crashtest-r0ket/firmware/l0dable/jump.c

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/**
* r0ket JUMP!
*
* Author: webholics
*/
#include <sysinit.h>
#include <string.h>
#include "basic/basic.h"
#include "basic/config.h"
#include "basic/random.h"
#include "lcd/render.h"
#include "lcd/display.h"
#include "funk/mesh.h"
#include "usetable.h"
#define PLAYER_SPRITE_WIDTH 9
#define PLAYER_SPRITE_HEIGHT 10
static const bool PLAYER_SPRITE_DOWN[] = {
0,0,0,1,1,1,0,0,0,
1,0,0,1,1,1,0,0,1,
1,1,0,0,1,0,0,1,1,
0,1,1,1,1,1,1,1,0,
0,0,1,1,1,1,1,0,0,
0,0,0,1,1,1,0,0,0,
0,0,0,1,1,1,0,0,0,
0,0,1,1,0,1,1,0,0,
0,0,1,1,0,1,1,0,0,
0,0,1,1,0,1,1,0,0
};
static const bool PLAYER_SPRITE_UP[] = {
0,0,0,1,1,1,0,0,0,
0,0,0,1,1,1,0,0,0,
0,0,0,0,1,0,0,0,0,
0,0,1,1,1,1,1,0,0,
0,1,1,1,1,1,1,1,0,
1,1,0,1,1,1,0,1,1,
0,0,0,1,1,1,0,0,0,
0,0,1,1,0,1,1,0,0,
0,0,1,1,0,1,1,0,0,
0,0,1,1,0,1,1,0,0
};
#define GRAVITY 1
#define JUMP_FORCE -9
#define MAX_VEL_Y 5
#define MAX_VEL_X 2
#define NUM_PLATFORMS 30
#define PLATFORM_MARGIN_Y 14
#define PLATFORM_HEIGHT 3
#define PLATFORM_WIDTH 20
#define SPEEDUP_EVERY_FPS 1000
#define REDUCE_PLATFORM_EVERY_FPS 500
#define POS_PLAYER_Y RESY-PLATFORM_HEIGHT
#define POS_PLAYER_X (RESX+PLAYER_SPRITE_WIDTH)/2
struct gamestate {
bool running;
char player_x;
int player_y;
int player_y_vel;
int player_x_vel;
bool player_ground;
char scroll_speed;
uint32_t scroll_pos;
char platform_width;
int platform_index;
int platforms_y[NUM_PLATFORMS];
char platforms_x1[NUM_PLATFORMS];
char platforms_x2[NUM_PLATFORMS];
} game;
static void splash_scene();
static void init_game();
static void draw_player();
static void move_player(long frame_count);
static void update_platforms(long frame_count);
static void draw_platforms();
static void draw_hud();
static bool gameover_scene();
static void blink_led();
static bool highscore_set(uint32_t score, char nick[]);
static uint32_t highscore_get(char nick[]);
void ram(void) {
splash_scene();
long frame_count = 0;
init_game();
while(1) {
frame_count++;
lcdFill(0);
update_platforms(frame_count);
move_player(frame_count);
draw_platforms();
draw_player();
draw_hud();
blink_led();
lcdDisplay();
if(!game.running) {
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if(!gameover_scene()){
delayms_queue_plus(10,1);
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return;
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}
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init_game();
}
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delayms_queue_plus(24,0);
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}
}
static void splash_scene() {
uint32_t highscore;
char highnick[20];
char key = 0;
while(key == 0) {
getInputWaitRelease();
int dy = getFontHeight();
int s1x = DoString(0, 0, "r0ket");
s1x = (RESX-s1x)/2;
int s2x = DoString(0, 0, "JUMP!");
s2x = (RESX-s2x)/2;
lcdFill(0);
DoString(s1x, 3*dy, "r0ket");
DoString(s2x, 4*dy, "JUMP!");
DoString(0, 7*dy, "by webholics");
highscore = highscore_get(highnick);
int s3x = DoInt(0, 0, highscore);
DoChar(s3x, 0, 'm');
DoString (0, dy, highnick);
lcdDisplay();
key = getInputWaitTimeout(1000);
}
}
static void init_game() {
game.running = true;
game.player_x = POS_PLAYER_X;
game.player_y = POS_PLAYER_Y;
game.player_y_vel = 0;
game.player_x_vel = 0;
game.player_ground = true;
game.scroll_speed = 8;
game.platform_width = 20;
game.scroll_pos = 0;
game.platform_index = 0;
game.platforms_y[0] = RESY - PLATFORM_HEIGHT;
game.platforms_x1[0] = 0;
game.platforms_x2[0] = RESX;
for(int i = 1; i < NUM_PLATFORMS; i++) {
game.platforms_y[i] = RESY+1;
}
}
static void update_platforms(long frame_count) {
// create new platforms
while(1) {
int y = game.platforms_y[game.platform_index];
if(y <= 0) {
break;
}
y -= PLATFORM_MARGIN_Y;
int x = getRandom() % (RESX-game.platform_width);
game.platform_index = (game.platform_index+1)%NUM_PLATFORMS;
game.platforms_y[game.platform_index] = y;
game.platforms_x1[game.platform_index] = x;
game.platforms_x2[game.platform_index] = x + game.platform_width-1;
}
if(game.scroll_speed > 1 && frame_count % SPEEDUP_EVERY_FPS == 0) {
game.scroll_speed--;
}
if(game.platform_width > 5 && frame_count % REDUCE_PLATFORM_EVERY_FPS == 0) {
game.platform_width--;
}
// move platforms
int scroll_speed = game.scroll_speed;
if(game.player_y-PLAYER_SPRITE_HEIGHT < 0) {
scroll_speed += (game.player_y-PLAYER_SPRITE_HEIGHT) / 5 - 1;
if(scroll_speed <= 0)
scroll_speed = 1;
}
if(frame_count % scroll_speed == 0) {
game.scroll_pos++;
for(int i = 0; i < NUM_PLATFORMS; i++) {
game.platforms_y[i]++;
}
}
}
static void draw_platforms() {
for(int i = 0; i < NUM_PLATFORMS; i++) {
if(game.platforms_y[i] <= RESY) {
for(int x = game.platforms_x1[i]; x <= game.platforms_x2[i]; x++) {
for(int y = game.platforms_y[i]; y < game.platforms_y[i]+PLATFORM_HEIGHT; y++) {
if(y >= 0 && y <= RESY) {
lcdSetPixel(x, y, 1);
}
}
}
}
}
}
static void draw_player() {
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const bool* sprite;
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if(game.player_y_vel > 0) {
sprite = PLAYER_SPRITE_DOWN;
}
else {
sprite = PLAYER_SPRITE_UP;
}
for(int x = 0; x < PLAYER_SPRITE_WIDTH; x++) {
for(int y = 0; y < PLAYER_SPRITE_HEIGHT; y++) {
int py = game.player_y + y - PLAYER_SPRITE_HEIGHT;
if(sprite[x + y*PLAYER_SPRITE_WIDTH] && py >= 0 && py < RESY) {
lcdSetPixel(
(game.player_x + x)%RESX,
py,
1);
}
}
}
if(game.player_y < 0) {
int player_x_center = game.player_x + PLAYER_SPRITE_WIDTH/2;
for(int y = 0; y < 2; y++) {
for(int x = player_x_center-2; x <= player_x_center+2; x++) {
if(x >= 0 && x < RESX && y >= 0 && y < RESY) {
lcdSetPixel(x, y, 1);
}
}
}
}
}
static void move_player(long frame_count) {
// move x
if(gpioGetValue(RB_BTN0) == 0) {
game.player_x_vel--;
}
else if(gpioGetValue(RB_BTN1) == 0) {
game.player_x_vel++;
}
else {
game.player_x_vel = 0;
}
if(game.player_x_vel > MAX_VEL_X) {
game.player_x_vel = MAX_VEL_X;
}
else if(game.player_x_vel < -1*MAX_VEL_X) {
game.player_x_vel = -1*MAX_VEL_X;
}
game.player_x += game.player_x_vel + RESX;
game.player_x %= RESX;
// move y (jump)
// half the speed
if(frame_count%2 == 0) {
int old_y = game.player_y;
if(game.player_ground) {
game.player_y_vel = JUMP_FORCE;
game.player_ground = false;
}
game.player_y_vel += GRAVITY;
game.player_y_vel = game.player_y_vel > MAX_VEL_Y ? MAX_VEL_Y : game.player_y_vel;
int new_y = old_y + game.player_y_vel;
// collision detection
int player_x_center = game.player_x + PLAYER_SPRITE_WIDTH/2;
for(int i = 0; i < NUM_PLATFORMS; i++) {
if(game.player_y_vel > 0
&& old_y < game.platforms_y[i]
&& new_y >= game.platforms_y[i]
&& game.platforms_x1[i] <= player_x_center+2
&& game.platforms_x2[i] >= player_x_center-2) {
game.player_y = game.platforms_y[i]-1;
game.player_y_vel = 0;
game.player_ground = true;
break;
}
}
game.player_y = new_y;
if(game.player_y > RESY + PLAYER_SPRITE_HEIGHT) {
game.running = false;
}
}
}
static void draw_hud() {
int x = DoInt(0, 0, game.scroll_pos / 15);
DoChar(x, 0, 'm');
}
static void blink_led() {
// this is r0ket booooost!
if(game.player_y < 0) {
gpioSetValue(RB_LED0, 1);
gpioSetValue(RB_LED1, 1);
gpioSetValue(RB_LED2, 1);
gpioSetValue(RB_LED3, 1);
return;
}
gpioSetValue(RB_LED0, game.player_ground);
gpioSetValue(RB_LED1, game.player_ground);
gpioSetValue(RB_LED2, game.player_ground);
gpioSetValue(RB_LED3, game.player_ground);
}
static bool gameover_scene() {
int dy = getFontHeight();
int s1x = DoString(0, 0, "GAME OVER!");
s1x = (RESX-s1x)/2;
int s2x = DoString(0, 0, "HIGHTSCORE!");
s2x = (RESX-s2x)/2;
char key = 0;
while(key != BTN_UP && key != BTN_DOWN) {
lcdClear();
if(highscore_set(game.scroll_pos / 15, GLOBAL(nickname)))
DoString (s2x, dy, "HIGHSCORE!");
else
DoString(s1x, dy, "GAME OVER!");
int x = DoInt(0, 3*dy, game.scroll_pos / 15);
DoChar(x, 3*dy, 'm');
DoString(0, 5*dy, "UP to play");
DoString(0, 6*dy, "DOWN to quit");
lcdDisplay();
key = getInputWaitTimeout(5000);
}
return !(key==BTN_DOWN);
}
// thank you space invaders ;)
static bool highscore_set(uint32_t score, char nick[]) {
MPKT * mpkt= meshGetMessage('j');
if(MO_TIME(mpkt->pkt)>score)
return false;
MO_TIME_set(mpkt->pkt,score);
strcpy((char*)MO_BODY(mpkt->pkt),nick);
if(GLOBAL(privacy)==0){
uint32touint8p(GetUUID32(),mpkt->pkt+26);
mpkt->pkt[25]=0;
};
return true;
}
static uint32_t highscore_get(char nick[]){
MPKT * mpkt= meshGetMessage('j');
strcpy(nick,(char*)MO_BODY(mpkt->pkt));
return MO_TIME(mpkt->pkt);
}