forked from KolibriOS/kolibrios
2815962839
- 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
113 lines
4.3 KiB
C
Executable File
113 lines
4.3 KiB
C
Executable File
#include "rsgamedraw.h"
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#include "rsgametext.h"
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#include "rsgamemenu.h"
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#include "rskos.h"
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#include "rsnoise.h"
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#include "strings.h"
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void game_draw() {
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int w = 320;
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int h = 180;
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int kk = 20; // (rskos_get_time()/1) % 160;
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//
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// unsigned char *c = game.framebuffer.data;
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//
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// int i;
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// for (i = 0; i < w*h*4; i+=4) {
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// c[i+0] = 10; // i/w/3;
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// c[i+1] = (( (1*i)*(i + kk)/70) & 5) ? 70 : 0;
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// c[i+2] = 50;
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// c[i+3] = i % 128;
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// };
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texture_clear(&game.framebuffer, COLOR_BLACK);
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// texture_clear(&game.tex);
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// texture_draw(&game.framebuffer, &game.tex, 40, 40, DRAW_MODE_ADDITIVE);
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// texture_draw(&game.framebuffer, &game.tex, 70, 50, DRAW_MODE_ADDITIVE);
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// texture_draw(&game.framebuffer, &game.tex, 20, 60, DRAW_MODE_ADDITIVE);
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// texture_draw(&game.framebuffer, &game.tex, 60, 70, DRAW_MODE_ADDITIVE);
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//
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// texture_draw(&game.framebuffer, &game.tex, 111, 150, DRAW_MODE_ADDITIVE);
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int i, c, c2, c3;
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for (i = 0; i < 100; i++) {
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// DEBUG10f("i = %d, v1 = %.4f, v2 = %.4f \n", i, rs_noise(kk+100, kk+i)*10, rs_noise(kk+200, kk+i+300)*10);
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c = (0.5+0.45*rs_noise(kk+150, kk+i))*255;
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c2 = c + 0.05*rs_noise(kk+150, kk+i)*255;
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c3 = c2; // (0.5+0.49*rs_noise(kk+150, kk+i+2))*255;
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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,
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c + (c2<<8) + (c3<<16) + 0xFF000000);
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};
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texture_clear(&game.tex_ground, COLOR_TRANSPARENT);
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rs_perlin_configure(47, 4, 0.5, 1000, 256);
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for (i = 0; i < game.tex_ground.w; i++) {
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texture_draw_vline(&game.tex_ground, i, 25 + rs_perlin(0,i+game.tz)*25, 2, 0xFF113300);
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texture_draw_vline(&game.tex_ground, i, 25 + rs_perlin(0,i+game.tz)*25 + 2, 999, 0xFF000000);
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};
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texture_draw(&game.tex_ground, &game.tex_clouds, game.tz, 0, /* game.tx, game.ty, */ DRAW_MODE_ADDITIVE | DRAW_TILED_FLAG );
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texture_draw(&game.framebuffer, &game.tex_ground, 0, GAME_HEIGHT-50, DRAW_MODE_ALPHA);
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if (game.status == STATUS_MENU) {
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char **title = menu_titles[game.menu_index];
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int y = (game.menu_index == MENU_MAIN) ? 80 : 50;
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texture_draw(&game.framebuffer, &game.tex_gui_line, 0, y+15*game.menu_item_index, DRAW_MODE_ALPHA);
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while (*title) {
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game_textout(20, y, (*(title))[0]==' ' ? 3 : 0 , (*(title))+1 ); // first (zero) char defines action, title starts from second (1st) char
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title++;
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y+=15;
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};
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if (game.menu_index == MENU_MAIN) {
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for (i = 0; i < ROCKS_COUNT; i++) {
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texture_draw(&game.framebuffer, &game.tex_rocks[i], 250+80*rs_noise(i,150), 60+60*rs_noise(i,1110), DRAW_MODE_ADDITIVE );
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};
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game_textout( GAME_WIDTH/2 - 100, 40, 1, "HELI0THRYX");
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game_textout( GAME_WIDTH/2 - 8, 58, 3, "TECHDEM0");
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game_textout( 2, GAME_HEIGHT-10, 2, L_BOTTOM_LINE_DEVELOPER_INFO);
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};
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}
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else {
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texture_draw(&game.framebuffer, &game.tex_ship[0], game.tx-8, game.ty-4, DRAW_MODE_ALPHA);
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texture_draw(&game.framebuffer, &game.tex_ship[1], game.tx-8, game.ty-4, DRAW_MODE_ALPHA);
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texture_draw(&game.framebuffer, &game.tex_ship[2], game.tx, game.ty-4, DRAW_MODE_ALPHA);
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texture_draw(&game.framebuffer, &game.tex_ship[3], game.tx, game.ty-4, DRAW_MODE_ALPHA);
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int i;
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for (i = 0; i < BULLETS_COUNT; i++) {
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if (game.bullet_y[i]) {
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texture_set_pixel(&game.framebuffer, game.bullet_x[i]-4, game.bullet_y[i], 0xFF00BB00);
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texture_set_pixel(&game.framebuffer, game.bullet_x[i]-3, game.bullet_y[i], 0xFF00CC00);
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texture_set_pixel(&game.framebuffer, game.bullet_x[i]-2, game.bullet_y[i], 0xFF00DD00);
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texture_set_pixel(&game.framebuffer, game.bullet_x[i]-1, game.bullet_y[i], 0xFF00EE00);
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texture_set_pixel(&game.framebuffer, game.bullet_x[i]-0, game.bullet_y[i], 0xFF00FF00);
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};
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};
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game_textout( 2, 2, 2, L_TECHDEMO_LINE1 );
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game_textout( 2, 12, 2, L_TECHDEMO_LINE2 );
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};
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rskos_draw_area(0, 0, w, h, game.window_scale, game.framebuffer.data, game.scaled_framebuffer);
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};
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