#include #include #include "basic/basic.h" #include "basic/random.h" #include "lcd/render.h" #include "lcd/display.h" #include "lcd/allfonts.h" /**************************************************************************/ #define POS_PLAYER_Y 60 #define POS_PLAYER_X RESX/2-3 #define POS_UFO_Y 0 #define ENEMY_ROWS 3 #define ENEMY_COLUMNS 6 #define DISABLED 255 #define UFO_PROB 1024 #define TYPE_PLAYER 1 #define TYPE_ENEMY_A 3 #define TYPE_ENEMY_B 2 #define TYPE_ENEMY_C 4 #define TYPE_UFO 5 #define BUNKERS 3 #define BUNKER_WIDTH 10 static const uint8_t BUNKER_X[] = {15, RESX/2-BUNKER_WIDTH/2,RESX-BUNKER_WIDTH-15}; static const uint8_t ENEMY_WIDTHS[] = {8,10,12}; struct gamestate { char player; char ufo; char shot_x, shot_y; char shots_x[ENEMY_COLUMNS]; char shots_y[ENEMY_COLUMNS]; char alive; int16_t move; char direction, lastcol; bool killed; bool step; uint32_t score; uint16_t level; int8_t rokets; char enemy_x[ENEMY_ROWS][ENEMY_COLUMNS]; char enemy_row_y[ENEMY_ROWS]; uint8_t bunker[BUNKERS][BUNKER_WIDTH]; } game; char key; void init_game(); void init_enemy(); void check_end(); void move_ufo(); void move_shot(); void move_shots(); void move_player(); void move_enemy(); void draw_score(); void draw_bunker(); void draw_player(); void draw_enemy(); void draw_shots(); void draw_sprite(char type, char x, char y); void draw_ufo(); void screen_intro(); void screen_gameover(); void screen_level(); bool check_bunker(char xpos, char ypos, int8_t shift); void ram(void) { //gpioSetValue (RB_LED1, CFG_LED_OFF); //backlightInit(); while(1) { screen_intro(); game.rokets = 3; game.level = 1; init_game(); screen_level(); while (game.rokets>=0) { ////checkISP(); lcdFill(0); check_end(); move_ufo(); move_shot(); move_shots(); move_player(); move_enemy(); draw_score(); draw_ufo(); draw_bunker(); draw_player(); draw_enemy(); draw_shots(); // draw_status(); lcdDisplay(); delayms(12); } screen_gameover(); } return; } void screen_intro() { char key=0; while(key==0) { lcdFill(0); font = &Font_Invaders; DoString(28,25,"ABC"); font = &Font_7x8; DoString (28,40,"SPACE"); DoString (18,50,"INVADERS"); //DoString (20,RESY-24, "Highscore"); DoString (0, 0, "12345"); DoString (0, 9, "iggy"); lcdDisplay(); delayms_queue(50); key=getInput(); } } void screen_gameover() { char key =0; while(key==0) { lcdFill(0); font = &Font_7x8; DoString (12,32, "GAME OVER"); DoInt (0,0, game.score); DoString (0,9,"HIGHSCORE!"); lcdDisplay(); delayms_queue(50); key=getInput(); } } void screen_level() { lcdFill(0); draw_score(); font = &Font_7x8; int dx = DoString(20,32, "Level "); DoInt(dx,32,game.level); lcdDisplay(); delayms(500); } void init_game(void) { game.player = POS_PLAYER_X; game.shot_x = DISABLED; game.shot_y = 0; game.alive = ENEMY_ROWS*ENEMY_COLUMNS; game.move = 0; if (getRandom()%2 == 0) { game.direction = -1; game.lastcol = ENEMY_COLUMNS-1; } else { game.direction = 1; game.lastcol = 0; } game.killed = 0; game.step = false; game.ufo = DISABLED; game.score = 0; init_enemy(); for (int col=0; colBUNKER_X[BUNKERS-1-b] && xposRESY-16) { int offset = BUNKER_WIDTH - (xpos-BUNKER_X[BUNKERS-1-b]); if (game.bunker[b][offset]!=0) { if (shift>0) game.bunker[b][offset]&=game.bunker[b][offset]<>-shift; return true; } } } return false; } 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; } if (check_bunker(game.shot_x,game.shot_y-5,1 )) game.shot_x=DISABLED; //check for collision with enemy, kill enemy if for (int row=0; row= 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+=(3-row)*10; return; } } } } //check for collision with ufo if (game.ufo != DISABLED && game.shot_x>game.ufo && game.shot_x= RESY) { game.shots_x[col] = DISABLED; return; } //check for collision with bunker if (check_bunker(game.shots_x[col],game.shots_y[col],-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; } } void move_ufo() { if (game.ufo == DISABLED) { if ((getRandom()%UFO_PROB)==0) { game.ufo = 0; } return; } if (game.ufo >= RESX){ game.ufo = DISABLED; return; } game.ufo++; } 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-=game.level/5+1; 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.enemy_row_y[row]+8 >= POS_PLAYER_Y+8) { for(int row=0; row=RESX-10 && game.direction == 1)){ game.direction = (game.direction==1)?-1:1; for (int r = 0; r=23?4:2; } return; } game.enemy_x[row][(game.direction==1)?(ENEMY_COLUMNS-(col+1)):col] += game.direction; } } } game.move = game.alive*2-1; } void draw_player() { draw_sprite(TYPE_PLAYER, game.player, POS_PLAYER_Y); } void draw_ufo() { if (game.ufo!=DISABLED) draw_sprite(TYPE_UFO, game.ufo, POS_UFO_Y); } void draw_enemy() { for (int row = 0; row