#include "rsgamedraw.h" #include "rsgametext.h" #include "rsgamemenu.h" #include "rskos.h" #include "rsnoise.h" void game_draw() { int w = 320; int h = 180; 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_BLACK); // texture_clear(&game.tex); // 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); if (game.status == STATUS_MENU) { char **title = menu_titles[game.menu_index]; int y = (game.menu_index == MENU_MAIN) ? 80 : 50; 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) { for (i = 0; i < ROCKS_COUNT; i++) { texture_draw(&game.framebuffer, &game.tex_rocks[i], 250+80*rs_noise(i,150), 60+60*rs_noise(i,1110), DRAW_MODE_ADDITIVE ); }; game_textout( GAME_WIDTH/2 - 100, 40, 1, "HELIOTHRYX"); game_textout( GAME_WIDTH/2 - 8, 58, 3, "TECHDEMO"); game_textout( 2, GAME_HEIGHT-10, 2, "DEVELOPER: ROMAN SHUVALOV` TOGLIATTI_ 2014"); }; } else { 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, "THIS IS TECHDEMO` "); game_textout( 2, 12, 2, "USE ARROWS TO MOVE_ TO SHOOT_ TO EXIT` "); }; rskos_draw_area(0, 0, w, h, game.window_scale, game.framebuffer.data, game.scaled_framebuffer); };