invaders stuff
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2957ee4f21
commit
d5dd653fbe
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@ -17,7 +17,7 @@ void delayms(uint32_t ms);
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#define ENEMY_COLUMNS 6
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#define ENEMY_COLUMNS 6
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#define DISABLED 255
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#define DISABLED 255
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#define UFO_PROB 100
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#define UFO_PROB 1000
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#define TYPE_PLAYER 1
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#define TYPE_PLAYER 1
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#define TYPE_ENEMY_A 2
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#define TYPE_ENEMY_A 2
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@ -42,7 +42,7 @@ struct gamestate {
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bool step;
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bool step;
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uint32_t score;
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uint32_t score;
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char level;
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char level;
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char rokets;
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int8_t rokets;
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char enemy_x[ENEMY_ROWS][ENEMY_COLUMNS];
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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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char enemy_row_y[ENEMY_ROWS];
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uint8_t bunker[BUNKERS][BUNKER_WIDTH];
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uint8_t bunker[BUNKERS][BUNKER_WIDTH];
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@ -61,34 +61,87 @@ void draw_player();
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void draw_enemy();
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void draw_enemy();
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void draw_shots();
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void draw_shots();
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void draw_ufo();
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void draw_ufo();
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void screen_intro();
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void screen_gameover();
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void screen_level();
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bool check_bunker(char xpos, char ypos, int8_t shift);
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void ram(void) {
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void ram(void) {
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gpioSetValue (RB_LED1, CFG_LED_OFF);
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//gpioSetValue (RB_LED1, CFG_LED_OFF);
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backlightInit();
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//backlightInit();
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while(1) {
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init_game();
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screen_intro();
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game.rokets = 3;
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game.rokets = 3;
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while (1) {
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game.level = 1;
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////checkISP();
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init_game();
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lcdFill(0);
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screen_level();
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check_end();
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while (game.rokets>=0) {
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move_ufo();
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////checkISP();
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move_shot();
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lcdFill(0);
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move_shots();
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check_end();
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move_player();
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move_ufo();
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move_enemy();
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move_shot();
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draw_score();
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move_shots();
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draw_ufo();
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move_player();
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draw_bunker();
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move_enemy();
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draw_player();
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draw_score();
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draw_enemy();
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draw_ufo();
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draw_shots();
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draw_bunker();
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// draw_status();
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draw_player();
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lcdDisplay();
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draw_enemy();
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delayms(12);
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draw_shots();
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}
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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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screen_gameover();
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}
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return;
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return;
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}
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}
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void screen_intro() {
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char key=0;
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while(key==0) {
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lcdFill(0);
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font = &Font_Invaders;
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DoString(28,25,"ABC");
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font = &Font_7x8;
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DoString (28,40,"SPACE");
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DoString (18,50,"INVADERS");
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//DoString (20,RESY-24, "Highscore");
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DoString (0, 0, "12345");
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DoString (0, 9, "iggy");
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lcdDisplay();
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delayms_queue(50);
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key=getInput();
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}
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}
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void screen_gameover() {
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char key =0;
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while(key==0) {
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lcdFill(0);
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font = &Font_7x8;
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DoString (12,32, "GAME OVER");
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DoInt (0,0, game.score);
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DoString (0,9,"HIGHSCORE!");
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lcdDisplay();
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delayms_queue(50);
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key=getInput();
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}
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}
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void screen_level() {
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lcdFill(0);
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draw_score();
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font = &Font_7x8;
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int dx = DoString(20,32, "Level ");
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DoInt(dx,32,game.level);
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lcdDisplay();
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delayms(500);
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}
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void init_game(void) {
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void init_game(void) {
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game.player = RESX/2-4;
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game.player = RESX/2-4;
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game.shot_x = DISABLED;
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game.shot_x = DISABLED;
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@ -132,6 +185,25 @@ void init_enemy() {
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}
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}
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}
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}
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bool check_bunker(char xpos, char ypos, int8_t shift){
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for (int b=0; b<BUNKERS; b++) {
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if (xpos>BUNKER_X[BUNKERS-1-b] &&
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xpos<BUNKER_X[BUNKERS-1-b]+BUNKER_WIDTH &&
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ypos<RESY-8 &&
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ypos>RESY-16) {
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int offset = BUNKER_WIDTH - (xpos-BUNKER_X[BUNKERS-1-b]);
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if (game.bunker[b][offset]!=0) {
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if (shift>0)
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game.bunker[b][offset]&=game.bunker[b][offset]<<shift;
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else
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game.bunker[b][offset]&=game.bunker[b][offset]>>-shift;
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return true;
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}
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}
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}
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return false;
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}
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void move_shot() {
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void move_shot() {
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//No shot, do nothing
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//No shot, do nothing
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if(game.shot_x == DISABLED) {
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if(game.shot_x == DISABLED) {
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@ -145,18 +217,20 @@ void move_shot() {
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}
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}
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//check for collision with bunker
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//check for collision with bunker
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for (int b=0; b<BUNKERS; b++) {
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// for (int b=0; b<BUNKERS; b++) {
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if (game.shot_x>BUNKER_X[BUNKERS-1-b] &&
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// if (game.shot_x>BUNKER_X[BUNKERS-1-b] &&
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game.shot_x<BUNKER_X[BUNKERS-1-b]+BUNKER_WIDTH &&
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// game.shot_x<BUNKER_X[BUNKERS-1-b]+BUNKER_WIDTH &&
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game.shot_y<RESY-8 &&
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// game.shot_y<RESY-8 &&
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game.shot_y>RESY-16) {
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// game.shot_y>RESY-16) {
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int offset = BUNKER_WIDTH - (game.shot_x-BUNKER_X[BUNKERS-1-b]);
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// int offset = BUNKER_WIDTH - (game.shot_x-BUNKER_X[BUNKERS-1-b]);
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if (game.bunker[b][offset]!=0) {
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// if (game.bunker[b][offset]!=0) {
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game.bunker[b][offset]&=game.bunker[b][offset]<<1;
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// game.bunker[b][offset]&=game.bunker[b][offset]<<1;
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game.shot_x=DISABLED;
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// game.shot_x=DISABLED;
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}
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// }
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}
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// }
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}
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// }
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if (check_bunker(game.shot_x,game.shot_y-5,1 ))
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game.shot_x=DISABLED;
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//check for collision with enemy, kill enemy if
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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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for (int row=0; row<ENEMY_ROWS; row++) {
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@ -185,6 +259,9 @@ void move_shot() {
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game.shot_y -= 2;
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game.shot_y -= 2;
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}
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}
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void move_shots() {
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void move_shots() {
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for (char col = 0; col<ENEMY_COLUMNS; col++){
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for (char col = 0; col<ENEMY_COLUMNS; col++){
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//No shot, maybe generate
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//No shot, maybe generate
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@ -206,18 +283,21 @@ void move_shots() {
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return;
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return;
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}
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}
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//check for collision with bunker
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//check for collision with bunker
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for (int b=0; b<BUNKERS; b++) {
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if (check_bunker(game.shots_x[col],game.shots_y[col],-1))
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if (game.shots_x[col]>BUNKER_X[BUNKERS-1-b] &&
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game.shots_x[col]=DISABLED;
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game.shots_x[col]<BUNKER_X[BUNKERS-1-b]+BUNKER_WIDTH &&
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game.shots_y[col]<RESY-8 &&
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// for (int b=0; b<BUNKERS; b++) {
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game.shots_y[col]>RESY-16) {
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// if (game.shots_x[col]>BUNKER_X[BUNKERS-1-b] &&
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int offset = BUNKER_WIDTH - (game.shots_x[col]-BUNKER_X[BUNKERS-1-b])-1;
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// game.shots_x[col]<BUNKER_X[BUNKERS-1-b]+BUNKER_WIDTH &&
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if (game.bunker[b][offset]!=0) {
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// game.shots_y[col]<RESY-8 &&
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game.bunker[b][offset]&=game.bunker[b][offset]>>1;
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// game.shots_y[col]>RESY-16) {
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game.shots_x[col]=DISABLED;
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// int offset = BUNKER_WIDTH - (game.shots_x[col]-BUNKER_X[BUNKERS-1-b])-1;
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}
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// if (game.bunker[b][offset]!=0) {
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}
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// game.bunker[b][offset]&=game.bunker[b][offset]>>1;
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}
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// game.shots_x[col]=DISABLED;
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// }
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// }
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// }
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//check for collision with player
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//check for collision with player
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if (game.shots_y[col] >= RESY-13 &&
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if (game.shots_y[col] >= RESY-13 &&
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@ -273,22 +353,26 @@ void move_enemy() {
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char pos = game.enemy_x[row][(game.direction==1)?(ENEMY_COLUMNS-(col+1)):col];
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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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if (pos != DISABLED) {
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//Check collision with player
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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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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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game.enemy_row_y[row]+8 >= POS_PLAYER_Y+8) {
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}
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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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//check for collision with bunker, dirty
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for (int b=0; b<BUNKERS; b++) {
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if (pos>=BUNKER_X[BUNKERS-1-b] &&
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pos<=BUNKER_X[BUNKERS-1-b]+BUNKER_WIDTH &&
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game.enemy_row_y[row]+8<RESY-8 &&
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game.enemy_row_y[row]+8>RESY-16) {
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int offset = BUNKER_WIDTH - (pos-BUNKER_X[BUNKERS-1-b]);
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if (game.bunker[b][offset]!=0) {
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game.bunker[b][offset]&=game.bunker[b][offset]>>2;
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}
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}
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}
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}
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game.killed = true;
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}
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check_bunker(pos,game.enemy_row_y[row]+8,-2);
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//check for collision with bunker, dirty
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// for (int b=0; b<BUNKERS; b++) {
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// if (pos>=BUNKER_X[BUNKERS-1-b] &&
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// pos<=BUNKER_X[BUNKERS-1-b]+BUNKER_WIDTH &&
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// game.enemy_row_y[row]+8<RESY-8 &&
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// game.enemy_row_y[row]+8>RESY-16) {
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// int offset = BUNKER_WIDTH - (pos-BUNKER_X[BUNKERS-1-b]);
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// if (game.bunker[b][offset]!=0) {
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// game.bunker[b][offset]&=game.bunker[b][offset]>>2;
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// }
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// }
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// }
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//Are we at the beginning or end? Direction change
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//Are we at the beginning or end? Direction change
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@ -393,24 +477,16 @@ void check_end() {
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game.rokets--;
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game.rokets--;
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delayms(500);
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delayms(500);
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game.player = RESX/2+4;
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game.player = RESX/2+4;
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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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}
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for(int col=0; col<ENEMY_COLUMNS; col++) {
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for(int col=0; col<ENEMY_COLUMNS; col++) {
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game.shots_x[col] = DISABLED;
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game.shots_x[col] = DISABLED;
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}
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}
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game.killed = false;
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game.killed = false;
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}
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}
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if (game.alive == 0) {
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if (game.alive == 0) {
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delayms(500);
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game.level++;
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init_game();
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screen_level();
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}
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}
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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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