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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.";
void
db_help(void)
{
char *font_path;
SDL_Renderer *renderer;
TTF_Font *font;
SDL_Color color;
SDL_Surface *surface;
SDL_Texture *texture;
SDL_Rect dest_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,
608);
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;
}
dest_rect.x = 16;
dest_rect.y = 16;
dest_rect.w = surface->w;
dest_rect.h = surface->h;
SDL_RenderClear(renderer);
SDL_RenderCopy(renderer, texture, NULL, &dest_rect);
SDL_RenderPresent(renderer);
SDL_Delay(1000);
}
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