309 lines
7.4 KiB
C
309 lines
7.4 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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#define TYPE_PLAYER 1
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#define TYPE_ENEMY_A 2
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#define TYPE_ENEMY_B 3
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#define TYPE_ENEMY_C 4
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static const ENEMY_WIDTHS[] = {10,11,8};
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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 shots_x[ENEMY_COLUMNS];
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char shots_y[ENEMY_COLUMNS];
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char alive;
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char move, direction, lastcol;
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bool killed, step;
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uint32_t score;
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char level;
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char rokets;
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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;
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char key;
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void init_game(void) {
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game.player = RESY/2-4;
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game.shot_x = DISABLED;
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game.shot_y = 0;
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game.alive = ENEMY_ROWS*ENEMY_COLUMNS;
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game.move = 0;
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game.direction = -1;
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game.lastcol = ENEMY_COLUMNS-1;
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game.killed = false;
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game.step = false;
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init_enemy();
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for (char col=0; col<ENEMY_COLUMNS; col++){
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game.shots_x[col] = DISABLED;
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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]+ENEMY_WIDTHS[row]) {
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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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game.score++;
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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 -= 2;
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}
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void move_shots() {
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for (char col = 0; col<ENEMY_COLUMNS; col++){
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//No shot, maybe generate
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if (game.shots_x[col] == DISABLED) {
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for (char row = 0; row<ENEMY_ROWS; row++) {
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if (game.enemy_x[row][col] != DISABLED) {
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if(getRandom()%(game.alive*5)==0) {
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game.shots_x[col] = game.enemy_x[row][col]+5;
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game.shots_y[col] = game.enemy_row_y[row]+0;
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}
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}
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}
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continue;
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}
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//moving out of bottm, end shot
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if (game.shots_y[col] >= RESY) {
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game.shots_x[col] = DISABLED;
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return;
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}
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//check for collision with player
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game.shots_y[col] += 1;
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}
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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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game.step = !game.step;
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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-11-1 && 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]+=2;
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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(TYPE_PLAYER, 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(TYPE_ENEMY_A+row,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_shots() {
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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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for (char col = 0; col < ENEMY_COLUMNS; col++) {
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if (game.shots_x[col] != DISABLED) {
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for (int length=0; length<=5; length++) {
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lcdSetPixel(game.shots_x[col], game.shots_y[col]+length,true);
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}
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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 type, char x, char y) {
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font = &Font_Invaders;
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switch(type) {
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case TYPE_PLAYER:
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DoChar(x,y-1,'P');
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break;
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case TYPE_ENEMY_A:
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DoChar(x,y-1,game.step?'a':'A');
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break;
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case TYPE_ENEMY_B:
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DoChar(x,y-1,game.step?'b':'B');
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break;
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case TYPE_ENEMY_C:
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DoChar(x,y-1,game.step?'c':'C');
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break;
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}
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}
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void draw_score() {
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font = &Font_7x8;
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DoInt(0,0,game.score);
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DoInt(RESX-8,0,game.rokets);
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font = &Font_Invaders;
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DoChar(RESX-16, 0, 'P');
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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 checkISP() {
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if(gpioGetValue(RB_BTN0)==0 && gpioGetValue(RB_BTN4)==0){
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DoString(0,0,"Enter ISP!");
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lcdDisplay();
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ISPandReset();
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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_game();
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game.rokets = 3;
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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_shots();
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move_player();
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move_enemy();
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draw_score();
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draw_player();
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draw_enemy();
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draw_shots();
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// draw_status();
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lcdDisplay();
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delayms(12);
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}
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return;
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}
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