crashtest-r0ket/firmware/l0dable/invaders.c

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C
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2011-08-03 17:09:03 +00:00
#include <sysinit.h>
#include <string.h>
#include "basic/basic.h"
#include "basic/random.h"
#include "lcd/render.h"
#include "lcd/display.h"
#include "lcd/allfonts.h"
#include "usetable.h"
/**************************************************************************/
#define POS_PLAYER_Y 60
#define POS_PLAYER_X RESX/2-3
#define POS_UFO_Y 0
#define ENEMY_ROWS 3
#define ENEMY_COLUMNS 6
#define DISABLED 255
#define UFO_PROB 1024
#define TYPE_PLAYER 1
#define TYPE_ENEMY_A 3
#define TYPE_ENEMY_B 2
#define TYPE_ENEMY_C 4
#define TYPE_UFO 5
#define BUNKERS 3
#define BUNKER_WIDTH 10
static const uint8_t BUNKER_X[] = {15, RESX/2-BUNKER_WIDTH/2,RESX-BUNKER_WIDTH-15};
static const uint8_t ENEMY_WIDTHS[] = {8,10,12};
struct gamestate {
char player;
char ufo;
char shot_x, shot_y;
char shots_x[ENEMY_COLUMNS];
char shots_y[ENEMY_COLUMNS];
char alive;
int16_t move;
char direction, lastcol;
bool killed;
bool step;
uint32_t score;
uint16_t level;
int8_t rokets;
char enemy_x[ENEMY_ROWS][ENEMY_COLUMNS];
char enemy_row_y[ENEMY_ROWS];
uint8_t bunker[BUNKERS][BUNKER_WIDTH];
} game;
char key;
void init_game();
void init_enemy();
void check_end();
void move_ufo();
void move_shot();
void move_shots();
void move_player();
void move_enemy();
void draw_score();
void draw_bunker();
void draw_player();
void draw_enemy();
void draw_shots();
void draw_sprite(char type, char x, char y);
void draw_ufo();
void screen_intro();
void screen_gameover();
void screen_level();
bool check_bunker(char xpos, char ypos, int8_t shift);
void ram(void) {
//gpioSetValue (RB_LED1, CFG_LED_OFF);
//backlightInit();
while(1) {
screen_intro();
game.rokets = 3;
game.level = 1;
init_game();
screen_level();
while (game.rokets>=0) {
////checkISP();
lcdFill(0);
check_end();
move_ufo();
move_shot();
move_shots();
move_player();
move_enemy();
draw_score();
draw_ufo();
draw_bunker();
draw_player();
draw_enemy();
draw_shots();
// draw_status();
lcdDisplay();
delayms(12);
}
screen_gameover();
}
return;
}
void screen_intro() {
char key=0;
while(key==0) {
lcdFill(0);
font = &Font_Invaders;
DoString(28,25,"ABC");
font = &Font_7x8;
DoString (28,40,"SPACE");
DoString (18,50,"INVADERS");
//DoString (20,RESY-24, "Highscore");
DoString (0, 0, "12345");
DoString (0, 9, "iggy");
lcdDisplay();
delayms_queue(50);
key=getInput();
}
}
void screen_gameover() {
char key =0;
while(key==0) {
lcdFill(0);
font = &Font_7x8;
DoString (12,32, "GAME OVER");
DoInt (0,0, game.score);
DoString (0,9,"HIGHSCORE!");
lcdDisplay();
delayms_queue(50);
key=getInput();
}
}
void screen_level() {
lcdFill(0);
draw_score();
font = &Font_7x8;
int dx = DoString(20,32, "Level ");
DoInt(dx,32,game.level);
lcdDisplay();
delayms(500);
}
void init_game(void) {
game.player = POS_PLAYER_X;
game.shot_x = DISABLED;
game.shot_y = 0;
game.alive = ENEMY_ROWS*ENEMY_COLUMNS;
game.move = 0;
if (getRandom()%2 == 0) {
game.direction = -1;
game.lastcol = ENEMY_COLUMNS-1;
} else {
game.direction = 1;
game.lastcol = 0;
}
game.killed = 0;
game.step = false;
game.ufo = DISABLED;
game.score = 0;
init_enemy();
for (int col=0; col<ENEMY_COLUMNS; col++){
game.shots_x[col] = DISABLED;
}
for (int b=0; b<BUNKERS; b++){
//for (int slice=0; slice<BUNKER_WIDTH; slice++){
// game.bunker[b][slice] = 255<<2;
//}
game.bunker[b][0] = 0b00111100;
game.bunker[b][1] = 0b01111100;
game.bunker[b][2] = 0b11111100;
game.bunker[b][3] = 0b11100000;
game.bunker[b][4] = 0b11100000;
game.bunker[b][5] = 0b11100000;
game.bunker[b][6] = 0b11100000;
game.bunker[b][7] = 0b11111100;
game.bunker[b][8] = 0b01111100;
game.bunker[b][9] = 0b00111100;
}
}
void init_enemy() {
for (int row = 0; row<ENEMY_ROWS; row++) {
game.enemy_row_y[row] = 10 + (40/ENEMY_ROWS)*row;
for (int col = 0; col<ENEMY_COLUMNS; col++) {
game.enemy_x[row][col] = 5+(86/ENEMY_COLUMNS)*col+(2-row);
}
}
}
bool check_bunker(char xpos, char ypos, int8_t shift){
for (int b=0; b<BUNKERS; b++) {
if (xpos>BUNKER_X[BUNKERS-1-b] &&
xpos<BUNKER_X[BUNKERS-1-b]+BUNKER_WIDTH &&
ypos<RESY-8 &&
ypos>RESY-16) {
int offset = BUNKER_WIDTH - (xpos-BUNKER_X[BUNKERS-1-b]);
if (game.bunker[b][offset]!=0) {
if (shift>0)
game.bunker[b][offset]&=game.bunker[b][offset]<<shift;
else
game.bunker[b][offset]&=game.bunker[b][offset]>>-shift;
return true;
}
}
}
return false;
}
void move_shot() {
//No shot, do nothing
if(game.shot_x == DISABLED) {
return;
}
//moving out of top, end shot
if (game.shot_y <= 0) {
game.shot_x = DISABLED;
return;
}
if (check_bunker(game.shot_x,game.shot_y-5,1 ))
game.shot_x=DISABLED;
//check for collision with enemy, kill enemy if
for (int row=0; row<ENEMY_ROWS; row++) {
if (game.enemy_row_y[row]+6 >= game.shot_y && game.enemy_row_y[row]+6 < game.shot_y+7) {
for(int col = 0; col<ENEMY_COLUMNS; col++) {
if(game.shot_x >= game.enemy_x[row][col] && game.shot_x < game.enemy_x[row][col]+ENEMY_WIDTHS[row]) {
game.enemy_x[row][col]=DISABLED;
game.shot_x = DISABLED;
game.alive--;
game.score+=(3-row)*10;
return;
}
}
}
}
//check for collision with ufo
if (game.ufo != DISABLED &&
game.shot_x>game.ufo &&
game.shot_x<game.ufo + 16 &&
game.shot_y<8) {
game.ufo = DISABLED;
game.score += 50;
}
game.shot_y -= 2;
}
void move_shots() {
for (int col = 0; col<ENEMY_COLUMNS; col++){
//No shot, maybe generate
if (game.shots_x[col] == DISABLED) {
for (int row = 0; row<ENEMY_ROWS; row++) {
if (game.enemy_x[row][col] != DISABLED) {
if(getRandom()%(game.alive*20/((game.level/3)+1))==0) {
game.shots_x[col] = game.enemy_x[row][col]+5;
game.shots_y[col] = game.enemy_row_y[row]+0;
}
}
}
continue;
}
//moving out of bottm, end shot
if (game.shots_y[col] >= RESY) {
game.shots_x[col] = DISABLED;
return;
}
//check for collision with bunker
if (check_bunker(game.shots_x[col],game.shots_y[col],-1))
game.shots_x[col]=DISABLED;
//check for collision with player
if (game.shots_y[col] >= RESY-13 &&
game.shots_x[col] > game.player+1 &&
game.shots_x[col] < game.player+6) {
game.killed = true;
}
//move shots down
game.shots_y[col] += 1;
}
}
void move_ufo() {
if (game.ufo == DISABLED) {
if ((getRandom()%UFO_PROB)==0) {
game.ufo = 0;
}
return;
}
if (game.ufo >= RESX){
game.ufo = DISABLED;
return;
}
game.ufo++;
}
void move_player() {
if(gpioGetValue(RB_BTN0)==0 && game.player > 0 ){
game.player-=1;
}
if(gpioGetValue(RB_BTN1)==0 && game.player < RESX-8){
game.player+=1;
}
if(gpioGetValue(RB_BTN4)==0 && game.shot_x == 255){
game.shot_x = game.player+4;
game.shot_y = POS_PLAYER_Y;
}
}
void move_enemy() {
if(game.move > 0){
game.move-=game.level/5+1;
return;
}
game.step = !game.step;
for (int col = 0; col < ENEMY_COLUMNS; col++) {
for (int row = 0; row < ENEMY_ROWS; row++) {
char pos = game.enemy_x[row][(game.direction==1)?(ENEMY_COLUMNS-(col+1)):col];
if (pos != DISABLED) {
//Check collision with player
if((game.enemy_row_y[row]+8 >= POS_PLAYER_Y && pos+8 >= game.player && pos < game.player+8) ||
game.enemy_row_y[row]+8 >= POS_PLAYER_Y+8) {
for(int row=0; row<ENEMY_ROWS; row++) {
game.enemy_row_y[row] = 10 + (40/ENEMY_ROWS)*row;
}
game.killed = true;
}
check_bunker(pos,game.enemy_row_y[row]+8,-2);
//Are we at the beginning or end? Direction change
if((pos <=0 && game.direction != 1) ||
(pos >=RESX-10 && game.direction == 1)){
game.direction = (game.direction==1)?-1:1;
for (int r = 0; r<ENEMY_ROWS; r++) {
game.enemy_row_y[r]+=game.level>=23?4:2;
}
return;
}
game.enemy_x[row][(game.direction==1)?(ENEMY_COLUMNS-(col+1)):col] += game.direction;
}
}
}
game.move = game.alive*2-1;
}
void draw_player() {
draw_sprite(TYPE_PLAYER, game.player, POS_PLAYER_Y);
}
void draw_ufo() {
if (game.ufo!=DISABLED)
draw_sprite(TYPE_UFO, game.ufo, POS_UFO_Y);
}
void draw_enemy() {
for (int row = 0; row<ENEMY_ROWS; row++) {
for (int col = 0; col<ENEMY_COLUMNS; col++) {
if (game.enemy_x[row][col] != DISABLED) {
draw_sprite(TYPE_ENEMY_C-row,game.enemy_x[row][col],game.enemy_row_y[row]);
}
}
}
}
void draw_bunker() {
for (int b=0; b<BUNKERS; b++) {
memcpy(lcdBuffer+(RESX*1+BUNKER_X[b]),game.bunker+b,BUNKER_WIDTH);
}
}
void draw_shots() {
if (game.shot_x != 255) {
for (int length=0; length<=5; length++) {
lcdSetPixel(game.shot_x, game.shot_y+length, true);
}
}
for (int col = 0; col < ENEMY_COLUMNS; col++) {
if (game.shots_x[col] != DISABLED) {
for (int length=0; length<=5; length++) {
lcdSetPixel(game.shots_x[col], game.shots_y[col]+length,true);
}
}
}
}
void draw_status() {
for (int p = 0; p<game.alive; p++){
lcdSetPixel(p+1,1,true);
}
}
void draw_sprite(char type, char x, char y) {
font = &Font_Invaders;
switch(type) {
case TYPE_PLAYER:
DoChar(x,y-1,'P');
break;
case TYPE_ENEMY_A:
DoChar(x,y-1,game.step?'a':'A');
break;
case TYPE_ENEMY_B:
DoChar(x,y-1,game.step?'b':'B');
break;
case TYPE_ENEMY_C:
DoChar(x,y-1,game.step?'c':'C');
break;
case TYPE_UFO:
DoChar(x,y-1,'U');
break;
}
}
void draw_score() {
font = &Font_7x8;
DoInt(0,0,game.score);
DoInt(RESX-8,0,game.rokets);
font = &Font_Invaders;
DoChar(RESX-16, 0, 'P');
}
void check_end() {
if (game.killed) {
game.rokets--;
delayms(500);
game.player = POS_PLAYER_X;
for(int col=0; col<ENEMY_COLUMNS; col++) {
game.shots_x[col] = DISABLED;
}
game.killed = false;
}
if (game.alive == 0) {
delayms(500);
game.level++;
init_game();
screen_level();
}
}