93fccad3ca
- added saving highscores git-svn-id: svn://kolibrios.org@5260 a494cfbc-eb01-0410-851d-a64ba20cac60
433 lines
16 KiB
C
433 lines
16 KiB
C
#include "rsgamedraw.h"
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#include "rsgametext.h"
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#include "rsgamemenu.h"
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#include "rsgentex.h"
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#include "rs/rsplatform.h"
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#include "rskos.h"
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#include "rsnoise.h"
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#include "strings.h"
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void game_draw() {
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int w = GAME_WIDTH;
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int h = GAME_HEIGHT;
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int continue_need_redraw = 0;
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if (game.need_redraw) {
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// if (1) {
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if ( (game.status == STATUS_MENU) || (game.status == STATUS_LOADING) ) {
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texture_draw(&game.framebuffer, &game.tex_bg, 0, 0, DRAW_MODE_REPLACE);
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if (game.status == STATUS_LOADING) {
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game_textout_at_center( 0, 240, 0, L_LOADING );
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game_textout_at_center( -3, 240-2, 3, L_LOADING );
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}
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else {
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texture_draw( &game.framebuffer, &game.tex_logo, 0, 50, DRAW_MODE_ALPHA );
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if (game.score) {
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game_textout_at_center( 0, 230, 0, L_GAME_OVER );
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game_textout_at_center( -3, 230-2, 3, L_GAME_OVER );
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char s[] = L_SCORE;
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char *str_num;
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str_num = strchr(s, 'x');
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str_num[0] = '0' + ( (game.score / 100) % 10);
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str_num[1] = '0' + ( (game.score / 10) % 10);
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str_num[2] = '0' + ( (game.score / 1) % 10);
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game_textout_at_center( 0, 260, 0, s );
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game_textout_at_center( -3, 260-2, 3, s );
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if (game.score == game.hiscore) {
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game_textout_at_center( 0, 290, 0, L_NEW_HISCORE);
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game_textout_at_center( -3, 290-2, 3, L_NEW_HISCORE );
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}
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else {
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char hs[] = L_HISCORE;
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str_num = strchr(hs, 'x');
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str_num[0] = '0' + ( (game.hiscore / 100) % 10);
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str_num[1] = '0' + ( (game.hiscore / 10) % 10);
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str_num[2] = '0' + ( (game.hiscore / 1) % 10);
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game_textout_at_center( 0, 290, 0, hs);
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game_textout_at_center( -3, 290-2, 3, hs );
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};
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}
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else {
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if (game.hiscore) {
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char *str_num;
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char hs[] = L_HISCORE;
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str_num = strchr(hs, 'x');
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str_num[0] = '0' + ( (game.hiscore / 100) % 10);
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str_num[1] = '0' + ( (game.hiscore / 10) % 10);
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str_num[2] = '0' + ( (game.hiscore / 1) % 10);
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game_textout_at_center( 0, 230, 0, hs);
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game_textout_at_center( -3, 230-2, 3, hs );
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};
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};
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if (!game.menu_replay_timeout) {
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game_textout_at_center( 0, 400, 0, L_START );
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game_textout_at_center( -3, 400-2, 3, L_START );
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};
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};
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game_textout( 2, GAME_HEIGHT-10, 2, L_BOTTOM_LINE_DEVELOPER_INFO);
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}
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else {
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texture_draw(&game.framebuffer, &game.tex_bg_gameplay, 0, 0, DRAW_MODE_REPLACE);
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int i, j, y_shift;
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for (i = 0; i < FIELD_HEIGHT; i++) {
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for (j = 0; j < FIELD_WIDTH; j++) {
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if ( IS_BIT_SET( game.field[i*FIELD_WIDTH + j], CRYSTAL_VISIBLE_BIT )) {
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y_shift = 0;
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if ( IS_BIT_SET( game.field[i*FIELD_WIDTH + j], CRYSTAL_MOVING_BIT ) ) {
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y_shift = -CRYSTAL_SIZE + CRYSTAL_SIZE*(game.process_timer+1)/(ANIMATION_PROCESS_TIMER_LIMIT+1);
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continue_need_redraw = 1;
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};
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texture_draw( &game.framebuffer, &game.tex_crystals[ game.field[i*FIELD_WIDTH + j] & CRYSTAL_INDEX_MASK ], FIELD_X0+ j*CRYSTAL_SIZE, y_shift + FIELD_Y0+ i*CRYSTAL_SIZE, DRAW_MODE_ALPHA );
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};
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};
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};
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if (game.selected) {
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texture_draw( &game.framebuffer, &game.tex_cursor, FIELD_X0+ game.selected_x*CRYSTAL_SIZE, FIELD_Y0+ game.selected_y*CRYSTAL_SIZE, DRAW_MODE_ALPHA );
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};
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for (i = 0; i < game.explosions_count; i++) {
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texture_draw( &game.framebuffer, &(game.tex_explosion[ (game.explosions[i]>>16) & 0xFF ]),
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FIELD_X0 + CRYSTAL_SIZE*( game.explosions[i] & 0xFF) - (EXPLOSION_SIZE-CRYSTAL_SIZE)/2 ,
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FIELD_Y0 + CRYSTAL_SIZE*( (game.explosions[i]>>8) & 0xFF) - (EXPLOSION_SIZE-CRYSTAL_SIZE)/2 ,
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DRAW_MODE_ALPHA);
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};
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int blink_visible = 0;
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if (game.time > 10*25) {
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blink_visible = 1;
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}
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else if (game.time > 5*25) {
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blink_visible = (game.time / 8) & 1;
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continue_need_redraw = 1;
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}
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else {
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blink_visible = (game.time / 4) & 1;
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continue_need_redraw = 1;
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};
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char *str_num;
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if (blink_visible) {
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char str[] = L_TIME;
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int time_sec = game.time / 25;
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str_num = strchr(str, 'x');
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str_num[0] = '0' + ( (time_sec / 10) % 10);
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str_num[1] = '0' + ( (time_sec / 1) % 10);
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// str_num[2] = '0' + ( (time_sec / 1) % 10);
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game_textout( 56+3, 32+2, 0, str );
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game_textout( 56, 32, 3, str );
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};
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char sstr[] = L_SCORE;
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str_num = strchr(sstr, 'x');
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str_num[0] = '0' + ( (game.score / 100) % 10);
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str_num[1] = '0' + ( (game.score / 10) % 10);
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str_num[2] = '0' + ( (game.score / 1) % 10);
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game_textout( 56+3, 64+2, 0, sstr );
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game_textout( 56, 64, 3, sstr );
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};
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// rskos_draw_area(0, 0, w, h, game.window_scale, game.framebuffer.data, NULL, RSKOS_BGRA);
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rskos_draw_area(0, 0, w, h, 1, game.framebuffer.data, game.bgr_framebuffer, 0);
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};
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if (!continue_need_redraw) {
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game.need_redraw = 0;
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};
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};
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void game_textures_init_stage1() {
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int i;
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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, 6);
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rs_gen_func_mult_add_value(0, 0, 0.6, 0.4);
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// rs_gen_func_set(0, 1.0);
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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_clouds.data, rs_gen_reg.tex_out, 128*128*4 );
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rs_gen_term();
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rs_texture_t tex_shadow;
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texture_init(&tex_shadow, 64, 64);
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rs_gen_init(1, 64);
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rs_gen_func_perlin(0, 21, 6, 0.5, 1000);
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rs_gen_func_normalize(0, 0.0, 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(tex_shadow.data, rs_gen_reg.tex_out, 64*64*4 );
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rs_gen_term();
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texture_init(&game.tex_logo, GAME_WIDTH, 128);
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texture_clear(&game.tex_logo, COLOR_TRANSPARENT);
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game_textout_adv( &game.tex_logo, GAME_WIDTH/2 - 192, 4, 1, DRAW_MODE_REPLACE, "MARBLE");
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game_textout_adv( &game.tex_logo, GAME_WIDTH/2 - 192, 63, 1, DRAW_MODE_REPLACE, "MATCH3");
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texture_draw(&game.tex_logo, &tex_shadow, 0, 0, DRAW_MODE_MULT | DRAW_TILED_FLAG);
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game_textout_adv( &game.tex_logo, GAME_WIDTH/2 - 192 - 5, 0, 1, DRAW_MODE_ALPHA, "MARBLE");
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game_textout_adv( &game.tex_logo, GAME_WIDTH/2 - 192 - 4, 60, 1, DRAW_MODE_ALPHA, "MATCH3");
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texture_draw(&game.tex_logo, &game.tex_clouds, 0, 0, DRAW_MODE_MULT | DRAW_TILED_FLAG);
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texture_free(&tex_shadow);
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texture_init(&game.tex_bg, 512, 512);
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texture_clear(&game.tex_bg, COLOR_SILVER);
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texture_init(&game.tex_bg_gameplay, 512, 512);
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texture_clear(&game.tex_bg_gameplay, COLOR_SILVER);
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texture_init(&game.tex_cursor, CRYSTAL_SIZE, CRYSTAL_SIZE);
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rs_gen_init(2, CRYSTAL_SIZE);
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rs_gen_func_set(0, 0.0); // inner
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rs_gen_func_radial(0, 0.5, 0.5, 0.5, 1.0, 2.0);
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rs_gen_func_clamp(0, 0.1, 0.5);
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rs_gen_func_normalize(0, 0.0, 1.0);
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rs_gen_func_mult_add_value(0, 0, -1.0, 1.0);
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rs_gen_func_set(1, 0.0); // outer
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rs_gen_func_radial(1, 0.5, 0.5, 0.5, 1.0, 2.0);
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rs_gen_func_clamp(1, 0.0, 0.2);
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rs_gen_func_normalize(1, 0.0, 1.0);
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rs_gen_func_mult(0, 0, 1);
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rs_gen_func_set(1, 1.0);
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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, 0, 1.0, 1.0, 1.0, 1.0);
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memcpy(game.tex_cursor.data, rs_gen_reg.tex_out, CRYSTAL_SIZE*CRYSTAL_SIZE*4 );
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rs_gen_term();
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texture_init(&game.tex_field, FIELD_WIDTH*CRYSTAL_SIZE + 7, FIELD_HEIGHT*CRYSTAL_SIZE + 7);
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texture_clear(&game.tex_field, 0xAABBBBBB); // 0x66404060 // 0xAACCCCCC
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// float cr_r[CRYSTALS_COUNT] = { 0.8, 0.2, 0.1, 0.6, 0.7, 0.0, 0.7 };
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// float cr_g[CRYSTALS_COUNT] = { 0.1, 0.6, 0.4, 0.0, 0.6, 0.0, 0.8 };
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// float cr_b[CRYSTALS_COUNT] = { 0.1, 0.1, 0.7, 0.7, 0.0, 0.3, 0.9 };
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// float cr_r[CRYSTALS_COUNT] = { 0.9, 0.3, 0.1, 0.7, 0.8, 0.0, 0.8 };
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// float cr_g[CRYSTALS_COUNT] = { 0.1, 0.8, 0.5, 0.0, 0.7, 0.0, 0.8 };
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// float cr_b[CRYSTALS_COUNT] = { 0.0, 0.1, 0.9, 0.8, 0.0, 0.5, 0.9 };
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float cr_r[CRYSTALS_COUNT] = { 1.0, 0.4, 0.10, 0.9, 1.0, 0.2, 0.8 };
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float cr_g[CRYSTALS_COUNT] = { 0.1, 1.0, 0.75, 0.1, 0.9, 0.2, 0.8 };
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float cr_b[CRYSTALS_COUNT] = { 0.0, 0.1, 1.00, 1.0, 0.1, 0.9, 0.9 };
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// rs_gen_init(5, CRYSTAL_SIZE);
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// for (i = 0; i < CRYSTALS_COUNT; i++) {
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// texture_init(&(game.tex_crystals[i]), CRYSTAL_SIZE, CRYSTAL_SIZE);
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//
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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, 10.0);
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//
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// rs_gen_func_set(1, 0.0);
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// rs_gen_func_cell(1, 110+100*i, 7+i, NULL, 1.0, 1.0, 0.0, 1.0, 0.0, 1.0);
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// rs_gen_func_normalize(1, 0.0, 1.0);
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//
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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, 0, cr_b[i], cr_g[i], cr_r[i], 1.0);
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//
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// memcpy(game.tex_crystals[i].data, rs_gen_reg.tex_out, CRYSTAL_SIZE*CRYSTAL_SIZE*4 );
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// };
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// rs_gen_term();
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rs_gen_init(5, CRYSTAL_SIZE);
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for (i = 0; i < CRYSTALS_COUNT; i++) {
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texture_init(&(game.tex_crystals[i]), CRYSTAL_SIZE, CRYSTAL_SIZE);
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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, 10.0);
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rs_gen_func_set(1, 1.0);
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rs_gen_func_cell(1, 310+100*i, 5, NULL, -0.5, 1.0, 1.0, 0.0, -2.0, 2.0);
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rs_gen_func_normalize(1, 0.0, 1.0);
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rs_gen_func_normalmap(2, 3, 4, 1, 1.0);
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rs_gen_func_mult_add_value(3, 3, -1.0, 1.0);
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rs_gen_func_clamp(2, 0.5, 1.0);
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rs_gen_func_normalize(2, 0.0, 1.0);
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rs_gen_func_clamp(3, 0.5, 1.0);
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rs_gen_func_normalize(3, 0.0, 1.0);
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rs_gen_func_add(4, 2, 3, 0.5, 0.5);
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rs_gen_func_mult(1, 1, 4);
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rs_gen_func_normalize(1, 0.0, 1.0);
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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, 0, cr_b[i], cr_g[i], cr_r[i], 1.0);
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// rs_gen_tex_out_rgba(4, 4, 4, 0, 0.8-0.8*cr_b[i], 0.8-0.8*cr_g[i], 0.8-0.8*cr_r[i], 0.0);
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// rs_gen_tex_out_rgba(1, 1, 1, 0, 1.0, 1.0, 1.0, 1.0);
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memcpy(game.tex_crystals[i].data, rs_gen_reg.tex_out, CRYSTAL_SIZE*CRYSTAL_SIZE*4 );
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};
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rs_gen_term();
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rs_gen_init(3, EXPLOSION_SIZE);
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for (i = 0; i < EXPLOSION_FRAMES_COUNT; i++) {
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texture_init(&(game.tex_explosion[i]), EXPLOSION_SIZE, EXPLOSION_SIZE);
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rs_gen_func_set(0, 1.0);
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// rs_gen_func_radial(0, 0.5, 0.5, 0.3 + 0.5*i/EXPLOSION_FRAMES_COUNT, 0.975, 4.0);
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// rs_gen_func_set(0, 1.0);
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rs_gen_func_set(1, 0.0);
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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);
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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(0, 0, 0, 1, 1.0, 1.0, 1.0, 1.0);
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memcpy(game.tex_explosion[i].data, rs_gen_reg.tex_out, EXPLOSION_SIZE*EXPLOSION_SIZE*4 );
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};
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rs_gen_term();
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};
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void game_textures_init_stage2() {
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// texture_clear(&game.tex_bg, COLOR_SILVER);
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// /*
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rs_gen_init(6, 512);
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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_perlin(1, 8, 5, 0.5, 1700);
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rs_gen_func_normalize(1, 0.0, 1.0);
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rs_gen_func_cell(2, 1118, 50, NULL, 1.0, 0.887, -0.333, 1.0, 0.0, 4.0); // 1360
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rs_gen_func_normalize(2, 0.0, 0.5);
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rs_gen_func_adr(3, 2, 0, 1, 1.0, 0.3);
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rs_gen_func_inv(3, 3, 7.5);
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rs_gen_func_normalize(3, 0.0, 1.0);
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// signed short c[] = { 0, 250, 250, 0, 500, 250, 250, 500};
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signed short c[] = { 0, 0, 0, 512, 512, 0, 512, 512};
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// signed short c[] = { 128, 128, 128, 384, 384, 128, 384, 384};
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//rs_gen_func_cell(4, 0, 4, c, 0.0, 0.3, 1.0, 0.5, 0.0, 0.30);
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rs_gen_func_cell(4, 0, 4, c, 1.0, 0.3, 0.0, 0.95, 0.0, 0.30);
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rs_gen_func_normalize(4, 0.0, 1.0);
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// rs_gen_func_radial(5, 0.5, 0.5, 0.60, 1.0, 4.0);
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// rs_gen_func_add(4, 4, 5, 0.5, 0.5);
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//
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rs_gen_func_mult(4, 4, 3);
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// coloring...
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rs_gen_func_mult_add_value(0, 4, 0.8, 0.0);
|
|
rs_gen_func_add(0, 4, 1, 0.95, 0.05);
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|
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.bgr_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);
|
|
};
|