230 lines
5.9 KiB
C
230 lines
5.9 KiB
C
#include <sysinit.h>
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#include "basic/basic.h"
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#include "lcd/render.h"
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#include "lcd/display.h"
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#include "lcd/allfonts.h"
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void ReinvokeISP(void);
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void EnableWatchdog(uint32_t ms);
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void delayms(uint32_t ms);
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/**************************************************************************/
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#define POS_PLAYER_Y 60
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#define ENEMY_ROWS 3
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#define ENEMY_COLUMNS 6
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#define DISABLED 255
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struct gamestate {
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char player;
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char shot_x, shot_y;
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char alive;
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char move, direction, lastcol;
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bool killed;
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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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} game = {RESX/2-4, DISABLED, 0,ENEMY_ROWS*ENEMY_COLUMNS, 0, -1, ENEMY_COLUMNS-1, false};
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char key;
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void checkISP(void) {
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if(gpioGetValue(RB_BTN2)==0){
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gpioSetValue (RB_LED1, CFG_LED_ON);
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delayms(200);
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gpioSetValue (RB_LED1, CFG_LED_OFF);
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while(gpioGetValue(RB_BTN0)==0);
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EnableWatchdog(1000*5);
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ReinvokeISP();
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}
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}
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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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}
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}
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}
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void move_shot() {
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//No shot, do nothing
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if(game.shot_x == DISABLED) {
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return;
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}
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//moving out of top, end shot
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if (game.shot_y <= 0) {
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game.shot_x = DISABLED;
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return;
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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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for(int col = 0; col<ENEMY_COLUMNS; col++) {
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if(game.shot_x >= game.enemy_x[row][col] && game.shot_x < game.enemy_x[row][col]+8) {
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game.enemy_x[row][col]=DISABLED;
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game.shot_x = DISABLED;
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game.alive--;
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return;
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}
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}
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}
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}
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game.shot_y -= 3;
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}
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void move_player() {
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if(gpioGetValue(RB_BTN0)==0 && game.player > 0 ){
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game.player-=1;
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}
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if(gpioGetValue(RB_BTN1)==0 && game.player < RESX-8){
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game.player+=1;
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}
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if(gpioGetValue(RB_BTN4)==0 && game.shot_x == 255){
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game.shot_x = game.player+4;
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game.shot_y = POS_PLAYER_Y;
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}
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}
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void move_enemy() {
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if(game.move > 0){
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game.move--;
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return;
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}
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for (int col = 0; col < ENEMY_COLUMNS; col++) {
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for (int row = 0; row < ENEMY_ROWS; row++) {
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char pos = game.enemy_x[row][(game.direction==1)?(ENEMY_COLUMNS-(col+1)):col];
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if (pos != DISABLED) {
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//Check collision with player
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if(game.enemy_row_y[row]+8 >= POS_PLAYER_Y && pos+8 >= game.player && pos < game.player+8){
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game.killed = true;
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}
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if((pos <=0 && game.direction != 1) ||
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(pos >=RESX-8-1 && 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]+=4;
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}
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return;
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}
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game.enemy_x[row][(game.direction==1)?(ENEMY_COLUMNS-(col+1)):col] += game.direction;
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}
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}
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}
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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(game.player, POS_PLAYER_Y);
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}
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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(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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}
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void draw_shot() {
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if (game.shot_x != 255) {
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for (int length=0; length<=5; length++) {
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lcdSetPixel(game.shot_x, game.shot_y+length, true);
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}
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}
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}
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void draw_status() {
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for (int p = 0; p<game.alive; p++){
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lcdSetPixel(p+1,1,true);
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}
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}
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void draw_sprite(char x, char y) {
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font = &Font_Invaders;
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DoString(x,y-1,"C");
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/* for (int dx=0; dx<8; dx++){
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for(int dy=0; dy<8; dy++){
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lcdSetPixel(x+dx,y+dy, true);
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}
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} */
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}
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void check_end() {
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if (game.killed) {
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game.player = RESX/2+4;
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for(int row; 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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game.killed = false;
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}
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if (game.alive == 0) {
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}
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}
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void main_spaceinvaders(void) {
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gpioSetValue (RB_LED1, CFG_LED_OFF);
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backlightInit();
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init_enemy();
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while (1) {
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checkISP();
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lcdFill(0);
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check_end();
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move_shot();
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move_player();
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move_enemy();
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draw_player();
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draw_enemy();
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draw_shot();
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draw_status();
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lcdDisplay();
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delayms(10);
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}
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return;
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}
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