diff --git a/programs/games/marblematch3/game/rsgame.c b/programs/games/marblematch3/game/rsgame.c index 8ecc31248c..5a027219a4 100644 --- a/programs/games/marblematch3/game/rsgame.c +++ b/programs/games/marblematch3/game/rsgame.c @@ -15,13 +15,6 @@ #include "rs/rsplatform.h" -#ifdef RS_USE_C_LIBS // linux version - #include - #include - #include - - #include "rs/rskeyboard.h" -#endif @@ -80,7 +73,7 @@ void texture_draw(rs_texture_t *dest, rs_texture_t *src, int x, int y, int mode) 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 ]; + dest->data[ 4 * ( (y+i)*dest->w + (x+j) ) + k ] = src->data[ (4*((i+ishift)*src->w + j + jshift) + k) % modvalue]; }; }; }; @@ -136,6 +129,16 @@ void texture_draw_vline(rs_texture_t *tex, int x, int y, int l, unsigned int col }; }; +void texture_draw_hline(rs_texture_t *tex, int x, int y, int l, unsigned int color) { + int i; + if (x+l >= tex->w) { + l = tex->w - x; + }; + for (i = 0; i < l; i++) { + *((unsigned int*) &tex->data[ 4 * ( (y)*tex->w + (x+i) ) + 0 ]) = color; + }; +}; + void soundbuf_init(rs_soundbuf_t *snd, int length_samples) { @@ -214,6 +217,8 @@ void game_reg_init() { game.loader_counter = 0; + game.need_redraw = 1; + game.score = 0; game.time = 0; @@ -282,7 +287,6 @@ int game_check_and_explode() { 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 ); }; @@ -318,7 +322,6 @@ int game_check_and_explode() { 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 ); }; @@ -329,7 +332,6 @@ int game_check_and_explode() { }; 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 ); }; @@ -349,9 +351,13 @@ int game_check_and_explode() { if (game.score > 99) { game.status = STATUS_MENU; + game.need_redraw = 1; + }; + + if (found) { + game.need_redraw = 1; }; -// DEBUG10f("found = %d \n", found); return found; }; @@ -363,6 +369,7 @@ void game_fall() { fall |= !(FIELD_ITEM(x, y) & CRYSTAL_VISIBLE_BIT); if (fall) { FIELD_ITEM(x, y) = FIELD_ITEM(x, y-1) | CRYSTAL_MOVING_BIT; + game.need_redraw = 1; } else { BIT_CLEAR( FIELD_ITEM(x, y), CRYSTAL_MOVING_BIT ); @@ -382,49 +389,12 @@ void GameProcess() { 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_textures_init_stage2(); + game.status = STATUS_MENU; + game.need_redraw = 1; }; } @@ -441,6 +411,7 @@ void GameProcess() { int i; for (i = 0; i < game.explosions_count; i++) { + game.need_redraw = 1; 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]; @@ -449,7 +420,14 @@ void GameProcess() { }; }; + if ((game.time+1)/25 != game.time/25) { + game.need_redraw = 1; + }; + game.time++; + + + }; @@ -477,139 +455,7 @@ void GameInit() { 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(); + game_textures_init_stage1(); @@ -646,19 +492,11 @@ void GameTerm() { game_font_term(); - free(game.scaled_framebuffer); + game_textures_free(); - 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); @@ -676,6 +514,11 @@ void GameTerm() { void GameKeyDown(int key, int first) { + if (key == RS_KEY_A) { + + game.need_redraw = 1; + + }; switch (key) { case RS_KEY_LEFT: @@ -729,44 +572,15 @@ void GameKeyDown(int key, int first) { 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; -// -// }; }; }; @@ -794,6 +608,9 @@ void GameKeyUp(int key) { }; void GameMouseDown(int x, int y) { + + game.need_redraw = 1; + game.tx = x; game.ty = y; diff --git a/programs/games/marblematch3/game/rsgame.h b/programs/games/marblematch3/game/rsgame.h index 485ec1b70a..a6d7119347 100644 --- a/programs/games/marblematch3/game/rsgame.h +++ b/programs/games/marblematch3/game/rsgame.h @@ -116,11 +116,11 @@ void soundbuf_stop(rs_soundbuf_t *snd); #define GAME_SHOOT_PERIOD 3 -#define FIELD_WIDTH 12 -#define FIELD_HEIGHT 9 +#define FIELD_WIDTH 10 +#define FIELD_HEIGHT 8 #define FIELD_LENGTH (FIELD_WIDTH * FIELD_HEIGHT) -#define CRYSTAL_SIZE 32 -#define FIELD_X0 64 +#define CRYSTAL_SIZE 40 +#define FIELD_X0 56 #define FIELD_Y0 128 #define FIELD_ITEM(x,y) (game.field[(y)*FIELD_WIDTH+(x)]) @@ -129,7 +129,7 @@ void soundbuf_stop(rs_soundbuf_t *snd); #define CRYSTAL_EXPLODED_BIT 0x20 #define CRYSTAL_MOVING_BIT 0x40 -#define EXPLOSION_FRAMES_COUNT 19 +#define EXPLOSION_FRAMES_COUNT 10 #define EXPLOSION_SIZE 64 #define EXPLOSIONS_MAX_COUNT 16 @@ -142,6 +142,8 @@ typedef struct rs_game_t { int loader_counter; rs_texture_t tex_bg; + rs_texture_t tex_bg_gameplay; + rs_texture_t tex_field; rs_texture_t tex_logo; rs_texture_t tex_clouds; @@ -178,6 +180,8 @@ typedef struct rs_game_t { unsigned int explosions_count; unsigned int explosions[EXPLOSIONS_MAX_COUNT]; //0x00TTYYXX, TT = frame, YY = fieldY, XX = fieldX + int need_redraw; + int score; int time; diff --git a/programs/games/marblematch3/game/rsgamedraw.c b/programs/games/marblematch3/game/rsgamedraw.c index 5edfde5f5f..4a62a0114d 100644 --- a/programs/games/marblematch3/game/rsgamedraw.c +++ b/programs/games/marblematch3/game/rsgamedraw.c @@ -2,6 +2,9 @@ #include "rsgametext.h" #include "rsgamemenu.h" +#include "rsgentex.h" +#include "rs/rsplatform.h" + #include "rskos.h" #include "rsnoise.h" @@ -14,164 +17,331 @@ void game_draw() { int w = GAME_WIDTH; int h = GAME_HEIGHT; - -// 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; -// }; - - -// texture_clear(&game.framebuffer, COLOR_DARK_RED); -// texture_clear(&game.tex); + if (game.need_redraw) { -// 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); - -// 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); -// }; - -// 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); - - texture_draw(&game.framebuffer, &game.tex_bg, 0, 0, DRAW_MODE_REPLACE); - - if ( (game.status == STATUS_MENU) || (game.status == STATUS_LOADING) ){ - -// 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; -// }; - if (game.menu_index == MENU_MAIN) { + + if ( (game.status == STATUS_MENU) || (game.status == STATUS_LOADING) ) { - 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"); - - texture_draw( &game.framebuffer, &game.tex_logo, 0, 50, DRAW_MODE_ALPHA ); - - if (game.time) { + texture_draw(&game.framebuffer, &game.tex_bg, 0, 0, DRAW_MODE_REPLACE); + + if (game.menu_index == MENU_MAIN) { + + if (game.status == STATUS_LOADING) { + game_textout( GAME_WIDTH/2 - 192, 240, 0, " L0ADING``` " ); + } + else { + + texture_draw( &game.framebuffer, &game.tex_logo, 0, 50, DRAW_MODE_ALPHA ); + + if (game.time) { + + game_textout( GAME_WIDTH/2 - 192, 230, 3, " LEVEL PA55ED " ); + + 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 ); + }; + + game_textout( GAME_WIDTH/2 - 192, 300, 0, " CLICK T0 5TART " ); - game_textout( GAME_WIDTH/2 - 192, 230, 3, " LEVEL PA55ED " ); - 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 ); }; - - game_textout( GAME_WIDTH/2 - 192, 300, 0, " CLICK T0 5TART " ); - + game_textout( 2, GAME_HEIGHT-10, 2, "DEVEL0PED BY R0MAN 5HUVAL0V"); }; + + } + else { + + texture_draw(&game.framebuffer, &game.tex_bg_gameplay, 0, 0, DRAW_MODE_REPLACE); - game_textout( 2, GAME_HEIGHT-10, 2, "DEVEL0PED BY R0MAN 5HUVAL0V"); - }; - - } - else { - - 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 ); + 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 ); + }; }; }; }; }; - }; - - 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); - }; - - - 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); - - game_textout( 32, 32, 3, str ); - - 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); - - game_textout( 32, GAME_HEIGHT-48, 3, sstr ); - -// char s[] = "YOUR TIME: 000"; -// s[11] = '3'; -// s[12] = '9'; -// s[13] = '4'; - //game_textout( GAME_WIDTH/2 - 192, 260, 0, s ); - -// 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); - -// 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); -// }; -// }; - -// game_textout( 2, 2, 2, L_TECHDEMO_LINE1 ); -// game_textout( 2, 12, 2, L_TECHDEMO_LINE2 ); - - }; + 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); + }; - rskos_draw_area(0, 0, w, h, game.window_scale, game.framebuffer.data, game.scaled_framebuffer); + 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); + + game_textout( 56, 32, 3, str ); + + 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); + + game_textout( 56, 64, 3, sstr ); + + }; + + + rskos_draw_area(0, 0, w, h, game.window_scale, game.framebuffer.data, game.scaled_framebuffer); + }; + + game.need_redraw = 0; }; + + +void game_textures_init_stage1() { + + int i; + + 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"); + + + + texture_init(&game.tex_bg, 512, 512); + texture_clear(&game.tex_bg, COLOR_SILVER); + + texture_init(&game.tex_bg_gameplay, 512, 512); + texture_clear(&game.tex_bg_gameplay, COLOR_SILVER); + + texture_init(&game.tex_cursor, CRYSTAL_SIZE, CRYSTAL_SIZE); + rs_gen_init(2, CRYSTAL_SIZE); + + rs_gen_func_set(0, 0.0); // inner + rs_gen_func_radial(0, 0.5, 0.5, 0.5, 1.0, 2.0); + rs_gen_func_clamp(0, 0.1, 0.5); + rs_gen_func_normalize(0, 0.0, 1.0); + rs_gen_func_mult_add_value(0, 0, -1.0, 1.0); + + rs_gen_func_set(1, 0.0); // outer + rs_gen_func_radial(1, 0.5, 0.5, 0.5, 1.0, 2.0); + rs_gen_func_clamp(1, 0.0, 0.2); + rs_gen_func_normalize(1, 0.0, 1.0); + + rs_gen_func_mult(0, 0, 1); + + rs_gen_func_set(1, 1.0); +// rs_gen_tex_out_rgba_set(0.0, 0.0, 0.0, 0.0); + rs_gen_tex_out_rgba(1, 1, 1, 0, 1.0, 1.0, 1.0, 1.0); + memcpy(game.tex_cursor.data, rs_gen_reg.tex_out, CRYSTAL_SIZE*CRYSTAL_SIZE*4 ); + rs_gen_term(); + + texture_init(&game.tex_field, FIELD_WIDTH*CRYSTAL_SIZE + 7, FIELD_HEIGHT*CRYSTAL_SIZE + 7); + texture_clear(&game.tex_field, 0xAABBBBBB); // 0x66404060 // 0xAACCCCCC + + +// 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(); +}; + +void game_textures_init_stage2() { + +// 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, 1118, 50, NULL, 1.0, 0.887, -0.333, 1.0, 0.0, 4.0); // 1360 + 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(); + + // */ + + // Background for gameplay + + texture_draw( &game.tex_bg_gameplay, &game.tex_bg, 256, 256, DRAW_MODE_REPLACE | DRAW_TILED_FLAG ); + // Bevel + texture_draw_vline( &game.tex_bg_gameplay, FIELD_X0 - 5, FIELD_Y0 - 5, FIELD_HEIGHT*CRYSTAL_SIZE + 10, 0xFF404060 ); + texture_draw_hline( &game.tex_bg_gameplay, FIELD_X0 - 5, FIELD_Y0 - 5, FIELD_WIDTH*CRYSTAL_SIZE + 10, 0xFF404060 ); + texture_draw_vline( &game.tex_bg_gameplay, FIELD_X0 - 4, FIELD_Y0 - 4, FIELD_HEIGHT*CRYSTAL_SIZE + 8, 0xFF606080 ); + texture_draw_hline( &game.tex_bg_gameplay, FIELD_X0 - 4, FIELD_Y0 - 4, FIELD_WIDTH*CRYSTAL_SIZE + 8, 0xFF606080 ); + + texture_draw_vline( &game.tex_bg_gameplay, FIELD_X0 + 4 + FIELD_WIDTH*CRYSTAL_SIZE, FIELD_Y0 - 4, FIELD_HEIGHT*CRYSTAL_SIZE + 8, 0xFFC0C0C0 ); + texture_draw_hline( &game.tex_bg_gameplay, FIELD_X0 - 4, FIELD_Y0 + 4 + FIELD_HEIGHT*CRYSTAL_SIZE, FIELD_WIDTH*CRYSTAL_SIZE + 9, 0xFFC0C0C0 ); + texture_draw_vline( &game.tex_bg_gameplay, FIELD_X0 + 5 + FIELD_WIDTH*CRYSTAL_SIZE, FIELD_Y0 - 5, FIELD_HEIGHT*CRYSTAL_SIZE + 10, 0xFFE0E0E0 ); + texture_draw_hline( &game.tex_bg_gameplay, FIELD_X0 - 5, FIELD_Y0 + 5 + FIELD_HEIGHT*CRYSTAL_SIZE, FIELD_WIDTH*CRYSTAL_SIZE + 11, 0xFFE0E0E0 ); + + texture_draw( &game.tex_bg_gameplay, &game.tex_field, FIELD_X0 - 3, FIELD_Y0 - 3, DRAW_MODE_ALPHA ); + + +}; + +void game_textures_free() { + free(game.scaled_framebuffer); + + // texture_free(&game.tex_gui_line); + + int i; + for (i = 0; i < CRYSTALS_COUNT; i++) { + texture_free(&game.tex_crystals[i]); + }; + + for (i = 0; i < EXPLOSION_FRAMES_COUNT; i++) { + texture_free(&game.tex_explosion[i]); + }; + + texture_free(&game.framebuffer); + + texture_free(&game.tex_logo); + texture_free(&game.tex_clouds); + + texture_free(&game.tex_bg); + texture_free(&game.tex_bg_gameplay); +}; diff --git a/programs/games/marblematch3/game/rsgamedraw.h b/programs/games/marblematch3/game/rsgamedraw.h index 21d246cd34..c12e6ddf6f 100644 --- a/programs/games/marblematch3/game/rsgamedraw.h +++ b/programs/games/marblematch3/game/rsgamedraw.h @@ -3,6 +3,10 @@ #include "rsgame.h" +void game_textures_init_stage1(); +void game_textures_init_stage2(); +void game_textures_free(); + void game_draw(); void game_loader_draw_mainthread(); diff --git a/programs/games/marblematch3/game/rsgametext.c b/programs/games/marblematch3/game/rsgametext.c index 44c824aae9..d17f25a2a9 100644 --- a/programs/games/marblematch3/game/rsgametext.c +++ b/programs/games/marblematch3/game/rsgametext.c @@ -335,8 +335,8 @@ void game_font_init() { float radiuses[4] = { 0.9667, 0.997, 1.2, 0.87 }; float colors_r[4] = { 0.3, 0.997, 1.0, 0.9 }; - float colors_g[4] = { 0.2, 0.875, 1.0, 0.6 }; - float colors_b[4] = { 0.1, 0.763, 1.0, 0.3 }; + float colors_g[4] = { 0.2, 0.875, 1.0, 0.5 }; + float colors_b[4] = { 0.1, 0.763, 1.0, 0.1 }; // 1: 0.5, 0.74, 0.79 DEBUG20(":: font init label-a"); @@ -448,33 +448,6 @@ void game_font_term() { }; -void game_textout_init(int set_to_ortho, int font_index) { - -// CHECK_GL("textout init: start"); -// -// glDisable(GL_DEPTH_TEST); -// CHECK_GL("textout init: disable depth test"); -// -// rs_sh_use(game.text_shader); -// CHECK_GL("textout init: use text shader"); -// glBindTexture(GL_TEXTURE_2D, game.font_texture[font_index]); -// CHECK_GL("textout init: glBindTexture"); -// glUniform1i( game.text_shader[RS_SH_SAMPLER0_ID], 0 ); -// if (set_to_ortho) { -// rs_mx_ortho1h_proj(); -// } -// -// CHECK_GL("textout init: label d"); -// -// glUniformMatrix4fv( game.text_shader[RS_SH_PROJ_ID], 1, GL_FALSE, rs_reg.mx_proj ); -// -// CHECK_GL("textout init: label e"); -// -// glUniform4f( game.text_shader[RS_SH_COLOR_ID], 0.0, 0.0, 0.0, 0.0 ); -// -// CHECK_GL("textout init: end"); -}; - //float game_colors[4*7] = { @@ -503,63 +476,6 @@ void game_textout_adv(rs_texture_t *dest, int x, int y, int font_index, int draw i++; }; -// for (i = 0; i < 8; i++) { -// texture_draw(&game.framebuffer, &game.tex_font[i], 40+8+game.tx+i*game.tex_font[i].w, 80+game.ty, DRAW_MODE_ALPHA); -// } - - - -// //char *s = "12345_QUICK_BROWN_FOX_JUMPS_OVER_A_LAZY_DOG"; -// -// float w = 2.0*h/3.0; -// int len = strlen(s); -// -// x -= (float) align * 0.5 * len * w; -// -// float sx = 0.0; -// float sy = 0.0; -// -// -// -// int i; -// for (i = 0; i < len; i++) { -// unsigned char c = s[i]; -// -// if (c == '\n') { -// sx = 0.0; -// sy += h; -// continue; -// }; -// -// if (c == ' ') { -// sx += w; -// continue; -// }; -// -// c = (c-48)%64; -// float tx = 1.0 / 8.0 * (c % 8); -// float ty = 1.0 / 8.0 * (c / 8); -// -// glUniform4fv( game.text_shader[RS_SH_SCALE_ID], 1, &(game_colors[4*0]) ); // black shadow -// glrsDrawRect_full(sx + x + h/12, -// sy + y-h/2 + h/12, -// sx + x + w + h/12, -// sy + y+h/2 + h/12, -// tx, ty, tx+1.0/8.0, ty+1.0/8.0, -// game.text_shader[RS_SH_POS_ID], game.text_shader[RS_SH_UV_ID], -// 0.0, 0.0, 0.0 ); -// -// glUniform4fv( game.text_shader[RS_SH_SCALE_ID], 1, &(game_colors[4*color]) ); -//// glUniform3f( game.text_shader[RS_SH_TIME_ID], 1.0, 1.0, 0.0 ); -// glrsDrawRect_full(sx + x, -// sy + y-h/2, -// sx + x + w, -// sy + y+h/2, -// tx, ty, tx+1.0/8.0, ty+1.0/8.0, -// game.text_shader[RS_SH_POS_ID], game.text_shader[RS_SH_UV_ID], -// 0.0, 0.0, 0.0 ); -// sx += w; -// } }; diff --git a/programs/games/marblematch3/game/rsgametext.h b/programs/games/marblematch3/game/rsgametext.h index 4ef686e8cc..32f7342917 100644 --- a/programs/games/marblematch3/game/rsgametext.h +++ b/programs/games/marblematch3/game/rsgametext.h @@ -30,6 +30,5 @@ void game_font_term(); void game_textout(int x, int y, int font_index, char* s); void game_textout_adv(rs_texture_t *dest, int x, int y, int font_index, int draw_mode, char* s); -//void game_textout_init(int set_to_ortho, int font_index); #endif