crashtest-r0ket/firmware/l0dable/r0type.c

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/**
* r0type
*
* Author: @ranzwertig
*
*/
#include <sysinit.h>
#include <string.h>
#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
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#define ASTEROID_MIN_SPEED 5
#define ASTEROID_MAX_SPEED 4
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#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();
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delayms_queue_plus(12,0);
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if(game.shot_delay > 0){
game.shot_delay--;
}
}
draw_splash();
}
};
static bool screen_intro(void) {
char key=0;
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;
while(key==0) {
lcdFill(0);
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if (highscore_set(game.score, GLOBAL(nickname))){
DoString (16,15,"HIGHSCORE!");
} else {
DoString (16,15, "GAME OVER");
}
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DoString (24,40, "GAME BY");
DoString (10,50, "@RANZWERTIG");
lcdDisplay();
key=getInputWaitTimeout(1000);
}
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return;
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}
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) {
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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<MAX_SHOTS;i++){
game.shots_x[0] = 255;
game.shots_y[0] = 255;
}
for(int i = 0; i<MAX_ASTEROIDS;i++){
game.asteroids_x[i] = 255;
game.asteroids_y[i] = 255;
game.asteroids_t[i] = 0;
game.asteroids_s[i] = 15;
game.asteroids_h[i] = 0;
}
game.shot_delay = 0;
}
static void draw_game(void){
draw_ship();
draw_shots();
draw_score();
make_asteroids();
detect_collitions();
draw_environ();
}
static void draw_ship(void) {
if(game.ship_safe > 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<MAX_ASTEROIDS;i++){
if(game.asteroids_t[i] > 0){
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<MAX_SHOTS;z++){
if(game.shots_x[z] != 255){
if(game.shots_y[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<MAX_SHOTS;i++){
if(game.shots_x[i] < 255){
draw_shot(i);
}
}
}
static void draw_shot(int shot) {
if(game.shots_x[shot] != 255){
for (int length=0; length<=4; length++) {
lcdSetPixel(game.shots_x[shot]+length, game.shots_y[shot], true);
}
game.shots_x[shot] += 1;
}
}
static void shoot(void){
if(game.shot_delay == 0){
int shot = 0;
for(int i = 0; i<MAX_SHOTS;i++){
if(game.shots_x[i] == 255){
shot = i;
break;
}
}
game.shots_x[shot] = game.ship_x%RESX + SHIP_WIDTH;
game.shots_y[shot] = game.ship_y%RESY + SHIP_HEIGHT/2;
game.shot_delay = SHOT_DELAY;
}
}
static void conrtols(void){
if (gpioGetValue(RB_BTN0)==0) {
if (game.ship_x > 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();
}
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}