void JE_outTextGlow( SDL_Surface * screen, int x, int y, const char *s ) { int16_t z; uint8_t c = 15; if (warningRed) { c = 7; } JE_outTextAdjust(screen, x - 1, y, s, 0, -12, textGlowFont, false); JE_outTextAdjust(screen, x, y - 1, s, 0, -12, textGlowFont, false); JE_outTextAdjust(screen, x + 1, y, s, 0, -12, textGlowFont, false); JE_outTextAdjust(screen, x, y + 1, s, 0, -12, textGlowFont, false); if (frameCountMax > 0) for (z = 1; z <= 12; z++) { setjasondelay(frameCountMax); JE_outTextAdjust(screen, x, y, s, c, z - 10, textGlowFont, false); if (JE_anyButton()) { frameCountMax = 0; } NETWORK_KEEP_ALIVE(); JE_showVGA(); wait_delay(); } for (z = (frameCountMax == 0) ? 6 : 12; z >= textGlowBrightness; z--) { setjasondelay(frameCountMax); JE_outTextAdjust(screen, x, y, s, c, z - 10, textGlowFont, false); if (JE_anyButton()) { frameCountMax = 0; } NETWORK_KEEP_ALIVE(); JE_showVGA(); wait_delay(); } textGlowBrightness = 6; }
// something has gone wrong :( void network_tyrian_halt( unsigned int err, bool attempt_sync ) { #ifdef __BLACKBERRY__ quit = true; #else const char *err_msg[] = { "Quitting...", "Other player quit the game.", "Network connection was lost.", "Network connection failed.", "Network version mismatch.", "Network delay mismatch.", "Network player number conflict.", }; quit = true; if (err >= COUNTOF(err_msg)) err = 0; fade_black(10); VGAScreen = VGAScreenSeg; JE_loadPic(VGAScreen, 2, false); JE_dString(VGAScreen, JE_fontCenter(err_msg[err], SMALL_FONT_SHAPES), 140, err_msg[err], SMALL_FONT_SHAPES); JE_showVGA(); fade_palette(colors, 10, 0, 255); if (attempt_sync) { while (!network_is_sync() && network_is_alive()) { service_SDL_events(false); network_check(); SDL_Delay(16); } } if (err) { while (!JE_anyButton()) SDL_Delay(16); } fade_black(10); SDLNet_Quit(); JE_tyrianHalt(5); #endif }
/* Text is an array of strings terminated by a NULL */ void scroller_sine( const struct about_text_type text[] ) { bool ale = mt_rand() % 2; int visible_lines = vga_height / LINE_HEIGHT + 1; int current_line = -visible_lines; int y = 0; bool fade_in = true; struct coin_type { int x, y, vel, type, cur_frame; bool backwards; } coins[MAX_COINS]; struct { int x, y, ay, vx, vy; } beer[MAX_BEER]; if (ale) { memset(beer, 0, sizeof(beer)); } else { for (int i = 0; i < MAX_COINS; i++) { coins[i].x = mt_rand() % (vga_width - 12); coins[i].y = mt_rand() % (vga_height - 20 - 14); coins[i].vel = (mt_rand() % 4) + 1; coins[i].type = mt_rand() % COUNTOF(coin_defs); coins[i].cur_frame = mt_rand() % coin_defs[coins[i].type].frame_count; coins[i].backwards = false; } } fade_black(10); wait_noinput(true, true, true); play_song(40); // BEER while (!JE_anyButton()) { setdelay(3); JE_clr256(VGAScreen); if (!ale) { for (int i = 0; i < MAX_COINS/2; i++) { struct coin_type *coin = &coins[i]; blit_sprite2(VGAScreen, coin->x, coin->y, eShapes5, coin_defs[coin->type].shape_num + coin->cur_frame); } } for (int i = 0; i < visible_lines; i++) { if (current_line + i >= 0) { if (text[current_line + i].text == NULL) { break; } int line_x = VGAScreen->w / 2; int line_y = i * LINE_HEIGHT - y; // smooths edges on sine-wave text if (text[i + current_line].effect & 0x20) { draw_font_hv(VGAScreen, line_x + 1, line_y, text[i + current_line].text, normal_font, centered, text[i + current_line].effect & 0x0f, -10); draw_font_hv(VGAScreen, line_x - 1, line_y, text[i + current_line].text, normal_font, centered, text[i + current_line].effect & 0x0f, -10); } draw_font_hv(VGAScreen, line_x, line_y, text[i + current_line].text, normal_font, centered, text[i + current_line].effect & 0x0f, -4); if (text[i + current_line].effect & 0x10) { for (int j = 0; j < LINE_HEIGHT; j++) { if (line_y + j >= 10 && line_y + j <= vga_height - 10) { int waver = sinf((((line_y + j) / 2) % 10) / 5.0f * M_PI) * 3; memmove(&((Uint8 *)VGAScreen->pixels)[VGAScreen->pitch * (line_y + j) + waver], &((Uint8 *)VGAScreen->pixels)[VGAScreen->pitch * (line_y + j)], VGAScreen->pitch); } } } } } if (++y == LINE_HEIGHT) { y = 0; if (current_line < 0 || text[current_line].text != NULL) ++current_line; else current_line = -visible_lines; } if (!ale) { for (int i = MAX_COINS/2; i < MAX_COINS; i++) { struct coin_type *coin = &coins[i]; blit_sprite2(VGAScreen, coin->x, coin->y, eShapes5, coin_defs[coin->type].shape_num + coin->cur_frame); } } fill_rectangle_xy(VGAScreen, 0, 0, vga_width - 1, 14, 0); fill_rectangle_xy(VGAScreen, 0, vga_height - 14, vga_width - 1, vga_height - 1, 0); if (!ale) { for (int i = 0; i < MAX_COINS; i++) { struct coin_type *coin = &coins[i]; if (coin->backwards) { coin->cur_frame--; } else { coin->cur_frame++; } if (coin->cur_frame == coin_defs[coin->type].frame_count) { if (coin_defs[coin->type].reverse_anim) { coin->backwards = true; coin->cur_frame -= 2; } else { coin->cur_frame = 0; } } if (coin->cur_frame == -1) { coin->cur_frame = 1; coin->backwards = false; } coin->y += coin->vel; if (coin->y > vga_height - 14) { coin->x = mt_rand() % (vga_width - 12); coin->y = 0; coin->vel = (mt_rand() % 4) + 1; coin->type = mt_rand() % COUNTOF(coin_defs); coin->cur_frame = mt_rand() % coin_defs[coin->type].frame_count; } } } else { for (uint i = 0; i < COUNTOF(beer); i++) { while (beer[i].vx == 0) { beer[i].x = mt_rand() % (vga_width - 24); beer[i].y = mt_rand() % (vga_height - 28 - 50); beer[i].vx = (mt_rand() % 5) - 2; } beer[i].vy++; if (beer[i].x + beer[i].vx > vga_width - 24 || beer[i].x + beer[i].vx < 0) // check if the beer hit the sides { beer[i].vx = -beer[i].vx; } beer[i].x += beer[i].vx; if (beer[i].y + beer[i].vy > vga_height - 28) // check if the beer hit the bottom { if ((beer[i].vy) < 8) // make sure the beer bounces! { beer[i].vy += mt_rand() % 2; } else if (beer[i].vy > 16) { // make sure the beer doesn't bounce too high beer[i].vy = 16; } beer[i].vy = -beer[i].vy + (mt_rand() % 3 - 1); beer[i].x += (beer[i].vx > 0 ? 1 : -1) * (i % 2 ? 1 : -1); } beer[i].y += beer[i].vy; blit_sprite2x2(VGAScreen, beer[i].x, beer[i].y, eShapes5, BEER_SHAPE); } } JE_showVGA(); if (fade_in) { fade_in = false; fade_palette(colors, 10, 0, 255); SDL_Color white = { 255, 255, 255 }; set_colors(white, 254, 254); } wait_delay(); } fade_black(10); }