kolibrios/programs/games/marblematch3/game/rsgame.c
alpine bc0cb70b13 New Game: Marble Match-3
Developer: Roman Shuvalov



git-svn-id: svn://kolibrios.org@5235 a494cfbc-eb01-0410-851d-a64ba20cac60
2014-12-16 16:43:37 +00:00

886 lines
25 KiB
C

#include "rsgame.h"
#include "rsgametext.h"
#include "rsgamemenu.h"
#include "rsgamedraw.h"
#include "rskos.h"
#include "rsgentex.h"
#include "rssoundgen.h"
#include "rsnoise.h"
#include "rs/rsplatform.h"
#ifdef RS_USE_C_LIBS // linux version
#include <math.h>
#include <stdlib.h>
#include <string.h>
#include "rs/rskeyboard.h"
#endif
rs_game_t game;
void texture_init(rs_texture_t *tex, int w, int h) {
tex->status = 1;
tex->w = w;
tex->h = h;
tex->data = malloc(w*h*4); // BGRA BGRA
};
void texture_free(rs_texture_t *tex) {
free(tex->data);
tex->status = 0;
};
void texture_clear(rs_texture_t *tex, unsigned int color) {
int i;
for (i = 0; i < tex->w * tex->h; i++) {
*((unsigned int*)(&tex->data[i*4])) = color;
};
};
void texture_draw(rs_texture_t *dest, rs_texture_t *src, int x, int y, int mode) {
int i; // y
int j; // x
int k; // color component
int istart = (y < 0) ? -y : 0;
int iend = src->h - (( (y + src->h) > dest->h) ? (y + src->h - dest->h) : 0);
int jstart = (x < 0) ? -x : 0;
int jend = src->w - (( (x + src->w) > dest->w) ? (x + src->w - dest->w) : 0);
int ishift = 0;
int jshift = 0;
float a; // alpha value
if (mode & DRAW_TILED_FLAG) {
jshift = x;
ishift = y;
x = y = istart = jstart = 0;
iend = dest->h;
jend = dest->w;
};
mode = mode & DRAW_MODE_MASK;
int modvalue = (src->w*src->h*4);
if (mode == DRAW_MODE_REPLACE) {
for (i = istart; i < iend; i++) {
for (j = jstart; j < jend; j++) {
for (k = 0; k < 4; k++) {
dest->data[ 4 * ( (y+i)*dest->w + (x+j) ) + k ] = src->data[ (4*(i*src->w + j) + k) % modvalue ];
};
};
};
}
else if (mode == DRAW_MODE_ADDITIVE) {
for (i = istart; i < iend; i++) {
for (j = jstart; j < jend; j++) {
for (k = 0; k < 3; k++) { // Alpha channel is not added
dest->data[ 4 * ( (y+i)*dest->w + (x+j) ) + k ] =
clamp_byte( dest->data[ 4 * ( (y+i)*dest->w + (x+j) ) + k ] + src->data[ (4*((i+ishift)*src->w + j + jshift) + k) % modvalue] );
};
};
};
}
else if (mode == DRAW_MODE_MULT) {
for (i = istart; i < iend; i++) {
for (j = jstart; j < jend; j++) {
for (k = 0; k < 3; k++) { // Alpha channel is not added
dest->data[ 4 * ( (y+i)*dest->w + (x+j) ) + k ] =
clamp_byte( dest->data[ 4 * ( (y+i)*dest->w + (x+j) ) + k ] * src->data[ (4*((i+ishift)*src->w + j + jshift) + k) % modvalue] / 255 );
};
};
};
}
else if (mode == DRAW_MODE_ALPHA) {
for (i = istart; i < iend; i++) {
for (j = jstart; j < jend; j++) {
for (k = 0; k < 3; k++) {
a = (1.0 * src->data[ (4*(i*src->w + j) + 3) % modvalue ] / 255.0);
dest->data[ 4 * ( (y+i)*dest->w + (x+j) ) + k ] =
(unsigned char) ( (1.0-a) * dest->data[ 4 * ( (y+i)*dest->w + (x+j) ) + k ]
+ a*src->data[ (4*((i+ishift)*src->w + j + jshift) + k) % modvalue] );
};
};
};
};
};
void texture_set_pixel(rs_texture_t *tex, int x, int y, unsigned int color) {
*((unsigned int*) &tex->data[ 4 * ( (y)*tex->w + (x) ) + 0 ]) = color;
};
void texture_draw_vline(rs_texture_t *tex, int x, int y, int l, unsigned int color) {
int i;
if (y+l >= tex->h) {
l = tex->h - y;
};
for (i = 0; i < l; i++) {
*((unsigned int*) &tex->data[ 4 * ( (y+i)*tex->w + (x) ) + 0 ]) = color;
};
};
void soundbuf_init(rs_soundbuf_t *snd, int length_samples) {
snd->status = 1;
snd->length_samples = length_samples;
snd->data = malloc(length_samples*2);
rskos_snd_create_buffer(&snd->hbuf, snd->data, length_samples);
};
void soundbuf_free(rs_soundbuf_t *snd) {
snd->status = 0;
free(snd->data);
};
void soundbuf_fill(rs_soundbuf_t *snd, int amp, int freq_div) {
int i;
for (i = 0; i < snd->length_samples; i++) {
snd->data[i] = -amp/2 + amp/2*( ( (i % freq_div) > freq_div/2 ) ? 1 : 0 );
};
rskos_snd_update_buffer(&snd->hbuf, snd->data, snd->length_samples);
};
void soundbuf_sin(rs_soundbuf_t *snd, float freq) {
int i;
int amp = 29000;
for (i = 0; i < snd->length_samples; i++) {
snd->data[i] = ( 1.0 - 1.0*i/snd->length_samples ) * sin(freq*i) * amp;
};
rskos_snd_update_buffer(&snd->hbuf, snd->data, snd->length_samples);
};
void soundbuf_sin_fade(rs_soundbuf_t *snd, float freq) {
int i;
int amp = 29000;
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);
};
void soundbuf_play(rs_soundbuf_t *snd) {
rskos_snd_play(&snd->hbuf, 0);
};
void soundbuf_stop(rs_soundbuf_t *snd) {
rskos_snd_stop(&snd->hbuf);
};
unsigned char clamp_byte(int value) {
value = value * (1 - (value >> 31)); // negative to zero
return (value > 255) ? 255 : value;
};
void game_reg_init() {
game.loader_counter = 0;
game.score = 0;
game.time = 0;
game.selected = 0;
game.selected_x = game.selected_y = 0;
game.explosions_count = 0;
game.tx = 0;
game.ty = 0;
game.tz = 0;
// int i;
// for (i = 0; i < BULLETS_COUNT; i++) {
// game.bullet_x[i] = 0;
// game.bullet_y[i] = 0;
// };
// game.bullet_index = 0;
game.status = STATUS_LOADING;
game.window_scale = 1;
// game.window_scale = 2;
// #ifndef RS_KOS
// game.window_scale = 3;
// window_scale_str[3] = '3';
// #endif
game.keyboard_state = 0;
game.menu_index = 0;
game.menu_item_index = 0;
};
int is_key_pressed(int mask) {
return IS_BIT_SET(game.keyboard_state, mask) ? 1 : 0;
};
int seed = 0;
int get_random_crystal() {
seed += 2;
return ( (seed + (get_time() & 0xFFFF) ) % CRYSTALS_COUNT) | CRYSTAL_VISIBLE_BIT;
};
int game_check_and_explode() {
int x, y, i, item, match_count, found;
found = 0;
// vertical lines
for (x = 0; x < FIELD_WIDTH; x++) {
match_count = 0;
item = 0xFF;
for (y = FIELD_HEIGHT-1; y >= 0; y--) {
if ( IS_BIT_SET( FIELD_ITEM(x,y), CRYSTAL_MOVING_BIT ) || IS_BIT_CLEARED( FIELD_ITEM(x,y), CRYSTAL_VISIBLE_BIT) ) {
item = 0xFF;
match_count = 0;
continue;
};
if ( (FIELD_ITEM(x,y) & CRYSTAL_INDEX_MASK) == item) {
match_count++;
}
else {
if (match_count >= 2) {
found = 1;
// DEBUG10f("found vert (x %d, y %d, count %d) \n", x, y, match_count);
for (i = y+1; i < y+1+match_count+1; i++) {
BIT_SET( FIELD_ITEM(x, i), CRYSTAL_EXPLODED_BIT );
};
}
item = FIELD_ITEM(x,y) & CRYSTAL_INDEX_MASK;
match_count = 0;
};
};
if (match_count >= 2) { // last
found = 1;
for (i = y+1; i < y+1+match_count+1; i++) {
BIT_SET( FIELD_ITEM(x, i), CRYSTAL_EXPLODED_BIT );
};
};
};
// horizontal lines
for (y = 0; y < FIELD_HEIGHT; y++) {
match_count = 0;
item = 0xFF;
for (x = FIELD_WIDTH-1; x >= 0; x--) {
if ( IS_BIT_SET( FIELD_ITEM(x,y), CRYSTAL_MOVING_BIT ) || IS_BIT_CLEARED( FIELD_ITEM(x,y), CRYSTAL_VISIBLE_BIT) ) {
item = 0xFF;
match_count = 0;
continue;
};
if ( (FIELD_ITEM(x,y) & CRYSTAL_INDEX_MASK) == item) {
match_count++;
}
else {
if (match_count >= 2) {
found = 1;
// DEBUG10f("found horiz (x %d, y %d, count %d) \n", x, y, match_count);
for (i = x+1; i < x+1+match_count+1; i++) {
BIT_SET( FIELD_ITEM(i, y), CRYSTAL_EXPLODED_BIT );
};
}
item = FIELD_ITEM(x,y) & CRYSTAL_INDEX_MASK;
match_count = 0;
};
};
if (match_count >= 2) { // last
found = 1;
// DEBUG10("found horiz (2)");
for (i = x+1; i < x+1+match_count+1; i++) {
BIT_SET( FIELD_ITEM(i, y), CRYSTAL_EXPLODED_BIT );
};
};
};
for (i = 0; i < FIELD_LENGTH; i++) {
if (IS_BIT_SET(game.field[i], CRYSTAL_EXPLODED_BIT)) {
game.field[i] = 0;
game.score++;
if (game.explosions_count < EXPLOSIONS_MAX_COUNT-1) {
game.explosions[game.explosions_count] = ( i % FIELD_WIDTH ) | ( (i / FIELD_WIDTH) << 8);
game.explosions_count++;
};
};
};
if (game.score > 99) {
game.status = STATUS_MENU;
};
// DEBUG10f("found = %d \n", found);
return found;
};
void game_fall() {
int x, y, fall;
for (x = 0; x < FIELD_WIDTH; x++) {
fall = 0;
for (y = FIELD_HEIGHT-1; y > 0; y--) {
fall |= !(FIELD_ITEM(x, y) & CRYSTAL_VISIBLE_BIT);
if (fall) {
FIELD_ITEM(x, y) = FIELD_ITEM(x, y-1) | CRYSTAL_MOVING_BIT;
}
else {
BIT_CLEAR( FIELD_ITEM(x, y), CRYSTAL_MOVING_BIT );
};
};
if ( (fall) || ( IS_BIT_CLEARED(FIELD_ITEM(x,0), CRYSTAL_VISIBLE_BIT) ) ) {
FIELD_ITEM(x, 0) = get_random_crystal();
};
};
};
int process_timer = 0;
void GameProcess() {
if (game.status == STATUS_LOADING) {
game.loader_counter++;
if (game.loader_counter == 2) {
// 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, 1360, 50, NULL, 1.0, 0.887, -0.333, 1.0, 0.0, 4.0);
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();
// */
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;
};
};