#include <sysinit.h> #include "basic/basic.h" #include "lcd/render.h" #include "lcd/display.h" #include "lcd/fonts/invaders.c" //#include "lcd/allfonts.h" void ReinvokeISP(void); void EnableWatchdog(uint32_t ms); void delayms(uint32_t ms); /**************************************************************************/ #define POS_PLAYER_Y 60 #define ENEMY_ROWS 3 #define ENEMY_COLUMNS 6 #define DISABLED 255 struct gamestate { char player; char shot_x, shot_y; char alive; char move, direction, lastcol; bool killed; char enemy_x[ENEMY_ROWS][ENEMY_COLUMNS]; char enemy_row_y[ENEMY_ROWS]; } game = {RESX/2-4, DISABLED, 0,ENEMY_ROWS*ENEMY_COLUMNS, 0, -1, ENEMY_COLUMNS-1, false}; char key; void ram(void) { gpioSetValue (RB_LED1, CFG_LED_OFF); init_enemy(); while (1) { if(gpioGetValue(RB_BTN2)==0){ delayms(200); while(gpioGetValue(RB_BTN0)==0); return; } lcdFill(0); check_end(); move_shot(); move_player(); move_enemy(); draw_player(); draw_enemy(); draw_shot(); draw_status(); lcdDisplay(0); delayms(10); } return; } void init_enemy() { 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.enemy_x[row][col] = 5+(86/ENEMY_COLUMNS)*col; } } } void move_shot() { //No shot, do nothing if(game.shot_x == DISABLED) { return; } //moving out of top, end shot if (game.shot_y <= 0) { game.shot_x = DISABLED; return; } //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) { for(int col = 0; col<ENEMY_COLUMNS; col++) { if(game.shot_x >= game.enemy_x[row][col] && game.shot_x < game.enemy_x[row][col]+8) { game.enemy_x[row][col]=DISABLED; game.shot_x = DISABLED; game.alive--; return; } } } } game.shot_y -= 3; } void move_player() { if(gpioGetValue(RB_BTN0)==0 && game.player > 0 ){ game.player-=1; } if(gpioGetValue(RB_BTN1)==0 && game.player < RESX-8){ game.player+=1; } if(gpioGetValue(RB_BTN4)==0 && game.shot_x == 255){ game.shot_x = game.player+4; game.shot_y = POS_PLAYER_Y; } } void move_enemy() { if(game.move > 0){ game.move--; return; } for (int col = 0; col < ENEMY_COLUMNS; col++) { for (int row = 0; row < ENEMY_ROWS; row++) { char pos = game.enemy_x[row][(game.direction==1)?(ENEMY_COLUMNS-(col+1)):col]; if (pos != DISABLED) { //Check collision with player if(game.enemy_row_y[row]+8 >= POS_PLAYER_Y && pos+8 >= game.player && pos < game.player+8){ game.killed = true; } if((pos <=0 && game.direction != 1) || (pos >=RESX-8-1 && game.direction == 1)){ game.direction = (game.direction==1)?-1:1; for (char r = 0; r<ENEMY_ROWS; r++) { game.enemy_row_y[r]+=4; } return; } game.enemy_x[row][(game.direction==1)?(ENEMY_COLUMNS-(col+1)):col] += game.direction; } } } 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(game.player, POS_PLAYER_Y); } void draw_enemy() { for (int row = 0; row<ENEMY_ROWS; row++) { for (int col = 0; col<ENEMY_COLUMNS; col++) { if (game.enemy_x[row][col] != DISABLED) { draw_sprite(game.enemy_x[row][col],game.enemy_row_y[row]); } } } } void draw_shot() { if (game.shot_x != 255) { for (int length=0; length<=5; length++) { lcdSetPixel(game.shot_x, game.shot_y+length, true); } } } void draw_status() { for (int p = 0; p<game.alive; p++){ lcdSetPixel(p+1,1,true); } } void draw_sprite(char x, char y) { font = &Font_Invaders; DoString(x,y-1,"C"); /* for (int dx=0; dx<8; dx++){ for(int dy=0; dy<8; dy++){ lcdSetPixel(x+dx,y+dy, true); } } */ } void check_end() { if (game.killed) { game.player = RESX/2+4; for(int row; row<ENEMY_ROWS; row++) { game.enemy_row_y[row] = 10 + (40/ENEMY_ROWS)*row; } game.killed = false; } if (game.alive == 0) { } }