예제 #1
0
void StateHighscores::render(SDL_Surface* target)
{
	spClearTarget( COLOUR_BACKGROUND );

	int posOffset = spFontWidth( (unsigned char*) Utility::numToStr( file.scores.size() ).c_str(), fontB );
	int numEntries = std::min( HIGHS_ENTRIES_ON_SCREEN, (int)file.scores.size() );
	int vertOffset = ( APP_SCREEN_HEIGHT + 40 - numEntries * HIGHS_FONT_SIZE ) / 2;

	int I = drawOffset;
	for ( HighscoreFile::scoreIter iter = offsetIter; I < drawOffset + numEntries && iter != file.scores.end(); ++iter )
	{
		spFontPointer temp = fontB;
		if ( I == selOffset )
			temp = fontW;
		int yPos = APP_SCREEN_HEIGHT - vertOffset - ( I - drawOffset + 1 ) * HIGHS_FONT_SIZE;
		spFontDrawRight( posOffset + 16, yPos, -1,
						 (unsigned char*) (Utility::numToStr( I + 1 ) + "." ).c_str(), temp );
		spFontDraw( posOffset + 28, yPos, -1,
					(unsigned char*) iter->name.c_str(), temp );
		spFontDrawRight( APP_SCREEN_WIDTH - 16, yPos, -1,
						(unsigned char*) Utility::numToStr( iter->score ).c_str(), temp );
		++I;
	}

	if ( file.scores.empty() )
	{
		spFontDrawMiddle( APP_SCREEN_WIDTH / 2, APP_SCREEN_HEIGHT / 2, -1,
						(unsigned char*) "No highscores set yet, go play the game!", fontB );
	}
	else
	{
		spFontDrawMiddle( APP_SCREEN_WIDTH / 2, APP_SCREEN_HEIGHT - HIGHS_FONT_SIZE, -1,
						(unsigned char*) "Press \""SP_BUTTON_B_NAME"\" to load the replay for a score. Press \""SP_BUTTON_START_NAME"\" to exit.", fontHint );
	}
}
예제 #2
0
void StateMenu::render(SDL_Surface* target)
{
	spClearTarget( spGetRGB(128,0,0) );

	if ( textMode == -1 )
	{
		SDL_SetAlpha( text, SDL_SRCALPHA, (1.0f - (float)textTimer.getTime() / (float)textTimer.getDuration()) * 255.0f );
		if ( textTimer.isStopped() )
		{
			textTimer.start( MENU_TEXT_SHOW_TIME );
			textMode = 0;
			SDL_SetAlpha( text, SDL_SRCALPHA, SDL_ALPHA_OPAQUE );
		}
	}
	else if ( textMode == 0 )
	{
		if ( textTimer.isStopped() )
		{
			textTimer.start( MENU_TEXT_FADE_TIME );
			textMode = 1;
		}
	}
	else if ( textMode == 1 )
	{
		SDL_SetAlpha( text, SDL_SRCALPHA, (float)textTimer.getTime() / (float)textTimer.getDuration() * 255.0f );
		if ( textTimer.isStopped() )
		{
			++textIndex;
			if ( textIndex >= lines.size() )
				textIndex = 0;
			textTimer.start( MENU_TEXT_FADE_TIME );
			textMode = -1;
			SDL_FillRect( text, NULL, spGetRGB( 255, 0, 255 ) );
			SDL_SetColorKey( text, SDL_SRCCOLORKEY, spGetRGB( 255, 0, 255 ) );
			spSelectRenderTarget( text );
			spFontDraw( 20, 10, -1, (unsigned char*) lines[textIndex].first.c_str(), fontDark );
			spFontDraw( 20, 10 + MENU_FONT_SIZE, -1, (unsigned char*) lines[textIndex].second.c_str(), fontDark );
			spSelectRenderTarget( spGetWindowSurface() );
			SDL_SetAlpha( text, SDL_SRCALPHA, SDL_ALPHA_TRANSPARENT );
		}
	}
	SDL_Rect rect = { 0,0,APP_SCREEN_WIDTH, APP_SCREEN_HEIGHT / 2 };
	spUnlockRenderTarget();
	SDL_BlitSurface( text, NULL, spGetWindowSurface(), &rect );
	spLockRenderTarget();

	for ( int I = entries.size()-1; I >= 0; --I )
	{
		if ( choice == I )
		{
			spFontDrawRight( APP_SCREEN_WIDTH, APP_SCREEN_HEIGHT - MENU_FONT_SIZE * (I+1), -1,
							 (unsigned char*) entries[I].name.c_str(), fontBright );
		}
		else
		{
			spFontDrawRight( APP_SCREEN_WIDTH, APP_SCREEN_HEIGHT - MENU_FONT_SIZE * (I+1), -1,
							 (unsigned char*) entries[I].name.c_str(), fontDark );
		}
	}
}
예제 #3
0
파일: about.c 프로젝트: theZiz/hase
void help_draw(void)
{
	spClearTarget(LL_BG);
	const int B1 = spMax(spGetSizeFactor()>>16,1);
	const int B2 = spMax(spGetSizeFactor()>>15,1);
	spFontDrawMiddle( spGetWindowSurface()->w/2,   2, 0, "How to Play", help_font );
	int h = spGetWindowSurface()->h - 4 - 4*help_font->maxheight;
	spFontDrawTextBlock(left,2+spGetWindowSurface()->w/6,2*help_font->maxheight+2, 0,help_block,h,help_scroll,help_font);
	if (help_scroll != SP_ONE)
	{
		const char button_text[] = "[v]";
		help_button[2].w = spFontWidth( button_text, help_font );
		help_button[2].h = help_font->maxheight;
		help_button[2].x = 2+spGetWindowSurface()->w*5/6;
		help_button[2].y = spGetWindowSurface()->h-2-2*help_font->maxheight;
		int width = help_button[2].w;
		int height = help_font->maxheight;
		draw_edgy_rectangle(help_button[2].x,help_button[2].y,&width,&height,B1,B2);
		spFontDraw( help_button[2].x, help_button[2].y, 0, button_text, help_font );
	}
	else
	{
		help_button[2].x = -1;
		help_button[2].y = -1;
		help_button[2].w = -1;
		help_button[2].h = -1;
	}
	if (help_scroll != 0)
	{
		const char button_text[] = "[^]";
		help_button[1].w = spFontWidth( button_text, help_font );
		help_button[1].h = help_font->maxheight;
		help_button[1].x = 2+spGetWindowSurface()->w*5/6;
		help_button[1].y = 2+  help_font->maxheight;
		int width = help_button[1].w;
		int height = help_font->maxheight;
		draw_edgy_rectangle(help_button[1].x,help_button[1].y,&width,&height,B1,B2);
		spFontDraw( help_button[1].x, help_button[1].y, 0, button_text, help_font );
	}
	else
	{
		help_button[1].x = -1;
		help_button[1].y = -1;
		help_button[1].w = -1;
		help_button[1].h = -1;
	}
	const char button_text[] = "{jump}Okay";
	help_button[0].w = spFontWidth( button_text, help_font );
	help_button[0].h = help_font->maxheight;
	help_button[0].x = spGetWindowSurface()->w/2 - help_button[0].w/2;
	help_button[0].y = spGetWindowSurface()->h-B2*2-help_font->maxheight;
	int width = help_button[0].w;
	int height = help_font->maxheight;
	draw_edgy_rectangle(help_button[0].x,help_button[0].y,&width,&height,B1,B2);
	spFontDraw( help_button[0].x, help_button[0].y, 0, button_text, help_font );
	spFlip();
}
예제 #4
0
void draw_function( void )
{
	spClearTarget( 0 );

	char buffer[256];
	sprintf(buffer,"FPS: %i",spGetFPS());
	spFontDrawRight( spGetWindowSurface()->w-1, spGetWindowSurface()->h-font->maxheight, -1, buffer, font );
	spFlip();
}
예제 #5
0
void draw_splash(void)
{
  spClearTarget(0);
  spResetZBuffer();
	spIdentity();
	spTranslate(0,0,-3<<SP_ACCURACY);
	spSetZTest(0);
	spSetZSet(0);
	spMesh3D( sparrow_mesh, 1 );
	spMesh3D( logo_mesh, 1 );
  spFlip();  	
}
예제 #6
0
void DebugStage::Render()
{
	Bullet* b;

	spClearTarget( spGetRGB(0, 0, 0) );
	TestShip->Render();

	for( int i = 0; i < Bullets.size(); i++ )
	{
		Bullets.at( i )->Render();
	}
}
예제 #7
0
void TransitionFadeIn::Render()
{
	SDL_Surface* b = spGetWindowSurface();
	SDL_Surface* t = spUniqueCopySurface( b );

	// Fade from colour
	spClearTarget( SourceColour );

	// Buffer the next stages screen
	spSelectRenderTarget( t );
	Target->Render();
	spSelectRenderTarget( b );

	// Alpha it to the actual screen
	spSetHorizontalOrigin( SP_LEFT );
	spSetVerticalOrigin( SP_TOP );
	spSetBlending( Alpha );
	spBlitSurface( 0, 0, -1, t );
	spSetBlending( SP_ONE );

	spDeleteSurface( t );
}
예제 #8
0
파일: testmesh.c 프로젝트: bzar/sparrow3d
void draw_function(void)
{
	//Reseting Z Buffer to the maximal negative value
	spResetZBuffer();
	//Cleaning the target (in this case the screen surface) with 0 (black).
	spClearTarget(0);
	//Reseting the ModelViewMatrix to an identity matrix.
	spIdentity();
	
	//Binding the texture
	spBindTexture(texture);
	
	//Going to the "position" -8.0f
	spTranslate(0,0,-8<<SP_ACCURACY);
	//rotation aorund every axis
	spRotateX(rotation);
	spRotateY(rotation);
	spRotateZ(rotation);
	spRotateX(SP_PI/8);
	//Drawing the mesh and no update of the edgelist 
	spMesh3D(mesh,0);
	//Show it!
	spFlip();
}
예제 #9
0
파일: hase.c 프로젝트: sheepluva/hase
void loadInformation(char* information)
{
	spClearTarget(0);
	spFontDrawMiddle(screen->w/2,screen->h/2,0,information,font);
	spFlip();
}
예제 #10
0
파일: testsprite.c 프로젝트: bzar/sparrow3d
void draw_function( void )
{
	//Cleaning the target (in this case the screen surface) with 0 (black).
	//In this case I don't clean the zBuffer, because I don't use it. ;-)
	//But you ARE able to use it, if you want!
	spResetZBuffer();
	spClearTarget( 34567 );


	//Set the origin:
	switch ( ( rotation >> 17 ) % 9 )
	{
	case 0:
		spSetHorizontalOrigin( SP_CENTER );
		spSetVerticalOrigin( SP_CENTER );
		break;
	case 1:
		spSetHorizontalOrigin( SP_LEFT );
		spSetVerticalOrigin( SP_CENTER );
		break;
	case 2:
		spSetHorizontalOrigin( SP_LEFT );
		spSetVerticalOrigin( SP_TOP );
		break;
	case 3:
		spSetHorizontalOrigin( SP_CENTER );
		spSetVerticalOrigin( SP_TOP );
		break;
	case 4:
		spSetHorizontalOrigin( SP_RIGHT );
		spSetVerticalOrigin( SP_TOP );
		break;
	case 5:
		spSetHorizontalOrigin( SP_RIGHT );
		spSetVerticalOrigin( SP_CENTER );
		break;
	case 6:
		spSetHorizontalOrigin( SP_RIGHT );
		spSetVerticalOrigin( SP_BOTTOM );
		break;
	case 7:
		spSetHorizontalOrigin( SP_CENTER );
		spSetVerticalOrigin( SP_BOTTOM );
		break;
	case 8:
		spSetHorizontalOrigin( SP_LEFT );
		spSetVerticalOrigin( SP_BOTTOM );
		break;
	}

	//Drawing the sprite in the middle of the screen
	spDrawSprite( screen->w / 2, screen->h / 2, -1, sprite );
	spDrawSprite( screen->w - 1, screen->h - 1, -1, sprite );
	spDrawSprite( screen->w - 1, 0, -1, sprite );
	spDrawSprite( 0, screen->h - 1, -1, sprite );
	spDrawSprite( 0, 0, -1, sprite );

	//mark the center
	//spEllipseBorder( screen->w / 2, screen->h / 2, -100, 60+spSin(rotation/2)/1000, 60+spCos(rotation/3)/1000, 20+spCos(rotation/7)/10000, 20+spSin(rotation/5)/10000, 0 );
	spEllipseBorder( screen->w / 2, screen->h / 2, -100, 6, 6, 2, 2, 0 );

	//Show it!
	spFlip();
}
예제 #11
0
void draw_target(int rotation)
{
	SDL_Surface* screen = spGetWindowSurface();
  //drawing on the target_texture
  spSelectRenderTarget(target_texture);
	spClearTarget(65535);
	spSetZSet(0);
	spSetZTest(0);
	target_sprite->rotation = 0;
	spDrawSprite( target_texture->w / 4, target_texture->h / 4, 0, target_sprite );
	target_sprite->zoomX = spSin( rotation * 8 ) + spFloatToFixed( 1.5f );
	target_sprite->zoomY = spCos( rotation * 6 ) + spFloatToFixed( 1.5f );
	spDrawSprite( 3 * target_texture->w / 4, target_texture->h / 4, 0, target_sprite );
	target_sprite->rotation = rotation * 4;
	spDrawSprite( target_texture->w / 4, 3 * target_texture->h / 4, 0, target_sprite );
	target_sprite->zoomX = SP_ONE;
	target_sprite->zoomY = SP_ONE;
	spDrawSprite( 3 * target_texture->w / 4, 3 * target_texture->h / 4, 0, target_sprite );

  //drawing on the target_graph
  spSelectRenderTarget(target_graph);
	spClearTarget(01234);
	spSetZSet(0);
	spSetZTest(0);
	Uint16* pixeldata = spGetTargetPixel();
	int x;
	for (x = 0;x < GRAPH_SIZE; x++)
	{
		Sint32 sx = spIntToFixed(x-GRAPH_SIZE/2)/16;
		Sint32 sy = spSin(sx+rotation*16);
		int y = spFixedToInt(sy*16)+GRAPH_SIZE/2;
		if (y>=0 && y<GRAPH_SIZE)
      pixeldata[y*GRAPH_SIZE+x] = 56789;
		sy = spCos(sx+rotation*32);
		y = spFixedToInt(sy*16)+GRAPH_SIZE/2;
		if (y>=0 && y<GRAPH_SIZE)
      pixeldata[y*GRAPH_SIZE+x] = 45678;
  }
  spUnlockRenderTarget();
	for (x = 0;x < GRAPH_SIZE-1; x++)
	{
		Sint32 sx1 = spIntToFixed(x-GRAPH_SIZE/2)/16;
		Sint32 sy1 = spTan(sx1+rotation*8);
		int y1 = spFixedToInt(sy1*16)+GRAPH_SIZE/2;
		Sint32 sx2 = spIntToFixed(x+1-GRAPH_SIZE/2)/16;
		Sint32 sy2 = spTan(sx2+rotation*8);
		int y2 = spFixedToInt(sy2*16)+GRAPH_SIZE/2;
		spLine(x,y1,0,x+1,y2,0,34567);
		sy1 = spAcos(sx1/2+spSin(rotation*24));
		y1 = spFixedToInt(sy1*16)+GRAPH_SIZE/2;
		sy2 = spAcos(sx2/2+spSin(rotation*24));
		y2 = spFixedToInt(sy2*16)+GRAPH_SIZE/2;
		spLine(x,y1,0,x+1,y2,0,23456);
		sy1 = spAsin(sx1/2+spCos(rotation*24));
		y1 = spFixedToInt(sy1*16)+GRAPH_SIZE/2;
		sy2 = spAsin(sx2/2+spCos(rotation*24));
		y2 = spFixedToInt(sy2*16)+GRAPH_SIZE/2;
		spLine(x,y1,0,x+1,y2,0,12345);
  }
  
  //drawing on the screen
  spSelectRenderTarget(screen);
	spClearTarget(0);
	spSetZSet(1);
	spSetZTest(1);
  spResetZBuffer();
	spIdentity();

	spTranslate( 0,0, spFloatToFixed( -7.0f ) );
	spRotateX( rotation );
	spRotateY( rotation );
	spRotateZ( rotation );

	//Front / Back
	spBindTexture(target_texture);
	spQuadTex3D( -spFloatToFixed( 1.5f ), spFloatToFixed( 1.5f ), spFloatToFixed( 1.5f ), 0, target_texture->h - 1,
				 -spFloatToFixed( 1.5f ), -spFloatToFixed( 1.5f ), spFloatToFixed( 1.5f ), 0, 0,
				 spFloatToFixed( 1.5f ), -spFloatToFixed( 1.5f ), spFloatToFixed( 1.5f ), target_texture->w - 1, 0,
				 spFloatToFixed( 1.5f ), spFloatToFixed( 1.5f ), spFloatToFixed( 1.5f ), target_texture->w - 1, target_texture->h - 1, 65535);
	spQuadTex3D( spFloatToFixed( 1.5f ), spFloatToFixed( 1.5f ), -spFloatToFixed( 1.5f ), 0, target_texture->h - 1,
				 spFloatToFixed( 1.5f ), -spFloatToFixed( 1.5f ), -spFloatToFixed( 1.5f ), 0, 0,
				 -spFloatToFixed( 1.5f ), -spFloatToFixed( 1.5f ), -spFloatToFixed( 1.5f ), target_texture->w - 1, 0,
				 -spFloatToFixed( 1.5f ), spFloatToFixed( 1.5f ), -spFloatToFixed( 1.5f ), target_texture->w - 1, target_texture->h - 1, 65535 );
	//Left / Right
	spBindTexture(target_graph);
	spQuadTex3D( -spFloatToFixed( 1.5f ), spFloatToFixed( 1.5f ), spFloatToFixed( 1.5f ), 0, target_graph->h - 1,
				 -spFloatToFixed( 1.5f ), spFloatToFixed( 1.5f ), -spFloatToFixed( 1.5f ), 0, 0,
				 -spFloatToFixed( 1.5f ), -spFloatToFixed( 1.5f ), -spFloatToFixed( 1.5f ), target_graph->w - 1, 0,
				 -spFloatToFixed( 1.5f ), -spFloatToFixed( 1.5f ), spFloatToFixed( 1.5f ), target_graph->w - 1, target_graph->h - 1, 65535 );
	spQuadTex3D( spFloatToFixed( 1.5f ), -spFloatToFixed( 1.5f ), spFloatToFixed( 1.5f ), 0, target_graph->h - 1,
				 spFloatToFixed( 1.5f ), -spFloatToFixed( 1.5f ), -spFloatToFixed( 1.5f ), 0, 0,
				 spFloatToFixed( 1.5f ), spFloatToFixed( 1.5f ), -spFloatToFixed( 1.5f ), target_graph->w - 1, 0,
				 spFloatToFixed( 1.5f ), spFloatToFixed( 1.5f ), spFloatToFixed( 1.5f ), target_graph->w - 1, target_graph->h - 1, 65535 );
	//Up / Down
	spBindTexture(target_garfield);
	spQuadTex3D( spFloatToFixed( 1.5f ), spFloatToFixed( 1.5f ), spFloatToFixed( 1.5f ), 0, target_garfield->h - 1,
				 spFloatToFixed( 1.5f ), spFloatToFixed( 1.5f ), -spFloatToFixed( 1.5f ), 0, 0,
				 -spFloatToFixed( 1.5f ), spFloatToFixed( 1.5f ), -spFloatToFixed( 1.5f ), target_garfield->w - 1, 0,
				 -spFloatToFixed( 1.5f ), spFloatToFixed( 1.5f ), spFloatToFixed( 1.5f ), target_garfield->w - 1, target_garfield->h - 1, 65535 );
	spQuadTex3D( -spFloatToFixed( 1.5f ), -spFloatToFixed( 1.5f ), spFloatToFixed( 1.5f ), 0, target_garfield->h - 1,
				 -spFloatToFixed( 1.5f ), -spFloatToFixed( 1.5f ), -spFloatToFixed( 1.5f ), 0, 0,
				 spFloatToFixed( 1.5f ), -spFloatToFixed( 1.5f ), -spFloatToFixed( 1.5f ), target_garfield->w - 1, 0,
				 spFloatToFixed( 1.5f ), -spFloatToFixed( 1.5f ), spFloatToFixed( 1.5f ), target_garfield->w - 1, target_garfield->h - 1, 65535 );
}
예제 #12
0
파일: titlestage.cpp 프로젝트: pmprog/P01
void TitleStage::Render()
{
	spClearTarget( spGetRGB(0, 0, 24) );
}
예제 #13
0
파일: debugstage.cpp 프로젝트: pmprog/P01
void DebugStage::Render()
{
	int elevation = 24;

	spResetZBuffer();
	spIdentity();
	spClearTarget(SDL_MapRGB( display->format, 190, 190, 220 ));

	spSetLight(1);
	spSetCulling(1);
	spSetZSet(1);
	spSetZTest(1);
	spSetAlphaTest(1);

	Sint32 brightness = 65535; // (spCos(rotation+a*SP_PI/8)>>SP_HALF_ACCURACY)*abs(spCos(rotation+a*SP_PI/8)>>SP_HALF_ACCURACY)/2+(3<<SP_ACCURACY-1);
	Uint16 color = 0x8410; // 0xFFFF; // ((brightness>>SP_ACCURACY-4)<<11)+((brightness>>SP_ACCURACY-5)<<5)+(brightness>>SP_ACCURACY-4);

	spTranslate(0,-6<<SP_ACCURACY,-24<<SP_ACCURACY);

	spRotateX(rotation);
	for( int a = 0; a < 64; a++ )
	{
		spRotateX(SP_PI/32);

		if( ((rotation / (SP_PI/32)) + a) % 64 > 32 )
		{
			int yA, yB;

			////////////////////////////////////////// Left OffRoad
			yA = -15; // + LeftWall[a+1];
			yB = -15 + LeftWall[a];
			if( yA > yB )
			{
				int yT = yB;
				yB = yA;
				yA = yT;
			}
			elevation = 25;
			spBindTexture(roadsideTexture);
			if( ((rotation / (SP_PI/32)) + a) % 64 > 56 )
			{
				spQuadTex3D(((4*yA)-2)<<SP_ACCURACY-2,+2<<SP_ACCURACY-2, (elevation-1)<<SP_ACCURACY-1,SP_FONT_EXTRASPACE,SP_FONT_EXTRASPACE,
					((4*yA)-2)<<SP_ACCURACY-2,+2<<SP_ACCURACY-2, elevation<<SP_ACCURACY-1,1,roadsideTexture->h-SP_FONT_EXTRASPACE-1,
					((4*yB)+2)<<SP_ACCURACY-2,+2<<SP_ACCURACY-2, elevation<<SP_ACCURACY-1,roadsideTexture->w-SP_FONT_EXTRASPACE-1,roadsideTexture->h-SP_FONT_EXTRASPACE-1,
					((4*yB)+2)<<SP_ACCURACY-2,+2<<SP_ACCURACY-2, (elevation-1)<<SP_ACCURACY-1,roadsideTexture->w-SP_FONT_EXTRASPACE-1,SP_FONT_EXTRASPACE,color);
			}

			yA = -15 + LeftWall[(a+1) % 64] + 1;
			if( LeftWall[a+1] != LeftWall[a] )
			{
				spQuadTex3D(((4*yA)-2)<<SP_ACCURACY-2,-3<<SP_ACCURACY-2, elevation<<SP_ACCURACY-1,SP_FONT_EXTRASPACE,SP_FONT_EXTRASPACE,
					((4*yA)-2)<<SP_ACCURACY-2,-3<<SP_ACCURACY-2, (elevation-1)<<SP_ACCURACY-1,1,roadsideTexture->h-SP_FONT_EXTRASPACE-1,
					((4*yB)+2)<<SP_ACCURACY-2,-3<<SP_ACCURACY-2, (elevation-1)<<SP_ACCURACY-1,roadsideTexture->w-SP_FONT_EXTRASPACE-1,roadsideTexture->h-SP_FONT_EXTRASPACE-1,
					((4*yB)+2)<<SP_ACCURACY-2,-3<<SP_ACCURACY-2, elevation<<SP_ACCURACY-1,roadsideTexture->w-SP_FONT_EXTRASPACE-1,SP_FONT_EXTRASPACE,color);
			}

			spQuadTex3D(((4*yB)+2)<<SP_ACCURACY-2,+2<<SP_ACCURACY-2, elevation<<SP_ACCURACY-1,SP_FONT_EXTRASPACE,SP_FONT_EXTRASPACE,
				((4*yB)+2)<<SP_ACCURACY-2,-3<<SP_ACCURACY-2, elevation<<SP_ACCURACY-1,1,offroadTexture->h-SP_FONT_EXTRASPACE-1,
				((4*yB)+2)<<SP_ACCURACY-2,-3<<SP_ACCURACY-2, (elevation-1)<<SP_ACCURACY-1,offroadTexture->w-SP_FONT_EXTRASPACE-1,offroadTexture->h-SP_FONT_EXTRASPACE-1,
				((4*yB)+2)<<SP_ACCURACY-2,+2<<SP_ACCURACY-2, (elevation-1)<<SP_ACCURACY-1,offroadTexture->w-SP_FONT_EXTRASPACE-1,SP_FONT_EXTRASPACE,color);


			yA = -15; // + LeftWall[a+1];
			spBindTexture(offroadTexture);
			spQuadTex3D(((4*yA)-2)<<SP_ACCURACY-2,+2<<SP_ACCURACY-2, elevation<<SP_ACCURACY-1,SP_FONT_EXTRASPACE,SP_FONT_EXTRASPACE,
				((4*yA)-2)<<SP_ACCURACY-2,-3<<SP_ACCURACY-2, elevation<<SP_ACCURACY-1,1,offroadTexture->h-SP_FONT_EXTRASPACE-1,
				((4*yB)+2)<<SP_ACCURACY-2,-3<<SP_ACCURACY-2, elevation<<SP_ACCURACY-1,offroadTexture->w-SP_FONT_EXTRASPACE-1,offroadTexture->h-SP_FONT_EXTRASPACE-1,
				((4*yB)+2)<<SP_ACCURACY-2,+2<<SP_ACCURACY-2, elevation<<SP_ACCURACY-1,offroadTexture->w-SP_FONT_EXTRASPACE-1,SP_FONT_EXTRASPACE,color);


			////////////////////////////////////////// Right OffRoad
			yA = 15 - RightWall[a];
			yB = 15;
			if( yA > yB )
			{
				int yT = yB;
				yB = yA;
				yA = yT;
			}
			elevation = 25;
			spBindTexture(roadsideTexture);

			if( ((rotation / (SP_PI/32)) + a) % 64 > 56 )
			{
				spQuadTex3D(((4*yA)-2)<<SP_ACCURACY-2,+2<<SP_ACCURACY-2, (elevation-1)<<SP_ACCURACY-1,SP_FONT_EXTRASPACE,SP_FONT_EXTRASPACE,
					((4*yA)-2)<<SP_ACCURACY-2,+2<<SP_ACCURACY-2, elevation<<SP_ACCURACY-1,1,roadsideTexture->h-SP_FONT_EXTRASPACE-1,
					((4*yB)+2)<<SP_ACCURACY-2,+2<<SP_ACCURACY-2, elevation<<SP_ACCURACY-1,roadsideTexture->w-SP_FONT_EXTRASPACE-1,roadsideTexture->h-SP_FONT_EXTRASPACE-1,
					((4*yB)+2)<<SP_ACCURACY-2,+2<<SP_ACCURACY-2, (elevation-1)<<SP_ACCURACY-1,roadsideTexture->w-SP_FONT_EXTRASPACE-1,SP_FONT_EXTRASPACE,color);
			}

			yB = 15 - RightWall[(a+1) % 64] - 1;
			if( RightWall[a+1] != RightWall[a] )
			{
				spQuadTex3D(((4*yA)-2)<<SP_ACCURACY-2,-3<<SP_ACCURACY-2, elevation<<SP_ACCURACY-1,SP_FONT_EXTRASPACE,SP_FONT_EXTRASPACE,
					((4*yA)-2)<<SP_ACCURACY-2,-3<<SP_ACCURACY-2, (elevation-1)<<SP_ACCURACY-1,1,roadsideTexture->h-SP_FONT_EXTRASPACE-1,
					((4*yB)+2)<<SP_ACCURACY-2,-3<<SP_ACCURACY-2, (elevation-1)<<SP_ACCURACY-1,roadsideTexture->w-SP_FONT_EXTRASPACE-1,roadsideTexture->h-SP_FONT_EXTRASPACE-1,
					((4*yB)+2)<<SP_ACCURACY-2,-3<<SP_ACCURACY-2, elevation<<SP_ACCURACY-1,roadsideTexture->w-SP_FONT_EXTRASPACE-1,SP_FONT_EXTRASPACE,color);
			}

			spQuadTex3D(((4*yA)-2)<<SP_ACCURACY-2,+2<<SP_ACCURACY-2, (elevation-1)<<SP_ACCURACY-1,SP_FONT_EXTRASPACE,SP_FONT_EXTRASPACE,
				((4*yA)-2)<<SP_ACCURACY-2,-3<<SP_ACCURACY-2, (elevation-1)<<SP_ACCURACY-1,1,roadsideTexture->h-SP_FONT_EXTRASPACE-1,
				((4*yA)-2)<<SP_ACCURACY-2,-3<<SP_ACCURACY-2, elevation<<SP_ACCURACY-1,roadsideTexture->w-SP_FONT_EXTRASPACE-1,roadsideTexture->h-SP_FONT_EXTRASPACE-1,
				((4*yA)-2)<<SP_ACCURACY-2,+2<<SP_ACCURACY-2, elevation<<SP_ACCURACY-1,roadsideTexture->w-SP_FONT_EXTRASPACE-1,SP_FONT_EXTRASPACE,color);


			yB = 15; // + LeftWall[a+1];
			spBindTexture(offroadTexture);
			spQuadTex3D(((4*yA)-2)<<SP_ACCURACY-2,+2<<SP_ACCURACY-2, elevation<<SP_ACCURACY-1,SP_FONT_EXTRASPACE,SP_FONT_EXTRASPACE,
				((4*yA)-2)<<SP_ACCURACY-2,-3<<SP_ACCURACY-2, elevation<<SP_ACCURACY-1,1,offroadTexture->h-SP_FONT_EXTRASPACE-1,
				((4*yB)+2)<<SP_ACCURACY-2,-3<<SP_ACCURACY-2, elevation<<SP_ACCURACY-1,offroadTexture->w-SP_FONT_EXTRASPACE-1,offroadTexture->h-SP_FONT_EXTRASPACE-1,
				((4*yB)+2)<<SP_ACCURACY-2,+2<<SP_ACCURACY-2, elevation<<SP_ACCURACY-1,offroadTexture->w-SP_FONT_EXTRASPACE-1,SP_FONT_EXTRASPACE,color);


			// Draw Road
			yA = -14 + LeftWall[a];
			yB = 14 - RightWall[a];
			spBindTexture(roadTexture);
			elevation = 24;
			spQuadTex3D(((4*yA)-2)<<SP_ACCURACY-2,+2<<SP_ACCURACY-2, elevation<<SP_ACCURACY-1,SP_FONT_EXTRASPACE,SP_FONT_EXTRASPACE,
				((4*yA)-2)<<SP_ACCURACY-2,-3<<SP_ACCURACY-2, elevation<<SP_ACCURACY-1,1,roadTexture->h-SP_FONT_EXTRASPACE-1,
				((4*yB)+2)<<SP_ACCURACY-2,-3<<SP_ACCURACY-2, elevation<<SP_ACCURACY-1,roadTexture->w-SP_FONT_EXTRASPACE-1,roadTexture->h-SP_FONT_EXTRASPACE-1,
				((4*yB)+2)<<SP_ACCURACY-2,+2<<SP_ACCURACY-2, elevation<<SP_ACCURACY-1,roadTexture->w-SP_FONT_EXTRASPACE-1,SP_FONT_EXTRASPACE,color);




			/*
			for( int y = -15; y <= 15; y++ )
			{


				if( y <= -15 + LeftWall[a] || y >= 15 - RightWall[a] )
				{
					elevation = 25;
					//if( ((rotation / (SP_PI/32)) + a) % 64 == 60 && y == carPos )
					//      spBindTexture(carTexture);
					//else

					spBindTexture(roadsideTexture);
					if( ((rotation / (SP_PI/32)) + a) % 64 > 56 )
					{
						spQuadTex3D(((4*y)-2)<<SP_ACCURACY-2,+2<<SP_ACCURACY-2, (elevation-1)<<SP_ACCURACY-1,SP_FONT_EXTRASPACE,SP_FONT_EXTRASPACE,
							((4*y)-2)<<SP_ACCURACY-2,+2<<SP_ACCURACY-2, elevation<<SP_ACCURACY-1,1,offroadTexture->h-SP_FONT_EXTRASPACE-1,
							((4*y)+2)<<SP_ACCURACY-2,+2<<SP_ACCURACY-2, elevation<<SP_ACCURACY-1,offroadTexture->w-SP_FONT_EXTRASPACE-1,offroadTexture->h-SP_FONT_EXTRASPACE-1,
							((4*y)+2)<<SP_ACCURACY-2,+2<<SP_ACCURACY-2, (elevation-1)<<SP_ACCURACY-1,offroadTexture->w-SP_FONT_EXTRASPACE-1,SP_FONT_EXTRASPACE,color);
					}

					if( y == -15 + LeftWall[a] || y == 15 - RightWall[a] )
					{
						if( (y == -15 + LeftWall[a] && LeftWall[a] > LeftWall[a+1]) || (y == 15 - RightWall[a] && RightWall[a] > RightWall[a+1]) )
						{
							spQuadTex3D(((4*y)-2)<<SP_ACCURACY-2,-3<<SP_ACCURACY-2, elevation<<SP_ACCURACY-1,SP_FONT_EXTRASPACE,SP_FONT_EXTRASPACE,
								((4*y)-2)<<SP_ACCURACY-2,-3<<SP_ACCURACY-2, (elevation-1)<<SP_ACCURACY-1,1,offroadTexture->h-SP_FONT_EXTRASPACE-1,
								((4*y)+2)<<SP_ACCURACY-2,-3<<SP_ACCURACY-2, (elevation-1)<<SP_ACCURACY-1,offroadTexture->w-SP_FONT_EXTRASPACE-1,offroadTexture->h-SP_FONT_EXTRASPACE-1,
								((4*y)+2)<<SP_ACCURACY-2,-3<<SP_ACCURACY-2, elevation<<SP_ACCURACY-1,offroadTexture->w-SP_FONT_EXTRASPACE-1,SP_FONT_EXTRASPACE,color);
						}

						spQuadTex3D(((4*y)+2)<<SP_ACCURACY-2,+2<<SP_ACCURACY-2, elevation<<SP_ACCURACY-1,SP_FONT_EXTRASPACE,SP_FONT_EXTRASPACE,
							((4*y)+2)<<SP_ACCURACY-2,-3<<SP_ACCURACY-2, elevation<<SP_ACCURACY-1,1,offroadTexture->h-SP_FONT_EXTRASPACE-1,
							((4*y)+2)<<SP_ACCURACY-2,-3<<SP_ACCURACY-2, (elevation-1)<<SP_ACCURACY-1,offroadTexture->w-SP_FONT_EXTRASPACE-1,offroadTexture->h-SP_FONT_EXTRASPACE-1,
							((4*y)+2)<<SP_ACCURACY-2,+2<<SP_ACCURACY-2, (elevation-1)<<SP_ACCURACY-1,offroadTexture->w-SP_FONT_EXTRASPACE-1,SP_FONT_EXTRASPACE,color);

						spQuadTex3D(((4*y)-2)<<SP_ACCURACY-2,+2<<SP_ACCURACY-2, (elevation-1)<<SP_ACCURACY-1,SP_FONT_EXTRASPACE,SP_FONT_EXTRASPACE,
							((4*y)-2)<<SP_ACCURACY-2,-3<<SP_ACCURACY-2, (elevation-1)<<SP_ACCURACY-1,1,offroadTexture->h-SP_FONT_EXTRASPACE-1,
							((4*y)-2)<<SP_ACCURACY-2,-3<<SP_ACCURACY-2, elevation<<SP_ACCURACY-1,offroadTexture->w-SP_FONT_EXTRASPACE-1,offroadTexture->h-SP_FONT_EXTRASPACE-1,
							((4*y)-2)<<SP_ACCURACY-2,+2<<SP_ACCURACY-2, elevation<<SP_ACCURACY-1,offroadTexture->w-SP_FONT_EXTRASPACE-1,SP_FONT_EXTRASPACE,color);
					}

					spBindTexture(offroadTexture);
					spQuadTex3D(((4*y)-2)<<SP_ACCURACY-2,+2<<SP_ACCURACY-2, elevation<<SP_ACCURACY-1,SP_FONT_EXTRASPACE,SP_FONT_EXTRASPACE,
						((4*y)-2)<<SP_ACCURACY-2,-3<<SP_ACCURACY-2, elevation<<SP_ACCURACY-1,1,offroadTexture->h-SP_FONT_EXTRASPACE-1,
						((4*y)+2)<<SP_ACCURACY-2,-3<<SP_ACCURACY-2, elevation<<SP_ACCURACY-1,offroadTexture->w-SP_FONT_EXTRASPACE-1,offroadTexture->h-SP_FONT_EXTRASPACE-1,
						((4*y)+2)<<SP_ACCURACY-2,+2<<SP_ACCURACY-2, elevation<<SP_ACCURACY-1,offroadTexture->w-SP_FONT_EXTRASPACE-1,SP_FONT_EXTRASPACE,color);

				} else {
					//if( ((rotation / (SP_PI/32)) + a) % 64 == 60 && y == carPos )
					//      spBindTexture(carTexture);
					//else
					spBindTexture(roadTexture);
					elevation = 24;
					spQuadTex3D(((4*y)-2)<<SP_ACCURACY-2,+2<<SP_ACCURACY-2, elevation<<SP_ACCURACY-1,SP_FONT_EXTRASPACE,SP_FONT_EXTRASPACE,
						((4*y)-2)<<SP_ACCURACY-2,-3<<SP_ACCURACY-2, elevation<<SP_ACCURACY-1,1,offroadTexture->h-SP_FONT_EXTRASPACE-1,
						((4*y)+2)<<SP_ACCURACY-2,-3<<SP_ACCURACY-2, elevation<<SP_ACCURACY-1,offroadTexture->w-SP_FONT_EXTRASPACE-1,offroadTexture->h-SP_FONT_EXTRASPACE-1,
						((4*y)+2)<<SP_ACCURACY-2,+2<<SP_ACCURACY-2, elevation<<SP_ACCURACY-1,offroadTexture->w-SP_FONT_EXTRASPACE-1,SP_FONT_EXTRASPACE,color);

				}

			}
			*/
		}
	}

	spIdentity();
	spBindTexture(carTexture);
	spTranslate( carGfxAt, -3<<SP_ACCURACY, -12<<SP_ACCURACY );
	spRotateY( (SP_PI/8)*12 );
	spRotateZ( (SP_PI/16)*26 );

	if( crashed != 0 )
	{
		spRotateX( (SP_PI/16)*(crashTick < 6 ? crashTick : 6) );
		spRotateY( (SP_PI/16)*crashTick );
		spRotateZ( (SP_PI/16)*crashTick );

		char crashText[80];
		int crashYAdj;
		if( crashHiScore >= 0 )
		{
			sprintf((char*)&crashText, "Well Done\nNew High Score\nRank %d", (crashHiScore+1) );
			crashYAdj = (int)((double)fontHiSHnd->maxheight * 1.5);
		} else {
			sprintf((char*)&crashText, "Game Over" );
			crashYAdj = (int)(fontHiSHnd->maxheight / 2);
		}
		spSetZSet( 0 );
		spSetZTest( 0 );

		spFontDrawMiddle( (gameSettings->ScreenWidth / 2) + 4, (gameSettings->ScreenHeight / 2) + 4 - crashYAdj, -1, (char*)&crashText, fontHiSHnd );
		spFontDrawMiddle( (gameSettings->ScreenWidth / 2), (gameSettings->ScreenHeight / 2) - crashYAdj, -1, (char*)&crashText, fontHiHnd );

		spSetZSet( 1 );
		spSetZTest( 1 );
	} else 	if( carGfxTo > carGfxAt ) {
		spRotateY( -(SP_PI/16) );
	}	else if( carGfxTo < carGfxAt ) {
		spRotateY( (SP_PI/16) );
	}


	spMesh3D( carMesh, 0 );

	char scoreText[15];
	sprintf((char*)&scoreText, "Score: %d", (int)(score > 9999999 ? 9999999 : score) );
	spFontDraw( 10, 10, -1, (char*)&scoreText, fontHnd );
}