#include "rsgamedraw.h" #include "rsgametext.h" #include "rsgamemenu.h" #include "rsgentex.h" #include "rs/rsplatform.h" #include "rskos.h" #include "rsnoise.h" #include "strings.h" void game_draw() { int w = GAME_WIDTH; int h = GAME_HEIGHT; int continue_need_redraw = 0; if (game.need_redraw) { // if (1) { if ( (game.status == STATUS_MENU) || (game.status == STATUS_LOADING) ) { texture_draw(&game.framebuffer, &game.tex_bg, 0, 0, DRAW_MODE_REPLACE); if (game.status == STATUS_LOADING) { game_textout_at_center( 0, 240, 0, L_LOADING ); game_textout_at_center( -3, 240-2, 3, L_LOADING ); } else { texture_draw( &game.framebuffer, &game.tex_logo, 0, 50, DRAW_MODE_ALPHA ); if (game.score) { game_textout_at_center( 0, 230, 0, L_GAME_OVER ); game_textout_at_center( -3, 230-2, 3, L_GAME_OVER ); char s[] = L_SCORE; char *str_num; str_num = strchr(s, 'x'); str_num[0] = '0' + ( (game.score / 100) % 10); str_num[1] = '0' + ( (game.score / 10) % 10); str_num[2] = '0' + ( (game.score / 1) % 10); game_textout_at_center( 0, 260, 0, s ); game_textout_at_center( -3, 260-2, 3, s ); if (game.score == game.hiscore) { game_textout_at_center( 0, 290, 0, L_NEW_HISCORE); game_textout_at_center( -3, 290-2, 3, L_NEW_HISCORE ); } else { char hs[] = L_HISCORE; str_num = strchr(hs, 'x'); str_num[0] = '0' + ( (game.hiscore / 100) % 10); str_num[1] = '0' + ( (game.hiscore / 10) % 10); str_num[2] = '0' + ( (game.hiscore / 1) % 10); game_textout_at_center( 0, 290, 0, hs); game_textout_at_center( -3, 290-2, 3, hs ); }; } else { if (game.hiscore) { char *str_num; char hs[] = L_HISCORE; str_num = strchr(hs, 'x'); str_num[0] = '0' + ( (game.hiscore / 100) % 10); str_num[1] = '0' + ( (game.hiscore / 10) % 10); str_num[2] = '0' + ( (game.hiscore / 1) % 10); game_textout_at_center( 0, 230, 0, hs); game_textout_at_center( -3, 230-2, 3, hs ); }; }; if (!game.menu_replay_timeout) { game_textout_at_center( 0, 400, 0, L_START ); game_textout_at_center( -3, 400-2, 3, L_START ); }; }; game_textout( 2, GAME_HEIGHT-10, 2, L_BOTTOM_LINE_DEVELOPER_INFO); } else { texture_draw(&game.framebuffer, &game.tex_bg_gameplay, 0, 0, DRAW_MODE_REPLACE); int i, j, y_shift; for (i = 0; i < FIELD_HEIGHT; i++) { for (j = 0; j < FIELD_WIDTH; j++) { if ( IS_BIT_SET( game.field[i*FIELD_WIDTH + j], CRYSTAL_VISIBLE_BIT )) { y_shift = 0; if ( IS_BIT_SET( game.field[i*FIELD_WIDTH + j], CRYSTAL_MOVING_BIT ) ) { y_shift = -CRYSTAL_SIZE + CRYSTAL_SIZE*(game.process_timer+1)/(ANIMATION_PROCESS_TIMER_LIMIT+1); continue_need_redraw = 1; }; 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 ); }; }; }; if (game.selected) { texture_draw( &game.framebuffer, &game.tex_cursor, FIELD_X0+ game.selected_x*CRYSTAL_SIZE, FIELD_Y0+ game.selected_y*CRYSTAL_SIZE, DRAW_MODE_ALPHA ); }; for (i = 0; i < game.explosions_count; i++) { texture_draw( &game.framebuffer, &(game.tex_explosion[ (game.explosions[i]>>16) & 0xFF ]), FIELD_X0 + CRYSTAL_SIZE*( game.explosions[i] & 0xFF) - (EXPLOSION_SIZE-CRYSTAL_SIZE)/2 , FIELD_Y0 + CRYSTAL_SIZE*( (game.explosions[i]>>8) & 0xFF) - (EXPLOSION_SIZE-CRYSTAL_SIZE)/2 , DRAW_MODE_ALPHA); }; int blink_visible = 0; if (game.time > 10*25) { blink_visible = 1; } else if (game.time > 5*25) { blink_visible = (game.time / 8) & 1; continue_need_redraw = 1; } else { blink_visible = (game.time / 4) & 1; continue_need_redraw = 1; }; char *str_num; if (blink_visible) { char str[] = L_TIME; int time_sec = game.time / 25; str_num = strchr(str, 'x'); str_num[0] = '0' + ( (time_sec / 10) % 10); str_num[1] = '0' + ( (time_sec / 1) % 10); // str_num[2] = '0' + ( (time_sec / 1) % 10); game_textout( 56+3, 32+2, 0, str ); game_textout( 56, 32, 3, str ); }; char sstr[] = L_SCORE; str_num = strchr(sstr, 'x'); str_num[0] = '0' + ( (game.score / 100) % 10); str_num[1] = '0' + ( (game.score / 10) % 10); str_num[2] = '0' + ( (game.score / 1) % 10); game_textout( 56+3, 64+2, 0, sstr ); game_textout( 56, 64, 3, sstr ); }; // rskos_draw_area(0, 0, w, h, game.window_scale, game.framebuffer.data, NULL, RSKOS_BGRA); rskos_draw_area(0, 0, w, h, 1, game.framebuffer.data, game.bgr_framebuffer, 0); }; if (!continue_need_redraw) { game.need_redraw = 0; }; }; void game_textures_init_stage1() { int i; texture_init(&game.framebuffer, GAME_WIDTH, GAME_HEIGHT); // texture_init(&game.tex, 64, 64); // rs_gen_init(1, 64); // rs_gen_func_set(0, 0.0); // rs_gen_func_cell(0, 1200, 10, NULL, 1.0, 1.0, 1.0, 1.0, 0.0, 1.0); // rs_gen_func_normalize(0, 0.0, 1.0); // rs_gen_func_posterize(0, 5); // rs_gen_tex_out_rgba(0, 0, 0, -1, 1.0, 1.0, 1.0, 1.0); // memcpy(game.tex.data, rs_gen_reg.tex_out, 64*64*4 ); // rs_gen_term(); texture_init(&game.tex_clouds, 128, 128); rs_gen_init(1, 128); rs_gen_func_perlin(0, 8, 5, 0.5, 1100); rs_gen_func_normalize(0, 0.0, 1.0); rs_gen_func_posterize(0, 6); rs_gen_func_mult_add_value(0, 0, 0.6, 0.4); // rs_gen_func_set(0, 1.0); rs_gen_tex_out_rgba(0, 0, 0, -1, 1.0, 1.0, 1.0, 1.0); memcpy(game.tex_clouds.data, rs_gen_reg.tex_out, 128*128*4 ); rs_gen_term(); rs_texture_t tex_shadow; texture_init(&tex_shadow, 64, 64); rs_gen_init(1, 64); rs_gen_func_perlin(0, 21, 6, 0.5, 1000); rs_gen_func_normalize(0, 0.0, 0.5); rs_gen_tex_out_rgba(0, 0, 0, -1, 1.0, 1.0, 1.0, 1.0); memcpy(tex_shadow.data, rs_gen_reg.tex_out, 64*64*4 ); rs_gen_term(); texture_init(&game.tex_logo, GAME_WIDTH, 128); texture_clear(&game.tex_logo, COLOR_TRANSPARENT); game_textout_adv( &game.tex_logo, GAME_WIDTH/2 - 192, 4, 1, DRAW_MODE_REPLACE, "MARBLE"); game_textout_adv( &game.tex_logo, GAME_WIDTH/2 - 192, 63, 1, DRAW_MODE_REPLACE, "MATCH3"); texture_draw(&game.tex_logo, &tex_shadow, 0, 0, DRAW_MODE_MULT | DRAW_TILED_FLAG); game_textout_adv( &game.tex_logo, GAME_WIDTH/2 - 192 - 5, 0, 1, DRAW_MODE_ALPHA, "MARBLE"); game_textout_adv( &game.tex_logo, GAME_WIDTH/2 - 192 - 4, 60, 1, DRAW_MODE_ALPHA, "MATCH3"); texture_draw(&game.tex_logo, &game.tex_clouds, 0, 0, DRAW_MODE_MULT | DRAW_TILED_FLAG); texture_free(&tex_shadow); texture_init(&game.tex_bg, 512, 512); texture_clear(&game.tex_bg, COLOR_SILVER); texture_init(&game.tex_bg_gameplay, 512, 512); texture_clear(&game.tex_bg_gameplay, COLOR_SILVER); texture_init(&game.tex_cursor, CRYSTAL_SIZE, CRYSTAL_SIZE); rs_gen_init(2, CRYSTAL_SIZE); rs_gen_func_set(0, 0.0); // inner rs_gen_func_radial(0, 0.5, 0.5, 0.5, 1.0, 2.0); rs_gen_func_clamp(0, 0.1, 0.5); rs_gen_func_normalize(0, 0.0, 1.0); rs_gen_func_mult_add_value(0, 0, -1.0, 1.0); rs_gen_func_set(1, 0.0); // outer rs_gen_func_radial(1, 0.5, 0.5, 0.5, 1.0, 2.0); rs_gen_func_clamp(1, 0.0, 0.2); rs_gen_func_normalize(1, 0.0, 1.0); rs_gen_func_mult(0, 0, 1); rs_gen_func_set(1, 1.0); // rs_gen_tex_out_rgba_set(0.0, 0.0, 0.0, 0.0); rs_gen_tex_out_rgba(1, 1, 1, 0, 1.0, 1.0, 1.0, 1.0); memcpy(game.tex_cursor.data, rs_gen_reg.tex_out, CRYSTAL_SIZE*CRYSTAL_SIZE*4 ); rs_gen_term(); texture_init(&game.tex_field, FIELD_WIDTH*CRYSTAL_SIZE + 7, FIELD_HEIGHT*CRYSTAL_SIZE + 7); texture_clear(&game.tex_field, 0xAABBBBBB); // 0x66404060 // 0xAACCCCCC // float cr_r[CRYSTALS_COUNT] = { 0.8, 0.2, 0.1, 0.6, 0.7, 0.0, 0.7 }; // float cr_g[CRYSTALS_COUNT] = { 0.1, 0.6, 0.4, 0.0, 0.6, 0.0, 0.8 }; // float cr_b[CRYSTALS_COUNT] = { 0.1, 0.1, 0.7, 0.7, 0.0, 0.3, 0.9 }; // float cr_r[CRYSTALS_COUNT] = { 0.9, 0.3, 0.1, 0.7, 0.8, 0.0, 0.8 }; // float cr_g[CRYSTALS_COUNT] = { 0.1, 0.8, 0.5, 0.0, 0.7, 0.0, 0.8 }; // float cr_b[CRYSTALS_COUNT] = { 0.0, 0.1, 0.9, 0.8, 0.0, 0.5, 0.9 }; float cr_r[CRYSTALS_COUNT] = { 1.0, 0.4, 0.10, 0.9, 1.0, 0.2, 0.8 }; float cr_g[CRYSTALS_COUNT] = { 0.1, 1.0, 0.75, 0.1, 0.9, 0.2, 0.8 }; float cr_b[CRYSTALS_COUNT] = { 0.0, 0.1, 1.00, 1.0, 0.1, 0.9, 0.9 }; // rs_gen_init(5, CRYSTAL_SIZE); // for (i = 0; i < CRYSTALS_COUNT; i++) { // texture_init(&(game.tex_crystals[i]), CRYSTAL_SIZE, CRYSTAL_SIZE); // // rs_gen_func_set(0, 0.0); // rs_gen_func_radial(0, 0.5, 0.5, 0.5, 0.75, 10.0); // // rs_gen_func_set(1, 0.0); // rs_gen_func_cell(1, 110+100*i, 7+i, NULL, 1.0, 1.0, 0.0, 1.0, 0.0, 1.0); // rs_gen_func_normalize(1, 0.0, 1.0); // // rs_gen_tex_out_rgba_set(0.0, 0.0, 0.0, 0.0); // rs_gen_tex_out_rgba(1, 1, 1, 0, cr_b[i], cr_g[i], cr_r[i], 1.0); // // memcpy(game.tex_crystals[i].data, rs_gen_reg.tex_out, CRYSTAL_SIZE*CRYSTAL_SIZE*4 ); // }; // rs_gen_term(); rs_gen_init(5, CRYSTAL_SIZE); for (i = 0; i < CRYSTALS_COUNT; i++) { texture_init(&(game.tex_crystals[i]), CRYSTAL_SIZE, CRYSTAL_SIZE); rs_gen_func_set(0, 0.0); rs_gen_func_radial(0, 0.5, 0.5, 0.5, 0.75, 10.0); rs_gen_func_set(1, 1.0); rs_gen_func_cell(1, 310+100*i, 5, NULL, -0.5, 1.0, 1.0, 0.0, -2.0, 2.0); rs_gen_func_normalize(1, 0.0, 1.0); rs_gen_func_normalmap(2, 3, 4, 1, 1.0); rs_gen_func_mult_add_value(3, 3, -1.0, 1.0); rs_gen_func_clamp(2, 0.5, 1.0); rs_gen_func_normalize(2, 0.0, 1.0); rs_gen_func_clamp(3, 0.5, 1.0); rs_gen_func_normalize(3, 0.0, 1.0); rs_gen_func_add(4, 2, 3, 0.5, 0.5); rs_gen_func_mult(1, 1, 4); rs_gen_func_normalize(1, 0.0, 1.0); rs_gen_tex_out_rgba_set(0.0, 0.0, 0.0, 0.0); rs_gen_tex_out_rgba(1, 1, 1, 0, cr_b[i], cr_g[i], cr_r[i], 1.0); // 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); // rs_gen_tex_out_rgba(1, 1, 1, 0, 1.0, 1.0, 1.0, 1.0); memcpy(game.tex_crystals[i].data, rs_gen_reg.tex_out, CRYSTAL_SIZE*CRYSTAL_SIZE*4 ); }; rs_gen_term(); rs_gen_init(3, EXPLOSION_SIZE); for (i = 0; i < EXPLOSION_FRAMES_COUNT; i++) { texture_init(&(game.tex_explosion[i]), EXPLOSION_SIZE, EXPLOSION_SIZE); rs_gen_func_set(0, 1.0); // rs_gen_func_radial(0, 0.5, 0.5, 0.3 + 0.5*i/EXPLOSION_FRAMES_COUNT, 0.975, 4.0); // rs_gen_func_set(0, 1.0); rs_gen_func_set(1, 0.0); 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); rs_gen_tex_out_rgba_set( 0.0, 0.0, 0.0, 0.0); rs_gen_tex_out_rgba(0, 0, 0, 1, 1.0, 1.0, 1.0, 1.0); memcpy(game.tex_explosion[i].data, rs_gen_reg.tex_out, EXPLOSION_SIZE*EXPLOSION_SIZE*4 ); }; rs_gen_term(); }; void game_textures_init_stage2() { // texture_clear(&game.tex_bg, COLOR_SILVER); // /* rs_gen_init(6, 512); rs_gen_func_perlin(0, 8, 5, 0.5, 1100); rs_gen_func_normalize(0, 0.0, 1.0); rs_gen_func_perlin(1, 8, 5, 0.5, 1700); rs_gen_func_normalize(1, 0.0, 1.0); rs_gen_func_cell(2, 1118, 50, NULL, 1.0, 0.887, -0.333, 1.0, 0.0, 4.0); // 1360 rs_gen_func_normalize(2, 0.0, 0.5); rs_gen_func_adr(3, 2, 0, 1, 1.0, 0.3); rs_gen_func_inv(3, 3, 7.5); rs_gen_func_normalize(3, 0.0, 1.0); // signed short c[] = { 0, 250, 250, 0, 500, 250, 250, 500}; signed short c[] = { 0, 0, 0, 512, 512, 0, 512, 512}; // signed short c[] = { 128, 128, 128, 384, 384, 128, 384, 384}; //rs_gen_func_cell(4, 0, 4, c, 0.0, 0.3, 1.0, 0.5, 0.0, 0.30); rs_gen_func_cell(4, 0, 4, c, 1.0, 0.3, 0.0, 0.95, 0.0, 0.30); rs_gen_func_normalize(4, 0.0, 1.0); // rs_gen_func_radial(5, 0.5, 0.5, 0.60, 1.0, 4.0); // rs_gen_func_add(4, 4, 5, 0.5, 0.5); // rs_gen_func_mult(4, 4, 3); // coloring... rs_gen_func_mult_add_value(0, 4, 0.8, 0.0); rs_gen_func_add(0, 4, 1, 0.95, 0.05); 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); };