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