kolibrios-gitea/programs/games/heliothryx/game/rsgamedraw.c
alpine 1043a1aa9f Heliothryx Game Update
- techdemo becomes playable game;
- added demo-level.



git-svn-id: svn://kolibrios.org@5291 a494cfbc-eb01-0410-851d-a64ba20cac60
2014-12-29 22:59:51 +00:00

209 lines
8.3 KiB
C
Executable File

#include "rsgamedraw.h"
#include "rsgametext.h"
#include "rsgamemenu.h"
#include "rskos.h"
#include "rsnoise.h"
#include "strings.h"
void game_draw() {
int w = 320;
int h = 180;
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;
// };
texture_clear(&game.framebuffer, COLOR_BLACK);
// 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);
};
if (game.status == STATUS_MENU) {
char **title = menu_titles[game.menu_index];
int y = (game.menu_index == MENU_MAIN) ? 80 : 50;
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) {
for (i = 0; i < 3; i++) {
texture_draw(&game.framebuffer, &game.tex_rocks[i], 250+80*rs_noise(i,150), 60+60*rs_noise(i,1110), DRAW_MODE_ADDITIVE );
};
game_textout( GAME_WIDTH/2 - 100, 40, 1, "HELI0THRYX");
// game_textout( GAME_WIDTH/2 - 8, 58, 3, "TECHDEM0");
game_textout( 2, GAME_HEIGHT-10, 2, L_BOTTOM_LINE_DEVELOPER_INFO);
};
}
else {
int i, j;
game_obj_t *obj;
for (i = 0; i < game.objs_count; i++) {
obj = &(game.objs[i]);
if (obj->obj_type == OBJ_BULLET) {
texture_set_pixel(&game.framebuffer, obj->x-4, obj->y, 0xFF00BB00);
texture_set_pixel(&game.framebuffer, obj->x-3, obj->y, 0xFF00CC00);
texture_set_pixel(&game.framebuffer, obj->x-2, obj->y, 0xFF00DD00);
texture_set_pixel(&game.framebuffer, obj->x-1, obj->y, 0xFF00EE00);
texture_set_pixel(&game.framebuffer, obj->x-0, obj->y, 0xFF00FF00);
}
else if (obj->obj_type == OBJ_RED_BULLET) {
texture_set_pixel(&game.framebuffer, obj->x-1, obj->y-0, 0xFFFF0000);
texture_set_pixel(&game.framebuffer, obj->x-1, obj->y-1, 0xFFFF6600);
texture_set_pixel(&game.framebuffer, obj->x-1, obj->y-0, 0xFFFF0000);
texture_set_pixel(&game.framebuffer, obj->x-0, obj->y-1, 0xFFFF0000);
texture_set_pixel(&game.framebuffer, obj->x-0, obj->y-0, 0xFFFF6600);
texture_set_pixel(&game.framebuffer, obj->x+1, obj->y-1, 0xFFFF0000);
texture_set_pixel(&game.framebuffer, obj->x+1, obj->y-0, 0xFFFF6600);
}
else if (obj->obj_type == OBJ_EXPLOSION) {
// char s[] = "00 ";
// s[0] += obj->t / 10;
// s[1] += obj->t % 10;
// game_textout( obj->x, obj->y, 0, s );
texture_draw( &game.framebuffer, &game.tex_explosions[ obj->t ], obj->x - obj->radius, obj->y - obj->radius, DRAW_MODE_ALPHA );
}
else if (obj->obj_type == OBJ_ROCK) {
texture_draw( &game.framebuffer, &game.tex_rocks[ obj->tag ], obj->x - obj->radius, obj->y - obj->radius, DRAW_MODE_ALPHA );
}
else if (obj->obj_type == OBJ_MINIROCK) {
texture_draw( &game.framebuffer, &game.tex_minirocks[ obj->tag ], obj->x - obj->radius, obj->y - obj->radius, DRAW_MODE_ALPHA );
}
else if (obj->obj_type == OBJ_TURRET) {
texture_draw( &game.framebuffer, &game.tex_rocks[ 0 ], obj->x - obj->radius, obj->y - obj->radius, DRAW_MODE_ALPHA );
texture_draw( &game.framebuffer, &game.tex_rocks[ 0 ], obj->x - obj->radius, obj->y - obj->radius, DRAW_MODE_ADDITIVE );
for (j = 0; j < 1 + (obj->tag)/6; j++) {
texture_draw_vline(&game.framebuffer, obj->x - obj->radius + j*4 + 0, obj->y - obj->radius - 16, 8, 0xFF993333 );
texture_draw_vline(&game.framebuffer, obj->x - obj->radius + j*4 + 1, obj->y - obj->radius - 16, 8, 0xFF993333 );
texture_draw_vline(&game.framebuffer, obj->x - obj->radius + j*4 + 2, obj->y - obj->radius - 16, 8, 0xFF993333 );
};
}
};
texture_draw(&game.framebuffer, &game.tex_ship[0], game.player_x-8, game.player_y-4, DRAW_MODE_ALPHA);
texture_draw(&game.framebuffer, &game.tex_ship[1], game.player_x-8, game.player_y-4, DRAW_MODE_ALPHA);
texture_draw(&game.framebuffer, &game.tex_ship[2], game.player_x, game.player_y-4, DRAW_MODE_ALPHA);
texture_draw(&game.framebuffer, &game.tex_ship[3], game.player_x, game.player_y-4, DRAW_MODE_ALPHA);
if ( game.stage == 0 ) {
game_textout_at_center( 0, GAME_HEIGHT + 50 - game.stage_timer*(GAME_HEIGHT+50)/50, 1, "LEVEL 1" );
game_textout_at_center( 0, GAME_HEIGHT*2/3, 2, L_TECHDEMO_LINE1 );
}
else {
char s_score[] = "000";
s_score[0] += game.score / 100;
s_score[1] += (game.score / 10) % 10;
s_score[2] += (game.score / 1) % 10;
game_textout_at_center(0, 10, 3, s_score);
};
char s_health[] = "HEALTH: 0 ";
char s_ammo[] = "AMM0: 00 ";
s_health[8] += game.health;
s_ammo[6] += game.ammo / 10;
s_ammo[7] += game.ammo % 10;
game_textout(8, 8, 2, s_health);
game_textout(GAME_WIDTH - 12 - GAME_AMMO_MAX*2 - 1, 8, 2, s_ammo);
for (i = 0; i < game.ammo; i++) {
texture_draw_vline(&game.framebuffer, GAME_WIDTH - 12 - GAME_AMMO_MAX*2 + i*2, 20, 8, 0xFF3366FF );
};
int health_color = 0xFF339933;
if (game.health < 5) {
health_color = 0xFF808010;
};
if (game.health < 3) {
health_color = 0xFFFF3300;
};
for (i = 0; i < game.health; i++) {
texture_draw_vline(&game.framebuffer, 8 + i*4 + 0, 20, 8, health_color );
texture_draw_vline(&game.framebuffer, 8 + i*4 + 1, 20, 8, health_color );
texture_draw_vline(&game.framebuffer, 8 + i*4 + 2, 20, 8, health_color );
};
// game_textout( 2, 12, 2, L_TECHDEMO_LINE2 );
};
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);
rskos_draw_area(0, 0, w, h, game.window_scale, game.framebuffer.data, game.scaled_framebuffer);
};