Heliothryx game update
- added some sounds - added visual damage effect on player hit git-svn-id: svn://kolibrios.org@5298 a494cfbc-eb01-0410-851d-a64ba20cac60
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@ -15,7 +15,7 @@ then C_LANG = "LANG_SP" -- just for example, other languages are not implemented
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else C_LANG = "LANG_EN" -- default language is English
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end
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CFLAGS = CFLAGS .. " -DRS_KOS -D" .. C_LANG .. " "
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CFLAGS = CFLAGS .. " -Werror=implicit -DRS_KOS -D" .. C_LANG .. " "
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compile_gcc{ "system/kolibri.c", "game/rs/rsmicrolibc.c", "game/rs/rsplatform_kos.c", "game/rs/rsmx.c", "game/rsnoise.c", "game/rsgentex.c", "game/rsgame.c", "game/rsgamedraw.c", "game/rsgamelogic.c", "game/rskos.c", "game/rsgametext.c", "game/rsgamemenu.c"}
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compile_gcc{ "system/kolibri.c", "game/rs/rsmicrolibc.c", "game/rs/rsplatform_kos.c", "game/rs/rsmx.c", "game/rsnoise.c", "game/rsgentex.c", "game/rssoundgen.c", "game/rsgame.c", "game/rsgamedraw.c", "game/rsgamelogic.c", "game/rskos.c", "game/rsgametext.c", "game/rsgamemenu.c"}
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link_gcc ("heliothryx")
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@ -1,4 +1,6 @@
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#include "rsplatform.h"
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#include "../rsgame.h"
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rs_app_t rs_app;
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@ -186,7 +188,7 @@ void kol_main()
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if (!logic_halted) {
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if (key_up) {
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GameKeyUp(key, 1);
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GameKeyUp(key);
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}
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else {
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GameKeyDown(key);
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@ -185,6 +185,10 @@ void soundbuf_init(rs_soundbuf_t *snd, int length_samples) {
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rskos_snd_create_buffer(&snd->hbuf, snd->data, length_samples);
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};
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void soundbuf_update(rs_soundbuf_t *snd) {
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rskos_snd_update_buffer(&snd->hbuf, snd->data, snd->length_samples);
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};
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void soundbuf_free(rs_soundbuf_t *snd) {
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snd->status = 0;
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free(snd->data);
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@ -258,6 +262,8 @@ void game_reg_init() {
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game.player_x = 0;
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game.player_y = 0;
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game.tz = 0;
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game.bg_color = COLOR_BLACK;
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// int i;
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// for (i = 0; i < BULLETS_COUNT; i++) {
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@ -520,6 +526,56 @@ void GameInit() {
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soundbuf_sin(&game.sound_test3, 0.24);
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int soundlen = 55000;
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// int freqs[SOUND_EXPLOSIONS_COUNT] = { 440, 523, 587, 698, 783, 880, 1046, 1174 };
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for (i = 0; i < SOUND_EXPLOSIONS_COUNT; i++) {
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soundbuf_init(&game.sound_explosions[i], soundlen);
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rs_sgen_init(3, soundlen);
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rs_sgen_func_noise(2, 1000);
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//rs_sgen_func_phaser(0, 2, 0.9, 15.2 + 1.0*i/SOUND_EXPLOSIONS_COUNT, 6.0, 3.0, 2000.0, 1.73);
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rs_sgen_func_phaser(0, 2, 0.9, 16.2 + 0.5*i/SOUND_EXPLOSIONS_COUNT, 6.0, 3.0, 900.0, 0.93);
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rs_sgen_func_normalize(0, 1.0);
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rs_sgen_func_lowpass(2, 0, 0.6, 0.0, 20.0);
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rs_sgen_func_normalize(2, 1.0);
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rs_sgen_wave_out(2);
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memcpy(game.sound_explosions[i].data, (unsigned char*) rs_sgen_reg.wave_out, soundlen*2);
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soundbuf_update(&game.sound_explosions[i]);
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rs_sgen_term();
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};
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soundlen = 17888;
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soundbuf_init(&game.sound_hit, soundlen);
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rs_sgen_init(3, soundlen);
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rs_sgen_func_noise(2, 1000);
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rs_sgen_func_phaser(0, 2, 0.9, 11.5, 16.0, 13.0, 1300.0, 1.93);
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rs_sgen_func_normalize(0, 1.0);
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rs_sgen_func_highpass(2, 0, 1.0, 0.3, 20.0);
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rs_sgen_func_normalize(2, 1.0);
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rs_sgen_wave_out(2);
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memcpy(game.sound_hit.data, (unsigned char*) rs_sgen_reg.wave_out, soundlen*2);
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soundbuf_update(&game.sound_hit);
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rs_sgen_term();
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};
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@ -564,7 +620,7 @@ void GameTerm() {
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void GameKeyDown(int key, int first) {
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void GameKeyDown(int key) {
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switch (key) {
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@ -639,8 +695,9 @@ void GameKeyDown(int key, int first) {
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case RS_KEY_SPACE:
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#ifdef RS_LINUX
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game.stage_timer = 0;
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game.stage = 7;
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soundbuf_play( &game.sound_hit );
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#endif
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//game_obj_add( game_obj( OBJ_EXPLOSION, 0, 0, 0, game.tx + 80, game.ty - 10, 0, 0.0 ) );
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@ -19,22 +19,12 @@
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#include "rskos.h"
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#include "rs/rsplatform.h"
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//#include "rs/rstexture.h"
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//#include "rs/rsshader.h"
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//#include "rs/rsgl.h"
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#include "rs/rsdebug.h"
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#include "rs/rsbits.h"
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//#include "rs/rskeyboard.h"
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#include "rsgamelogic.h"
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//#include "rs/rsaudio.h"
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//#include "rs/rsfile.h"
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//#include "rs/rsvbo.h"
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//#include "rs/rsfbo.h"
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//#include "rs/rsthread.h"
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#include "rs/rsmx.h"
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@ -70,7 +60,7 @@ typedef union color_t {
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// for little-endian (ARGB)
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#define COLOR_BLACK 0xFF000000
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#define COLOR_TRANSPARENT 0x00000000
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#define COLOR_DARK_RED 0xFF660000
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#define COLOR_DARK_RED 0xFF401000
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@ -174,6 +164,8 @@ void game_obj_remove(int index);
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#define GAME_FLAG_BOSS_DESTROYED 0x01
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#define SOUND_EXPLOSIONS_COUNT 8
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typedef struct rs_game_t {
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rs_texture_t framebuffer;
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unsigned char *scaled_framebuffer; // 24-bit BGRBGRBGR... for direct drawing
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@ -193,11 +185,15 @@ typedef struct rs_game_t {
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rs_texture_t tex_gui_line;
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int bg_color;
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rs_soundbuf_t sound_test1;
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rs_soundbuf_t sound_test2;
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rs_soundbuf_t sound_test3;
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rs_soundbuf_t sound_explosions[SOUND_EXPLOSIONS_COUNT];
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rs_soundbuf_t sound_hit;
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int status;
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int flags;
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@ -243,6 +239,14 @@ typedef struct rs_game_t {
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extern rs_game_t game;
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void game_reg_init();
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/* __
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/cc\
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/aaaa\
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@ -251,12 +255,19 @@ void game_reg_init();
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------------------------------- */
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void game_ding(int i);
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void GameInit();
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void GameTerm();
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void GameKeyDown(int key, int first);
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void GameKeyDown(int key);
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void GameKeyUp(int key);
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void GameMouseDown(int x, int y);
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@ -28,7 +28,10 @@ void game_draw() {
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// };
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texture_clear(&game.framebuffer, COLOR_BLACK);
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texture_clear(&game.framebuffer, game.bg_color );
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game.bg_color = COLOR_BLACK;
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// texture_clear(&game.tex);
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// texture_draw(&game.framebuffer, &game.tex, 40, 40, DRAW_MODE_ADDITIVE);
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@ -88,6 +88,9 @@ int check_collision_with_player(int obj1) {
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void player_hit() {
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game.health--;
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game.bg_color = COLOR_DARK_RED;
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soundbuf_play( &game.sound_hit );
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if (game.health < 1) {
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@ -400,6 +403,7 @@ void GameProcess() {
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for (i = 0; i < game.objs_count; i++) {
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if ( IS_BIT_SET( game.objs[i].flags, OBJ_FLAG_DESTROYED ) ) {
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soundbuf_play( &game.sound_explosions[ rs_rand() % SOUND_EXPLOSIONS_COUNT ] );
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game_obj_add( game_obj( OBJ_EXPLOSION, 0, 0, EXPLOSION_RADIUS, game.objs[i].x, game.objs[i].y, 0, 0.0 ) );
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game_obj_remove(i);
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i--;
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@ -160,6 +160,8 @@ void menu_action_start() {
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game.objs_count = 0;
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game.bg_color = COLOR_BLACK;
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};
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void menu_action_exit() {
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