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