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/*
 * 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 <http://www.gnu.org/licenses/>.
 */

#include <SDL.h>
#include <SDL_ttf.h>
#include <config.h>
#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);
}