Merge branch 'master' of github.com:r0ket/r0ket
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commit
d827cf26ae
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@ -12,6 +12,7 @@ void delayms(uint32_t ms);
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/**************************************************************************/
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#define POS_PLAYER_Y 60
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#define POS_PLAYER_X RESX/2-3
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#define POS_UFO_Y 0
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#define ENEMY_ROWS 3
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#define ENEMY_COLUMNS 6
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@ -20,15 +21,15 @@ void delayms(uint32_t ms);
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#define UFO_PROB 1024
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#define TYPE_PLAYER 1
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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_A 3
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#define TYPE_ENEMY_B 2
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#define TYPE_ENEMY_C 4
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#define TYPE_UFO 5
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#define BUNKERS 3
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#define BUNKER_WIDTH 10
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static const uint8_t BUNKER_X[] = {15, RESX/2-BUNKER_WIDTH/2,RESX-BUNKER_WIDTH-15};
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static const uint8_t ENEMY_WIDTHS[] = {10,11,8};
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static const uint8_t ENEMY_WIDTHS[] = {8,10,12};
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struct gamestate {
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char player;
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@ -144,7 +145,7 @@ void screen_level() {
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}
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void init_game(void) {
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game.player = RESX/2-4;
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game.player = POS_PLAYER_X;
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game.shot_x = DISABLED;
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game.shot_y = 0;
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game.alive = ENEMY_ROWS*ENEMY_COLUMNS;
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@ -181,7 +182,7 @@ void init_enemy() {
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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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for (int col = 0; col<ENEMY_COLUMNS; col++) {
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game.enemy_x[row][col] = 5+(86/ENEMY_COLUMNS)*col;
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game.enemy_x[row][col] = 5+(86/ENEMY_COLUMNS)*col+(2-row);
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}
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}
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}
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@ -378,7 +379,7 @@ void move_enemy() {
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//Are we at the beginning or end? Direction change
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if((pos <=0 && game.direction != 1) ||
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(pos >=RESX-11-1 && game.direction == 1)){
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(pos >=RESX-10 && game.direction == 1)){
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game.direction = (game.direction==1)?-1:1;
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for (char r = 0; r<ENEMY_ROWS; r++) {
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game.enemy_row_y[r]+=game.level>=23?4:2;
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@ -407,7 +408,7 @@ void draw_enemy() {
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for (int row = 0; row<ENEMY_ROWS; row++) {
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for (int col = 0; col<ENEMY_COLUMNS; col++) {
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if (game.enemy_x[row][col] != DISABLED) {
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draw_sprite(TYPE_ENEMY_A+row,game.enemy_x[row][col],game.enemy_row_y[row]);
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draw_sprite(TYPE_ENEMY_C-row,game.enemy_x[row][col],game.enemy_row_y[row]);
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}
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}
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}
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@ -477,7 +478,7 @@ void check_end() {
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if (game.killed) {
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game.rokets--;
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delayms(500);
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game.player = RESX/2-4;
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game.player = POS_PLAYER_X;
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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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