bunkers in spaceinvaders

This commit is contained in:
iggy 2011-08-01 21:44:48 +02:00
parent 4ccd0bf18d
commit cafdbed82f
1 changed files with 63 additions and 33 deletions

View File

@ -20,6 +20,10 @@ void delayms(uint32_t ms);
#define TYPE_ENEMY_A 2
#define TYPE_ENEMY_B 3
#define TYPE_ENEMY_C 4
#define BUNKERS 2
#define BUNKER_WIDTH 10
static const BUNKER_X[] = {20,RESX-BUNKER_WIDTH-20};
static const ENEMY_WIDTHS[] = {10,11,8};
struct gamestate {
@ -29,13 +33,14 @@ struct gamestate {
char shots_y[ENEMY_COLUMNS];
char alive;
char move, direction, lastcol;
bool killed, step;
bool killed;
bool step;
uint32_t score;
char level;
char rokets;
char enemy_x[ENEMY_ROWS][ENEMY_COLUMNS];
char enemy_row_y[ENEMY_ROWS];
uint8_t bunker[BUNKERS][BUNKER_WIDTH];
} game;
char key;
@ -47,12 +52,19 @@ void init_game(void) {
game.move = 0;
game.direction = -1;
game.lastcol = ENEMY_COLUMNS-1;
game.killed = false;
game.killed = 0;
game.step = false;
init_enemy();
for (char col=0; col<ENEMY_COLUMNS; col++){
game.shots_x[col] = DISABLED;
}
for (int b=0; b<BUNKERS; b++){
for (int slice=0; slice<BUNKER_WIDTH; slice++){
game.bunker[b][slice] = 255<<2;
}
}
}
void init_enemy() {
@ -76,6 +88,20 @@ void move_shot() {
return;
}
//check for collision with bunker
for (int b=0; b<BUNKERS; b++) {
if (game.shot_x>BUNKER_X[BUNKERS-1-b] &&
game.shot_x<BUNKER_X[BUNKERS-1-b]+BUNKER_WIDTH &&
game.shot_y<RESY-8 &&
game.shot_y>RESY-16) {
int offset = BUNKER_WIDTH - (game.shot_x-BUNKER_X[BUNKERS-1-b]);
if (game.bunker[b][offset]!=0) {
game.bunker[b][offset]&=game.bunker[b][offset]<<1;
game.shot_x=DISABLED;
}
}
}
//check for collision with enemy, kill enemy if
for (int row=0; row<ENEMY_ROWS; row++) {
if (game.enemy_row_y[row]+6 >= game.shot_y && game.enemy_row_y[row]+6 < game.shot_y+7) {
@ -114,8 +140,29 @@ void move_shots() {
game.shots_x[col] = DISABLED;
return;
}
//check for collision with bunker
for (int b=0; b<BUNKERS; b++) {
if (game.shots_x[col]>BUNKER_X[BUNKERS-1-b] &&
game.shots_x[col]<BUNKER_X[BUNKERS-1-b]+BUNKER_WIDTH &&
game.shots_y[col]<RESY-8 &&
game.shots_y[col]>RESY-16) {
int offset = BUNKER_WIDTH - (game.shots_x[col]-BUNKER_X[BUNKERS-1-b]);
if (game.bunker[b][offset]!=0) {
game.bunker[b][offset]&=game.bunker[b][offset]>>1;
game.shots_x[col]=DISABLED;
}
}
}
//check for collision with player
if (game.shots_y[col] >= RESY-13 &&
game.shots_x[col] > game.player+1 &&
game.shots_x[col] < game.player+6) {
game.killed = true;
}
//move shots down
game.shots_y[col] += 1;
}
}
@ -168,34 +215,6 @@ void move_enemy() {
game.move = game.alive-1;
}
void move_enemy2() {
if(game.move == 0) {
bool next = false;
for (int col = game.lastcol; col < ENEMY_COLUMNS || col <= 0; col+=game.direction) {
for (int row = 0; row < ENEMY_ROWS; row++) {
char pos = game.enemy_x[row][col];
//There is an enemy on this row
if (pos != DISABLED) {
if((pos <=0 && game.direction== -1) ||
(pos >=RESX-8 && game.direction == 1)){
game.direction *= -1;
//TODOmove down
return;
}
game.enemy_x[row][col] += game.direction;
next = true;
}
}
if (next){
game.lastcol += game.direction;
return;
}
}
game.move = game.alive;
return;
}
game.move--;
}
void draw_player() {
//draw_sprite(50, 20);
draw_sprite(TYPE_PLAYER, game.player, POS_PLAYER_Y);
@ -211,6 +230,12 @@ void draw_enemy() {
}
}
void draw_bunker() {
for (int b=0; b<BUNKERS; b++) {
memcpy(lcdBuffer+(RESX*1+BUNKER_X[b]),game.bunker+b,BUNKER_WIDTH);
}
}
void draw_shots() {
if (game.shot_x != 255) {
for (int length=0; length<=5; length++) {
@ -264,10 +289,14 @@ void draw_score() {
void check_end() {
if (game.killed) {
delayms(500);
game.player = RESX/2+4;
for(int row; row<ENEMY_ROWS; row++) {
for(int row=0; row<ENEMY_ROWS; row++) {
game.enemy_row_y[row] = 10 + (40/ENEMY_ROWS)*row;
}
for(int col=0; col<ENEMY_COLUMNS; col++) {
game.shots_x[col] = DISABLED;
}
game.killed = false;
}
if (game.alive == 0) {
@ -297,6 +326,7 @@ void main_spaceinvaders(void) {
move_player();
move_enemy();
draw_score();
draw_bunker();
draw_player();
draw_enemy();
draw_shots();