From 36f8eb42926abb1c58efb4c1d25002c437647307 Mon Sep 17 00:00:00 2001 From: ranzwertig Date: Fri, 12 Aug 2011 17:37:05 +0200 Subject: [PATCH] added rtype port for r0ket --- firmware/l0dable/r0type.c | 489 ++++++++++++++++++++++++++++++++++++++ 1 file changed, 489 insertions(+) create mode 100644 firmware/l0dable/r0type.c diff --git a/firmware/l0dable/r0type.c b/firmware/l0dable/r0type.c new file mode 100644 index 0000000..e4218f1 --- /dev/null +++ b/firmware/l0dable/r0type.c @@ -0,0 +1,489 @@ +/** + * r0type + * + * Author: @ranzwertig + * + */ + +#include +#include + +#include "basic/basic.h" +#include "basic/config.h" +#include "lcd/render.h" +#include "lcd/display.h" +#include "funk/mesh.h" +#include "usetable.h" + +#define SHIP_HEIGHT 9 +#define SHIP_WIDTH 12 +#define SHIP_ARRAY_SIZE 108 + +#define LIFE_WIDTH 11 +#define LIFE_HEIGHT 9 +#define LIFE_ARRAY_SIZE 99 + +#define ASTEROID_1_HEIGHT 6 +#define ASTEROID_1_WIDTH 6 +#define ASTEROID_1_ARRAY_SIZE 36 + +#define ASTEROID_3_HEIGHT 8 +#define ASTEROID_3_WIDTH 8 +#define ASTEROID_3_ARRAY_SIZE 64 + +#define ASTEROID_2_HEIGHT 7 +#define ASTEROID_2_WIDTH 7 +#define ASTEROID_2_ARRAY_SIZE 49 + +#define MAX_SHOTS 20 +#define ENDED_SHOT 255 +#define MAX_ASTEROIDS 10 + +#define SHOT_DELAY 12 +#define ASTEROID_FREQ 25 +#define SCROLL_SPEED 20 +#define ASTEROID_MIN_SPEED 6 +#define ASTEROID_MAX_SPEED 5 +#define SHIP_SAVE_TICKS 240 +#define INCREASE_GAME_SPEED 50 + +static const uint8_t SHIP[] = { + 0,1,1,0,0,0,0,0,0,0,0,0, + 1,1,1,1,0,0,1,1,1,0,0,0, + 0,1,1,1,1,1,1,1,1,1,0,0, + 0,0,1,1,1,1,1,1,1,1,1,0, + 0,0,1,1,1,1,1,1,1,1,1,1, + 0,0,1,1,1,1,1,1,1,1,1,0, + 0,1,1,1,1,1,1,1,1,1,0,0, + 1,1,1,1,0,0,1,1,1,0,0,0, + 0,1,1,0,0,0,0,0,0,0,0,0 +}; + +static const uint8_t ASTEROID_1[] = { + 0,1,1,0,0,0, + 0,1,1,1,0,1, + 1,1,1,1,1,1, + 0,1,1,1,1,0, + 0,1,1,1,1,0, + 0,0,1,0,0,0 +}; + +static const uint8_t ASTEROID_3[] = { + 0,1,1,0,0,0,0,0, + 0,1,1,1,0,1,1,1, + 1,1,1,1,1,1,1,1, + 0,1,1,1,1,1,1,0, + 0,1,1,1,1,1,0,0, + 1,1,1,1,1,1,1,0, + 1,1,0,1,1,1,1,1, + 0,0,0,1,1,1,0,0 +}; + +static const uint8_t ASTEROID_2[] = { + 0,0,0,0,1,1,0, + 0,1,1,1,1,1,1, + 1,1,1,1,1,1,1, + 0,1,1,1,1,0,0, + 0,0,1,1,0,0,0, + 0,0,1,1,1,0,0, + 0,0,0,1,0,0,0 +}; + +struct gamestate { + char player; + uint8_t ship[SHIP_ARRAY_SIZE]; + uint8_t ship_x; + uint8_t ship_y; + uint8_t shots_x[MAX_SHOTS]; + uint8_t shots_y[MAX_SHOTS]; + uint8_t shot_delay; + uint8_t asteroids_x[MAX_ASTEROIDS]; + uint8_t asteroids_y[MAX_ASTEROIDS]; + uint8_t asteroids_t[MAX_ASTEROIDS]; + uint8_t asteroids_s[MAX_ASTEROIDS]; + uint8_t asteroids_h[MAX_ASTEROIDS]; + uint32_t ticks; + uint32_t score; + uint8_t ships; + uint32_t ship_safe; + uint8_t ship_blinker; + uint8_t speed; + uint32_t highscore; +} game; +char key; + +static bool highscore_set(uint32_t score, char nick[]); +static uint32_t highscore_get(char nick[]); +static void init_game(); +static void conrtols(); +static bool screen_intro(); +static void draw_game(); + static void draw_ship(); + static void draw_score(); + static void draw_shots(); + static void draw_shot(); + static void draw_environ(); + static void draw_asteroid(); + static void draw_splash(); +static void shoot(); +static void make_asteroids(); +static void detect_collitions(); + +void ram(void){ + while(1) { + if (!screen_intro()) + return; + init_game(); + while(game.ships > 0){ + game.ticks++; + lcdFill(0); + conrtols(); + draw_game(); + lcdDisplay(); + delayms(6); + if(game.shot_delay > 0){ + game.shot_delay--; + } + } + draw_splash(); + } +}; + +static bool screen_intro(void) { + char key=0; + bool step = false; + while(key==0) { + getInputWaitRelease(); + lcdFill(0); + int ct = 0; + for (int i = 0; i < SHIP_HEIGHT; i++){ + for(int d = 0; d < SHIP_WIDTH; d++){ + lcdSetPixel((40+d)%RESX,(10+i)%RESY,SHIP[ct]); + ct++; + } + } + DoString (13,25,"R0KET TYPE"); + uint32_t highscore; + char highnick[20]; + highscore = highscore_get(highnick); + DoInt(13, 40, highscore); + DoString (13, 50, highnick); + lcdDisplay(); + key=getInputWaitTimeout(1000); + } + //getInputWaitRelease(); + return !(key==BTN_LEFT); +} + +static void draw_splash(void){ + char key=0; + bool step = false; + while(key==0) { + lcdFill(0); + DoString (16,15, "GAME OVER"); + if (highscore_set(game.score, GLOBAL(nickname))) + DoString (16,25,"HIGHSCORE!"); + DoString (24,40, "GAME BY"); + DoString (10,50, "@RANZWERTIG"); + lcdDisplay(); + key=getInputWaitTimeout(1000); + } + return !(key==BTN_LEFT); +} + +static bool highscore_set(uint32_t score, char nick[]) { + MPKT * mpkt= meshGetMessage('r'); + 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('r'); + + strcpy(nick,(char*)MO_BODY(mpkt->pkt)); + + return MO_TIME(mpkt->pkt); +} + +static void init_game(void) { + + game.ticks = 0; + game.ships = 3; + game.score = 0; + game.speed = 0; + game.ship_x = 5; + game.ship_y = RESY/2; + game.ship_blinker = 0; + game.ship_safe = 0; + + for(int i = 0; i 0){ + game.ship_safe--; + } + if(game.ship_safe > 0 && game.ship_blinker == 0 && game.ship_safe%40 == 0){ + game.ship_blinker = 20; + } + if(game.ship_blinker > 0){ + game.ship_blinker--; + } + int ct = 0; + for (int i = 0; i < SHIP_HEIGHT; i++){ + for(int d = 0; d < SHIP_WIDTH; d++){ + if(game.ship_blinker > 0){ + } else { + lcdSetPixel((game.ship_x+d)%RESX,(game.ship_y+i)%RESY,SHIP[ct]); + } + ct++; + } + } +} + +static void draw_environ(void){ + if(game.ticks%INCREASE_GAME_SPEED+1 == 0){ + game.speed++; + } + for(int i = 0; i < MAX_ASTEROIDS;i++){ + if(game.asteroids_t[i] > 0){ + draw_asteroid(i); + int speed = game.ticks%game.asteroids_s[i]; + if(speed == 0) { + game.asteroids_x[i]--; + } + if(game.asteroids_x[i] == 0){ + game.asteroids_t[i] = 0; + } + } + } +} + +static void make_asteroids(void){ + int freq = ASTEROID_FREQ-game.speed; + if(freq < 1){ + freq = 1; + } + if(game.ticks%freq == 0){ + uint8_t rand_x = RESX+getRandom()%RESX; + uint8_t rand_y = getRandom()%RESY; + int as = 0; + for(int i = 0; i < MAX_ASTEROIDS;i++){ + if(game.asteroids_t[i] == 0){ + as = i; + } + } + game.asteroids_x[as] = rand_x; + game.asteroids_y[as] = rand_y; + game.asteroids_t[as] = getRandom()%3+1; + int speed = (getRandom()%ASTEROID_MIN_SPEED+ASTEROID_MAX_SPEED)-game.speed; + if(speed < 0){ + speed = 0; + } + game.asteroids_s[as] = speed; + + } +} + +static void draw_asteroid(int as){ + if(game.asteroids_t[as] > 0){ + int x = game.asteroids_x[as]; + int y = game.asteroids_y[as]; + + if(game.asteroids_t[as] == 1){ + int ct = 0; + for (int i = 0; i < ASTEROID_1_HEIGHT; i++){ + for(int d = 0; d < ASTEROID_1_WIDTH; d++){ + if(ASTEROID_1[ct] == 1){ + lcdSetPixel(x+d,y+i,1 && game.asteroids_h[as] == 0); + } + ct++; + } + } + } else if(game.asteroids_t[as] == 2){ + int ct = 0; + for (int i = 0; i < ASTEROID_2_HEIGHT; i++){ + for(int d = 0; d < ASTEROID_2_WIDTH; d++){ + if(ASTEROID_2[ct] == 1 && game.asteroids_h[as] == 0){ + lcdSetPixel(x+d,y+i,1); + } + if(ASTEROID_2[ct] == 1 && game.asteroids_h[as] == 1 && getRandom()%2 == 0){ + lcdSetPixel(x+d,y+i,1); + } + ct++; + } + } + } else if(game.asteroids_t[as] == 3){ + int ct = 0; + for (int i = 0; i < ASTEROID_3_HEIGHT; i++){ + for(int d = 0; d < ASTEROID_3_WIDTH; d++){ + if(ASTEROID_3[ct] == 1 && game.asteroids_h[as] == 0){ + lcdSetPixel(x+d,y+i,1); + } + if(ASTEROID_3[ct] == 1 && game.asteroids_h[as] == 1 && getRandom()%2 == 0){ + lcdSetPixel(x+d,y+i,1); + } + if(ASTEROID_3[ct] == 1 && game.asteroids_h[as] == 2 && getRandom()%4 == 0){ + lcdSetPixel(x+d,y+i,1); + } + ct++; + } + } + } + } +} + +static void draw_score(void){ + DoInt(2,2,game.score); + DoInt(RESX-8,2,game.ships); + DoString (RESX-20,2,"H"); +} + +static void detect_collitions(void){ + for(int i = 0;i 0){ + int as_x = game.asteroids_x[i]; + int as_y = game.asteroids_y[i]; + int as_h = 0; + int as_w = 0; + if(game.asteroids_t[i] == 1){ + as_h = ASTEROID_1_HEIGHT; + as_w = ASTEROID_1_WIDTH; + } else if(game.asteroids_t[i] == 2){ + as_h = ASTEROID_2_HEIGHT; + as_w = ASTEROID_2_WIDTH; + } else if(game.asteroids_t[i] == 3){ + as_h = ASTEROID_3_HEIGHT; + as_w = ASTEROID_3_WIDTH; + } + for(int z = 0; z= game.asteroids_y[i] && game.shots_y[z] <= game.asteroids_y[i]+as_h){ + if(game.shots_x[z] > game.asteroids_x[i]){ + game.asteroids_h[i]++; + game.shots_x[z] = 255; + game.shots_y[z] = 255; + if(game.asteroids_t[i] == game.asteroids_h[i]){ + game.score += game.asteroids_t[i]; + game.asteroids_x[i] = 255; + game.asteroids_y[i] = 255; + game.asteroids_t[i] = 0; + game.asteroids_s[i] = 0; + game.asteroids_h[i] = 0; + } + } + } + } + } + int xl = game.ship_x; + int yo = game.ship_y; + int xr = game.asteroids_x[i] + as_w; + int yu = game.asteroids_y[i] + as_h; + if(game.asteroids_x[i] < game.ship_x){ + xl = game.asteroids_x[i]; + } + if(game.asteroids_y[i] < game.ship_y){ + yo = game.asteroids_y[i]; + } + if(game.ship_x + SHIP_WIDTH > game.asteroids_x[i] + as_w){ + xr = game.ship_x + SHIP_WIDTH; + } + if(game.ship_y + SHIP_HEIGHT > game.asteroids_y[i] + as_h){ + yu = game.ship_y + SHIP_HEIGHT; + } + if(SHIP_WIDTH + as_w > xr - xl && SHIP_HEIGHT + as_h > yu - yo){ + if(game.ship_safe == 0){ + game.ships--; + game.asteroids_x[i] = 255; + game.asteroids_y[i] = 255; + game.asteroids_t[i] = 0; + game.asteroids_s[i] = 0; + game.ship_safe = SHIP_SAVE_TICKS; + } + } + } + } +} + +static void draw_shots() { + for(int i = 0; i 0){ + game.ship_x -= 1; + } + } else if (gpioGetValue(RB_BTN1)==0) { + if (game.ship_x < RESX-SHIP_WIDTH){ + game.ship_x += 1; + } + } else if (gpioGetValue(RB_BTN2)==0) { + if (game.ship_y < RESY-SHIP_HEIGHT){ + game.ship_y += 1; + } + } else if (gpioGetValue(RB_BTN3)==0) { + if (game.ship_y > 0){ + game.ship_y -= 1; + } + } else if (gpioGetValue(RB_BTN4)==0) { + shoot(); + } +} + +