.keyboard_state, RS_ARROW_UP_MASK); menu_cursor_up(); //ResetBuffer(hBuff, 0); break; case RS_KEY_DOWN: BIT_SET(game.keyboard_state, RS_ARROW_DOWN_MASK); menu_cursor_down(); break; case RS_KEY_RETURN: menu_cursor_click(); break; case RS_KEY_ESCAPE: menu_open(0); break; }; }; if (game.status == STATUS_PLAYING) { if (key == RS_KEY_A) { }; if (key == RS_KEY_SPACE) { // Check and explode match-3 game.score = 101; }; // switch (key) { // // case RS_KEY_ESCAPE: // game.status = STATUS_MENU; // menu_open(0); // break; // case RS_KEY_A: // //// if ( (game.tx > 0) && (game.ty > 5) && (game.tx < GAME_WIDTH-20) && (game.ty < GAME_HEIGHT-10) ) { //// //// soundbuf_play(&game.sound_test1); //// //// game.bullet_index++; //// game.bullet_index %= BULLETS_COUNT; //// game.bullet_x[game.bullet_index] = game.tx + 12; //// game.bullet_y[game.bullet_index] = game.ty + 3; //// }; // // break; // // }; }; }; void GameKeyUp(int key) { switch (key) { case RS_KEY_LEFT: BIT_CLEAR(game.keyboard_state, RS_ARROW_LEFT_MASK); break; case RS_KEY_RIGHT: BIT_CLEAR(game.keyboard_state, RS_ARROW_RIGHT_MASK); break; case RS_KEY_UP: BIT_CLEAR(game.keyboard_state, RS_ARROW_UP_MASK); break; case RS_KEY_DOWN: BIT_CLEAR(game.keyboard_state, RS_ARROW_DOWN_MASK); break; case RS_KEY_A: BIT_CLEAR(game.keyboard_state, RS_ATTACK_KEY_MASK); break; }; }; void GameMouseDown(int x, int y) { game.tx = x; game.ty = y; if (game.status == STATUS_MENU) { game.time = 0; game.score = 0; game.status = STATUS_PLAYING; return; }; if (game.status == STATUS_PLAYING) { unsigned int field_x = (unsigned int) (x - FIELD_X0) / CRYSTAL_SIZE; if (field_x != rs_clamp_i(field_x, 0, FIELD_WIDTH-1)) { return; }; unsigned int field_y = (unsigned int) (y - FIELD_Y0) / CRYSTAL_SIZE; if (field_y != rs_clamp_i(field_y, 0, FIELD_HEIGHT-1)) { return; }; //FIELD_ITEM(field_x, field_y) = 0; if (!game.selected) { game.selected = 1; game.selected_x = field_x; game.selected_y = field_y; } else { if ( abs(game.selected_x - field_x) + abs(game.selected_y - field_y) == 1 ) { game.selected = 0; // Trying to swap int temp_crystal = FIELD_ITEM(field_x, field_y); FIELD_ITEM(field_x, field_y) = FIELD_ITEM(game.selected_x, game.selected_y); FIELD_ITEM(game.selected_x, game.selected_y) = temp_crystal; if ( !game_check_and_explode() ) { FIELD_ITEM(game.selected_x, game.selected_y) = FIELD_ITEM(field_x, field_y); FIELD_ITEM(field_x, field_y) = temp_crystal; } else { // success process_timer = 0; }; } else { if ( (game.selected_x != field_x) && (game.selected_y != field_y) ) { game.selected_x = field_x; game.selected_y = field_y; } else { game.selected = 0; }; }; }; // int i; // for (i = field_y; i > 0; i--) { // FIELD_ITEM(field_x, i) = FIELD_ITEM(field_x, (i-1) ); // }; // FIELD_ITEM(field_x, 0) = 0; }; }; void GameMouseUp(int x, int y) { // }; void game_ding(int i) { switch (i) { case 0: soundbuf_play(&game.sound_test2); break; case 1: soundbuf_play(&game.sound_test3); break; }; };