forked from KolibriOS/kolibrios
Marble Match-3 update
- increased performance - decreased cpu load - some cosmetic changes git-svn-id: svn://kolibrios.org@5237 a494cfbc-eb01-0410-851d-a64ba20cac60
This commit is contained in:
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4fd735ecae
commit
5ff91b8eca
@ -15,13 +15,6 @@
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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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@ -80,7 +73,7 @@ void texture_draw(rs_texture_t *dest, rs_texture_t *src, int x, int y, int mode)
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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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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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@ -136,6 +129,16 @@ void texture_draw_vline(rs_texture_t *tex, int x, int y, int l, unsigned int col
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};
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};
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void texture_draw_hline(rs_texture_t *tex, int x, int y, int l, unsigned int color) {
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int i;
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if (x+l >= tex->w) {
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l = tex->w - x;
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};
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for (i = 0; i < l; i++) {
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*((unsigned int*) &tex->data[ 4 * ( (y)*tex->w + (x+i) ) + 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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@ -214,6 +217,8 @@ void game_reg_init() {
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game.loader_counter = 0;
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game.need_redraw = 1;
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game.score = 0;
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game.time = 0;
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@ -282,7 +287,6 @@ int game_check_and_explode() {
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else {
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if (match_count >= 2) {
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found = 1;
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// DEBUG10f("found vert (x %d, y %d, count %d) \n", x, y, match_count);
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for (i = y+1; i < y+1+match_count+1; i++) {
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BIT_SET( FIELD_ITEM(x, i), CRYSTAL_EXPLODED_BIT );
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};
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@ -318,7 +322,6 @@ int game_check_and_explode() {
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else {
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if (match_count >= 2) {
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found = 1;
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// DEBUG10f("found horiz (x %d, y %d, count %d) \n", x, y, match_count);
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for (i = x+1; i < x+1+match_count+1; i++) {
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BIT_SET( FIELD_ITEM(i, y), CRYSTAL_EXPLODED_BIT );
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};
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@ -329,7 +332,6 @@ int game_check_and_explode() {
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};
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if (match_count >= 2) { // last
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found = 1;
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// DEBUG10("found horiz (2)");
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for (i = x+1; i < x+1+match_count+1; i++) {
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BIT_SET( FIELD_ITEM(i, y), CRYSTAL_EXPLODED_BIT );
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};
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@ -349,9 +351,13 @@ int game_check_and_explode() {
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if (game.score > 99) {
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game.status = STATUS_MENU;
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game.need_redraw = 1;
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};
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if (found) {
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game.need_redraw = 1;
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};
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// DEBUG10f("found = %d \n", found);
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return found;
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};
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@ -363,6 +369,7 @@ void game_fall() {
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fall |= !(FIELD_ITEM(x, y) & CRYSTAL_VISIBLE_BIT);
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if (fall) {
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FIELD_ITEM(x, y) = FIELD_ITEM(x, y-1) | CRYSTAL_MOVING_BIT;
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game.need_redraw = 1;
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}
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else {
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BIT_CLEAR( FIELD_ITEM(x, y), CRYSTAL_MOVING_BIT );
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@ -382,49 +389,12 @@ void GameProcess() {
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game.loader_counter++;
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if (game.loader_counter == 2) {
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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, 1360, 50, NULL, 1.0, 0.887, -0.333, 1.0, 0.0, 4.0);
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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);
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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);
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rs_gen_tex_out_rgba(4, 0, 3, -1, 0.9, 0.9, 0.9, 1.0);
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memcpy(game.tex_bg.data, rs_gen_reg.tex_out, 512*512*4 );
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rs_gen_term();
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// */
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game_textures_init_stage2();
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game.status = STATUS_MENU;
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game.need_redraw = 1;
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};
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}
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@ -441,6 +411,7 @@ void GameProcess() {
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int i;
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for (i = 0; i < game.explosions_count; i++) {
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game.need_redraw = 1;
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game.explosions[i] = (game.explosions[i] & 0xFFFF) | ( ((game.explosions[i]>>16)+1) << 16 );
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if ( (game.explosions[i] >> 16) >= EXPLOSION_FRAMES_COUNT ) {
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game.explosions[i] = game.explosions[game.explosions_count-1];
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@ -449,8 +420,15 @@ void GameProcess() {
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};
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};
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if ((game.time+1)/25 != game.time/25) {
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game.need_redraw = 1;
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};
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game.time++;
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};
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game_draw();
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@ -477,139 +455,7 @@ void GameInit() {
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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, 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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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, 3, 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, &game.tex_clouds, 0, 0, DRAW_MODE_MULT | DRAW_TILED_FLAG);
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game_textout_adv( &game.tex_logo, GAME_WIDTH/2 - 192 - 4, 0, 1, DRAW_MODE_MULT, "MARBLE");
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game_textout_adv( &game.tex_logo, GAME_WIDTH/2 - 192 - 4, 60, 1, DRAW_MODE_MULT, "MATCH3");
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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_bg, 512, 512);
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texture_clear(&game.tex_bg, COLOR_SILVER);
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texture_init(&game.tex_cursor, CRYSTAL_SIZE, CRYSTAL_SIZE);
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texture_clear(&game.tex_cursor, COLOR_SEMI_TRANSPARENT);
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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, 0.1, 0.9, 0.9, 0.2, 0.8 };
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float cr_g[CRYSTALS_COUNT] = { 0.1, 1.0, 0.6, 0.1, 0.8, 0.2, 0.8 };
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float cr_b[CRYSTALS_COUNT] = { 0.0, 0.1, 1.0, 1.0, 0.0, 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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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_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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//
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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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//
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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_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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// rs_gen_func_mult_add_value(1, 1, 0.9, 0.1);
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// rs_gen_func_normalmap(2, 3, 3, 1, 1.0);
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// rs_gen_func_mult(1, 1, 2);
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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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// rs_gen_tex_out_rgba_set(0.2 + 0.2*(i/3), 0.2 + 0.1*(i%5), 0.2 + 0.1*(i%7), 0.0);
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// rs_gen_tex_out_rgba(1, 1, 1, 1, 0.0, 0.0, 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_set( cr_b[i], cr_g[i], cr_r[i], 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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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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game_textures_init_stage1();
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@ -646,19 +492,11 @@ void GameTerm() {
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game_font_term();
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free(game.scaled_framebuffer);
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game_textures_free();
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texture_free(&game.framebuffer);
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texture_free(&game.tex_logo);
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texture_free(&game.tex_clouds);
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texture_free(&game.tex_bg);
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// texture_free(&game.tex_gui_line);
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// int i;
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// for (i = 0; i < ROCKS_COUNT; i++) {
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// texture_free(&game.tex_rocks[i]);
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// };
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soundbuf_free(&game.sound_test1);
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soundbuf_free(&game.sound_test2);
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@ -676,6 +514,11 @@ void GameTerm() {
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void GameKeyDown(int key, int first) {
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if (key == RS_KEY_A) {
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game.need_redraw = 1;
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};
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switch (key) {
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case RS_KEY_LEFT:
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@ -729,44 +572,15 @@ void GameKeyDown(int key, int first) {
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if (game.status == STATUS_PLAYING) {
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if (key == RS_KEY_A) {
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};
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if (key == RS_KEY_SPACE) {
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// Check and explode match-3
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game.score = 101;
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};
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// switch (key) {
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//
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// case RS_KEY_ESCAPE:
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// game.status = STATUS_MENU;
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// menu_open(0);
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// break;
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// case RS_KEY_A:
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//
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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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////
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//// soundbuf_play(&game.sound_test1);
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////
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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 + 12;
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//// game.bullet_y[game.bullet_index] = game.ty + 3;
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//// };
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//
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// break;
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//
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// };
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};
|
||||
|
||||
};
|
||||
@ -794,6 +608,9 @@ void GameKeyUp(int key) {
|
||||
};
|
||||
|
||||
void GameMouseDown(int x, int y) {
|
||||
|
||||
game.need_redraw = 1;
|
||||
|
||||
game.tx = x;
|
||||
game.ty = y;
|
||||
|
||||
|
@ -116,11 +116,11 @@ void soundbuf_stop(rs_soundbuf_t *snd);
|
||||
|
||||
#define GAME_SHOOT_PERIOD 3
|
||||
|
||||
#define FIELD_WIDTH 12
|
||||
#define FIELD_HEIGHT 9
|
||||
#define FIELD_WIDTH 10
|
||||
#define FIELD_HEIGHT 8
|
||||
#define FIELD_LENGTH (FIELD_WIDTH * FIELD_HEIGHT)
|
||||
#define CRYSTAL_SIZE 32
|
||||
#define FIELD_X0 64
|
||||
#define CRYSTAL_SIZE 40
|
||||
#define FIELD_X0 56
|
||||
#define FIELD_Y0 128
|
||||
#define FIELD_ITEM(x,y) (game.field[(y)*FIELD_WIDTH+(x)])
|
||||
|
||||
@ -129,7 +129,7 @@ void soundbuf_stop(rs_soundbuf_t *snd);
|
||||
#define CRYSTAL_EXPLODED_BIT 0x20
|
||||
#define CRYSTAL_MOVING_BIT 0x40
|
||||
|
||||
#define EXPLOSION_FRAMES_COUNT 19
|
||||
#define EXPLOSION_FRAMES_COUNT 10
|
||||
#define EXPLOSION_SIZE 64
|
||||
|
||||
#define EXPLOSIONS_MAX_COUNT 16
|
||||
@ -142,6 +142,8 @@ typedef struct rs_game_t {
|
||||
int loader_counter;
|
||||
|
||||
rs_texture_t tex_bg;
|
||||
rs_texture_t tex_bg_gameplay;
|
||||
rs_texture_t tex_field;
|
||||
|
||||
rs_texture_t tex_logo;
|
||||
rs_texture_t tex_clouds;
|
||||
@ -178,6 +180,8 @@ typedef struct rs_game_t {
|
||||
unsigned int explosions_count;
|
||||
unsigned int explosions[EXPLOSIONS_MAX_COUNT]; //0x00TTYYXX, TT = frame, YY = fieldY, XX = fieldX
|
||||
|
||||
int need_redraw;
|
||||
|
||||
int score;
|
||||
int time;
|
||||
|
||||
|
@ -2,6 +2,9 @@
|
||||
#include "rsgametext.h"
|
||||
#include "rsgamemenu.h"
|
||||
|
||||
#include "rsgentex.h"
|
||||
#include "rs/rsplatform.h"
|
||||
|
||||
#include "rskos.h"
|
||||
|
||||
#include "rsnoise.h"
|
||||
@ -14,71 +17,20 @@ void game_draw() {
|
||||
int w = GAME_WIDTH;
|
||||
int h = GAME_HEIGHT;
|
||||
|
||||
|
||||
// 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;
|
||||
// };
|
||||
if (game.need_redraw) {
|
||||
|
||||
|
||||
// texture_clear(&game.framebuffer, COLOR_DARK_RED);
|
||||
// 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) || (game.status == STATUS_LOADING) ) {
|
||||
|
||||
texture_draw(&game.framebuffer, &game.tex_bg, 0, 0, DRAW_MODE_REPLACE);
|
||||
|
||||
if ( (game.status == STATUS_MENU) || (game.status == STATUS_LOADING) ){
|
||||
|
||||
// char **title = menu_titles[game.menu_index];
|
||||
// int y = (game.menu_index == MENU_MAIN) ? 280 : 250;
|
||||
// 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) {
|
||||
|
||||
if (game.status == STATUS_LOADING) {
|
||||
game_textout( GAME_WIDTH/2 - 192, 240, 0, " L0ADING``` " );
|
||||
}
|
||||
else {
|
||||
// game_textout( GAME_WIDTH/2 - 192, 100, 1, "MARBLE");
|
||||
// game_textout( GAME_WIDTH/2 - 192, 160, 1, "MATCH3");
|
||||
|
||||
texture_draw( &game.framebuffer, &game.tex_logo, 0, 50, DRAW_MODE_ALPHA );
|
||||
|
||||
@ -105,6 +57,8 @@ void game_draw() {
|
||||
}
|
||||
else {
|
||||
|
||||
texture_draw(&game.framebuffer, &game.tex_bg_gameplay, 0, 0, DRAW_MODE_REPLACE);
|
||||
|
||||
int i, j;
|
||||
for (i = 0; i < FIELD_HEIGHT; i++) {
|
||||
for (j = 0; j < FIELD_WIDTH; j++) {
|
||||
@ -133,45 +87,261 @@ void game_draw() {
|
||||
str[7] = '0' + ( (time_sec / 10) % 10);
|
||||
str[8] = '0' + ( (time_sec / 1) % 10);
|
||||
|
||||
game_textout( 32, 32, 3, str );
|
||||
game_textout( 56, 32, 3, str );
|
||||
|
||||
char sstr[] = "5C0RE: 000 0F 100 ";
|
||||
sstr[7] = '0' + ( (game.score / 100) % 10);
|
||||
sstr[8] = '0' + ( (game.score / 10) % 10);
|
||||
sstr[9] = '0' + ( (game.score / 1) % 10);
|
||||
|
||||
game_textout( 32, GAME_HEIGHT-48, 3, sstr );
|
||||
|
||||
// char s[] = "YOUR TIME: 000";
|
||||
// s[11] = '3';
|
||||
// s[12] = '9';
|
||||
// s[13] = '4';
|
||||
//game_textout( GAME_WIDTH/2 - 192, 260, 0, s );
|
||||
|
||||
|
||||
// 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, L_TECHDEMO_LINE1 );
|
||||
// game_textout( 2, 12, 2, L_TECHDEMO_LINE2 );
|
||||
game_textout( 56, 64, 3, sstr );
|
||||
|
||||
};
|
||||
|
||||
|
||||
rskos_draw_area(0, 0, w, h, game.window_scale, game.framebuffer.data, game.scaled_framebuffer);
|
||||
};
|
||||
|
||||
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();
|
||||
|
||||
|
||||
|
||||
|
||||
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, 3, 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, &game.tex_clouds, 0, 0, DRAW_MODE_MULT | DRAW_TILED_FLAG);
|
||||
game_textout_adv( &game.tex_logo, GAME_WIDTH/2 - 192 - 4, 0, 1, DRAW_MODE_MULT, "MARBLE");
|
||||
game_textout_adv( &game.tex_logo, GAME_WIDTH/2 - 192 - 4, 60, 1, DRAW_MODE_MULT, "MATCH3");
|
||||
|
||||
|
||||
|
||||
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, 0.1, 0.9, 0.9, 0.2, 0.8 };
|
||||
float cr_g[CRYSTALS_COUNT] = { 0.1, 1.0, 0.6, 0.1, 0.8, 0.2, 0.8 };
|
||||
float cr_b[CRYSTALS_COUNT] = { 0.0, 0.1, 1.0, 1.0, 0.0, 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_perlin(2, 33, 4, 0.5, 350+i);
|
||||
// rs_gen_func_normalize(2, 0.0, 1.0);
|
||||
// rs_gen_func_posterize(2, 4);
|
||||
//
|
||||
// rs_gen_func_cell(1, 410+i, 50, NULL, -2.0, 1.0, 1.0, 1.0, 0.0, 1.0);
|
||||
// rs_gen_func_posterize(1, 2);
|
||||
// rs_gen_func_normalize(1, 0.0, 1.0);
|
||||
// rs_gen_func_add(1, 1, 2, 1.0, 0.5);
|
||||
// rs_gen_func_normalize(1, 0.0, 1.0);
|
||||
// rs_gen_func_posterize(1, 4);
|
||||
//
|
||||
// rs_gen_func_add(1, 0, 1, 1.0, 1.0);
|
||||
// rs_gen_func_normalize(1, 0.0, 1.0);
|
||||
// rs_gen_func_mult(1, 0, 1);
|
||||
// rs_gen_func_normalize(1, 0.0, 1.0);
|
||||
// rs_gen_func_posterize(1, 4);
|
||||
|
||||
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_func_mult_add_value(1, 1, 0.9, 0.1);
|
||||
|
||||
// rs_gen_func_normalmap(2, 3, 3, 1, 1.0);
|
||||
// rs_gen_func_mult(1, 1, 2);
|
||||
|
||||
//rs_gen_tex_out_rgba_set(0.0, 0.0, 0.0, 0.0);
|
||||
//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);
|
||||
// rs_gen_tex_out_rgba_set(0.2 + 0.2*(i/3), 0.2 + 0.1*(i%5), 0.2 + 0.1*(i%7), 0.0);
|
||||
// rs_gen_tex_out_rgba(1, 1, 1, 1, 0.0, 0.0, 0.0, 1.0);
|
||||
|
||||
rs_gen_tex_out_rgba_set(0.0, 0.0, 0.0, 0.0);
|
||||
// rs_gen_tex_out_rgba_set( cr_b[i], cr_g[i], cr_r[i], 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(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.scaled_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);
|
||||
};
|
||||
|
@ -3,6 +3,10 @@
|
||||
|
||||
#include "rsgame.h"
|
||||
|
||||
void game_textures_init_stage1();
|
||||
void game_textures_init_stage2();
|
||||
void game_textures_free();
|
||||
|
||||
void game_draw();
|
||||
void game_loader_draw_mainthread();
|
||||
|
||||
|
@ -335,8 +335,8 @@ void game_font_init() {
|
||||
float radiuses[4] = { 0.9667, 0.997, 1.2, 0.87 };
|
||||
|
||||
float colors_r[4] = { 0.3, 0.997, 1.0, 0.9 };
|
||||
float colors_g[4] = { 0.2, 0.875, 1.0, 0.6 };
|
||||
float colors_b[4] = { 0.1, 0.763, 1.0, 0.3 };
|
||||
float colors_g[4] = { 0.2, 0.875, 1.0, 0.5 };
|
||||
float colors_b[4] = { 0.1, 0.763, 1.0, 0.1 };
|
||||
// 1: 0.5, 0.74, 0.79
|
||||
|
||||
DEBUG20(":: font init label-a");
|
||||
@ -448,33 +448,6 @@ void game_font_term() {
|
||||
|
||||
};
|
||||
|
||||
void game_textout_init(int set_to_ortho, int font_index) {
|
||||
|
||||
// CHECK_GL("textout init: start");
|
||||
//
|
||||
// glDisable(GL_DEPTH_TEST);
|
||||
// CHECK_GL("textout init: disable depth test");
|
||||
//
|
||||
// rs_sh_use(game.text_shader);
|
||||
// CHECK_GL("textout init: use text shader");
|
||||
// glBindTexture(GL_TEXTURE_2D, game.font_texture[font_index]);
|
||||
// CHECK_GL("textout init: glBindTexture");
|
||||
// glUniform1i( game.text_shader[RS_SH_SAMPLER0_ID], 0 );
|
||||
// if (set_to_ortho) {
|
||||
// rs_mx_ortho1h_proj();
|
||||
// }
|
||||
//
|
||||
// CHECK_GL("textout init: label d");
|
||||
//
|
||||
// glUniformMatrix4fv( game.text_shader[RS_SH_PROJ_ID], 1, GL_FALSE, rs_reg.mx_proj );
|
||||
//
|
||||
// CHECK_GL("textout init: label e");
|
||||
//
|
||||
// glUniform4f( game.text_shader[RS_SH_COLOR_ID], 0.0, 0.0, 0.0, 0.0 );
|
||||
//
|
||||
// CHECK_GL("textout init: end");
|
||||
};
|
||||
|
||||
|
||||
|
||||
//float game_colors[4*7] = {
|
||||
@ -503,63 +476,6 @@ void game_textout_adv(rs_texture_t *dest, int x, int y, int font_index, int draw
|
||||
i++;
|
||||
};
|
||||
|
||||
// for (i = 0; i < 8; i++) {
|
||||
// texture_draw(&game.framebuffer, &game.tex_font[i], 40+8+game.tx+i*game.tex_font[i].w, 80+game.ty, DRAW_MODE_ALPHA);
|
||||
// }
|
||||
|
||||
|
||||
|
||||
// //char *s = "12345_QUICK_BROWN_FOX_JUMPS_OVER_A_LAZY_DOG";
|
||||
//
|
||||
// float w = 2.0*h/3.0;
|
||||
// int len = strlen(s);
|
||||
//
|
||||
// x -= (float) align * 0.5 * len * w;
|
||||
//
|
||||
// float sx = 0.0;
|
||||
// float sy = 0.0;
|
||||
//
|
||||
//
|
||||
//
|
||||
// int i;
|
||||
// for (i = 0; i < len; i++) {
|
||||
// unsigned char c = s[i];
|
||||
//
|
||||
// if (c == '\n') {
|
||||
// sx = 0.0;
|
||||
// sy += h;
|
||||
// continue;
|
||||
// };
|
||||
//
|
||||
// if (c == ' ') {
|
||||
// sx += w;
|
||||
// continue;
|
||||
// };
|
||||
//
|
||||
// c = (c-48)%64;
|
||||
// float tx = 1.0 / 8.0 * (c % 8);
|
||||
// float ty = 1.0 / 8.0 * (c / 8);
|
||||
//
|
||||
// glUniform4fv( game.text_shader[RS_SH_SCALE_ID], 1, &(game_colors[4*0]) ); // black shadow
|
||||
// glrsDrawRect_full(sx + x + h/12,
|
||||
// sy + y-h/2 + h/12,
|
||||
// sx + x + w + h/12,
|
||||
// sy + y+h/2 + h/12,
|
||||
// tx, ty, tx+1.0/8.0, ty+1.0/8.0,
|
||||
// game.text_shader[RS_SH_POS_ID], game.text_shader[RS_SH_UV_ID],
|
||||
// 0.0, 0.0, 0.0 );
|
||||
//
|
||||
// glUniform4fv( game.text_shader[RS_SH_SCALE_ID], 1, &(game_colors[4*color]) );
|
||||
//// glUniform3f( game.text_shader[RS_SH_TIME_ID], 1.0, 1.0, 0.0 );
|
||||
// glrsDrawRect_full(sx + x,
|
||||
// sy + y-h/2,
|
||||
// sx + x + w,
|
||||
// sy + y+h/2,
|
||||
// tx, ty, tx+1.0/8.0, ty+1.0/8.0,
|
||||
// game.text_shader[RS_SH_POS_ID], game.text_shader[RS_SH_UV_ID],
|
||||
// 0.0, 0.0, 0.0 );
|
||||
// sx += w;
|
||||
// }
|
||||
|
||||
};
|
||||
|
||||
|
@ -30,6 +30,5 @@ void game_font_term();
|
||||
|
||||
void game_textout(int x, int y, int font_index, char* s);
|
||||
void game_textout_adv(rs_texture_t *dest, int x, int y, int font_index, int draw_mode, char* s);
|
||||
//void game_textout_init(int set_to_ortho, int font_index);
|
||||
|
||||
#endif
|
||||
|
Loading…
Reference in New Issue
Block a user