crashtest-r0ket/firmware/applications/spaceinvaders.c

230 lines
5.9 KiB
C

#include <sysinit.h>
#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
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 checkISP(void) {
if(gpioGetValue(RB_BTN2)==0){
gpioSetValue (RB_LED1, CFG_LED_ON);
delayms(200);
gpioSetValue (RB_LED1, CFG_LED_OFF);
while(gpioGetValue(RB_BTN0)==0);
EnableWatchdog(1000*5);
ReinvokeISP();
}
}
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) {
}
}
void main_spaceinvaders(void) {
gpioSetValue (RB_LED1, CFG_LED_OFF);
backlightInit();
init_enemy();
while (1) {
checkISP();
lcdFill(0);
check_end();
move_shot();
move_player();
move_enemy();
draw_player();
draw_enemy();
draw_shot();
draw_status();
lcdDisplay();
delayms(10);
}
return;
}