added game r0ket JUMP
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/**
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* r0ket JUMP!
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*
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* Author: webholics
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*/
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#include <sysinit.h>
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#include <string.h>
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#include "basic/basic.h"
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#include "basic/config.h"
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#include "basic/random.h"
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#include "lcd/render.h"
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#include "lcd/display.h"
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#include "funk/mesh.h"
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#include "usetable.h"
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#define PLAYER_SPRITE_WIDTH 9
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#define PLAYER_SPRITE_HEIGHT 10
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static const bool PLAYER_SPRITE_DOWN[] = {
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0,0,0,1,1,1,0,0,0,
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1,0,0,1,1,1,0,0,1,
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1,1,0,0,1,0,0,1,1,
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0,1,1,1,1,1,1,1,0,
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0,0,1,1,1,1,1,0,0,
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0,0,0,1,1,1,0,0,0,
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0,0,0,1,1,1,0,0,0,
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0,0,1,1,0,1,1,0,0,
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0,0,1,1,0,1,1,0,0,
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0,0,1,1,0,1,1,0,0
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};
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static const bool PLAYER_SPRITE_UP[] = {
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0,0,0,1,1,1,0,0,0,
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0,0,0,1,1,1,0,0,0,
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0,0,0,0,1,0,0,0,0,
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0,0,1,1,1,1,1,0,0,
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0,1,1,1,1,1,1,1,0,
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1,1,0,1,1,1,0,1,1,
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0,0,0,1,1,1,0,0,0,
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0,0,1,1,0,1,1,0,0,
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0,0,1,1,0,1,1,0,0,
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0,0,1,1,0,1,1,0,0
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};
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#define GRAVITY 1
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#define JUMP_FORCE -9
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#define MAX_VEL_Y 5
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#define MAX_VEL_X 2
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#define NUM_PLATFORMS 30
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#define PLATFORM_MARGIN_Y 14
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#define PLATFORM_HEIGHT 3
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#define PLATFORM_WIDTH 20
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#define SPEEDUP_EVERY_FPS 1000
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#define REDUCE_PLATFORM_EVERY_FPS 500
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#define POS_PLAYER_Y RESY-PLATFORM_HEIGHT
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#define POS_PLAYER_X (RESX+PLAYER_SPRITE_WIDTH)/2
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struct gamestate {
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bool running;
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char player_x;
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int player_y;
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int player_y_vel;
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int player_x_vel;
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bool player_ground;
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char scroll_speed;
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uint32_t scroll_pos;
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char platform_width;
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int platform_index;
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int platforms_y[NUM_PLATFORMS];
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char platforms_x1[NUM_PLATFORMS];
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char platforms_x2[NUM_PLATFORMS];
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} game;
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static void splash_scene();
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static void init_game();
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static void draw_player();
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static void move_player(long frame_count);
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static void update_platforms(long frame_count);
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static void draw_platforms();
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static void draw_hud();
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static bool gameover_scene();
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static void blink_led();
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static bool highscore_set(uint32_t score, char nick[]);
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static uint32_t highscore_get(char nick[]);
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void ram(void) {
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splash_scene();
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long frame_count = 0;
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init_game();
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randomInit();
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while(1) {
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frame_count++;
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lcdFill(0);
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update_platforms(frame_count);
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move_player(frame_count);
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draw_platforms();
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draw_player();
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draw_hud();
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blink_led();
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lcdDisplay();
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if(!game.running) {
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if(!gameover_scene())
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return;
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init_game();
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}
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delayms(12);
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}
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}
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static void splash_scene() {
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uint32_t highscore;
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char highnick[20];
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char key = 0;
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while(key == 0) {
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getInputWaitRelease();
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int dy = getFontHeight();
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int s1x = DoString(0, 0, "r0ket");
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s1x = (RESX-s1x)/2;
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int s2x = DoString(0, 0, "JUMP!");
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s2x = (RESX-s2x)/2;
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lcdFill(0);
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DoString(s1x, 3*dy, "r0ket");
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DoString(s2x, 4*dy, "JUMP!");
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DoString(0, 7*dy, "by webholics");
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highscore = highscore_get(highnick);
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int s3x = DoInt(0, 0, highscore);
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DoChar(s3x, 0, 'm');
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DoString (0, dy, highnick);
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lcdDisplay();
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key = getInputWaitTimeout(1000);
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}
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}
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static void init_game() {
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game.running = true;
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game.player_x = POS_PLAYER_X;
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game.player_y = POS_PLAYER_Y;
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game.player_y_vel = 0;
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game.player_x_vel = 0;
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game.player_ground = true;
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game.scroll_speed = 8;
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game.platform_width = 20;
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game.scroll_pos = 0;
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game.platform_index = 0;
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game.platforms_y[0] = RESY - PLATFORM_HEIGHT;
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game.platforms_x1[0] = 0;
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game.platforms_x2[0] = RESX;
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for(int i = 1; i < NUM_PLATFORMS; i++) {
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game.platforms_y[i] = RESY+1;
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}
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}
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static void update_platforms(long frame_count) {
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// create new platforms
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while(1) {
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int y = game.platforms_y[game.platform_index];
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if(y <= 0) {
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break;
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}
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y -= PLATFORM_MARGIN_Y;
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int x = getRandom() % (RESX-game.platform_width);
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game.platform_index = (game.platform_index+1)%NUM_PLATFORMS;
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game.platforms_y[game.platform_index] = y;
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game.platforms_x1[game.platform_index] = x;
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game.platforms_x2[game.platform_index] = x + game.platform_width-1;
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}
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if(game.scroll_speed > 1 && frame_count % SPEEDUP_EVERY_FPS == 0) {
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game.scroll_speed--;
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}
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if(game.platform_width > 5 && frame_count % REDUCE_PLATFORM_EVERY_FPS == 0) {
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game.platform_width--;
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}
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// move platforms
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int scroll_speed = game.scroll_speed;
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if(game.player_y-PLAYER_SPRITE_HEIGHT < 0) {
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scroll_speed += (game.player_y-PLAYER_SPRITE_HEIGHT) / 5 - 1;
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if(scroll_speed <= 0)
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scroll_speed = 1;
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}
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if(frame_count % scroll_speed == 0) {
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game.scroll_pos++;
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for(int i = 0; i < NUM_PLATFORMS; i++) {
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game.platforms_y[i]++;
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}
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}
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}
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static void draw_platforms() {
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for(int i = 0; i < NUM_PLATFORMS; i++) {
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if(game.platforms_y[i] <= RESY) {
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for(int x = game.platforms_x1[i]; x <= game.platforms_x2[i]; x++) {
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for(int y = game.platforms_y[i]; y < game.platforms_y[i]+PLATFORM_HEIGHT; y++) {
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if(y >= 0 && y <= RESY) {
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lcdSetPixel(x, y, 1);
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}
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}
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}
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}
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}
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}
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static void draw_player() {
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bool* sprite;
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if(game.player_y_vel > 0) {
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sprite = PLAYER_SPRITE_DOWN;
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}
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else {
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sprite = PLAYER_SPRITE_UP;
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}
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for(int x = 0; x < PLAYER_SPRITE_WIDTH; x++) {
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for(int y = 0; y < PLAYER_SPRITE_HEIGHT; y++) {
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int py = game.player_y + y - PLAYER_SPRITE_HEIGHT;
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if(sprite[x + y*PLAYER_SPRITE_WIDTH] && py >= 0 && py < RESY) {
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lcdSetPixel(
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(game.player_x + x)%RESX,
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py,
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1);
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}
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}
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}
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if(game.player_y < 0) {
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int player_x_center = game.player_x + PLAYER_SPRITE_WIDTH/2;
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for(int y = 0; y < 2; y++) {
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for(int x = player_x_center-2; x <= player_x_center+2; x++) {
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if(x >= 0 && x < RESX && y >= 0 && y < RESY) {
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lcdSetPixel(x, y, 1);
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}
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}
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}
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}
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}
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static void move_player(long frame_count) {
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// move x
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if(gpioGetValue(RB_BTN0) == 0) {
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game.player_x_vel--;
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}
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else if(gpioGetValue(RB_BTN1) == 0) {
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game.player_x_vel++;
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}
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else {
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game.player_x_vel = 0;
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}
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if(game.player_x_vel > MAX_VEL_X) {
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game.player_x_vel = MAX_VEL_X;
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}
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else if(game.player_x_vel < -1*MAX_VEL_X) {
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game.player_x_vel = -1*MAX_VEL_X;
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}
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game.player_x += game.player_x_vel + RESX;
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game.player_x %= RESX;
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// move y (jump)
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// half the speed
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if(frame_count%2 == 0) {
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int old_y = game.player_y;
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if(game.player_ground) {
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game.player_y_vel = JUMP_FORCE;
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game.player_ground = false;
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}
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game.player_y_vel += GRAVITY;
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game.player_y_vel = game.player_y_vel > MAX_VEL_Y ? MAX_VEL_Y : game.player_y_vel;
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int new_y = old_y + game.player_y_vel;
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// collision detection
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int player_x_center = game.player_x + PLAYER_SPRITE_WIDTH/2;
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for(int i = 0; i < NUM_PLATFORMS; i++) {
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if(game.player_y_vel > 0
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&& old_y < game.platforms_y[i]
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&& new_y >= game.platforms_y[i]
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&& game.platforms_x1[i] <= player_x_center+2
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&& game.platforms_x2[i] >= player_x_center-2) {
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game.player_y = game.platforms_y[i]-1;
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game.player_y_vel = 0;
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game.player_ground = true;
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break;
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}
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}
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game.player_y = new_y;
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if(game.player_y > RESY + PLAYER_SPRITE_HEIGHT) {
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game.running = false;
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}
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}
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}
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static void draw_hud() {
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int x = DoInt(0, 0, game.scroll_pos / 15);
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DoChar(x, 0, 'm');
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}
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static void blink_led() {
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// this is r0ket booooost!
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if(game.player_y < 0) {
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gpioSetValue(RB_LED0, 1);
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gpioSetValue(RB_LED1, 1);
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gpioSetValue(RB_LED2, 1);
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gpioSetValue(RB_LED3, 1);
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return;
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}
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gpioSetValue(RB_LED0, game.player_ground);
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gpioSetValue(RB_LED1, game.player_ground);
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gpioSetValue(RB_LED2, game.player_ground);
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gpioSetValue(RB_LED3, game.player_ground);
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}
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static bool gameover_scene() {
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int dy = getFontHeight();
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int s1x = DoString(0, 0, "GAME OVER!");
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s1x = (RESX-s1x)/2;
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int s2x = DoString(0, 0, "HIGHTSCORE!");
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s2x = (RESX-s2x)/2;
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char key = 0;
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while(key != BTN_UP && key != BTN_DOWN) {
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lcdClear();
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if(highscore_set(game.scroll_pos / 15, GLOBAL(nickname)))
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DoString (s2x, dy, "HIGHSCORE!");
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else
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DoString(s1x, dy, "GAME OVER!");
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int x = DoInt(0, 3*dy, game.scroll_pos / 15);
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DoChar(x, 3*dy, 'm');
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DoString(0, 5*dy, "UP to play");
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DoString(0, 6*dy, "DOWN to quit");
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lcdDisplay();
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key = getInputWaitTimeout(5000);
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}
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return !(key==BTN_DOWN);
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}
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// thank you space invaders ;)
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static bool highscore_set(uint32_t score, char nick[]) {
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MPKT * mpkt= meshGetMessage('j');
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if(MO_TIME(mpkt->pkt)>score)
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return false;
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MO_TIME_set(mpkt->pkt,score);
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strcpy((char*)MO_BODY(mpkt->pkt),nick);
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if(GLOBAL(privacy)==0){
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uint32touint8p(GetUUID32(),mpkt->pkt+26);
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mpkt->pkt[25]=0;
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};
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return true;
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}
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static uint32_t highscore_get(char nick[]){
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MPKT * mpkt= meshGetMessage('j');
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strcpy(nick,(char*)MO_BODY(mpkt->pkt));
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return MO_TIME(mpkt->pkt);
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}
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