Add fillRect

This commit is contained in:
Miloslav Číž 2020-02-22 09:23:11 +01:00
parent b747ad56ff
commit 303972b687
3 changed files with 66 additions and 23 deletions

View File

@ -174,7 +174,7 @@
/**
Time in ms of the level win animation.
*/
#define SFG_WIN_ANIMATION_DURATION 500
#define SFG_WIN_ANIMATION_DURATION 2500
// ----------------------------
// derived constants

View File

@ -298,7 +298,7 @@ SFG_PROGRAM_MEMORY SFG_Level SFG_levels[SFG_NUMBER_OF_LEVELS] =
{SFG_LEVEL_ELEMENT_CARD0, {13, 20}}, {SFG_LEVEL_ELEMENT_CARD1, {14, 20}},
{SFG_LEVEL_ELEMENT_CARD2, {13, 21}}, {SFG_LEVEL_ELEMENT_NONE, {0, 0}},
{SFG_LEVEL_ELEMENT_LOCK1, {3, 21}}, {SFG_LEVEL_ELEMENT_NONE, {0, 0}},
{SFG_LEVEL_ELEMENT_FINISH, {8, 44}}, {SFG_LEVEL_ELEMENT_NONE, {0, 0}},
{SFG_LEVEL_ELEMENT_FINISH, {12, 16}}, {SFG_LEVEL_ELEMENT_NONE, {0, 0}},
{SFG_LEVEL_ELEMENT_TELEPORT, {11, 12}}, {SFG_LEVEL_ELEMENT_TELEPORT, {17, 20}},
{SFG_LEVEL_ELEMENT_TELEPORT, {20, 40}}, {SFG_LEVEL_ELEMENT_NONE, {0, 0}},
{SFG_LEVEL_ELEMENT_NONE, {0, 0}}, {SFG_LEVEL_ELEMENT_NONE, {0, 0}},

85
main.c
View File

@ -611,7 +611,7 @@ SFG_PROGRAM_MEMORY int8_t SFG_backgroundBlurOffsets[9] =
};
#endif
uint8_t static inline SFG_fogValueDiminish(RCL_Unit depth)
static inline uint8_t SFG_fogValueDiminish(RCL_Unit depth)
{
return depth / SFG_FOG_DIMINISH_STEP;
}
@ -1984,8 +1984,8 @@ void SFG_updateLevel()
else if (p->type == SFG_PROJECTILE_PLASMA)
attackType = SFG_WEAPON_FIRE_TYPE_PLASMA;
RCL_Unit pos[3]; // we have to convert from uint16_t because under/overflows
RCL_Unit pos[3] = {0,0,0}; /* we have to convert from uint16_t because
under/overflows */
uint8_t eliminate = 0;
for (uint8_t j = 0; j < 3; ++j)
@ -3011,13 +3011,19 @@ void SFG_gameStep()
}
}
void SFG_clearScreen(uint8_t color)
void SFG_fillRectangle(
uint16_t x, uint16_t y, uint16_t width, uint16_t height, uint8_t color)
{
for (uint16_t j = 0; j < SFG_GAME_RESOLUTION_Y; ++j)
for (uint16_t i = 0; i < SFG_GAME_RESOLUTION_X; ++i)
for (uint16_t j = y; j < y + height; ++j)
for (uint16_t i = x; i < x + width; ++i)
SFG_setGamePixel(i,j,color);
}
static inline void SFG_clearScreen(uint8_t color)
{
SFG_fillRectangle(0,0,SFG_GAME_RESOLUTION_X,SFG_GAME_RESOLUTION_Y,color);
}
/**
Draws fullscreen map of the current level.
*/
@ -3359,17 +3365,13 @@ void SFG_drawMenu()
uint8_t textColor = 7;
if (i != SFG_game.selectedMenuItem)
{
textColor = 23;
}
else
{
for (uint16_t l = y - SFG_FONT_SIZE_MEDIUM; l < y + CHAR_SIZE; ++l)
for (uint16_t k = SELECTION_START_X;
k < SFG_GAME_RESOLUTION_X - SELECTION_START_X; ++k)
SFG_setGamePixel(k,l,2);
}
SFG_fillRectangle(
SELECTION_START_X,
y - SFG_FONT_SIZE_MEDIUM,
SFG_GAME_RESOLUTION_X - SELECTION_START_X * 2,
CHAR_SIZE,2 );
SFG_drawText(text,drawX,y,SFG_FONT_SIZE_MEDIUM,textColor,0,0);
@ -3395,15 +3397,52 @@ void SFG_drawWinOverlay()
uint32_t t = RCL_min(SFG_WIN_ANIMATION_DURATION,
SFG_game.frameTime - SFG_game.stateChangeTime);
uint32_t l = (t * (SFG_GAME_RESOLUTION_Y / 4)) / SFG_WIN_ANIMATION_DURATION;
uint32_t t2 = RCL_min(t,SFG_WIN_ANIMATION_DURATION / 4);
RCL_Unit l =
(RCL_sinInt(
(t2 * RCL_UNITS_PER_SQUARE / 4) / (SFG_WIN_ANIMATION_DURATION / 4)) * SFG_GAME_RESOLUTION_Y)
/ RCL_UNITS_PER_SQUARE;
uint8_t n = (t * 5) / SFG_WIN_ANIMATION_DURATION;
for (uint16_t y = 0; y < l; ++y)
for (uint16_t x = 0; x < SFG_GAME_RESOLUTION_X; ++x)
if (x % 2 || (y > SFG_GAME_RESOLUTION_Y / 3 && y < SFG_GAME_RESOLUTION_Y * 2 / 3 ))
SFG_setPixel(x,y,0);
char textLine[] = "sasasa";
#define putText(num) \
if (n >= num) SFG_drawText(textLine,SFG_HUD_MARGIN * 2,SFG_HUD_MARGIN * 2 \
+ SFG_FONT_SIZE_MEDIUM * (SFG_FONT_CHARACTER_SIZE * 2) * num,SFG_FONT_SIZE_MEDIUM,7,0,0);
putText(0)
putText(1)
putText(2)
putText(3)
putText(4)
/*
for (uint16_t y = 0; y < SFG_GAME_RESOLUTION_Y; ++y)
for (uint16_t x = 0; x < SFG_GAME_RESOLUTION_X; ++x)
if ((SFG_random() ^ (x + y)) % 256 <= l)
SFG_setPixel(x,y,0);
*/
/*
for (uint16_t j = 0; j < l; ++j)
for (uint16_t i = 0; i < SFG_GAME_RESOLUTION_X; ++i)
{
SFG_setPixel(i,j,0);
SFG_setPixel(i,SFG_GAME_RESOLUTION_Y - j - 1,0);
}
}
*/
}
void SFG_draw()
@ -3610,7 +3649,7 @@ void SFG_draw()
SFG_drawWeapon(weaponBobOffset);
#endif
// draw the HUD:
// draw HUD:
// bar
@ -3645,9 +3684,13 @@ void SFG_draw()
for (uint8_t i = 0; i < 3; ++i) // access cards
if (SFG_player.cards & (1 << i))
SFG_drawText(",",SFG_HUD_MARGIN + (SFG_FONT_CHARACTER_SIZE + 1) *
SFG_FONT_SIZE_MEDIUM * (6 + i),
TEXT_Y,SFG_FONT_SIZE_MEDIUM,i == 0 ? 93 : (i == 1 ? 124 : 60),0,0);
SFG_fillRectangle(
SFG_HUD_MARGIN + (SFG_FONT_CHARACTER_SIZE + 1) *
SFG_FONT_SIZE_MEDIUM * (5 + i),
TEXT_Y,
SFG_FONT_SIZE_MEDIUM * SFG_FONT_CHARACTER_SIZE,
SFG_FONT_SIZE_MEDIUM * SFG_FONT_CHARACTER_SIZE,
i == 0 ? 93 : (i == 1 ? 124 : 60));
#undef TEXT_Y