borgware-2d/animations/stonefly.c

218 lines
4.4 KiB
C

#include <stdlib.h>
#include <inttypes.h>
#include "../config.h"
#include "../compat/pgmspace.h"
#include "../random/prng.h"
#include "../pixel.h"
#include "../games/tetris/piece.h"
#include "../util.h"
#define MAX_STONES 8
#define YSCALE 2 //y axis is scaled up, this allows for YSCALE different falling speeds
//this is hackish, i'll be drunk in a couple of minutes; no comments.
/* space invader
001000100 0x0044
101111101 0x017D
110111011 0x01BB
011111110 0x00FE
010000010 0x0082
*/
static uint16_t const invader[] PROGMEM = {0x0044, 0x017D, 0x01BB, 0x00FE, 0x0082};
#define INV_HEIGHT (sizeof(invader) / sizeof(uint16_t))
typedef struct
{
uint8_t x;
uint8_t y;
uint8_t speed;
uint8_t color;
tetris_piece_t piece;
} stone_t;
//forward decls (not drunk yet!)
//void create_stone(stone_t *stone);
//void draw_stone(stone_t *stone);
//create a stone at a random x pos
static void create_stone(stone_t *stone)
{
//create stone at top position
stone->y = 0;
//random x
//4 is piece width
stone->x = random8() % (NUM_COLS - 4);
//random shape at random angle (untyped enums rock! yay!)
stone->piece.shape = random8() % 7;
stone->piece.angle = random8() % 4;
//chose a random speed from 1-2
stone->speed = (random8() % YSCALE) + 1;
//chose a random color
stone->color = (random8() % NUMPLANE) + 1;
}
//simply draw the stone at it's specified position
void draw_stone(stone_t *stone)
{
uint8_t y, x, ydraw;
uint16_t nPieceMap = tetris_piece_getBitmap(&stone->piece);
for(y = 0; y < 4; y++)
{
// clear all bits of the piece we are not interested in and
// align the remaining row to LSB
// -> translates to: get the correct row out of the bitmap and right-align
// shift bitmap line to current x pos (this can be done faster... BUT I WANT IT SO!)
uint16_t pieceLala = (nPieceMap & 0x000F) << stone->x;
nPieceMap >>= 4;
//DRUUUUUUUUUUUWWWWWWWWWWWWWWW!!!!!!!!!!! eerrr /U/A/s
ydraw = (stone->y / YSCALE) + y;
if((ydraw < (NUM_ROWS + 4)) && (ydraw > 3)) //drawing begins @ 3, to make piece of height 4 scroll in
{
uint16_t mask = 0x0001;
for (x = 0; x < 16; ++x)
{
if(pieceLala & mask)
{
setpixel((pixel){ x, ydraw - 4 }, stone->color);
}
mask <<= 1;
}
}
}
}
static void draw_invader(uint8_t ypos, uint8_t xpos)
{
uint8_t y, x, ydraw;
uint16_t pieceLala;
for(y = 0; y < INV_HEIGHT; y++)
{
pieceLala = pgm_read_word(&invader[y]);
// shift bitmap line to current x pos (this is nonsense overhead... BUT I LIKE IT!)
pieceLala <<= xpos;
//DRUUUUUUUUUUUWWWWWWWWWWWWWWW!!!!!!!!!!! eerrr /U/A/s
ydraw = (ypos / 2) + y;
if((ydraw < (NUM_ROWS + INV_HEIGHT)) && (ydraw > (INV_HEIGHT - 1))) //drawing begins @ 5, to make invader of height 6 scroll in
{
uint16_t mask = 0x0001;
for (x = 0; x < 16; ++x)
{
if(pieceLala & mask)
{
setpixel((pixel){ x, ydraw - INV_HEIGHT }, 1);
}
mask <<= 1;
}
}
}
}
//animation entry point
void stonefly(void)
{
uint8_t i;
stone_t stones[MAX_STONES];
uint8_t stoneCount = 0;
uint16_t counter = 622; /* run 622 cycles */
uint8_t invax = 0, invay = 0, invasion = 0;
uint8_t draw;
//init all stones to zero
for(i = 0; i < MAX_STONES; i++)
{
stones[i].speed = 0;
}
//main loop
while(counter || stoneCount || invasion)
{
if(counter > 0)
{
counter--;
}
//see if invasion is done!
if((invay / 2) >= (NUM_ROWS + INV_HEIGHT))
{
invasion = 0;
}
//clear scruuuun!
clear_screen(0);
//invade screen!!!
if(invasion)
{
draw_invader(invay, invax);
//advancarrrr
invay++;
}
//loop through all stones
for(i = 0; i < stoneCount; i++)
{
draw = 1;
//rapunzel!
while(((stones[i].y / YSCALE) >= (NUM_ROWS + 4)) && (stoneCount > 0))
{
//DIEEEE!!
if(--stoneCount == i)
{
draw = 0;
break;
}
else
stones[i] = stones[stoneCount];
}
if(draw)
{
//draw stone!!
draw_stone(&stones[i]);
//advance!
stones[i].y += stones[i].speed;
}
}
//if there are less than max_stones flying, there's a chance to spawn one
if((stoneCount < MAX_STONES) && (counter > 0))
{
if(random8() < 48)
{
create_stone(&stones[stoneCount++]);
}
//invasion time!!!
if((random8() < 8) && (invasion == 0))
{
//9 is invader width
invax = random8() % (NUM_COLS - 9);
invay = 0;
invasion = 1;
}
}
//loop delay
wait(60);
}
}