#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 #include #include #include "rs/rskeyboard.h" #endif rs_game_t game; game_obj_t game_obj(int obj_type, int flags, int tag, int radius, float x, float y, int t, float f) { game_obj_t obj; obj.obj_type = obj_type; obj.flags = flags; obj.tag = tag; obj.radius = radius; obj.x = x; obj.y = y; obj.t = t; obj.f = f; return obj; }; int game_obj_add(game_obj_t obj) { if (game.objs_count < GAME_OBJS_MAX_COUNT) { game.objs[game.objs_count++] = obj; return game.objs_count-1; }; #ifdef RS_LINUX DEBUG10("Error, max objects count is reached"); #endif return 0; // Max objects count is reached }; void game_obj_remove(int index) { if (index == game.objs_count - 1) { game.objs_count--; return; }; game.objs[index] = game.objs[ game.objs_count-1 ]; game.objs_count--; }; 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_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; }; if (x < 0) { return; }; if (x >= tex->w) { return; }; 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_update(rs_soundbuf_t *snd) { rskos_snd_update_buffer(&snd->hbuf, snd->data, snd->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 = 19000; 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 = 19000; 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, int mode) { rskos_snd_play(&snd->hbuf, mode); }; void soundbuf_stop(rs_soundbuf_t *snd) { rskos_snd_stop(&snd->hbuf); }; void soundbuf_loop_check(rs_soundbuf_t *snd) { rskos_snd_check_loop(&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.tx = 0; // game.ty = 0; // game.tz = 0; game.player_x = 0; game.player_y = 0; game.tz = 0; game.bg_color = COLOR_BLACK; // int i; // for (i = 0; i < BULLETS_COUNT; i++) { // game.bullet_x[i] = 0; // game.bullet_y[i] = 0; // }; // game.bullet_index = 0; game.objs = malloc( sizeof(game_obj_t) * GAME_OBJS_MAX_COUNT ); game.status = STATUS_MENU; 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; unsigned short rs_rand() { seed += 1000; seed %= 56789; // from here, http://www.cplusplus.com/forum/general/85758/ // koef. changed int n = rskos_get_time() + seed * 57 * 5; // no *2 n = (n << 13) ^ n; return (n * (n * n * 15731 + 789221) + 1376312589) & 0xFFFF; }; void GameInit() { game_reg_init(); 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, 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_ground, GAME_WIDTH, 50); int ship_size = 8; // 16x8 unsigned char tex_ship1_mask[] = { 0x10, 0x58, 0x7C, 0x7C, 0x3E, 0x1E, 0xBE, 0xFE }; unsigned char tex_ship2_mask[] = { 0x7C, 0x7C, 0x7E, 0x7E, 0x3C, 0x3C, 0x1C, 0x18 }; unsigned char tex_ship1_overlay_mask[] = { 0x10, 0x18, 0x1C, 0x1C, 0x1C, 0x1C, 0x8C, 0x84 }; unsigned char tex_ship2_overlay_mask[] = { 0x00, 0x00, 0x20, 0x20, 0x30, 0x30, 0x10, 0x10 }; texture_init(&game.tex_ship[0], ship_size, ship_size); rs_gen_init(2, ship_size); rs_gen_func_perlin(0, 8, 5, 0.5, 111); rs_gen_func_normalize(0, 0.0, 1.0); rs_gen_func_posterize(0, 2); rs_gen_func_mult_add_value(0, 0, 0.3, 0.7); rs_gen_func_set(1, 1.0); rs_gen_func_apply_mask(1, tex_ship1_mask); // rs_gen_func_mult_add_value(1, 1, 0.8, 0.2); rs_gen_tex_out_rgba(0, 0, 0, 1, 0.8, 0.65, 0.66, 1.0); memcpy(game.tex_ship[0].data, rs_gen_reg.tex_out, ship_size*ship_size*4 ); rs_gen_term(); texture_init(&game.tex_ship[1], ship_size, ship_size); rs_gen_init(2, ship_size); rs_gen_func_perlin(0, 8, 5, 0.5, 1100); rs_gen_func_normalize(0, 0.0, 1.0); rs_gen_func_posterize(0, 2); rs_gen_func_mult_add_value(0, 0, 0.1, 0.9); rs_gen_func_set(1, 1.0); rs_gen_func_apply_mask(1, tex_ship1_overlay_mask); // rs_gen_func_mult_add_value(1, 1, 0.8, 0.2); rs_gen_tex_out_rgba(0, 0, 0, 1, 0.4, 0.3, 0.3, 1.0); memcpy(game.tex_ship[1].data, rs_gen_reg.tex_out, ship_size*ship_size*4 ); rs_gen_term(); texture_init(&game.tex_ship[2], ship_size, ship_size); rs_gen_init(2, ship_size); rs_gen_func_perlin(0, 8, 5, 0.5, 111); rs_gen_func_normalize(0, 0.0, 1.0); rs_gen_func_posterize(0, 2); rs_gen_func_mult_add_value(0, 0, 0.3, 0.7); // rs_gen_func_set(0, 1.0); rs_gen_func_set(1, 1.0); rs_gen_func_apply_mask(1, tex_ship2_mask); // rs_gen_func_mult_add_value(1, 1, 0.8, 0.2); rs_gen_tex_out_rgba(0, 0, 0, 1, 0.8, 0.65, 0.66, 1.0); memcpy(game.tex_ship[2].data, rs_gen_reg.tex_out, ship_size*ship_size*4 ); rs_gen_term(); texture_init(&game.tex_ship[3], ship_size, ship_size); rs_gen_init(2, ship_size); rs_gen_func_perlin(0, 8, 5, 0.5, 1100); rs_gen_func_normalize(0, 0.0, 1.0); rs_gen_func_posterize(0, 2); rs_gen_func_mult_add_value(0, 0, 0.1, 0.9); rs_gen_func_set(1, 1.0); rs_gen_func_apply_mask(1, tex_ship2_overlay_mask); // rs_gen_func_mult_add_value(1, 1, 0.8, 0.2); rs_gen_tex_out_rgba(0, 0, 0, 1, 0.4, 0.3, 0.2, 1.0); memcpy(game.tex_ship[3].data, rs_gen_reg.tex_out, ship_size*ship_size*4 ); rs_gen_term(); texture_init(&game.tex_gui_line, GAME_WIDTH, 13); int i; for (i = 0; i < GAME_WIDTH*13; i++) { ( (unsigned int*) (game.tex_gui_line.data)) [i] = 0x668899AA; }; int rock_size = 32; rs_gen_init(3, rock_size); for (i = 0; i < ROCKS_COUNT; i++) { texture_init(&(game.tex_rocks[i]), rock_size, rock_size); rs_gen_func_set(0, 0.0); rs_gen_func_radial(0, 0.5, 0.5, 0.5, 0.75, 2.5 + i%5); 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_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); memcpy(game.tex_rocks[i].data, rs_gen_reg.tex_out, rock_size*rock_size*4 ); }; rs_gen_term(); rock_size = 16; rs_gen_init(3, rock_size); for (i = 0; i < MINIROCKS_COUNT; i++) { texture_init(&(game.tex_minirocks[i]), rock_size, rock_size); rs_gen_func_set(0, 0.0); rs_gen_func_radial(0, 0.5, 0.5, 0.5, 0.75, 2.5 + i%5); 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_tex_out_rgba_set(0.0, 0.0, 0.0, 0.0); rs_gen_tex_out_rgba(1, 1, 1, -1, 0.7+ 0.01*(i%2), 0.7+ 0.01*(i%3) , 0.65, 1.0); memcpy(game.tex_minirocks[i].data, rs_gen_reg.tex_out, rock_size*rock_size*4 ); }; rs_gen_term(); rs_gen_init(3, EXPLOSION_RADIUS*2); for (i = 0; i < EXPLOSIONS_COUNT; i++) { texture_init(&(game.tex_explosions[i]), EXPLOSION_RADIUS*2, EXPLOSION_RADIUS*2); 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_perlin(2, 10 + i, 7, 0.5, 100 + i*1000); rs_gen_func_normalize(2, 0.0, 1.0); rs_gen_func_set(1, 0.0); rs_gen_func_radial(1, 0.5, 0.5, 0.1 + 0.4*i/EXPLOSIONS_COUNT, 1.0 - 1.0*i/EXPLOSIONS_COUNT, 2.5 + i%5); rs_gen_func_add(0, 0, 2, 1.0, -0.8); rs_gen_tex_out_rgba_set( 0.0, 0.0, 0.0, 0.0); rs_gen_tex_out_rgba(0, 0, 0, 1, 0.5*i/EXPLOSIONS_COUNT, 1.0 - 0.7*i/EXPLOSIONS_COUNT, 1.0, 1.0); memcpy(game.tex_explosions[i].data, rs_gen_reg.tex_out, EXPLOSION_RADIUS*2*EXPLOSION_RADIUS*2*4 ); }; rs_gen_term(); rs_gen_init(3, HUGE_EXPLOSION_RADIUS*2); for (i = 0; i < HUGE_EXPLOSIONS_COUNT; i++) { texture_init(&(game.tex_huge_explosions[i]), HUGE_EXPLOSION_RADIUS*2, HUGE_EXPLOSION_RADIUS*2); 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_perlin(2, 10 + i, 7, 0.5, 500 + i*2000); rs_gen_func_normalize(2, 0.0, 1.0); rs_gen_func_set(1, 0.0); rs_gen_func_radial(1, 0.5, 0.5, 0.1 + 0.4*i/HUGE_EXPLOSIONS_COUNT, 1.0 - 1.0*i/HUGE_EXPLOSIONS_COUNT, 2.5 + i%5); rs_gen_func_add(0, 0, 2, 1.0, -0.8); rs_gen_tex_out_rgba_set( 0.0, 0.0, 0.0, 0.0); rs_gen_tex_out_rgba(0, 0, 0, 1, 0.88*i/HUGE_EXPLOSIONS_COUNT, 0.8 - 0.8*i/HUGE_EXPLOSIONS_COUNT, 1.0, 1.0); memcpy(game.tex_huge_explosions[i].data, rs_gen_reg.tex_out, HUGE_EXPLOSION_RADIUS*2*HUGE_EXPLOSION_RADIUS*2*4 ); }; rs_gen_term(); #ifndef RS_KOS rs_audio_init(RS_AUDIO_FMT_MONO16, RS_AUDIO_FREQ_16000, 2); #endif soundbuf_init(&game.sound_shoot, 1536); rs_sgen_init(2, game.sound_shoot.length_samples); rs_sgen_func_pm(1, 2900.0, 1.70, 65.0, 17.0, 1.0); rs_sgen_func_normalize(1, 0.6); // rs_sgen_func_lowpass(0, 1, 1.0, 0.0, 4.0); rs_sgen_func_highpass(0, 1, 1.0, 0.0, 3.0); rs_sgen_wave_out(0); memcpy(game.sound_shoot.data, (unsigned char*) rs_sgen_reg.wave_out, game.sound_shoot.length_samples*2 ); rs_sgen_term(); soundbuf_update(&game.sound_shoot); soundbuf_init(&game.sound_turret_shoot, 4096); rs_sgen_init(2, game.sound_turret_shoot.length_samples); rs_sgen_func_pm(1, 227.0, 4.70, 555.0, 150.0, 0.01); rs_sgen_func_normalize(1, 0.6); // rs_sgen_func_highpass(0, 1, 1.0, 0.0, 3.0); rs_sgen_func_lowpass(0, 1, 1.0, 0.0, 3.0); rs_sgen_wave_out(0); memcpy(game.sound_turret_shoot.data, (unsigned char*) rs_sgen_reg.wave_out, game.sound_turret_shoot.length_samples*2 ); rs_sgen_term(); soundbuf_update(&game.sound_turret_shoot); 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); int soundlen = 55000; // int freqs[SOUND_EXPLOSIONS_COUNT] = { 440, 523, 587, 698, 783, 880, 1046, 1174 }; for (i = 0; i < SOUND_EXPLOSIONS_COUNT; i++) { soundbuf_init(&game.sound_explosions[i], soundlen); rs_sgen_init(3, soundlen); rs_sgen_func_noise(2, 1000); //rs_sgen_func_phaser(0, 2, 0.9, 15.2 + 1.0*i/SOUND_EXPLOSIONS_COUNT, 6.0, 3.0, 2000.0, 1.73); rs_sgen_func_phaser(0, 2, 0.9, 16.2 + 0.5*i/SOUND_EXPLOSIONS_COUNT, 6.0, 3.0, 900.0, 0.93); rs_sgen_func_normalize(0, 1.0); rs_sgen_func_lowpass(2, 0, 0.6, 0.0, 20.0); rs_sgen_func_normalize(2, 0.5); rs_sgen_wave_out(2); memcpy(game.sound_explosions[i].data, (unsigned char*) rs_sgen_reg.wave_out, soundlen*2); soundbuf_update(&game.sound_explosions[i]); rs_sgen_term(); }; soundlen = 95000; soundbuf_init(&game.sound_huge_explosion, soundlen); rs_sgen_init(3, soundlen); rs_sgen_func_noise(2, 1000); //rs_sgen_func_phaser(0, 2, 0.9, 15.2 + 1.0*i/SOUND_EXPLOSIONS_COUNT, 6.0, 3.0, 2000.0, 1.73); rs_sgen_func_phaser(0, 2, 0.9, 16.2 + 0.5, 6.0, 3.0, 100.0, 0.53); rs_sgen_func_normalize(0, 1.0); rs_sgen_func_lowpass(2, 0, 0.8, 0.0, 10.0); rs_sgen_func_normalize(2, 0.5); rs_sgen_wave_out(2); memcpy(game.sound_huge_explosion.data, (unsigned char*) rs_sgen_reg.wave_out, soundlen*2); soundbuf_update(&game.sound_huge_explosion); rs_sgen_term(); soundlen = 17888; soundbuf_init(&game.sound_hit, soundlen); rs_sgen_init(3, soundlen); rs_sgen_func_noise(2, 1000); rs_sgen_func_phaser(0, 2, 0.9, 11.5, 16.0, 13.0, 1300.0, 1.93); rs_sgen_func_normalize(0, 1.0); rs_sgen_func_highpass(2, 0, 1.0, 0.3, 20.0); rs_sgen_func_normalize(2, 0.5); rs_sgen_wave_out(2); memcpy(game.sound_hit.data, (unsigned char*) rs_sgen_reg.wave_out, soundlen*2); soundbuf_update(&game.sound_hit); rs_sgen_term(); #define NOTE(i) ( 3 << ( (i)/12) ) / ( 24 - ( (i) % 12) ) int amp = 70; int t_shift = 0; int t; soundlen = 128 * 1024; soundbuf_init(&game.sound_music, soundlen); for (t = t_shift; t < soundlen+t_shift; t++) { game.sound_music.data[t-t_shift] = (0xFF & ( ((t>>11) | (t>>7) | ( t>>5) | (t)) ) ) * amp; }; soundbuf_update(&game.sound_music); // int d[4] = { 5, 6, 1, 2 }; // soundbuf_init(&game.sound_music2, soundlen); // // for (t = t_shift; t < soundlen+t_shift; t++) { // //// y = 1 + (t & 16383); //// x = (t * c[ (t>>13) & 3 ] / 24) & 127; // // game.sound_music2.data[t-t_shift] = (0xFF & // ( // //( t*5 & t >> 7 ) | ( t*2 & t >> 10 ) // // // ( ((t*t*t/1000000 + t) % 127) | t>>4 | t>>5 | (t%127) ) + ( (t>>16) | t ) // //// ((t>>11) | (t>>7) | ( t>>5) | (t)) //// //+ //// //(( (t*5) >>12) & ( (t*3)>>19)) // //// (3000 / y) * 35 //// + x*y*40000 //// + ( ( ((t>>8) & (t>>10)) | (t >> 14) | x) & 63 ) // // // ( ((6 * t / d[ (t>>13) & 15 ] ) & 127) * 10000 ) // //|( ( t>>3 ) ) // // (t*NOTE( d[ (t>>13) & 3 ] )*10000) // | ((t>>6)*20000) // // ) // // ) * amp; // }; // // soundbuf_update(&game.sound_music2); soundbuf_play( &game.sound_music, SND_MODE_LOOP ); }; void GameTerm() { DEBUG10("--- Game Term ---"); #ifndef RS_KOS rs_audio_term(); #endif game_font_term(); free(game.scaled_framebuffer); free(game.objs); texture_free(&game.framebuffer); texture_free(&game.tex); texture_free(&game.tex_clouds); texture_free(&game.tex_ground); 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_huge_explosion); soundbuf_free(&game.sound_hit); soundbuf_free(&game.sound_music); for (i = 0; i < SOUND_EXPLOSIONS_COUNT; i++) { soundbuf_free(&game.sound_explosions[i]); }; soundbuf_free(&game.sound_shoot); soundbuf_free(&game.sound_turret_shoot); soundbuf_free(&game.sound_test2); soundbuf_free(&game.sound_test3); }; // ------------ #Event Functions ------------ void GameKeyDown(int key) { 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; // soundbuf_loop_check( &game.sound_music ); break; case RS_KEY_SPACE: soundbuf_play( &game.sound_huge_explosion, 0 ); break; #ifdef RS_LINUX case RS_KEY_Z: // soundbuf_stop( &game.sound_music ); // soundbuf_play( &game.sound_music2, 0 ); game.stage = 7; break; #endif }; if (game.status == STATUS_MENU) { switch (key) { case RS_KEY_LEFT: BIT_SET(game.keyboard_state, RS_ARROW_LEFT_MASK); 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); break; case RS_KEY_RIGHT: BIT_SET(game.keyboard_state, RS_ARROW_RIGHT_MASK); if ( (game.menu_index == MENU_SETTINGS) && (game.menu_item_index == MENU_ITEM_WINDOW_SCALE) ) { game_change_window_scale(1); game_ding(1); }; //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: if (game.menu_index != MENU_PAUSE) { menu_open(0); } else { game.status = STATUS_PLAYING; return; }; break; }; }; if (game.status == STATUS_PLAYING) { switch (key) { case RS_KEY_ESCAPE: game.status = STATUS_MENU; menu_open(MENU_PAUSE); break; case RS_KEY_SPACE: //game_obj_add( game_obj( OBJ_EXPLOSION, 0, 0, 0, game.tx + 80, game.ty - 10, 0, 0.0 ) ); // game_obj_add( game_obj( OBJ_ROCK, 0, 0, 32, game.tx + 80, game.ty - 10, 0, 0.0 ) ); 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; 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'; unsigned int w; unsigned int h; rskos_get_screen_size(&w, &h); int max_scale = (w-20)/GAME_WIDTH; if ( (h-20)/GAME_HEIGHT < max_scale ) { max_scale = (h-20)/GAME_HEIGHT; }; scale += d; if ( scale > max_scale) { scale = 1; } else if (scale < 1) { scale = max_scale; }; game.window_scale = scale; free(game.scaled_framebuffer); game.scaled_framebuffer = malloc(GAME_WIDTH*game.window_scale * GAME_HEIGHT*game.window_scale * 3); rskos_resize_window( GAME_WIDTH * scale, GAME_HEIGHT * scale ); window_scale_str[3] = scale + '0'; }; void game_ding(int i) { switch (i) { case 0: soundbuf_play(&game.sound_test2, 0); break; case 1: soundbuf_play(&game.sound_test3, 0); break; }; };