Пример #1
0
void reload_fonts(void) {
    LandBuffer * b = land_buffer_new();
    land_buffer_cat(b, main_data_path);
    //land_buffer_cat(b, "/data/Muli-Regular.ttf")
    land_buffer_cat(b, "/data/JosefinSans-Regular.ttf");
    char * path = land_buffer_finish(b);
#line 118
    All * a = global_a;
    float w = land_display_width();
    //float h = land_display_height()
    double s = w / 960;
#line 123
    if (a->font) {
        land_font_destroy(a->font);
    }
#line 125
    if (a->medium) {
        land_font_destroy(a->medium);
    }
#line 127
    if (a->big) {
        land_font_destroy(a->big);
    }
    a->font = land_font_load(path, 10 * s);
    land_font_scale(a->font, 1.0 / s);
    a->medium = land_font_load(path, 24 * s);
    land_font_scale(a->medium, 1.0 / s);
    a->big = land_font_load(path, 60 * s);
    land_font_scale(a->big, 1.0 / s);
#line 137
    land_font_set(a->medium);
    land_text_get_width("abcdefghijklmnopqrstuvwxyzABCDEFGHIJKLMNOPQRSTUVWXYZ");
#line 140
    land_free(path);
}
Пример #2
0
void overview_destroy(Overview * self) {
    for (int i = 1; i < 50; i += 1) {
        land_image_destroy(self->screenshot [i]);
    }
#line 106
    land_free(self);
}
Пример #3
0
int my_main(void) {
    All * a;
    land_alloc(a);
#line 291
    int w = 960;
    int h = 600;
    a->show_help = 1;
#line 295
    land_init();
#line 297
    main_data_path = land_strdup(".");
#line 299
    if (land_argc > 1) {
        if (land_equals(land_argv [1], "test")) {
            return test();
        }
    }
    //land_set_display_parameters(w, h, LAND_OPENGL)
#line 304
    #ifdef ANDROID
#line 306
    land_set_display_parameters(0, 0, LAND_FULLSCREEN | LAND_DEPTH | LAND_LANDSCAPE);
#line 306
    #else
#line 308
    land_set_display_parameters(w, h, LAND_DEPTH | LAND_RESIZE);
#line 308
    #endif
#line 316
    LandRunner * game_runner = land_runner_new("Yellow and Dangerous", runner_init, NULL, runner_update, runner_redraw, NULL, runner_done);
    a->w = w;
    a->h = h;
#line 320
    land_runner_register(game_runner);
    land_set_initial_runner(game_runner);
    land_mainloop();
#line 324
    land_free(main_data_path);
    land_free(a);
#line 327
    return 0;
}
Пример #4
0
void blocktype_destroy(BlockType * self) {
    if (self->bitmaps) {
        {
#line 50
            LandArrayIterator __iter0__ = LandArrayIterator_first(self->bitmaps);
#line 50
            for (LandImage * pic = LandArrayIterator_item(self->bitmaps, &__iter0__); LandArrayIterator_next(self->bitmaps, &__iter0__); pic = LandArrayIterator_item(self->bitmaps, &__iter0__)) {
                land_image_destroy(pic);
            }
        }
#line 52
        land_array_destroy(self->bitmaps);
    }
#line 53
    land_free(self);
}
Пример #5
0
void scene_free(scene_t *scene) {
    int i;
    glDisable(GL_LIGHT0);
    glDisable(GL_LIGHT1);
    glDisable(GL_LIGHT2);
    glDisable(GL_LIGHT3);
    glDisable(GL_LIGHT4);
    glDisable(GL_LIGHT5);
    glDisable(GL_LIGHT6);
    glDisable(GL_LIGHT7);
    if(scene->land) land_free(scene->land);
    if(scene->camera) camera_free(scene->camera);
    if(scene->pathpos) spline_free(scene->pathpos);
    if(scene->pathdir) spline_free(scene->pathdir);
    if(scene->sky) sky_free(scene->sky);
    if(scene->sun) sky_sun_free(scene->sun);
    if(scene->pathsun) spline_free(scene->pathsun);
    for(i = 0; i < scene->num_mesh; i++) thing_mesh_free(scene->mesh[i]);
    if(scene->mesh) free(scene->mesh);
    for(i = 0; i < scene->num_thing; i++) thing_free(scene->thing[i]);
    if(scene->thing) free(scene->thing);
    for(i = 0; i < scene->num_animation; i++) {
        thing_free(scene->animation[i]->thing);
        if(scene->animation[i]->path) spline_free(scene->animation[i]->path);
        free(scene->animation[i]);
    }
    if(scene->animation) free(scene->animation);
    for(i = 0; i < scene->num_particle; i++) {
        particle_free(scene->particle[i]->particle);
        if(scene->particle[i]->path) spline_free(scene->particle[i]->path);
        free(scene->particle[i]);
    }
    if(scene->particle) free(scene->particle);
    for(i = 0; i < scene->num_dynamiclight; i++) {
        dynamiclight_free(scene->dynamiclight[i]->light);
        if(scene->dynamiclight[i]->path) spline_free(scene->dynamiclight[i]->path);
        free(scene->dynamiclight[i]);
    }
    if(scene->dynamiclight) free(scene->dynamiclight);
    free(scene);
}
Пример #6
0
void actors_reset(Actors * self) {
    land_array_destroy(self->array);
    self->array = land_array_new();
    land_free(self->tilemap);
    self->tilemap = land_calloc(self->w * self->h * sizeof * self->tilemap);
}