#ifndef RSGAME_H_INCLUDED #define RSGAME_H_INCLUDED /* Heliothryx Game by Roman Shuvalov */ #ifndef RS_LINUX #ifndef RS_WIN32 #ifndef RS_KOS #error Please specify platform #endif #endif #endif #include "rskos.h" #include "rs/rsplatform.h" #include "rs/rsdebug.h" #include "rs/rsbits.h" #include "rs/rsmx.h" #define GAME_WIDTH 512 #define GAME_HEIGHT 512 typedef struct { unsigned int status; int w; int h; unsigned char *data; // BGRA BGRA } rs_texture_t; // for little-endian typedef union color_t { int d; // 0x44332211 (ARGB) struct { unsigned char b; // 0x11 unsigned char g; // 0x22 unsigned char r; // 0x33 unsigned char a; // 0x44 }; } color_t; // for little-endian (ARGB) #define COLOR_BLACK 0xFF000000 #define COLOR_TRANSPARENT 0x00000000 #define COLOR_DARK_RED 0xFF660000 #define COLOR_DARK_GRAY 0xFF333344 #define COLOR_SILVER 0xFFCCCCDD #define COLOR_SEMI_TRANSPARENT 0x80808080 void texture_init(rs_texture_t *tex, int w, int h); void texture_free(rs_texture_t *tex); void texture_clear(rs_texture_t *tex, unsigned int color); void texture_draw(rs_texture_t *dest, rs_texture_t *src, int x, int y, int mode); void texture_draw_vline(rs_texture_t *tex, int x, int y, int l, unsigned int color); void texture_draw_hline(rs_texture_t *tex, int x, int y, int l, unsigned int color); void texture_set_pixel(rs_texture_t *tex, int x, int y, unsigned int color); unsigned char clamp_byte(int value); #define DRAW_MODE_REPLACE 0 #define DRAW_MODE_ADDITIVE 1 #define DRAW_MODE_ALPHA 2 #define DRAW_MODE_MULT 3 #define DRAW_MODE_MASK 0x0000FFFF #define DRAW_TILED_FLAG 0x00010000 typedef struct { unsigned int status; int length_samples; SNDBUF hbuf; signed short *data; } rs_soundbuf_t; void soundbuf_init(rs_soundbuf_t *snd, int length); void soundbuf_free(rs_soundbuf_t *snd); void soundbuf_fill(rs_soundbuf_t *snd, int amp, int freq_div); void soundbuf_sin(rs_soundbuf_t *snd, float freq); void soundbuf_sin_fade(rs_soundbuf_t *snd, float freq); void soundbuf_play(rs_soundbuf_t *snd); void soundbuf_stop(rs_soundbuf_t *snd); // Game Registry #define FONTS_COUNT 4 #define CRYSTALS_COUNT 7 #define STATUS_LOADING 0 #define STATUS_MENU 1 #define STATUS_PLAYING 2 #define STATUS_PAUSED 3 #define RS_ARROW_LEFT_MASK 0x01 #define RS_ARROW_DOWN_MASK 0x02 #define RS_ARROW_UP_MASK 0x04 #define RS_ARROW_RIGHT_MASK 0x08 #define RS_ATTACK_KEY_MASK 0x10 #define BULLETS_COUNT 8 #define GAME_SHOOT_PERIOD 3 #define FIELD_WIDTH 10 #define FIELD_HEIGHT 8 #define FIELD_LENGTH (FIELD_WIDTH * FIELD_HEIGHT) #define CRYSTAL_SIZE 40 #define FIELD_X0 56 #define FIELD_Y0 128 #define FIELD_ITEM(x,y) (game.field[(y)*FIELD_WIDTH+(x)]) #define CRYSTAL_INDEX_MASK 0x0F #define CRYSTAL_VISIBLE_BIT 0x10 #define CRYSTAL_EXPLODED_BIT 0x20 #define CRYSTAL_MOVING_BIT 0x40 #define EXPLOSION_FRAMES_COUNT 10 #define EXPLOSION_SIZE 64 #define EXPLOSIONS_MAX_COUNT 16 //#define EXPLOSION_PACK(x,y,frame) ( (x) | ( (y)<<8 ) | (frame)<<16 ) typedef struct rs_game_t { rs_texture_t framebuffer; unsigned char *scaled_framebuffer; // 24-bit BGRBGRBGR... for direct drawing int loader_counter; rs_texture_t tex_bg; rs_texture_t tex_bg_gameplay; rs_texture_t tex_field; rs_texture_t tex_logo; rs_texture_t tex_clouds; rs_texture_t tex_crystals[CRYSTALS_COUNT]; rs_texture_t tex_cursor; rs_texture_t tex_explosion[EXPLOSION_FRAMES_COUNT]; rs_texture_t tex_font[64*FONTS_COUNT]; rs_soundbuf_t sound_test1; rs_soundbuf_t sound_test2; rs_soundbuf_t sound_test3; int status; unsigned int keyboard_state; int menu_index; int menu_item_index; int window_scale; int tx; int ty; int tz; unsigned char *field; int selected; unsigned char selected_x; unsigned char selected_y; unsigned int explosions_count; unsigned int explosions[EXPLOSIONS_MAX_COUNT]; //0x00TTYYXX, TT = frame, YY = fieldY, XX = fieldX int need_redraw; int score; int time; } rs_game_t; extern rs_game_t game; void game_reg_init(); /* __ /cc\ /aaaa\ |kkkkkk| <-- Easter Egg \eeee/ ------------------------------- */ void GameProcess(); void game_ding(int i); void GameInit(); void GameTerm(); void GameKeyDown(int key, int first); void GameKeyUp(int key); void GameMouseDown(int x, int y); void GameMouseUp(int x, int y); #endif // RSGAME_H_INCLUDED