Пример #1
0
/**
 * Renders the output of the logos handler's current game state.
 *
 * The drawing routines are all blocking, meaning one "frame" is enough
 * to fade all logos in and out.
 */
void logos_render(BITMAP *buffer) {
    // We're going to draw text on top of the image,
    // so add the text palette to the image.
    add_flim_palette_colors(LOGOS_DAT[ASLOGO_PALETTE].dat);

    // Display the main logo with text drawn on top.
    set_palette(black_palette);
    blit(LOGOS_DAT[ASLOGO_IMG].dat, screen, 0, 0, 0, 0, SCREEN_W, SCREEN_H);
    draw_text(screen, 160, 154, TXT_WHITE, -1, -1,
        TXT_REGULAR, TXT_CENTER, "(C) 2016, Avalanche Studios");
    draw_text(screen, 160, 154 + FLIM_HEIGHT + 2, TXT_WHITE, -1, -1,
        TXT_REGULAR, TXT_CENTER, "www.avalanchestudios.net");
    if (DEBUG) {
        draw_text(screen, 160, 154 + FLIM_HEIGHT + 18, TXT_GRAY, -1, -1,
            TXT_SMALL, TXT_CENTER, (char *)get_short_version());
    }
    fade_from(black_palette, LOGOS_DAT[ASLOGO_PALETTE].dat, FADE_SPEED);

    // Wait for any key, then draw the second logo.
    readkey();
    fade_out(FADE_SPEED);
    set_palette(black_palette);
    blit(LOGOS_DAT[TEST_IMG].dat, screen, 0, 0, 0, 0, SCREEN_W, SCREEN_H);
    fade_from(black_palette, LOGOS_DAT[TEST_PALETTE].dat, FADE_SPEED);

    // Wait for any key, then finish. This handler immediately exits
    // after running the logos_render() function once, so this code
    // is guaranteed to only run once.
    readkey();
    fade_out(FADE_SPEED);
}
Пример #2
0
void options_menu()
{

   show_mouse(screen);
   DIALOG options_dialog[] =
   {
   /* (dialog proc)     (x)   (y)   (w)   (h)   (fg)  (bg)  (key) (flags)  (d1)  (d2)  (dp) */
      {d_bitmap_proc,     0,   0,SCREEN_W,SCREEN_H,0,255,     0,     0,      0,    0, title_back},
      {d_gamespeed_proc, 20,  10,    0,    0,    0,   0,      0,D_SELECTED,  0,    0, const_cast<char *>("gamespeed")},
      {d_slider_proc,   300,  20,   30,  440,    0, 255,      0,     0,    255,    get_config_int("MINER","BPS", 32) - 32, NULL,  (void *)speedslider_callback},
      {d_mapsize_proc,   20,  60,    0,    0,    0,   0,      0,     0,      0,    0, const_cast<char *>("mapsize")},
      {d_slider_proc,   300,  20,   30,  440,    0, 255,      0,D_HIDDEN,   80,    get_config_int("MINER","MAP_SIZE",20) - 20, NULL,  (void *)mapsizeslider_callback},
      {d_sound_proc,     20, 110,    0,    0,    0,   0,      0,     0,      0,    0, const_cast<char *>("sound")},
      {d_slider_proc,   300,  40,   30,  300,    0, 255,      0,D_HIDDEN,    6,  (int)log2(get_config_int("MINER","NR_OF_VOICES",0) + 1), NULL, (void *)soundslider_callback},
      {d_text_proc,     300,  10,  200,   30,    0, 255,      0,D_HIDDEN,    0,    0, const_cast<char *>("Nr of simultaneous sounds")},
      {d_number_proc,   330,  20,    0,    0,    0,   0,      0,     0,      3,   get_config_int("MINER","BPS", 32), NULL},
      {d_number_proc,   330,  20,    0,    0,    0,   0,      0,D_HIDDEN,    3,   get_config_int("MINER","MAP_SIZE",20) , NULL},
      {d_number_proc,   330,  40,    0,    0,    0,   0,      0,D_HIDDEN,    2,   get_config_int("MINER","NR_OF_VOICES",1), NULL},
      {d_back_proc,      20, 160,    0,    0,    0,   0,      0,     0,      0,    0, const_cast<char *>("exit menu")},
      {NULL,              0,   0,    0,    0,    0,   0,      0,     0,      0,    0,    0, NULL}
   };


   the_options_dialog = options_dialog; // ugly, but I found it easier to initialise the dialog
   // within the function, where all BITMAPS's are loaded etc.
   PALETTE options_palette;

   for (int i=0;i < 256;i++)
   {
      options_palette[i].r = game_palette[i].g;
      options_palette[i].g = game_palette[i].b;
      options_palette[i].b = game_palette[i].r;
   }
   set_dialog_color(options_dialog, bestfit_color(options_palette,0,0,0), bestfit_color(options_palette,63,63,63));


   DIALOG_PLAYER *p = init_dialog(options_dialog, 1);
   
   broadcast_dialog_message(MSG_DRAW, 0);
//   update_dialog(p);
   if (fade_speed)
   {
      fade_from(desktop_palette,options_palette,fade_speed);
   }
   else
   {
      set_palette(options_palette);
   }


   while(update_dialog(p));

   shutdown_dialog(p);

   set_config_int("MINER","BPS", options_dialog[SPEED_SLIDER].d2 + 32);
   set_config_int("MINER","MAP_SIZE", options_dialog[MAPSIZE_SLIDER].d2 + 20);
   set_config_int("MINER","NR_OF_VOICES", (1<<options_dialog[SOUND_SLIDER].d2));
   show_mouse(NULL);

   reinit();
   
   return;
}
Пример #3
0
void play_intro(void)
{
#define COL(index,red,green,blue) \
  if ((index>=min) && (index<=max)) { \
    pal[index].r = (red);             \
    pal[index].g = (green);           \
    pal[index].b = (blue);            \
  }

#define FADE(speed) \
  fade_from(source, pal, speed); \
  get_palette(source)

#define NORMAL() \
  min = 0;         \
  max = PAL_SIZE-1

  BITMAP *bg = (BITMAP *)datafile[MYLOGO_BMP].dat;
  PALETTE source, pal;
  int n, n2;
  int min, max;

  /* play the introduction theme */
  qtetris_music(MUSIC_INTRO, FALSE);

  n = 0;
  NORMAL();

  set_palette(black_palette);
  get_palette(source);
  get_palette(pal);

  /* DAC *********************************/
  clear(virtual);
  blit(bg, virtual, 0, 0,
    QTETRIS_SCREEN_W/2 - bg->w/2,
    QTETRIS_SCREEN_H/2 - bg->h/2, bg->w, bg->h);
  qtetris_blit(virtual);
  FADE(1);

  /* David A. Capello */
  /* fg */
  min = 1;
  max = 28;
  for (n2=0, n=min; n<=max+2; n2=n, n+=2) {
    COL(n2,  0,  0,  0);
    COL(n,   32, 32, 63);
    COL(n+1, 63, 63, 63);
    FADE(32);
  }

  /* bg */
  min = 32;
  max = 45;
  for (n=max; n>=min-4; n--) {
    NORMAL();
    for (n2=1; n2<=28; n2+=2) {
      COL(n2+1, 63-(-63*(n-45)/(45-32+4)),
                63-(-63*(n-45)/(45-32+4)),
                63-(-63*(n-45)/(45-32+4)));
      COL(n2, -63*(n-45)/(45-32+4), 0, 0);
    }

    min = 32;
    max = 45;
    COL(n+4, 63, 63, 63);
    COL(n+2, 63,  0,  0);
    COL(n,   63, 63,  0);

    FADE(64);
  }

  /* Present */
  NORMAL();
  COL(253, 63, 63, 63);
  COL(254, 32, 32, 32);
  COL(255, 16, 16, 16);
  FADE(4);

  /* fin de la primer etapa **************/
  fade_out(2);

  /* QUEEN LOGO **************************/
  fade_out(2);

  clear(virtual);
  blit(datafile[QUEENLOG_BMP].dat, virtual, 0, 0,
    QTETRIS_SCREEN_W/2-((BITMAP *)datafile[QUEENLOG_BMP].dat)->w/2,
    QTETRIS_SCREEN_H/2-((BITMAP *)datafile[QUEENLOG_BMP].dat)->h/2,
    ((BITMAP *)datafile[QUEENLOG_BMP].dat)->w,
    ((BITMAP *)datafile[QUEENLOG_BMP].dat)->h);
  qtetris_blit(virtual);

  fade_in(datafile[PALETTE_BMP].dat, 1);
  get_palette(pal);
  get_palette(source);
  FADE(2);
  fade_out(2);

  /* TETRIS ******************************/
  set_palette(black_palette);

  get_palette(source);
  get_palette(pal);

  NORMAL();
  for (n=0; n<PAL_SIZE; n++) {
    COL(n, 63, 63, 63);
  }
  FADE(2);

  /* mainscreen */
  clear(virtual);
  drawing_mode(DRAW_MODE_COPY_PATTERN, datafile[TETRISBG_BMP].dat, 0, 0);
  rectfill(virtual, 0, 0, QTETRIS_SCREEN_W, QTETRIS_SCREEN_H, -1);

  color_map = shadow_map;
  drawing_mode(DRAW_MODE_TRANS, NULL, 0, 0);
  draw_trans_sprite(virtual, datafile[TETRIS_BMP].dat,
    QTETRIS_SCREEN_W/2 - ((BITMAP *)datafile[TETRIS_BMP].dat)->w/2 + 6,
    QTETRIS_SCREEN_H/2 - ((BITMAP *)datafile[TETRIS_BMP].dat)->h/2 + 12);
  solid_mode();

  draw_sprite(virtual, datafile[TETRIS_BMP].dat,
    QTETRIS_SCREEN_W/2 - ((BITMAP *)datafile[TETRIS_BMP].dat)->w/2,
    QTETRIS_SCREEN_H/2 - ((BITMAP *)datafile[TETRIS_BMP].dat)->h/2);
  qtetris_blit(virtual);

  for (n=15; n<112; n++) {
    COL(n, 0, 0, 0);
  }
  FADE(2);
  FADE(2);

  fade_from(pal, datafile[PALETTE_BMP].dat, 2);
}