#include #include "basic/basic.h" #include "lcd/render.h" #include "lcd/display.h" #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 #define TYPE_PLAYER 1 #define TYPE_ENEMY_A 2 #define TYPE_ENEMY_B 3 #define TYPE_ENEMY_C 4 static const ENEMY_WIDTHS[] = {10,11,8}; struct gamestate { char player; char shot_x, shot_y; char shots_x[ENEMY_COLUMNS]; char shots_y[ENEMY_COLUMNS]; char alive; char move, direction, lastcol; bool killed, step; uint32_t score; char level; char rokets; char enemy_x[ENEMY_ROWS][ENEMY_COLUMNS]; char enemy_row_y[ENEMY_ROWS]; } game; char key; void init_game(void) { game.player = RESY/2-4; game.shot_x = DISABLED; game.shot_y = 0; game.alive = ENEMY_ROWS*ENEMY_COLUMNS; game.move = 0; game.direction = -1; game.lastcol = ENEMY_COLUMNS-1; game.killed = false; game.step = false; init_enemy(); for (char col=0; col= game.shot_y && game.enemy_row_y[row]+6 < game.shot_y+7) { for(int col = 0; col= game.enemy_x[row][col] && game.shot_x < game.enemy_x[row][col]+ENEMY_WIDTHS[row]) { game.enemy_x[row][col]=DISABLED; game.shot_x = DISABLED; game.alive--; game.score++; return; } } } } game.shot_y -= 2; } void move_shots() { for (char col = 0; col= RESY) { game.shots_x[col] = DISABLED; return; } //check for collision with player game.shots_y[col] += 1; } } 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; } game.step = !game.step; 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-11-1 && game.direction == 1)){ game.direction = (game.direction==1)?-1:1; for (char r = 0; r=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); } void draw_enemy() { for (int row = 0; row