Merge branch 'master' of github.com:r0ket/r0ket
This commit is contained in:
commit
b76529cdb1
|
@ -91,6 +91,7 @@ GetVoltage
|
|||
isNight
|
||||
_timectr
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||||
crc16
|
||||
randomInit
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||||
getRandom
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||||
getSeconds
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||||
iapReadSerialNumber
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||||
|
|
|
@ -5,8 +5,11 @@
|
|||
#include "usetable.h"
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||||
|
||||
void ram(void){
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||||
char x = gpioGetValue(RB_LED1);
|
||||
|
||||
for (int x=0;x<20;x++){
|
||||
gpioSetValue (RB_LED1, x%2);
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||||
delayms(50);
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||||
};
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gpioSetValue (RB_LED1, x);
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||||
};
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||||
|
|
|
@ -0,0 +1,388 @@
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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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|
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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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|
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struct gamestate {
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bool running;
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|
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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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|
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char platform_width;
|
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int platform_index;
|
||||
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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||||
|
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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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||||
|
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while(1) {
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frame_count++;
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|
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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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||||
delayms_queue_plus(10,1);
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return;
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||||
}
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||||
init_game();
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}
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delayms_queue_plus(24,0);
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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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|
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char key = 0;
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while(key == 0) {
|
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getInputWaitRelease();
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||||
|
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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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|
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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();
|
||||
|
||||
key = getInputWaitTimeout(1000);
|
||||
}
|
||||
}
|
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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;
|
||||
game.player_x_vel = 0;
|
||||
game.player_ground = true;
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||||
game.scroll_speed = 8;
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||||
game.platform_width = 20;
|
||||
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;
|
||||
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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||||
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||||
static void update_platforms(long frame_count) {
|
||||
// create new platforms
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while(1) {
|
||||
int y = game.platforms_y[game.platform_index];
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||||
if(y <= 0) {
|
||||
break;
|
||||
}
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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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||||
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if(game.scroll_speed > 1 && frame_count % SPEEDUP_EVERY_FPS == 0) {
|
||||
game.scroll_speed--;
|
||||
}
|
||||
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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}
|
||||
}
|
||||
|
||||
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++) {
|
||||
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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static void draw_player() {
|
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bool* sprite;
|
||||
if(game.player_y_vel > 0) {
|
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sprite = PLAYER_SPRITE_DOWN;
|
||||
}
|
||||
else {
|
||||
sprite = PLAYER_SPRITE_UP;
|
||||
}
|
||||
for(int x = 0; x < PLAYER_SPRITE_WIDTH; x++) {
|
||||
for(int y = 0; y < PLAYER_SPRITE_HEIGHT; y++) {
|
||||
int py = game.player_y + y - PLAYER_SPRITE_HEIGHT;
|
||||
if(sprite[x + y*PLAYER_SPRITE_WIDTH] && py >= 0 && py < RESY) {
|
||||
lcdSetPixel(
|
||||
(game.player_x + x)%RESX,
|
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py,
|
||||
1);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if(game.player_y < 0) {
|
||||
int player_x_center = game.player_x + PLAYER_SPRITE_WIDTH/2;
|
||||
for(int y = 0; y < 2; y++) {
|
||||
for(int x = player_x_center-2; x <= player_x_center+2; x++) {
|
||||
if(x >= 0 && x < RESX && y >= 0 && y < RESY) {
|
||||
lcdSetPixel(x, y, 1);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
static void move_player(long frame_count) {
|
||||
// move x
|
||||
if(gpioGetValue(RB_BTN0) == 0) {
|
||||
game.player_x_vel--;
|
||||
}
|
||||
else if(gpioGetValue(RB_BTN1) == 0) {
|
||||
game.player_x_vel++;
|
||||
}
|
||||
else {
|
||||
game.player_x_vel = 0;
|
||||
}
|
||||
if(game.player_x_vel > MAX_VEL_X) {
|
||||
game.player_x_vel = MAX_VEL_X;
|
||||
}
|
||||
else if(game.player_x_vel < -1*MAX_VEL_X) {
|
||||
game.player_x_vel = -1*MAX_VEL_X;
|
||||
}
|
||||
game.player_x += game.player_x_vel + RESX;
|
||||
game.player_x %= RESX;
|
||||
|
||||
// move y (jump)
|
||||
// half the speed
|
||||
if(frame_count%2 == 0) {
|
||||
|
||||
int old_y = game.player_y;
|
||||
|
||||
if(game.player_ground) {
|
||||
game.player_y_vel = JUMP_FORCE;
|
||||
game.player_ground = false;
|
||||
}
|
||||
|
||||
game.player_y_vel += GRAVITY;
|
||||
game.player_y_vel = game.player_y_vel > MAX_VEL_Y ? MAX_VEL_Y : game.player_y_vel;
|
||||
int new_y = old_y + game.player_y_vel;
|
||||
|
||||
// collision detection
|
||||
int player_x_center = game.player_x + PLAYER_SPRITE_WIDTH/2;
|
||||
for(int i = 0; i < NUM_PLATFORMS; i++) {
|
||||
if(game.player_y_vel > 0
|
||||
&& old_y < game.platforms_y[i]
|
||||
&& new_y >= game.platforms_y[i]
|
||||
&& game.platforms_x1[i] <= player_x_center+2
|
||||
&& game.platforms_x2[i] >= player_x_center-2) {
|
||||
|
||||
game.player_y = game.platforms_y[i]-1;
|
||||
game.player_y_vel = 0;
|
||||
game.player_ground = true;
|
||||
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
game.player_y = new_y;
|
||||
|
||||
if(game.player_y > RESY + PLAYER_SPRITE_HEIGHT) {
|
||||
game.running = false;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
static void draw_hud() {
|
||||
int x = DoInt(0, 0, game.scroll_pos / 15);
|
||||
DoChar(x, 0, 'm');
|
||||
}
|
||||
|
||||
static void blink_led() {
|
||||
// this is r0ket booooost!
|
||||
if(game.player_y < 0) {
|
||||
gpioSetValue(RB_LED0, 1);
|
||||
gpioSetValue(RB_LED1, 1);
|
||||
gpioSetValue(RB_LED2, 1);
|
||||
gpioSetValue(RB_LED3, 1);
|
||||
return;
|
||||
}
|
||||
|
||||
gpioSetValue(RB_LED0, game.player_ground);
|
||||
gpioSetValue(RB_LED1, game.player_ground);
|
||||
gpioSetValue(RB_LED2, game.player_ground);
|
||||
gpioSetValue(RB_LED3, game.player_ground);
|
||||
}
|
||||
|
||||
static bool gameover_scene() {
|
||||
int dy = getFontHeight();
|
||||
int s1x = DoString(0, 0, "GAME OVER!");
|
||||
s1x = (RESX-s1x)/2;
|
||||
int s2x = DoString(0, 0, "HIGHTSCORE!");
|
||||
s2x = (RESX-s2x)/2;
|
||||
|
||||
char key = 0;
|
||||
while(key != BTN_UP && key != BTN_DOWN) {
|
||||
lcdClear();
|
||||
|
||||
if(highscore_set(game.scroll_pos / 15, GLOBAL(nickname)))
|
||||
DoString (s2x, dy, "HIGHSCORE!");
|
||||
else
|
||||
DoString(s1x, dy, "GAME OVER!");
|
||||
|
||||
int x = DoInt(0, 3*dy, game.scroll_pos / 15);
|
||||
DoChar(x, 3*dy, 'm');
|
||||
|
||||
DoString(0, 5*dy, "UP to play");
|
||||
DoString(0, 6*dy, "DOWN to quit");
|
||||
|
||||
lcdDisplay();
|
||||
|
||||
key = getInputWaitTimeout(5000);
|
||||
}
|
||||
|
||||
return !(key==BTN_DOWN);
|
||||
}
|
||||
|
||||
// thank you space invaders ;)
|
||||
|
||||
static bool highscore_set(uint32_t score, char nick[]) {
|
||||
MPKT * mpkt= meshGetMessage('j');
|
||||
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('j');
|
||||
|
||||
strcpy(nick,(char*)MO_BODY(mpkt->pkt));
|
||||
|
||||
return MO_TIME(mpkt->pkt);
|
||||
}
|
|
@ -0,0 +1,485 @@
|
|||
/**
|
||||
* 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
|
||||
#define ASTEROID_MIN_SPEED 5
|
||||
#define ASTEROID_MAX_SPEED 4
|
||||
#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_queue_plus(12,0);
|
||||
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);
|
||||
if (highscore_set(game.score, GLOBAL(nickname))){
|
||||
DoString (16,15,"HIGHSCORE!");
|
||||
} else {
|
||||
DoString (16,15, "GAME OVER");
|
||||
}
|
||||
DoString (24,40, "GAME BY");
|
||||
DoString (10,50, "@RANZWERTIG");
|
||||
lcdDisplay();
|
||||
key=getInputWaitTimeout(1000);
|
||||
}
|
||||
return;
|
||||
}
|
||||
|
||||
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<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();
|
||||
}
|
||||
}
|
Loading…
Reference in New Issue