kolibrios/programs/games/heliothryx/game/rsgame.h

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#ifndef RSGAME_H_INCLUDED
#define RSGAME_H_INCLUDED
/*
Heliothryx
Game by Roman Shuvalov
*/
#include "rskos.h"
#include "rs/rsplatform.h"
//#include "rs/rstexture.h"
//#include "rs/rsshader.h"
//#include "rs/rsgl.h"
#include "rs/rsdebug.h"
#include "rs/rsbits.h"
//#include "rs/rskeyboard.h"
//#include "rs/rsaudio.h"
//#include "rs/rsfile.h"
//#include "rs/rsvbo.h"
//#include "rs/rsfbo.h"
//#include "rs/rsthread.h"
#include "rs/rsmx.h"
#define GAME_LANG_EN 0
#define GAME_LANG_RU 1
#define GAME_WIDTH 320
#define GAME_HEIGHT 180
typedef struct {
unsigned int status;
int w;
int h;
unsigned char *data; // BGRA BGRA
} rs_texture_t;
// for little-endian
typedef union color_t {
int d; // 0x44332211 (ARGB)
struct {
unsigned char b; // 0x11
unsigned char g; // 0x22
unsigned char r; // 0x33
unsigned char a; // 0x44
};
} color_t;
// for little-endian (ARGB)
#define COLOR_BLACK 0xFF000000
#define COLOR_TRANSPARENT 0x00000000
#define COLOR_DARK_RED 0xFF660000
void texture_init(rs_texture_t *tex, int w, int h);
void texture_free(rs_texture_t *tex);
void texture_clear(rs_texture_t *tex, unsigned int color);
void texture_draw(rs_texture_t *dest, rs_texture_t *src, int x, int y, int mode);
void texture_draw_vline(rs_texture_t *tex, int x, int y, int l, unsigned int color);
void texture_draw_hline(rs_texture_t *tex, int x, int y, int l, unsigned int color);
void texture_set_pixel(rs_texture_t *tex, int x, int y, unsigned int color);
unsigned char clamp_byte(int value);
#define DRAW_MODE_REPLACE 0
#define DRAW_MODE_ADDITIVE 1
#define DRAW_MODE_ALPHA 2
#define DRAW_MODE_MASK 0x0000FFFF
#define DRAW_TILED_FLAG 0x00010000
typedef struct {
unsigned int status;
int length_samples;
SNDBUF hbuf;
signed short *data;
} rs_soundbuf_t;
void soundbuf_init(rs_soundbuf_t *snd, int length);
void soundbuf_free(rs_soundbuf_t *snd);
void soundbuf_fill(rs_soundbuf_t *snd, int amp, int freq_div);
void soundbuf_sin(rs_soundbuf_t *snd, float freq);
void soundbuf_sin_fade(rs_soundbuf_t *snd, float freq);
void soundbuf_play(rs_soundbuf_t *snd);
void soundbuf_stop(rs_soundbuf_t *snd);
// Game Registry
#define ROCKS_COUNT 3
#define FONTS_COUNT 4
#define STATUS_MENU 0
#define STATUS_PLAYING 1
#define STATUS_PAUSED 2
#define RS_ARROW_LEFT_MASK 0x01
#define RS_ARROW_DOWN_MASK 0x02
#define RS_ARROW_UP_MASK 0x04
#define RS_ARROW_RIGHT_MASK 0x08
#define RS_ATTACK_KEY_MASK 0x10
#define BULLETS_COUNT 8
#define GAME_SHOOT_PERIOD 3
typedef struct rs_game_t {
rs_texture_t framebuffer;
unsigned char *scaled_framebuffer; // 24-bit BGRBGRBGR... for direct drawing
rs_texture_t tex;
rs_texture_t tex_clouds;
rs_texture_t tex_ground;
rs_texture_t tex_ship[4];
rs_texture_t tex_rocks[ROCKS_COUNT];
rs_texture_t tex_font[64*FONTS_COUNT];
rs_texture_t tex_gui_line;
rs_soundbuf_t sound_test1;
rs_soundbuf_t sound_test2;
rs_soundbuf_t sound_test3;
int status;
unsigned int keyboard_state;
int menu_index;
int menu_item_index;
int window_scale;
int tx;
int ty;
int tz;
int bullet_x[BULLETS_COUNT];
int bullet_y[BULLETS_COUNT];
int bullet_index;
int shoot_delay;
int shoot_keypressed;
} rs_game_t;
extern rs_game_t game;
void game_reg_init();
/* __
/cc\
/aaaa\
|kkkkkk| <-- Easter Egg
\eeee/
------------------------------- */
void GameProcess();
void game_ding(int i);
void GameInit();
void GameTerm();
void GameKeyDown(int key, int first);
void GameKeyUp(int key);
void game_change_window_scale(int d);
#endif // RSGAME_H_INCLUDED