forked from KolibriOS/kolibrios
886 lines
25 KiB
C
886 lines
25 KiB
C
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#include "rsgame.h"
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#include "rsgametext.h"
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#include "rsgamemenu.h"
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#include "rsgamedraw.h"
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#include "rskos.h"
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#include "rsgentex.h"
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#include "rssoundgen.h"
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#include "rsnoise.h"
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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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rs_game_t game;
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void texture_init(rs_texture_t *tex, int w, int h) {
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tex->status = 1;
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tex->w = w;
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tex->h = h;
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tex->data = malloc(w*h*4); // BGRA BGRA
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};
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void texture_free(rs_texture_t *tex) {
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free(tex->data);
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tex->status = 0;
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};
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void texture_clear(rs_texture_t *tex, unsigned int color) {
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int i;
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for (i = 0; i < tex->w * tex->h; i++) {
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*((unsigned int*)(&tex->data[i*4])) = color;
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};
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};
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void texture_draw(rs_texture_t *dest, rs_texture_t *src, int x, int y, int mode) {
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int i; // y
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int j; // x
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int k; // color component
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int istart = (y < 0) ? -y : 0;
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int iend = src->h - (( (y + src->h) > dest->h) ? (y + src->h - dest->h) : 0);
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int jstart = (x < 0) ? -x : 0;
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int jend = src->w - (( (x + src->w) > dest->w) ? (x + src->w - dest->w) : 0);
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int ishift = 0;
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int jshift = 0;
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float a; // alpha value
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if (mode & DRAW_TILED_FLAG) {
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jshift = x;
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ishift = y;
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x = y = istart = jstart = 0;
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iend = dest->h;
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jend = dest->w;
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};
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mode = mode & DRAW_MODE_MASK;
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int modvalue = (src->w*src->h*4);
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if (mode == DRAW_MODE_REPLACE) {
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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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};
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};
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};
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}
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else if (mode == DRAW_MODE_ADDITIVE) {
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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 < 3; k++) { // Alpha channel is not added
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dest->data[ 4 * ( (y+i)*dest->w + (x+j) ) + k ] =
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clamp_byte( 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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}
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else if (mode == DRAW_MODE_MULT) {
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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 < 3; k++) { // Alpha channel is not added
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dest->data[ 4 * ( (y+i)*dest->w + (x+j) ) + k ] =
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clamp_byte( dest->data[ 4 * ( (y+i)*dest->w + (x+j) ) + k ] * src->data[ (4*((i+ishift)*src->w + j + jshift) + k) % modvalue] / 255 );
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};
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};
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};
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}
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else if (mode == DRAW_MODE_ALPHA) {
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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 < 3; k++) {
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a = (1.0 * src->data[ (4*(i*src->w + j) + 3) % modvalue ] / 255.0);
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dest->data[ 4 * ( (y+i)*dest->w + (x+j) ) + k ] =
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(unsigned char) ( (1.0-a) * dest->data[ 4 * ( (y+i)*dest->w + (x+j) ) + k ]
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+ a*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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};
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};
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void texture_set_pixel(rs_texture_t *tex, int x, int y, unsigned int color) {
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*((unsigned int*) &tex->data[ 4 * ( (y)*tex->w + (x) ) + 0 ]) = color;
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};
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void texture_draw_vline(rs_texture_t *tex, int x, int y, int l, unsigned int color) {
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int i;
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if (y+l >= tex->h) {
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l = tex->h - y;
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};
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for (i = 0; i < l; i++) {
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*((unsigned int*) &tex->data[ 4 * ( (y+i)*tex->w + (x) ) + 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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snd->status = 1;
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snd->length_samples = length_samples;
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snd->data = malloc(length_samples*2);
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rskos_snd_create_buffer(&snd->hbuf, snd->data, length_samples);
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};
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void soundbuf_free(rs_soundbuf_t *snd) {
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snd->status = 0;
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free(snd->data);
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};
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void soundbuf_fill(rs_soundbuf_t *snd, int amp, int freq_div) {
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int i;
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for (i = 0; i < snd->length_samples; i++) {
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snd->data[i] = -amp/2 + amp/2*( ( (i % freq_div) > freq_div/2 ) ? 1 : 0 );
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};
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rskos_snd_update_buffer(&snd->hbuf, snd->data, snd->length_samples);
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};
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void soundbuf_sin(rs_soundbuf_t *snd, float freq) {
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int i;
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int amp = 29000;
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for (i = 0; i < snd->length_samples; i++) {
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snd->data[i] = ( 1.0 - 1.0*i/snd->length_samples ) * sin(freq*i) * amp;
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};
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rskos_snd_update_buffer(&snd->hbuf, snd->data, snd->length_samples);
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};
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void soundbuf_sin_fade(rs_soundbuf_t *snd, float freq) {
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int i;
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int amp = 29000;
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for (i = 0; i < snd->length_samples; i++) {
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snd->data[i] = ( 1.0 - 1.0*i/snd->length_samples ) * sin( ( (1.0 - 0.48*i/snd->length_samples) * freq ) *i) * amp;
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};
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/*
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// ok
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rs_sgen_init(2, snd->length_samples);
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rs_sgen_func_pm(1, 880.0, 21.0, 0.3, 110.0, 0.3);
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rs_sgen_func_normalize(1, 1.0);
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rs_sgen_func_lowpass(0, 1, 1.0, 0.0, 1.0);
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rs_sgen_wave_out(0);
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memcpy(snd->data, rs_sgen_reg.wave_out, snd->length_samples*2 );
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rs_sgen_term();
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*/
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rskos_snd_update_buffer(&snd->hbuf, snd->data, snd->length_samples);
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};
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void soundbuf_play(rs_soundbuf_t *snd) {
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rskos_snd_play(&snd->hbuf, 0);
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};
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void soundbuf_stop(rs_soundbuf_t *snd) {
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rskos_snd_stop(&snd->hbuf);
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};
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unsigned char clamp_byte(int value) {
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value = value * (1 - (value >> 31)); // negative to zero
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return (value > 255) ? 255 : value;
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};
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void game_reg_init() {
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game.loader_counter = 0;
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game.score = 0;
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game.time = 0;
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game.selected = 0;
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game.selected_x = game.selected_y = 0;
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game.explosions_count = 0;
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game.tx = 0;
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game.ty = 0;
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game.tz = 0;
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// int i;
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// for (i = 0; i < BULLETS_COUNT; i++) {
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// game.bullet_x[i] = 0;
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// game.bullet_y[i] = 0;
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// };
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// game.bullet_index = 0;
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game.status = STATUS_LOADING;
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game.window_scale = 1;
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// game.window_scale = 2;
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// #ifndef RS_KOS
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// game.window_scale = 3;
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// window_scale_str[3] = '3';
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// #endif
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game.keyboard_state = 0;
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game.menu_index = 0;
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game.menu_item_index = 0;
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};
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int is_key_pressed(int mask) {
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return IS_BIT_SET(game.keyboard_state, mask) ? 1 : 0;
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};
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int seed = 0;
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int get_random_crystal() {
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seed += 2;
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return ( (seed + (get_time() & 0xFFFF) ) % CRYSTALS_COUNT) | CRYSTAL_VISIBLE_BIT;
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};
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int game_check_and_explode() {
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int x, y, i, item, match_count, found;
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found = 0;
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// vertical lines
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for (x = 0; x < FIELD_WIDTH; x++) {
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match_count = 0;
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item = 0xFF;
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for (y = FIELD_HEIGHT-1; y >= 0; y--) {
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if ( IS_BIT_SET( FIELD_ITEM(x,y), CRYSTAL_MOVING_BIT ) || IS_BIT_CLEARED( FIELD_ITEM(x,y), CRYSTAL_VISIBLE_BIT) ) {
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item = 0xFF;
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match_count = 0;
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continue;
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};
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if ( (FIELD_ITEM(x,y) & CRYSTAL_INDEX_MASK) == item) {
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match_count++;
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}
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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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}
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item = FIELD_ITEM(x,y) & CRYSTAL_INDEX_MASK;
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match_count = 0;
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};
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};
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if (match_count >= 2) { // last
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found = 1;
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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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};
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};
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// horizontal lines
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for (y = 0; y < FIELD_HEIGHT; y++) {
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match_count = 0;
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item = 0xFF;
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for (x = FIELD_WIDTH-1; x >= 0; x--) {
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if ( IS_BIT_SET( FIELD_ITEM(x,y), CRYSTAL_MOVING_BIT ) || IS_BIT_CLEARED( FIELD_ITEM(x,y), CRYSTAL_VISIBLE_BIT) ) {
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item = 0xFF;
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match_count = 0;
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continue;
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};
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if ( (FIELD_ITEM(x,y) & CRYSTAL_INDEX_MASK) == item) {
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match_count++;
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}
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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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}
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item = FIELD_ITEM(x,y) & CRYSTAL_INDEX_MASK;
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match_count = 0;
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};
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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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};
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};
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for (i = 0; i < FIELD_LENGTH; i++) {
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if (IS_BIT_SET(game.field[i], CRYSTAL_EXPLODED_BIT)) {
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game.field[i] = 0;
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game.score++;
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if (game.explosions_count < EXPLOSIONS_MAX_COUNT-1) {
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game.explosions[game.explosions_count] = ( i % FIELD_WIDTH ) | ( (i / FIELD_WIDTH) << 8);
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game.explosions_count++;
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};
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};
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};
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if (game.score > 99) {
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game.status = STATUS_MENU;
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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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void game_fall() {
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int x, y, fall;
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for (x = 0; x < FIELD_WIDTH; x++) {
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fall = 0;
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for (y = FIELD_HEIGHT-1; y > 0; y--) {
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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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}
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else {
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BIT_CLEAR( FIELD_ITEM(x, y), CRYSTAL_MOVING_BIT );
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};
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};
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if ( (fall) || ( IS_BIT_CLEARED(FIELD_ITEM(x,0), CRYSTAL_VISIBLE_BIT) ) ) {
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FIELD_ITEM(x, 0) = get_random_crystal();
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};
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};
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};
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int process_timer = 0;
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void GameProcess() {
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if (game.status == STATUS_LOADING) {
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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);
|
||
|
//
|
||
|
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();
|
||
|
|
||
|
// */
|
||
|
|
||
|
|
||
|
|
||
|
game.status = STATUS_MENU;
|
||
|
|
||
|
};
|
||
|
}
|
||
|
else if (game.status == STATUS_PLAYING) {
|
||
|
|
||
|
|
||
|
process_timer++;
|
||
|
|
||
|
if (process_timer > 3) {
|
||
|
game_check_and_explode();
|
||
|
game_fall();
|
||
|
process_timer = 0;
|
||
|
};
|
||
|
|
||
|
int i;
|
||
|
for (i = 0; i < game.explosions_count; i++) {
|
||
|
game.explosions[i] = (game.explosions[i] & 0xFFFF) | ( ((game.explosions[i]>>16)+1) << 16 );
|
||
|
if ( (game.explosions[i] >> 16) >= EXPLOSION_FRAMES_COUNT ) {
|
||
|
game.explosions[i] = game.explosions[game.explosions_count-1];
|
||
|
game.explosions_count--;
|
||
|
i--;
|
||
|
};
|
||
|
};
|
||
|
|
||
|
game.time++;
|
||
|
|
||
|
};
|
||
|
|
||
|
game_draw();
|
||
|
|
||
|
}
|
||
|
|
||
|
|
||
|
|
||
|
|
||
|
|
||
|
void GameInit() {
|
||
|
|
||
|
game_reg_init();
|
||
|
|
||
|
game.field = malloc( FIELD_LENGTH );
|
||
|
int i;
|
||
|
for (i = 0; i < FIELD_LENGTH; i++) {
|
||
|
game.field[i] = (unsigned char) (0.99 * fabs(rs_noise(i, 10)) * CRYSTALS_COUNT) | CRYSTAL_VISIBLE_BIT;
|
||
|
};
|
||
|
// memset( game.field, 0, FIELD_LENGTH );
|
||
|
|
||
|
game.scaled_framebuffer = malloc(GAME_WIDTH*game.window_scale * GAME_HEIGHT*game.window_scale * 3);
|
||
|
DEBUG10f("scaled framebuffer: %d (window_scale = %d) \n", game.window_scale * GAME_WIDTH * GAME_HEIGHT * 3, game.window_scale);
|
||
|
|
||
|
game_font_init();
|
||
|
|
||
|
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");
|
||
|
|
||
|
// 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, 4);
|
||
|
// rs_gen_func_normalize(0, 0.0, 0.50);
|
||
|
// rs_gen_tex_out_rgba(0, 0, 0, -1, 0.9, 0.7, 0.5, 1.0);
|
||
|
// memcpy(game.tex_clouds.data, rs_gen_reg.tex_out, 128*128*4 );
|
||
|
// rs_gen_term();
|
||
|
|
||
|
|
||
|
texture_init(&game.tex_bg, 512, 512);
|
||
|
texture_clear(&game.tex_bg, COLOR_SILVER);
|
||
|
|
||
|
texture_init(&game.tex_cursor, CRYSTAL_SIZE, CRYSTAL_SIZE);
|
||
|
texture_clear(&game.tex_cursor, COLOR_SEMI_TRANSPARENT);
|
||
|
|
||
|
|
||
|
|
||
|
|
||
|
// 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();
|
||
|
|
||
|
|
||
|
|
||
|
#ifndef RS_KOS
|
||
|
rs_audio_init(RS_AUDIO_FMT_MONO16, RS_AUDIO_FREQ_16000, 0);
|
||
|
#endif
|
||
|
|
||
|
soundbuf_init(&game.sound_test1, 2048);
|
||
|
// soundbuf_fill(&game.sound_test1, 2, 50);
|
||
|
soundbuf_sin_fade(&game.sound_test1, 0.7);
|
||
|
|
||
|
soundbuf_init(&game.sound_test2, 1024);
|
||
|
//soundbuf_fill(&game.sound_test2, 8, 40);
|
||
|
soundbuf_sin(&game.sound_test2, 0.48);
|
||
|
|
||
|
soundbuf_init(&game.sound_test3, 1024);
|
||
|
//soundbuf_fill(&game.sound_test3, 12, 60);
|
||
|
soundbuf_sin(&game.sound_test3, 0.24);
|
||
|
|
||
|
|
||
|
};
|
||
|
|
||
|
|
||
|
void GameTerm() {
|
||
|
|
||
|
|
||
|
DEBUG10("--- Game Term ---");
|
||
|
|
||
|
free(game.field);
|
||
|
|
||
|
#ifndef RS_KOS
|
||
|
rs_audio_term();
|
||
|
#endif
|
||
|
|
||
|
game_font_term();
|
||
|
|
||
|
free(game.scaled_framebuffer);
|
||
|
|
||
|
texture_free(&game.framebuffer);
|
||
|
texture_free(&game.tex_logo);
|
||
|
texture_free(&game.tex_clouds);
|
||
|
texture_free(&game.tex_bg);
|
||
|
|
||
|
// texture_free(&game.tex_gui_line);
|
||
|
|
||
|
// int i;
|
||
|
// for (i = 0; i < ROCKS_COUNT; i++) {
|
||
|
// texture_free(&game.tex_rocks[i]);
|
||
|
// };
|
||
|
|
||
|
soundbuf_free(&game.sound_test1);
|
||
|
soundbuf_free(&game.sound_test2);
|
||
|
soundbuf_free(&game.sound_test3);
|
||
|
|
||
|
|
||
|
};
|
||
|
|
||
|
// ------------ #Event Functions ------------
|
||
|
|
||
|
|
||
|
|
||
|
|
||
|
|
||
|
|
||
|
void GameKeyDown(int key, int first) {
|
||
|
|
||
|
|
||
|
switch (key) {
|
||
|
case RS_KEY_LEFT:
|
||
|
BIT_SET(game.keyboard_state, RS_ARROW_LEFT_MASK);
|
||
|
break;
|
||
|
case RS_KEY_RIGHT:
|
||
|
BIT_SET(game.keyboard_state, RS_ARROW_RIGHT_MASK);
|
||
|
break;
|
||
|
case RS_KEY_UP:
|
||
|
BIT_SET(game.keyboard_state, RS_ARROW_UP_MASK);
|
||
|
break;
|
||
|
case RS_KEY_DOWN:
|
||
|
BIT_SET(game.keyboard_state, RS_ARROW_DOWN_MASK);
|
||
|
break;
|
||
|
case RS_KEY_A:
|
||
|
BIT_SET(game.keyboard_state, RS_ATTACK_KEY_MASK);
|
||
|
// game.shoot_keypressed = 1;
|
||
|
break;
|
||
|
};
|
||
|
|
||
|
|
||
|
if (game.status == STATUS_MENU) {
|
||
|
|
||
|
switch (key) {
|
||
|
case RS_KEY_LEFT:
|
||
|
BIT_SET(game.keyboard_state, RS_ARROW_LEFT_MASK);
|
||
|
//PlayBuffer(hBuff, 0);
|
||
|
break;
|
||
|
case RS_KEY_RIGHT:
|
||
|
BIT_SET(game.keyboard_state, RS_ARROW_RIGHT_MASK);
|
||
|
//StopBuffer(hBuff);
|
||
|
break;
|
||
|
case RS_KEY_UP:
|
||
|
BIT_SET(game.keyboard_state, RS_ARROW_UP_MASK);
|
||
|
menu_cursor_up();
|
||
|
//ResetBuffer(hBuff, 0);
|
||
|
break;
|
||
|
case RS_KEY_DOWN:
|
||
|
BIT_SET(game.keyboard_state, RS_ARROW_DOWN_MASK);
|
||
|
menu_cursor_down();
|
||
|
break;
|
||
|
case RS_KEY_RETURN:
|
||
|
menu_cursor_click();
|
||
|
break;
|
||
|
case RS_KEY_ESCAPE:
|
||
|
menu_open(0);
|
||
|
break;
|
||
|
};
|
||
|
|
||
|
};
|
||
|
|
||
|
if (game.status == STATUS_PLAYING) {
|
||
|
|
||
|
if (key == RS_KEY_A) {
|
||
|
|
||
|
|
||
|
|
||
|
};
|
||
|
|
||
|
if (key == RS_KEY_SPACE) {
|
||
|
|
||
|
// Check and explode match-3
|
||
|
|
||
|
|
||
|
game.score = 101;
|
||
|
|
||
|
|
||
|
};
|
||
|
|
||
|
|
||
|
// switch (key) {
|
||
|
//
|
||
|
// case RS_KEY_ESCAPE:
|
||
|
// game.status = STATUS_MENU;
|
||
|
// menu_open(0);
|
||
|
// break;
|
||
|
// case RS_KEY_A:
|
||
|
//
|
||
|
//// if ( (game.tx > 0) && (game.ty > 5) && (game.tx < GAME_WIDTH-20) && (game.ty < GAME_HEIGHT-10) ) {
|
||
|
////
|
||
|
//// soundbuf_play(&game.sound_test1);
|
||
|
////
|
||
|
//// game.bullet_index++;
|
||
|
//// game.bullet_index %= BULLETS_COUNT;
|
||
|
//// game.bullet_x[game.bullet_index] = game.tx + 12;
|
||
|
//// game.bullet_y[game.bullet_index] = game.ty + 3;
|
||
|
//// };
|
||
|
//
|
||
|
// break;
|
||
|
//
|
||
|
// };
|
||
|
};
|
||
|
|
||
|
};
|
||
|
|
||
|
void GameKeyUp(int key) {
|
||
|
|
||
|
switch (key) {
|
||
|
case RS_KEY_LEFT:
|
||
|
BIT_CLEAR(game.keyboard_state, RS_ARROW_LEFT_MASK);
|
||
|
break;
|
||
|
case RS_KEY_RIGHT:
|
||
|
BIT_CLEAR(game.keyboard_state, RS_ARROW_RIGHT_MASK);
|
||
|
break;
|
||
|
case RS_KEY_UP:
|
||
|
BIT_CLEAR(game.keyboard_state, RS_ARROW_UP_MASK);
|
||
|
break;
|
||
|
case RS_KEY_DOWN:
|
||
|
BIT_CLEAR(game.keyboard_state, RS_ARROW_DOWN_MASK);
|
||
|
break;
|
||
|
case RS_KEY_A:
|
||
|
BIT_CLEAR(game.keyboard_state, RS_ATTACK_KEY_MASK);
|
||
|
break;
|
||
|
};
|
||
|
|
||
|
};
|
||
|
|
||
|
void GameMouseDown(int x, int y) {
|
||
|
game.tx = x;
|
||
|
game.ty = y;
|
||
|
|
||
|
if (game.status == STATUS_MENU) {
|
||
|
game.time = 0;
|
||
|
game.score = 0;
|
||
|
game.status = STATUS_PLAYING;
|
||
|
return;
|
||
|
};
|
||
|
|
||
|
if (game.status == STATUS_PLAYING) {
|
||
|
|
||
|
unsigned int field_x = (unsigned int) (x - FIELD_X0) / CRYSTAL_SIZE;
|
||
|
if (field_x != rs_clamp_i(field_x, 0, FIELD_WIDTH-1)) {
|
||
|
return;
|
||
|
};
|
||
|
|
||
|
unsigned int field_y = (unsigned int) (y - FIELD_Y0) / CRYSTAL_SIZE;
|
||
|
if (field_y != rs_clamp_i(field_y, 0, FIELD_HEIGHT-1)) {
|
||
|
return;
|
||
|
};
|
||
|
|
||
|
//FIELD_ITEM(field_x, field_y) = 0;
|
||
|
|
||
|
if (!game.selected) {
|
||
|
game.selected = 1;
|
||
|
game.selected_x = field_x;
|
||
|
game.selected_y = field_y;
|
||
|
|
||
|
}
|
||
|
else {
|
||
|
|
||
|
if ( abs(game.selected_x - field_x) + abs(game.selected_y - field_y) == 1 ) {
|
||
|
game.selected = 0;
|
||
|
|
||
|
// Trying to swap
|
||
|
int temp_crystal = FIELD_ITEM(field_x, field_y);
|
||
|
FIELD_ITEM(field_x, field_y) = FIELD_ITEM(game.selected_x, game.selected_y);
|
||
|
FIELD_ITEM(game.selected_x, game.selected_y) = temp_crystal;
|
||
|
|
||
|
if ( !game_check_and_explode() ) {
|
||
|
FIELD_ITEM(game.selected_x, game.selected_y) = FIELD_ITEM(field_x, field_y);
|
||
|
FIELD_ITEM(field_x, field_y) = temp_crystal;
|
||
|
}
|
||
|
else {
|
||
|
// success
|
||
|
process_timer = 0;
|
||
|
};
|
||
|
|
||
|
}
|
||
|
else {
|
||
|
if ( (game.selected_x != field_x) && (game.selected_y != field_y) ) {
|
||
|
game.selected_x = field_x;
|
||
|
game.selected_y = field_y;
|
||
|
}
|
||
|
else {
|
||
|
game.selected = 0;
|
||
|
};
|
||
|
};
|
||
|
|
||
|
};
|
||
|
|
||
|
// int i;
|
||
|
// for (i = field_y; i > 0; i--) {
|
||
|
// FIELD_ITEM(field_x, i) = FIELD_ITEM(field_x, (i-1) );
|
||
|
// };
|
||
|
// FIELD_ITEM(field_x, 0) = 0;
|
||
|
|
||
|
};
|
||
|
|
||
|
};
|
||
|
|
||
|
void GameMouseUp(int x, int y) {
|
||
|
//
|
||
|
};
|
||
|
|
||
|
|
||
|
void game_ding(int i) {
|
||
|
|
||
|
switch (i) {
|
||
|
case 0:
|
||
|
soundbuf_play(&game.sound_test2);
|
||
|
break;
|
||
|
case 1:
|
||
|
soundbuf_play(&game.sound_test3);
|
||
|
break;
|
||
|
};
|
||
|
|
||
|
};
|