Exemple #1
0
bool RenderDetails_render(
    Context * context,
    RenderDetails * details,
    BitmapBgra * source,
    BitmapBgra * canvas)
{


    bool destroy_source = false;

    Renderer * r = Renderer_create(context, source, canvas, details);
    if (r == NULL) {
        CONTEXT_add_to_callstack (context);
        if (destroy_source) {
            BitmapBgra_destroy(context, source);
        }
        return false;
    }
    r->destroy_details = false;
    r->destroy_source = destroy_source;
    bool result = Renderer_perform_render(context, r);
    if (!result) {
        CONTEXT_add_to_callstack (context);
    }
    Renderer_destroy(context, r);
    return result;
}
Exemple #2
0
Tetris *Tetris_create(void)
{
    srand((unsigned int) time(NULL));

    init_screen();

    Tetris *tetris = malloc(sizeof(Tetris));

    tetris->renderer = Renderer_create(12, 24);

    tetris->current_block = Block_create();
    tetris->ghost_block = Block_create();

    tetris->current_block->x = 5;
    tetris->current_block->y = 0;

    Block_set_type(tetris->current_block, get_random_block_type(), 0);

    tetris->enable_ghost_block = 1;

    tetris->movement_frame_counter = 0;
    tetris->movement_frame_delay   = 10;

    tetris->lines_completed      = 0;
    tetris->lines_until_level_up = 10;

    tetris->score = 0;
    tetris->level = 1;

    tetris->gravity_frame_counter = 0;
    if (tetris->level < 16) {
        tetris->gravity_frame_delay = (uint8_t) (16 - tetris->level);
    }
    else {
        tetris->gravity_frame_delay = 1;
    }

    tetris->key_left        = 0;
    tetris->key_right       = 0;
    tetris->key_down        = 0;
    tetris->key_drop        = 0;
    tetris->key_rotate      = 0;
    tetris->key_quit        = 0;
    tetris->key_pause       = 0;
    tetris->key_ghost_block = 0;

    tetris->game_state = RUNNING;

    Renderer_draw_game_border(tetris->renderer);
    Renderer_draw_panel_labels(tetris->renderer);
    Renderer_draw_panel_line_counter(tetris->renderer, tetris->lines_completed);
    Renderer_draw_panel_score(tetris->renderer, tetris->score);
    Renderer_draw_panel_level(tetris->renderer, tetris->level);

    if (tetris->enable_ghost_block == 1) {
        set_ghost_block(tetris);
    }

    tetris->renderer->buffer->dirty = 1;

    return tetris;
}