2815962839
- added localization tool Updates for Marble Match-3 game: - added localization support - some cosmetic changes git-svn-id: svn://kolibrios.org@5243 a494cfbc-eb01-0410-851d-a64ba20cac60
672 lines
18 KiB
C
Executable File
672 lines
18 KiB
C
Executable File
#include "rsgame.h"
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#include "rsgametext.h"
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#include "rsgamemenu.h"
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#include "rsgamedraw.h"
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#include "rskos.h"
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#include "rsgentex.h"
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#include "rssoundgen.h"
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#include "rsnoise.h"
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#include "rs/rsplatform.h"
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#ifdef RS_USE_C_LIBS // linux version
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#include <math.h>
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#include <stdlib.h>
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#include <string.h>
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#include "rs/rskeyboard.h"
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#endif
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rs_game_t game;
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void texture_init(rs_texture_t *tex, int w, int h) {
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tex->status = 1;
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tex->w = w;
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tex->h = h;
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tex->data = malloc(w*h*4); // BGRA BGRA
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};
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void texture_free(rs_texture_t *tex) {
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free(tex->data);
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tex->status = 0;
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};
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void texture_clear(rs_texture_t *tex, unsigned int color) {
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int i;
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for (i = 0; i < tex->w * tex->h; i++) {
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*((unsigned int*)(&tex->data[i*4])) = color;
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};
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};
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void texture_draw(rs_texture_t *dest, rs_texture_t *src, int x, int y, int mode) {
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int i; // y
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int j; // x
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int k; // color component
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int istart = (y < 0) ? -y : 0;
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int iend = src->h - (( (y + src->h) > dest->h) ? (y + src->h - dest->h) : 0);
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int jstart = (x < 0) ? -x : 0;
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int jend = src->w - (( (x + src->w) > dest->w) ? (x + src->w - dest->w) : 0);
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int ishift = 0;
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int jshift = 0;
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float a; // alpha value
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if (mode & DRAW_TILED_FLAG) {
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jshift = x;
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ishift = y;
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x = y = istart = jstart = 0;
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iend = dest->h;
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jend = dest->w;
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};
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mode = mode & DRAW_MODE_MASK;
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int modvalue = (src->w*src->h*4);
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if (mode == DRAW_MODE_REPLACE) {
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for (i = istart; i < iend; i++) {
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for (j = jstart; j < jend; j++) {
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for (k = 0; k < 4; k++) {
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dest->data[ 4 * ( (y+i)*dest->w + (x+j) ) + k ] = src->data[ (4*(i*src->w + j) + k) % modvalue ];
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};
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};
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};
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}
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else if (mode == DRAW_MODE_ADDITIVE) {
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for (i = istart; i < iend; i++) {
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for (j = jstart; j < jend; j++) {
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for (k = 0; k < 3; k++) { // Alpha channel is not added
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dest->data[ 4 * ( (y+i)*dest->w + (x+j) ) + k ] =
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clamp_byte( dest->data[ 4 * ( (y+i)*dest->w + (x+j) ) + k ] + src->data[ (4*((i+ishift)*src->w + j + jshift) + k) % modvalue] );
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};
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};
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};
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}
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else if (mode == DRAW_MODE_ALPHA) {
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for (i = istart; i < iend; i++) {
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for (j = jstart; j < jend; j++) {
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for (k = 0; k < 3; k++) {
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a = (1.0 * src->data[ (4*(i*src->w + j) + 3) % modvalue ] / 255.0);
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dest->data[ 4 * ( (y+i)*dest->w + (x+j) ) + k ] =
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(unsigned char) ( (1.0-a) * dest->data[ 4 * ( (y+i)*dest->w + (x+j) ) + k ]
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+ a*src->data[ (4*((i+ishift)*src->w + j + jshift) + k) % modvalue] );
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};
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};
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};
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};
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};
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void texture_set_pixel(rs_texture_t *tex, int x, int y, unsigned int color) {
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*((unsigned int*) &tex->data[ 4 * ( (y)*tex->w + (x) ) + 0 ]) = color;
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};
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void texture_draw_vline(rs_texture_t *tex, int x, int y, int l, unsigned int color) {
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int i;
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if (y+l >= tex->h) {
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l = tex->h - y;
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};
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for (i = 0; i < l; i++) {
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*((unsigned int*) &tex->data[ 4 * ( (y+i)*tex->w + (x) ) + 0 ]) = color;
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};
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};
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void soundbuf_init(rs_soundbuf_t *snd, int length_samples) {
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snd->status = 1;
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snd->length_samples = length_samples;
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snd->data = malloc(length_samples*2);
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rskos_snd_create_buffer(&snd->hbuf, snd->data, 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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};
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void soundbuf_fill(rs_soundbuf_t *snd, int amp, int freq_div) {
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int i;
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for (i = 0; i < snd->length_samples; i++) {
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snd->data[i] = -amp/2 + amp/2*( ( (i % freq_div) > freq_div/2 ) ? 1 : 0 );
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};
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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_sin(rs_soundbuf_t *snd, float freq) {
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int i;
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int amp = 29000;
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for (i = 0; i < snd->length_samples; i++) {
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snd->data[i] = ( 1.0 - 1.0*i/snd->length_samples ) * sin(freq*i) * amp;
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};
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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_sin_fade(rs_soundbuf_t *snd, float freq) {
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int i;
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int amp = 29000;
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for (i = 0; i < snd->length_samples; i++) {
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snd->data[i] = ( 1.0 - 1.0*i/snd->length_samples ) * sin( ( (1.0 - 0.48*i/snd->length_samples) * freq ) *i) * amp;
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};
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/*
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// ok
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rs_sgen_init(2, snd->length_samples);
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rs_sgen_func_pm(1, 880.0, 21.0, 0.3, 110.0, 0.3);
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rs_sgen_func_normalize(1, 1.0);
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rs_sgen_func_lowpass(0, 1, 1.0, 0.0, 1.0);
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rs_sgen_wave_out(0);
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memcpy(snd->data, rs_sgen_reg.wave_out, snd->length_samples*2 );
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rs_sgen_term();
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*/
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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_play(rs_soundbuf_t *snd) {
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rskos_snd_play(&snd->hbuf, 0);
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};
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void soundbuf_stop(rs_soundbuf_t *snd) {
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rskos_snd_stop(&snd->hbuf);
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};
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unsigned char clamp_byte(int value) {
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value = value * (1 - (value >> 31)); // negative to zero
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return (value > 255) ? 255 : value;
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};
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void game_reg_init() {
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game.tx = 0;
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game.ty = 0;
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game.tz = 0;
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int i;
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for (i = 0; i < BULLETS_COUNT; i++) {
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game.bullet_x[i] = 0;
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game.bullet_y[i] = 0;
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};
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game.bullet_index = 0;
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game.status = STATUS_MENU;
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game.window_scale = 2;
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#ifndef RS_KOS
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game.window_scale = 3;
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window_scale_str[3] = '3';
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#endif
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game.keyboard_state = 0;
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game.menu_index = 0;
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game.menu_item_index = 0;
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};
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int is_key_pressed(int mask) {
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return IS_BIT_SET(game.keyboard_state, mask) ? 1 : 0;
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};
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void GameProcess() {
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if (game.status == STATUS_PLAYING) {
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// shoot
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if ( (game.shoot_keypressed) || (is_key_pressed(RS_ATTACK_KEY_MASK)) ) {
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game.shoot_delay ++;
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if (game.shoot_delay > GAME_SHOOT_PERIOD) {
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// if ( (game.tx > 0) && (game.ty > 5) && (game.tx < GAME_WIDTH-20) && (game.ty < GAME_HEIGHT-10) ) {
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soundbuf_play(&game.sound_test1);
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game.bullet_index++;
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game.bullet_index %= BULLETS_COUNT;
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game.bullet_x[game.bullet_index] = game.tx + 5;
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game.bullet_y[game.bullet_index] = game.ty;
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// };
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game.shoot_delay -= GAME_SHOOT_PERIOD;
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game.shoot_keypressed = 0;
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};
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};
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int speed = 4;
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int bullet_speed = 11;
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game.tx += speed * ( is_key_pressed(RS_ARROW_RIGHT_MASK) - is_key_pressed(RS_ARROW_LEFT_MASK) );
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game.ty += speed * ( is_key_pressed(RS_ARROW_DOWN_MASK) - is_key_pressed(RS_ARROW_UP_MASK) );
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game.tx = rs_clamp_i(game.tx, 5, GAME_WIDTH-25);
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game.ty = rs_clamp_i(game.ty, 5, GAME_HEIGHT - 25);
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game.tz += 1;
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int i;
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for (i = 0; i < BULLETS_COUNT; i++) {
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if (game.bullet_y[i]) {
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game.bullet_x[i] += bullet_speed;
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if (game.bullet_x[i] > GAME_WIDTH) {
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game.bullet_y[i] = 0;
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};
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};
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};
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};
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game_draw();
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}
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void GameInit() {
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game_reg_init();
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game.scaled_framebuffer = malloc(GAME_WIDTH*game.window_scale * GAME_HEIGHT*game.window_scale * 3);
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DEBUG10f("scaled framebuffer: %d (window_scale = %d) \n", game.window_scale * GAME_WIDTH * GAME_HEIGHT * 3, game.window_scale);
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game_font_init();
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texture_init(&game.framebuffer, GAME_WIDTH, GAME_HEIGHT);
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texture_init(&game.tex, 64, 64);
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rs_gen_init(1, 64);
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rs_gen_func_set(0, 0.0);
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rs_gen_func_cell(0, 1200, 10, NULL, 1.0, 1.0, 1.0, 1.0, 0.0, 1.0);
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rs_gen_func_normalize(0, 0.0, 1.0);
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rs_gen_func_posterize(0, 5);
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rs_gen_tex_out_rgba(0, 0, 0, -1, 1.0, 1.0, 1.0, 1.0);
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memcpy(game.tex.data, rs_gen_reg.tex_out, 64*64*4 );
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rs_gen_term();
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texture_init(&game.tex_clouds, 128, 128);
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rs_gen_init(1, 128);
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rs_gen_func_perlin(0, 8, 5, 0.5, 1100);
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rs_gen_func_normalize(0, 0.0, 1.0);
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rs_gen_func_posterize(0, 4);
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rs_gen_func_normalize(0, 0.0, 0.50);
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rs_gen_tex_out_rgba(0, 0, 0, -1, 0.9, 0.7, 0.5, 1.0);
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memcpy(game.tex_clouds.data, rs_gen_reg.tex_out, 128*128*4 );
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rs_gen_term();
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texture_init(&game.tex_ground, GAME_WIDTH, 50);
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int ship_size = 8;
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// 16x8
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unsigned char tex_ship1_mask[] = { 0x10, 0x58, 0x7C, 0x7C, 0x3E, 0x1E, 0xBE, 0xFE };
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unsigned char tex_ship2_mask[] = { 0x7C, 0x7C, 0x7E, 0x7E, 0x3C, 0x3C, 0x1C, 0x18 };
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unsigned char tex_ship1_overlay_mask[] = { 0x10, 0x18, 0x1C, 0x1C, 0x1C, 0x1C, 0x8C, 0x84 };
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unsigned char tex_ship2_overlay_mask[] = { 0x00, 0x00, 0x20, 0x20, 0x30, 0x30, 0x10, 0x10 };
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texture_init(&game.tex_ship[0], ship_size, ship_size);
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rs_gen_init(2, ship_size);
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rs_gen_func_perlin(0, 8, 5, 0.5, 111);
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rs_gen_func_normalize(0, 0.0, 1.0);
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rs_gen_func_posterize(0, 2);
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rs_gen_func_mult_add_value(0, 0, 0.3, 0.7);
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rs_gen_func_set(1, 1.0);
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rs_gen_func_apply_mask(1, tex_ship1_mask);
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// rs_gen_func_mult_add_value(1, 1, 0.8, 0.2);
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rs_gen_tex_out_rgba(0, 0, 0, 1, 0.8, 0.65, 0.66, 1.0);
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memcpy(game.tex_ship[0].data, rs_gen_reg.tex_out, ship_size*ship_size*4 );
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rs_gen_term();
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texture_init(&game.tex_ship[1], ship_size, ship_size);
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rs_gen_init(2, ship_size);
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rs_gen_func_perlin(0, 8, 5, 0.5, 1100);
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rs_gen_func_normalize(0, 0.0, 1.0);
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rs_gen_func_posterize(0, 2);
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rs_gen_func_mult_add_value(0, 0, 0.1, 0.9);
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rs_gen_func_set(1, 1.0);
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rs_gen_func_apply_mask(1, tex_ship1_overlay_mask);
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// rs_gen_func_mult_add_value(1, 1, 0.8, 0.2);
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rs_gen_tex_out_rgba(0, 0, 0, 1, 0.4, 0.3, 0.3, 1.0);
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memcpy(game.tex_ship[1].data, rs_gen_reg.tex_out, ship_size*ship_size*4 );
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rs_gen_term();
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texture_init(&game.tex_ship[2], ship_size, ship_size);
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rs_gen_init(2, ship_size);
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rs_gen_func_perlin(0, 8, 5, 0.5, 111);
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rs_gen_func_normalize(0, 0.0, 1.0);
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rs_gen_func_posterize(0, 2);
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rs_gen_func_mult_add_value(0, 0, 0.3, 0.7);
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// rs_gen_func_set(0, 1.0);
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rs_gen_func_set(1, 1.0);
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rs_gen_func_apply_mask(1, tex_ship2_mask);
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// rs_gen_func_mult_add_value(1, 1, 0.8, 0.2);
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rs_gen_tex_out_rgba(0, 0, 0, 1, 0.8, 0.65, 0.66, 1.0);
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memcpy(game.tex_ship[2].data, rs_gen_reg.tex_out, ship_size*ship_size*4 );
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rs_gen_term();
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texture_init(&game.tex_ship[3], ship_size, ship_size);
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rs_gen_init(2, ship_size);
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rs_gen_func_perlin(0, 8, 5, 0.5, 1100);
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rs_gen_func_normalize(0, 0.0, 1.0);
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rs_gen_func_posterize(0, 2);
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rs_gen_func_mult_add_value(0, 0, 0.1, 0.9);
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rs_gen_func_set(1, 1.0);
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rs_gen_func_apply_mask(1, tex_ship2_overlay_mask);
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// rs_gen_func_mult_add_value(1, 1, 0.8, 0.2);
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rs_gen_tex_out_rgba(0, 0, 0, 1, 0.4, 0.3, 0.2, 1.0);
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memcpy(game.tex_ship[3].data, rs_gen_reg.tex_out, ship_size*ship_size*4 );
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rs_gen_term();
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texture_init(&game.tex_gui_line, GAME_WIDTH, 13);
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int i;
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for (i = 0; i < GAME_WIDTH*13; i++) {
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( (unsigned int*) (game.tex_gui_line.data)) [i] = 0x668899AA;
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};
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int rock_size = 32;
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rs_gen_init(3, rock_size);
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for (i = 0; i < ROCKS_COUNT; i++) {
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DEBUG10f("loading %d ...\n", i);
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texture_init(&(game.tex_rocks[i]), rock_size, rock_size);
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DEBUG10f("loading %d z...\n", i);
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rs_gen_func_set(0, 0.0);
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rs_gen_func_radial(0, 0.5, 0.5, 0.5, 0.75, 2.5 + i%5);
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rs_gen_func_perlin(2, 33, 4, 0.5, 350+i);
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rs_gen_func_normalize(2, 0.0, 1.0);
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rs_gen_func_posterize(2, 4);
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rs_gen_func_cell(1, 410+i, 50, NULL, -2.0, 1.0, 1.0, 1.0, 0.0, 1.0);
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rs_gen_func_posterize(1, 2);
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rs_gen_func_normalize(1, 0.0, 1.0);
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rs_gen_func_add(1, 1, 2, 1.0, 0.5);
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rs_gen_func_normalize(1, 0.0, 1.0);
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rs_gen_func_posterize(1, 4);
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rs_gen_func_add(1, 0, 1, 1.0, 1.0);
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rs_gen_func_normalize(1, 0.0, 1.0);
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rs_gen_func_mult(1, 0, 1);
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rs_gen_func_normalize(1, 0.0, 1.0);
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rs_gen_func_posterize(1, 4);
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rs_gen_tex_out_rgba_set(0.0, 0.0, 0.0, 0.0);
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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);
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memcpy(game.tex_rocks[i].data, rs_gen_reg.tex_out, rock_size*rock_size*4 );
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};
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rs_gen_term();
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#ifndef RS_KOS
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rs_audio_init(RS_AUDIO_FMT_MONO16, RS_AUDIO_FREQ_16000, 0);
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#endif
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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 ---");
|
|
|
|
#ifndef RS_KOS
|
|
rs_audio_term();
|
|
#endif
|
|
|
|
game_font_term();
|
|
|
|
free(game.scaled_framebuffer);
|
|
|
|
texture_free(&game.framebuffer);
|
|
texture_free(&game.tex);
|
|
texture_free(&game.tex_clouds);
|
|
texture_free(&game.tex_ground);
|
|
|
|
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);
|
|
|
|
if ( (game.menu_index == MENU_SETTINGS) && (game.menu_item_index == MENU_ITEM_WINDOW_SCALE) ) {
|
|
game_change_window_scale(-1);
|
|
game_ding(1);
|
|
};
|
|
|
|
//PlayBuffer(hBuff, 0);
|
|
break;
|
|
case RS_KEY_RIGHT:
|
|
BIT_SET(game.keyboard_state, RS_ARROW_RIGHT_MASK);
|
|
|
|
if ( (game.menu_index == MENU_SETTINGS) && (game.menu_item_index == MENU_ITEM_WINDOW_SCALE) ) {
|
|
game_change_window_scale(1);
|
|
game_ding(1);
|
|
};
|
|
|
|
//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) {
|
|
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;
|
|
DEBUG10f("Mouse Down %d, %d \n", x, y);
|
|
};
|
|
|
|
void GameMouseUp(int x, int y) {
|
|
//
|
|
};
|
|
|
|
|
|
void game_change_window_scale(int d) {
|
|
int scale = window_scale_str[3] - '0';
|
|
|
|
unsigned int w;
|
|
unsigned int h;
|
|
rskos_get_screen_size(&w, &h);
|
|
|
|
int max_scale = (w-20)/GAME_WIDTH;
|
|
if ( (h-20)/GAME_HEIGHT < max_scale ) {
|
|
max_scale = (h-20)/GAME_HEIGHT;
|
|
};
|
|
|
|
scale += d;
|
|
if ( scale > max_scale) {
|
|
scale = 1;
|
|
}
|
|
else if (scale < 1) {
|
|
scale = max_scale;
|
|
};
|
|
|
|
game.window_scale = scale;
|
|
|
|
free(game.scaled_framebuffer);
|
|
game.scaled_framebuffer = malloc(GAME_WIDTH*game.window_scale * GAME_HEIGHT*game.window_scale * 3);
|
|
|
|
|
|
rskos_resize_window( GAME_WIDTH * scale, GAME_HEIGHT * scale );
|
|
|
|
window_scale_str[3] = scale + '0';
|
|
|
|
|
|
|
|
};
|
|
|
|
void game_ding(int i) {
|
|
|
|
switch (i) {
|
|
case 0:
|
|
soundbuf_play(&game.sound_test2);
|
|
break;
|
|
case 1:
|
|
soundbuf_play(&game.sound_test3);
|
|
break;
|
|
};
|
|
|
|
};
|