/* * Copyright (C) 2021 P. J. McDermott * * This file is part of Dodge Balls * * Dodge Balls is free software: you can redistribute it and/or modify * it under the terms of the GNU General Public License as published by * the Free Software Foundation, either version 3 of the License, or * (at your option) any later version. * * Dodge Balls is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with Dodge Balls. If not, see . */ #include #include #include #include "help.h" #include "main.h" #include "output.h" #include "util.h" const char *_db_help_text = PACKAGE_NAME " version " PACKAGE_VERSION "\n" "\n" "Evade the balls and get to the target! Dodge Balls is a simple " "puzzle game with obstacle courses consisting of moving balls.\n" "\n" "The classic game is a liberated remake of a 2007 game, Dodgeball " "v3.0, by the same author. It features 10 levels, each harder than " "the last.\n" "\n" "How to Play\n" "\n" "Move your character (a smiley face in the classic game) through the " "obstacle course to reach the target (a star in the classic game). If " "you are hit by a ball, the level is restarted.\n" "\n" "Controls\n" "\n" "Up: Move up\n" "Down: Move down\n" "Left: Move left\n" "Right: Move right\n" "...\n" "\n" "Hints\n" "\n" "Use the map to your advantage. You can go through walls that appear " "to be hollow. Try to anticipate where balls will be. Remember that " "they bounce off walls in the opposite direction. To stop, move " "against a wall."; static void _db_help_triangle(SDL_Renderer *renderer, Uint8 r, Uint8 g, Uint8 b, Uint8 a, int x_min, int y_min, int dir) { int i; int y; int x; SDL_Point points[(16 * (16 + 2)) / 4]; i = 0; for (y = 0; y < (16 / 2); ++y) { for (x = y; x < (16 - y); ++x) { points[i].x = x_min + x; if (dir > 0) { points[i].y = y_min + y; } else { points[i].y = y_min + (16 / 2) - 1 - y; } ++i; } } SDL_SetRenderDrawColor(renderer, r, g, b, a); SDL_RenderDrawPoints(renderer, points, i); } void db_help(void) { char *font_path; SDL_Renderer *renderer; TTF_Font *font; SDL_Color color; SDL_Surface *surface; SDL_Texture *texture; SDL_Rect text_src_rect; SDL_Rect text_dst_rect; font_path = db_strcat(db_get_fonts_dir(), "/UbuntuTitling-Bold.ttf"); renderer = db_get_renderer(); font = TTF_OpenFont(font_path, 16); if (font == NULL) { db_err("Failed to open font (%s)", TTF_GetError()); free(font_path); return; } color.r = 0x00; color.g = 0x00; color.b = 0xFF; color.a = 0xFF; surface = TTF_RenderText_Blended_Wrapped(font, _db_help_text, color, 592); if (surface == NULL) { db_err("Failed to create surface (%s)", TTF_GetError()); return; } texture = SDL_CreateTextureFromSurface(renderer, surface); if (texture == NULL) { db_err("Failed to create texture (%s)", SDL_GetError()); return; } text_src_rect.x = 0; text_src_rect.y = 0; text_src_rect.w = 592; text_src_rect.h = 448; text_dst_rect.x = 16; text_dst_rect.y = 16; text_dst_rect.w = 592; text_dst_rect.h = 448; SDL_RenderClear(renderer); SDL_RenderCopy(renderer, texture, &text_src_rect, &text_dst_rect); _db_help_triangle(renderer, 0x3F, 0x3F, 0x7F, 0xFF, 608, 16, -1); _db_help_triangle(renderer, 0x00, 0x00, 0xFF, 0xFF, 608, 456, 1); SDL_RenderPresent(renderer); SDL_Delay(1000); }