Update for Heliothryx game:

- added localization tool

Updates for Marble Match-3 game:
- added localization support
- some cosmetic changes



git-svn-id: svn://kolibrios.org@5243 a494cfbc-eb01-0410-851d-a64ba20cac60
This commit is contained in:
alpine 2014-12-19 17:29:02 +00:00
parent ba5bb1ced2
commit 2815962839
29 changed files with 661 additions and 348 deletions

View File

@ -1,8 +1,21 @@
if tup.getconfig("NO_FASM") ~= "" or tup.getconfig("NO_GCC") ~= "" then return end
-- tup.rule("echo \"#define LANG_" .. ((tup.getconfig("LANG") == "") and "en" or tup.getconfig("LANG")) .. "\" > lang.h", {"lang.h"})
HELPERDIR = (tup.getconfig("HELPERDIR") == "") and "../.." or tup.getconfig("HELPERDIR")
tup.include(HELPERDIR .. "/use_gcc.lua")
tup.include(HELPERDIR .. "/use_sound.lua")
LDFLAGS = LDFLAGS .. " -T kolibri.ld"
tup.append_table(OBJS, tup.rule("start.asm", "fasm %f %o", "start.o"))
compile_gcc{"system/kolibri.c", "game/rs/rsmicrolibc.c", "game/rs/rsplatform_kos.c", "game/rs/rsmx.c", "game/rsnoise.c", "game/rsgentex.c", "game/rsmain.c", "game/rsgame.c", "game/rsgamedraw.c", "game/rskos.c", "game/rsgametext.c", "game/rsgamemenu.c"}
link_gcc("heliothryx")
if tup.getconfig("LANG") == "ru"
then C_LANG = "LANG_RU"
elseif tup.getconfig("LANG") == "sp"
then C_LANG = "LANG_SP" -- just for example, other languages are not implemented
else C_LANG = "LANG_EN" -- default language is English
end
CFLAGS = CFLAGS .. " -DRS_KOS -D" .. C_LANG .. " "
compile_gcc{ "system/kolibri.c", "game/rs/rsmicrolibc.c", "game/rs/rsplatform_kos.c", "game/rs/rsmx.c", "game/rsnoise.c", "game/rsgentex.c", "game/rsgame.c", "game/rsgamedraw.c", "game/rskos.c", "game/rsgametext.c", "game/rsgamemenu.c"}
link_gcc ("heliothryx")

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@ -170,5 +170,24 @@ void* memcpy(void *dst, const void *src, unsigned size)
}
char* strchr(char* s, int c) {
while (*s) {
if (*s == (char) c) {
return s;
};
s++;
};
return NULL;
};
unsigned int strlen ( char * str ) {
unsigned int len = 0;
while ( *str ) {
len++;
str++;
};
return len;
};

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@ -50,4 +50,7 @@ void free(void* pointer);
void* memset(void *mem, int c, unsigned size);
void* memcpy(void *dst, const void *src, unsigned size);
char* strchr(char* s, int c);
unsigned int strlen ( char * str );
#endif

View File

@ -40,43 +40,52 @@
#define RS_KEY_X 45
unsigned int get_time();
typedef void RSFUNC0();
typedef void RSFUNC1i(int);
/*typedef void RSFUNC1i(int);
typedef void RSFUNC2i(int,int);
typedef void RSFUNC1i1f(int,float);
typedef void RSFUNC1i1f(int,float); */
typedef RSFUNC0 *PRSFUNC0;
typedef RSFUNC1i *PRSFUNC1i;
/*typedef RSFUNC1i *PRSFUNC1i;
typedef RSFUNC2i *PRSFUNC2i;
typedef RSFUNC1i1f *PRSFUNC1i1f;
typedef RSFUNC1i1f *PRSFUNC1i1f;*/
/*
void NullFunc0();
void NullFunc1i(int i);
void NullFunc2i(int i, int j);
void NullFunc1i1f(int i, float f);
*/
typedef struct rs_app_t {
unsigned short app_time;
unsigned short delta_time;
PRSFUNC2i OnSize;
/*
PRSFUNC2i OnKeyDown;
PRSFUNC1i OnKeyUp;
PRSFUNC2i OnMouseDown;
PRSFUNC2i OnMouseUp;
PRSFUNC0 OnAppProcess;
PRSFUNC0 rsAppOnInitDisplay;
PRSFUNC0 rsAppOnTermDisplay;
*/
} rs_app_t;
extern rs_app_t rs_app;
void rsAppZero();
//void rsAppZero();

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@ -240,5 +240,3 @@ void kol_main()
kol_exit();
}

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@ -24,6 +24,7 @@
#endif
rs_game_t game;
@ -162,6 +163,24 @@ void soundbuf_sin_fade(rs_soundbuf_t *snd, float freq) {
for (i = 0; i < snd->length_samples; i++) {
snd->data[i] = ( 1.0 - 1.0*i/snd->length_samples ) * sin( ( (1.0 - 0.48*i/snd->length_samples) * freq ) *i) * amp;
};
/*
// ok
rs_sgen_init(2, snd->length_samples);
rs_sgen_func_pm(1, 880.0, 21.0, 0.3, 110.0, 0.3);
rs_sgen_func_normalize(1, 1.0);
rs_sgen_func_lowpass(0, 1, 1.0, 0.0, 1.0);
rs_sgen_wave_out(0);
memcpy(snd->data, rs_sgen_reg.wave_out, snd->length_samples*2 );
rs_sgen_term();
*/
rskos_snd_update_buffer(&snd->hbuf, snd->data, snd->length_samples);
};
@ -196,7 +215,7 @@ void game_reg_init() {
game.status = STATUS_MENU;
game.window_scale = 2;
#ifdef RS_LINUX
#ifndef RS_KOS
game.window_scale = 3;
window_scale_str[3] = '3';
#endif
@ -421,7 +440,7 @@ void GameInit() {
rs_gen_term();
#ifdef RS_LINUX
#ifndef RS_KOS
rs_audio_init(RS_AUDIO_FMT_MONO16, RS_AUDIO_FREQ_16000, 0);
#endif
@ -446,7 +465,7 @@ void GameTerm() {
DEBUG10("--- Game Term ---");
#ifdef RS_LINUX
#ifndef RS_KOS
rs_audio_term();
#endif
@ -511,6 +530,7 @@ void GameKeyDown(int key, int first) {
if ( (game.menu_index == MENU_SETTINGS) && (game.menu_item_index == MENU_ITEM_WINDOW_SCALE) ) {
game_change_window_scale(-1);
game_ding(1);
};
//PlayBuffer(hBuff, 0);
@ -520,6 +540,7 @@ void GameKeyDown(int key, int first) {
if ( (game.menu_index == MENU_SETTINGS) && (game.menu_item_index == MENU_ITEM_WINDOW_SCALE) ) {
game_change_window_scale(1);
game_ding(1);
};
//StopBuffer(hBuff);
@ -591,6 +612,16 @@ void GameKeyUp(int key) {
};
void GameMouseDown(int x, int y) {
game.tx = x;
game.ty = y;
DEBUG10f("Mouse Down %d, %d \n", x, y);
};
void GameMouseUp(int x, int y) {
//
};
void game_change_window_scale(int d) {
int scale = window_scale_str[3] - '0';
@ -621,6 +652,9 @@ void game_change_window_scale(int d) {
rskos_resize_window( GAME_WIDTH * scale, GAME_HEIGHT * scale );
window_scale_str[3] = scale + '0';
};
void game_ding(int i) {

View File

@ -8,6 +8,14 @@
*/
#ifndef RS_LINUX
#ifndef RS_WIN32
#ifndef RS_KOS
#error Please specify platform
#endif
#endif
#endif
#include "rskos.h"
#include "rs/rsplatform.h"
@ -182,6 +190,9 @@ void GameTerm();
void GameKeyDown(int key, int first);
void GameKeyUp(int key);
void GameMouseDown(int x, int y);
void GameMouseUp(int x, int y);
void game_change_window_scale(int d);
#endif // RSGAME_H_INCLUDED

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@ -6,7 +6,7 @@
#include "rsnoise.h"
#include "strings.h"
void game_draw() {
@ -76,9 +76,9 @@ void game_draw() {
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, "HELIOTHRYX");
game_textout( GAME_WIDTH/2 - 8, 58, 3, "TECHDEMO");
game_textout( 2, GAME_HEIGHT-10, 2, "DEVELOPER: ROMAN SHUVALOV` TOGLIATTI_ 2014");
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);
};
}
@ -100,8 +100,8 @@ void game_draw() {
};
};
game_textout( 2, 2, 2, "THIS IS TECHDEMO` ");
game_textout( 2, 12, 2, "USE ARROWS TO MOVE_ <A> TO SHOOT_ <ESC> TO EXIT` ");
game_textout( 2, 2, 2, L_TECHDEMO_LINE1 );
game_textout( 2, 12, 2, L_TECHDEMO_LINE2 );
};

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@ -4,6 +4,8 @@
#include "rskos.h"
#include "strings.h"
PRSFUNC0 menu_actions[] = {
/* a */ &menu_action_start,
/* b */ &menu_action_exit,
@ -12,27 +14,38 @@ PRSFUNC0 menu_actions[] = {
char window_scale_str[] = "c< 2X >";
/*
First char:
- letter a...z means action (a = 0th, b = 1st, c = 2nd, see menu_actions[] above)
- number 0...9 means goto menu #0, #1, #2... see menu_titles[] below
- space ' ' means no action, menu item is unselectable
- empty string "" is now allowed and can cause segfault
String from second char is label of menu item
*/
char* menu_main_titles[] = {
"a5TART",
"15ETTING5",
"2ABOUT",
"bQUIT",
"a"L_START,
"1"L_SETTINGS,
"2"L_ABOUT,
"b"L_QUIT,
0
};
char* menu_settings_titles[] = {
" WINDOW SCALE:",
" "L_WINDOW_SCALE,
window_scale_str,
" ",
"0DONE",
"0"L_DONE,
0
};
char* menu_about_titles[] = {
" DEVELOPED BY",
" ROMAN SHUVALOV",
" "L_DEVELOPED_BY,
" "L_ROMAN_SHUVALOV,
" ",
"0DONE",
"0"L_DONE,
0
};
@ -113,7 +126,7 @@ void menu_action_start() {
};
void menu_action_exit() {
#ifndef RS_LINUX
#ifdef RS_KOS
GameTerm();
#endif
rskos_exit();

View File

@ -217,7 +217,7 @@ signed short pp_seg[32*8] = {
11, 25,
6, 0,
// 31 not implemented
// 31 not implemented - need to create up-left DOT for percent(%) sign
16, 26-16,
16, 26+16,
16, 26,
@ -226,8 +226,8 @@ signed short pp_seg[32*8] = {
};
uint32_t ch_seg[64] = {
0b00111111, // // for cross-line in O | 1<<12 | 1<<19, // 0
unsigned int ch_seg[64] = {
0b00111111 /* | 1<<12 | 1<<19 */, // 0 or O
1<<26 | 1<<8 | 1<<9 | 1<<3, // 1
0b01011011, // 2
1<<0 | 1<<12 | 1<<15 | 1<<2 | 1<<3, // 3
@ -261,12 +261,12 @@ uint32_t ch_seg[64] = {
1<<5 | 1<<4 | 1<<3, // L
1<<5 | 1<<4 | 1<<1 | 1<<2 | 1<<16 | 1<<12, // M
1<<5 | 1<<4 | 1<<16 | 1<<11 | 1<<1 | 1<<2, // N
0b00111111, // O
1<<16 | 1<<11 | 1<<19 | 1<<12 | 1<<6 | 1<<8 | 1<<9, // O - FREE SYMBOL
1<<4 | 1<<5 | 1<<0 | 1<<1 | 1<<6, // P
1<<0 | 1<<1 | 1<<13 | 1<<27 | 1<<4 | 1<<5 | 1<<11, // Q // old: 0b00111111 | 1<<11, // Q
1<<0 | 1<<1 | 1<<6 | 1<<5 | 1<<4 | 1<<11, // R
0b01101101, // S
(1 << 18 | 1 << 13) | (1 << 29 | 1 << 26) | (1 << 5 | 1 << 2) | (1 << 19 | 1 << 12), // percent(%) sign, s == 5 -> // 0b01101101, // S
1<<0 | 1<<8 | 1<<9, // T
1<<1 | 1<<2 | 1<<3 | 1<<4 | 1<<5, // U
1<<1 | 1<<13 | 1<<17 | 1<<5, // V
@ -296,7 +296,7 @@ uint32_t ch_seg[64] = {
1<<4 | 1<<18 | 1<<28 | 1<<1 | 1<<2, // l // old symmetric: 1<<4 | 1<<18 | 1<<10 | 1<<2, // l // old: 1<<19 | 1<<12 | 1<<1 | 1<<2, // lЛ
1<<5 | 1<<4 | 1<<3 | 1<<1 | 1<<2 | 1<<9 | 1<<21, // mЩ,
1<<4 | 1<<5 | 1<<0 | 1<<1 | 1<<2, // n
1<<0 | 1<<12 | 1<<15 | 1<<2 | 1<<3, // oЗ
(1<<8 | 1<<9) | 1<<10 | 1<<18, // 'o' for arrow up ^
};

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@ -1,6 +1,6 @@
#include "rskos.h"
#ifdef RS_LINUX
#ifndef RS_KOS
#include "rs/rstexture.h"
#include "rs/rsgl.h"

View File

@ -16,7 +16,7 @@ void rskos_exit();
// sound
#ifndef SNDBUF
#ifdef RS_LINUX
#ifndef RS_KOS
#include "rs/rsaudio.h"
typedef rs_sound_t* SNDBUF;
#else

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@ -1,14 +0,0 @@
#include "rsmain.h"
#include "rsgame.h"
void rs_main_init() {
rs_app.rsAppOnInitDisplay = GameInit;
rs_app.rsAppOnTermDisplay = GameTerm;
rs_app.OnKeyDown = GameKeyDown;
rs_app.OnKeyUp = GameKeyUp;
rs_app.OnAppProcess = GameProcess;
};

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@ -1,3 +0,0 @@
#include "rs/rsplatform.h"
void rs_main_init();

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@ -1,13 +1,17 @@
#include "rssoundgen.h"
/*
#include "rsnoise.h"
#include "rs/rsmx.h"
#include <math.h>
#include <string.h>
#ifdef RS_KOS
#include "rs/rsplatform.h"
#else
#include <stdlib.h>
#include <math.h>
#include <string.h>
#endif
rs_sgen_reg_t rs_sgen_reg;
@ -454,4 +458,4 @@ void rs_sgen_func_shift(int dest, int src) {
};
};
*/

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@ -3,9 +3,7 @@
#include "rsgame.h"
/*
#include "rs/rsaudio.h"
//#include "rs/rsaudio.h"
typedef struct rs_sgen_reg_t {
int wave_length;
@ -40,6 +38,6 @@ void rs_sgen_func_shift(int dest, int src);
//void rs_gen_func_mult_add_value(int dest, int src, float val_mult, float val_add);
*/
#endif

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@ -0,0 +1,201 @@
<html>
<head>
<meta charset="utf-8">
<title>Heliothryx Localization Tool: Text Converter</title>
<script type="text/javascript">
/*
Russian (Cyrilic) match:
Б b
Г g
Д d
Ж j
З o
И i
Й ^
Л l
П n
Ф f
Ц c
Ч - (4)
Ш h
Щ m
Ъ [
Ы \\
Ь ]
Э e
Ю k
Я a
*/
function convert() {
ar = new Array;
ar["A"] = "A";
ar["B"] = "B";
ar["C"] = "C";
ar["D"] = "D";
ar["E"] = "E";
ar["F"] = "F";
ar["G"] = "G";
ar["H"] = "H";
ar["I"] = "I";
ar["J"] = "J";
ar["K"] = "K";
ar["L"] = "L";
ar["M"] = "M";
ar["N"] = "N";
ar["O"] = "0";
ar["P"] = "P";
ar["Q"] = "Q";
ar["R"] = "R";
ar["S"] = "5";
ar["T"] = "T";
ar["U"] = "U";
ar["V"] = "V";
ar["W"] = "W";
ar["X"] = "X";
ar["Y"] = "Y";
ar["Z"] = "Z";
ar[" "] = " ";
ar["0"] = "0";
ar["1"] = "1";
ar["2"] = "2";
ar["3"] = "3";
ar["4"] = "4";
ar["5"] = "5";
ar["6"] = "6";
ar["7"] = "7";
ar["8"] = "8";
ar["9"] = "9";
ar[":"] = ":";
ar[";"] = ";";
ar["<"] = "<";
ar["-"] = "=";
ar[">"] = ">";
ar["?"] = "?";
ar["/"] = "@";
ar["_"] = "_"; // comma (,)
ar["`"] = "`"; // dot (.)
// CYRILIC
ar["А"] = "A";
ar["Б"] = "b";
ar["В"] = "B";
ar["Г"] = "g";
ar["Д"] = "d";
ar["Е"] = "E";
ar["Ё"] = "E";
ar["Ж"] = "j";
ar["З"] = "3";
ar["И"] = "i";
ar["Й"] = "^";
ar["К"] = "K";
ar["Л"] = "l";
ar["М"] = "M";
ar["Н"] = "H";
ar["О"] = "0";
ar["П"] = "n";
ar["Р"] = "P";
ar["С"] = "C";
ar["Т"] = "T";
ar["У"] = "Y";
ar["Ф"] = "f";
ar["Х"] = "X";
ar["Ц"] = "c";
ar["Ч"] = "4";
ar["Ш"] = "h";
ar["Щ"] = "m";
ar["Ъ"] = "[";
ar["Ы"] = "\\\\";
ar["Ь"] = "]";
ar["Э"] = "e";
ar["Ю"] = "k";
ar["Я"] = "a";
ar["("] = "<";
ar[")"] = ">";
ar[","] = "_";
ar["."] = "`";
s = document.getElementById("inp").value;
s = s.toUpperCase();
s2 = '';
error = '';
for (i in s) {
if (ar[s[i]] != undefined) {
s2 += ar[s[i]];
}
else {
s2 += "`";
error = 1;
};
};
document.getElementById("outp").value = s2;
document.getElementById("outp2").innerHTML = error ? '(disallowed symbols has been replaced with dot)' : '';
};
</script>
</head>
<body>
<h1>Heliothryx Localization Tool: Text Converter</h1>
<img align="right" src="font.png" style="margin-right: 1em; margin-bottom: 1em;">
<p>This is procedural font. To minimize program size, only necessary characters are implemented:</p>
<p>
<ul>
<li>Numbers;</li>
<li>Latin characters from A to Z;</li>
<li>Cyrilic (Russian) characters which can't be replaced by matching Latin characters or numeric symbols;</li>
<li>Some punctuation.</li>
</ul>
</p>
<p>Actually this is part of ASCII table starting from '0' (0x30). </p>
<p>Note that not all latin characters are in fact implemented, for example, 'S' can be successfully replaced by number 5, so other symbol are placed in place of 'S'. Some punctuation symbols are also replaced, for example, dot (.) in ASCII table have 0x2E code which is outside our range, so it is implemented in place of useless grave accent symbol (`). </p>
<p>To make process of writing string constants easier, this tool has been made. Write any text to first field, hit Enter and take string that you can use in your code. If you try to use unsupported characters, they will be replaced by dot and you will get warning. </p>
<div style="clear: both;">&nbsp;</div>
<form>
<div style="border: 1px solid #99CCAA; padding: 8px; background-color: #CCFFDD; display: table;">
<input size=40 id="inp"> <input type="submit" value="Convert (Enter)" onclick="convert(); return false;"> <br>
<input size=40 id="outp"> <span style="color: red; font-weight: bold;" id="outp2"></span>
</div>
</form>
<small>Developed by: Roman Shuvalov</small>
</body>
</html>

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@ -8,3 +8,9 @@ Heliothryx -- игра, разрабатываемая на конкурс.
Heliothryx -- game that is developed for contest.
Developer: Roman Shuvalov (http://board.kolibrios.org/memberlist.php?mode=viewprofile&u=6469)
For Localization:
Text strings are encoded in special format.
Please check out special tool (localization-tool/index.html).
There are instructions and text converter.

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@ -170,5 +170,24 @@ void* memcpy(void *dst, const void *src, unsigned size)
}
char* strchr(char* s, int c) {
while (*s) {
if (*s == (char) c) {
return s;
};
s++;
};
return NULL;
};
unsigned int strlen ( char * str ) {
unsigned int len = 0;
while ( *str ) {
len++;
str++;
};
return len;
};

View File

@ -50,4 +50,7 @@ void free(void* pointer);
void* memset(void *mem, int c, unsigned size);
void* memcpy(void *dst, const void *src, unsigned size);
char* strchr(char* s, int c);
unsigned int strlen ( char * str );
#endif

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@ -242,7 +242,7 @@ void game_reg_init() {
game.status = STATUS_LOADING;
game.window_scale = 1;
// game.window_scale = 1;
// game.window_scale = 2;
// #ifndef RS_KOS
@ -451,8 +451,7 @@ void GameInit() {
};
// 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.bgr_framebuffer = malloc(GAME_WIDTH * GAME_HEIGHT * 3);
game_font_init();
@ -574,12 +573,17 @@ void GameKeyDown(int key, int first) {
if (game.status == STATUS_PLAYING) {
#ifndef RS_KOS
if (key == RS_KEY_SPACE) {
game.score = 101;
};
#endif
if (key == RS_KEY_ESCAPE) {
game.time = 0;
game.score = 0;
game.status = STATUS_MENU;
game.need_redraw = 1;
};
};
@ -624,6 +628,13 @@ void GameMouseDown(int x, int y) {
game.ty = y;
if (game.status == STATUS_MENU) {
int i;
for (i = 0; i < FIELD_LENGTH; i++) {
game.field[i] = (unsigned char) (0.99 * fabs(rs_noise(i, seed*7 + 10)) * CRYSTALS_COUNT) | CRYSTAL_VISIBLE_BIT;
};
game.selected = 0;
game.time = 0;
game.score = 0;
game.status = STATUS_PLAYING;

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@ -139,7 +139,7 @@ void soundbuf_stop(rs_soundbuf_t *snd);
typedef struct rs_game_t {
rs_texture_t framebuffer;
unsigned char *scaled_framebuffer; // 24-bit BGRBGRBGR... for direct drawing
unsigned char *bgr_framebuffer; // 24-bit BGRBGRBGR... for direct drawing
int loader_counter;
@ -167,7 +167,7 @@ typedef struct rs_game_t {
int menu_index;
int menu_item_index;
int window_scale;
// int window_scale;
int process_timer;

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@ -31,7 +31,8 @@ void game_draw() {
if (game.menu_index == MENU_MAIN) {
if (game.status == STATUS_LOADING) {
game_textout_at_center( 0, 240, 0, "L0ADING```" );
game_textout_at_center( 0, 240, 0, L_LOADING );
game_textout_at_center( -3, 240-2, 3, L_LOADING );
}
else {
@ -39,25 +40,26 @@ void game_draw() {
if (game.time) {
game_textout_at_center( 0, 230, 0, "LEVEL PA55ED" );
game_textout_at_center( -3, 230-2, 3, "LEVEL PA55ED" );
game_textout_at_center( 0, 230, 0, L_LEVEL_PASSED );
game_textout_at_center( -3, 230-2, 3, L_LEVEL_PASSED );
char s[] = "TIME: 000";
char s[] = L_TIME;
int time_sec = game.time / 25;
s[6] = '0' + (( time_sec / 100 ) % 10);
s[7] = '0' + (( time_sec / 10 ) % 10);
s[8] = '0' + (( time_sec / 1 ) % 10);
char *str_num = strchr(s, 'x');
str_num[0] = '0' + (( time_sec / 100 ) % 10);
str_num[1] = '0' + (( time_sec / 10 ) % 10);
str_num[2] = '0' + (( time_sec / 1 ) % 10);
game_textout_at_center( 0, 260, 0, s );
game_textout_at_center( -3, 260-2, 3, s );
};
game_textout_at_center( 0, 300, 0, "CLICK T0 5TART" );
game_textout_at_center( -3, 300-2, 3, "CLICK T0 5TART" );
game_textout_at_center( 0, 300, 0, L_START );
game_textout_at_center( -3, 300-2, 3, L_START );
};
game_textout( 2, GAME_HEIGHT-10, 2, "DEVEL0PED BY R0MAN 5HUVAL0V");
game_textout( 2, GAME_HEIGHT-10, 2, L_BOTTOM_LINE_DEVELOPER_INFO);
};
}
@ -92,21 +94,23 @@ void game_draw() {
};
char str[] = "TIME: 999 ";
char str[] = L_TIME;
int time_sec = game.time / 25;
str[6] = '0' + ( (time_sec / 100) % 10);
str[7] = '0' + ( (time_sec / 10) % 10);
str[8] = '0' + ( (time_sec / 1) % 10);
char *str_num = strchr(str, 'x');
str_num[0] = '0' + ( (time_sec / 100) % 10);
str_num[1] = '0' + ( (time_sec / 10) % 10);
str_num[2] = '0' + ( (time_sec / 1) % 10);
game_textout( 56+3, 32+2, 0, str );
// game_textout( 56-1, 32-1, 0, 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);
char sstr[] = L_SCORE;
str_num = strchr(sstr, 'x');
str_num[0] = '0' + ( (game.score / 100) % 10);
str_num[1] = '0' + ( (game.score / 10) % 10);
str_num[2] = '0' + ( (game.score / 1) % 10);
game_textout( 56+3, 64+2, 0, sstr );
game_textout( 56, 64, 3, sstr );
@ -115,7 +119,7 @@ void game_draw() {
// rskos_draw_area(0, 0, w, h, game.window_scale, game.framebuffer.data, NULL, RSKOS_BGRA);
rskos_draw_area(0, 0, w, h, game.window_scale, game.framebuffer.data, game.scaled_framebuffer, 0);
rskos_draw_area(0, 0, w, h, 1, game.framebuffer.data, game.bgr_framebuffer, 0);
};
if (!continue_need_redraw) {
@ -218,9 +222,9 @@ void game_textures_init_stage1() {
// 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 };
float cr_r[CRYSTALS_COUNT] = { 1.0, 0.4, 0.10, 0.9, 1.0, 0.2, 0.8 };
float cr_g[CRYSTALS_COUNT] = { 0.1, 1.0, 0.75, 0.1, 0.9, 0.2, 0.8 };
float cr_b[CRYSTALS_COUNT] = { 0.0, 0.1, 1.00, 1.0, 0.1, 0.9, 0.9 };
// rs_gen_init(5, CRYSTAL_SIZE);
@ -357,7 +361,7 @@ void game_textures_init_stage2() {
};
void game_textures_free() {
free(game.scaled_framebuffer);
free(game.bgr_framebuffer);
// texture_free(&game.tex_gui_line);

View File

@ -27,25 +27,25 @@ char window_scale_str[] = "c< 2X >";
char* menu_main_titles[] = {
"a"L_START,
"1"L_SETTINGS,
"2"L_ABOUT,
"b"L_QUIT,
// "1"L_SETTINGS,
// "2"L_ABOUT,
// "b"L_QUIT,
0
};
char* menu_settings_titles[] = {
" "L_WINDOW_SCALE,
window_scale_str,
" ",
"0"L_DONE,
// " "L_WINDOW_SCALE,
// window_scale_str,
// " ",
// "0"L_DONE,
0
};
char* menu_about_titles[] = {
" "L_DEVELOPED_BY,
" "L_ROMAN_SHUVALOV,
" ",
"0"L_DONE,
// " "L_DEVELOPED_BY,
// " "L_ROMAN_SHUVALOV,
// " ",
// "0"L_DONE,
0
};

View File

@ -2,11 +2,9 @@
#define RS_STRINGS_H
#ifndef RS_KOS
#include "strings_ru.h"
#include "strings_en.h"
#else
//#include "../lang.h"
#ifdef LANG_RU
// Russian
#include "strings_ru.h"

View File

@ -6,25 +6,17 @@
// Be careful, only specific chars are available to use
// See readme for details
// Main Menu
#define L_START "5TART"
#define L_SETTINGS "5ETTING5"
#define L_ABOUT "CREDITS"
#define L_QUIT "QUIT"
// Lower 'xxx' is used to detect number position, it will be replaced by numbers
// Settings menu
#define L_WINDOW_SCALE "WINDOW SCALE:"
#define L_DONE "DONE"
#define L_LOADING "L0ADING```"
// About menu
#define L_DEVELOPED_BY "DEVELOPED BY"
#define L_ROMAN_SHUVALOV "ROMAN SHUVALOV"
#define L_START "CLICK T0 5TART"
#define L_TIME "TIME: xxx"
#define L_SCORE "5C0RE: xxx 0F 100"
#define L_LEVEL_PASSED "LEVEL PA55ED"
// Main screen
#define L_BOTTOM_LINE_DEVELOPER_INFO "DEVELOPER: ROMAN SHUVALOV` TOGLIATTI_ 2014"
// Gameplay
#define L_TECHDEMO_LINE1 "THIS IS TECHDEMO` "
#define L_TECHDEMO_LINE2 "USE ARROWS TO MOVE_ <A> TO SHOOT_ <E5C> TO EXIT` "
#endif

View File

@ -6,26 +6,17 @@
// Be careful, only specific chars are available to use
// See readme for details
// Main Menu
#define L_START "CTAPT"
#define L_SETTINGS "HACTP0^Ki"
#define L_ABOUT "0b igPE"
#define L_QUIT "B\\X0d"
// Lower 'xxx' is used to detect number position, it will be replaced by numbers
// Settings menu
#define L_WINDOW_SCALE "MAChTAb 0KHA:"
#define L_DONE "g0T0B0"
#define L_LOADING "3AgPY3KA```"
// About menu
#define L_DEVELOPED_BY "PA3PAb0T4iK:"
#define L_ROMAN_SHUVALOV "P0MAH hYBAl0B"
#define L_START "HA4AT] igPY"
#define L_TIME "BPEMa: xxx"
#define L_SCORE "04Ki: xxx i3 100"
#define L_LEVEL_PASSED "YP0BEH] nP0^dEH"
// Main screen
#define L_BOTTOM_LINE_DEVELOPER_INFO "PA3PAb0T4iK: P0MAH hYBAl0B` T0l]aTTi_ 2014"
// Gameplay
#define L_TECHDEMO_LINE1 "eT0 TEXH0dEMKA` "
#define L_TECHDEMO_LINE2 "CTPElKi = dBijEHiE_ <A> = B\\CTPEl_ <E5C> = B\\X0d` "
#endif

View File

@ -8,3 +8,6 @@ Marble Match 3 -- игра, разрабатываемая на конкурс.
Marble Match 3 -- game that is developed for contest.
Developer: Roman Shuvalov (http://board.kolibrios.org/memberlist.php?mode=viewprofile&u=6469)
If you want to translate this game, please use localization tool,
it is same as in my other game, Heliothryx, so please check out
localization readme for Heliothryx and use Heliothryx localization tool.