490 lines
11 KiB
C
490 lines
11 KiB
C
/**
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* r0type
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*
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* Author: @ranzwertig
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*
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*/
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#include <sysinit.h>
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#include <string.h>
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#include "basic/basic.h"
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#include "basic/config.h"
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#include "lcd/render.h"
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#include "lcd/display.h"
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#include "funk/mesh.h"
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#include "usetable.h"
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#define SHIP_HEIGHT 9
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#define SHIP_WIDTH 12
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#define SHIP_ARRAY_SIZE 108
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#define LIFE_WIDTH 11
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#define LIFE_HEIGHT 9
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#define LIFE_ARRAY_SIZE 99
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#define ASTEROID_1_HEIGHT 6
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#define ASTEROID_1_WIDTH 6
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#define ASTEROID_1_ARRAY_SIZE 36
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#define ASTEROID_3_HEIGHT 8
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#define ASTEROID_3_WIDTH 8
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#define ASTEROID_3_ARRAY_SIZE 64
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#define ASTEROID_2_HEIGHT 7
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#define ASTEROID_2_WIDTH 7
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#define ASTEROID_2_ARRAY_SIZE 49
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#define MAX_SHOTS 20
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#define ENDED_SHOT 255
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#define MAX_ASTEROIDS 10
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#define SHOT_DELAY 12
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#define ASTEROID_FREQ 25
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#define SCROLL_SPEED 20
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#define ASTEROID_MIN_SPEED 6
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#define ASTEROID_MAX_SPEED 5
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#define SHIP_SAVE_TICKS 240
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#define INCREASE_GAME_SPEED 50
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static const uint8_t SHIP[] = {
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0,1,1,0,0,0,0,0,0,0,0,0,
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1,1,1,1,0,0,1,1,1,0,0,0,
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0,1,1,1,1,1,1,1,1,1,0,0,
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0,0,1,1,1,1,1,1,1,1,1,0,
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0,0,1,1,1,1,1,1,1,1,1,1,
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0,0,1,1,1,1,1,1,1,1,1,0,
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0,1,1,1,1,1,1,1,1,1,0,0,
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1,1,1,1,0,0,1,1,1,0,0,0,
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0,1,1,0,0,0,0,0,0,0,0,0
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};
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static const uint8_t ASTEROID_1[] = {
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0,1,1,0,0,0,
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0,1,1,1,0,1,
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1,1,1,1,1,1,
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0,1,1,1,1,0,
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0,1,1,1,1,0,
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0,0,1,0,0,0
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};
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static const uint8_t ASTEROID_3[] = {
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0,1,1,0,0,0,0,0,
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0,1,1,1,0,1,1,1,
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1,1,1,1,1,1,1,1,
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0,1,1,1,1,1,1,0,
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0,1,1,1,1,1,0,0,
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1,1,1,1,1,1,1,0,
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1,1,0,1,1,1,1,1,
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0,0,0,1,1,1,0,0
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};
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static const uint8_t ASTEROID_2[] = {
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0,0,0,0,1,1,0,
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0,1,1,1,1,1,1,
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1,1,1,1,1,1,1,
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0,1,1,1,1,0,0,
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0,0,1,1,0,0,0,
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0,0,1,1,1,0,0,
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0,0,0,1,0,0,0
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};
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struct gamestate {
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char player;
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uint8_t ship[SHIP_ARRAY_SIZE];
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uint8_t ship_x;
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uint8_t ship_y;
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uint8_t shots_x[MAX_SHOTS];
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uint8_t shots_y[MAX_SHOTS];
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uint8_t shot_delay;
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uint8_t asteroids_x[MAX_ASTEROIDS];
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uint8_t asteroids_y[MAX_ASTEROIDS];
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uint8_t asteroids_t[MAX_ASTEROIDS];
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uint8_t asteroids_s[MAX_ASTEROIDS];
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uint8_t asteroids_h[MAX_ASTEROIDS];
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uint32_t ticks;
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uint32_t score;
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uint8_t ships;
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uint32_t ship_safe;
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uint8_t ship_blinker;
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uint8_t speed;
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uint32_t highscore;
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} game;
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char key;
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static bool highscore_set(uint32_t score, char nick[]);
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static uint32_t highscore_get(char nick[]);
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static void init_game();
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static void conrtols();
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static bool screen_intro();
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static void draw_game();
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static void draw_ship();
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static void draw_score();
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static void draw_shots();
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static void draw_shot();
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static void draw_environ();
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static void draw_asteroid();
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static void draw_splash();
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static void shoot();
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static void make_asteroids();
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static void detect_collitions();
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void ram(void){
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while(1) {
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if (!screen_intro())
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return;
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init_game();
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while(game.ships > 0){
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game.ticks++;
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lcdFill(0);
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conrtols();
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draw_game();
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lcdDisplay();
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delayms(6);
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if(game.shot_delay > 0){
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game.shot_delay--;
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}
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}
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draw_splash();
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}
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};
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static bool screen_intro(void) {
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char key=0;
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bool step = false;
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while(key==0) {
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getInputWaitRelease();
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lcdFill(0);
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int ct = 0;
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for (int i = 0; i < SHIP_HEIGHT; i++){
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for(int d = 0; d < SHIP_WIDTH; d++){
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lcdSetPixel((40+d)%RESX,(10+i)%RESY,SHIP[ct]);
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ct++;
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}
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}
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DoString (13,25,"R0KET TYPE");
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uint32_t highscore;
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char highnick[20];
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highscore = highscore_get(highnick);
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DoInt(13, 40, highscore);
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DoString (13, 50, highnick);
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lcdDisplay();
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key=getInputWaitTimeout(1000);
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}
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//getInputWaitRelease();
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return !(key==BTN_LEFT);
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}
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static void draw_splash(void){
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char key=0;
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bool step = false;
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while(key==0) {
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lcdFill(0);
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DoString (16,15, "GAME OVER");
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if (highscore_set(game.score, GLOBAL(nickname)))
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DoString (16,25,"HIGHSCORE!");
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DoString (24,40, "GAME BY");
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DoString (10,50, "@RANZWERTIG");
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lcdDisplay();
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key=getInputWaitTimeout(1000);
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}
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return !(key==BTN_LEFT);
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}
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static bool highscore_set(uint32_t score, char nick[]) {
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MPKT * mpkt= meshGetMessage('r');
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if(MO_TIME(mpkt->pkt)>score)
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return false;
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MO_TIME_set(mpkt->pkt,score);
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strcpy((char*)MO_BODY(mpkt->pkt),nick);
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if(GLOBAL(privacy)==0){
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uint32touint8p(GetUUID32(),mpkt->pkt+26);
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mpkt->pkt[25]=0;
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};
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return true;
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}
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static uint32_t highscore_get(char nick[]){
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MPKT * mpkt= meshGetMessage('r');
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strcpy(nick,(char*)MO_BODY(mpkt->pkt));
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return MO_TIME(mpkt->pkt);
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}
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static void init_game(void) {
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game.ticks = 0;
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game.ships = 3;
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game.score = 0;
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game.speed = 0;
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game.ship_x = 5;
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game.ship_y = RESY/2;
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game.ship_blinker = 0;
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game.ship_safe = 0;
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for(int i = 0; i<MAX_SHOTS;i++){
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game.shots_x[0] = 255;
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game.shots_y[0] = 255;
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}
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for(int i = 0; i<MAX_ASTEROIDS;i++){
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game.asteroids_x[i] = 255;
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game.asteroids_y[i] = 255;
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game.asteroids_t[i] = 0;
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game.asteroids_s[i] = 15;
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game.asteroids_h[i] = 0;
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}
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game.shot_delay = 0;
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}
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static void draw_game(void){
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draw_ship();
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draw_shots();
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draw_score();
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make_asteroids();
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detect_collitions();
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draw_environ();
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}
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static void draw_ship(void) {
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if(game.ship_safe > 0){
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game.ship_safe--;
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}
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if(game.ship_safe > 0 && game.ship_blinker == 0 && game.ship_safe%40 == 0){
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game.ship_blinker = 20;
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}
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if(game.ship_blinker > 0){
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game.ship_blinker--;
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}
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int ct = 0;
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for (int i = 0; i < SHIP_HEIGHT; i++){
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for(int d = 0; d < SHIP_WIDTH; d++){
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if(game.ship_blinker > 0){
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} else {
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lcdSetPixel((game.ship_x+d)%RESX,(game.ship_y+i)%RESY,SHIP[ct]);
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}
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ct++;
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}
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}
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}
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static void draw_environ(void){
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if(game.ticks%INCREASE_GAME_SPEED+1 == 0){
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game.speed++;
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}
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for(int i = 0; i < MAX_ASTEROIDS;i++){
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if(game.asteroids_t[i] > 0){
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draw_asteroid(i);
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int speed = game.ticks%game.asteroids_s[i];
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if(speed == 0) {
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game.asteroids_x[i]--;
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}
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if(game.asteroids_x[i] == 0){
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game.asteroids_t[i] = 0;
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}
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}
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}
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}
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static void make_asteroids(void){
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int freq = ASTEROID_FREQ-game.speed;
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if(freq < 1){
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freq = 1;
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}
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if(game.ticks%freq == 0){
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uint8_t rand_x = RESX+getRandom()%RESX;
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uint8_t rand_y = getRandom()%RESY;
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int as = 0;
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for(int i = 0; i < MAX_ASTEROIDS;i++){
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if(game.asteroids_t[i] == 0){
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as = i;
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}
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}
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game.asteroids_x[as] = rand_x;
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game.asteroids_y[as] = rand_y;
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game.asteroids_t[as] = getRandom()%3+1;
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int speed = (getRandom()%ASTEROID_MIN_SPEED+ASTEROID_MAX_SPEED)-game.speed;
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if(speed < 0){
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speed = 0;
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}
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game.asteroids_s[as] = speed;
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}
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}
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static void draw_asteroid(int as){
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if(game.asteroids_t[as] > 0){
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int x = game.asteroids_x[as];
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int y = game.asteroids_y[as];
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if(game.asteroids_t[as] == 1){
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int ct = 0;
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for (int i = 0; i < ASTEROID_1_HEIGHT; i++){
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for(int d = 0; d < ASTEROID_1_WIDTH; d++){
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if(ASTEROID_1[ct] == 1){
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lcdSetPixel(x+d,y+i,1 && game.asteroids_h[as] == 0);
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}
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ct++;
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}
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}
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} else if(game.asteroids_t[as] == 2){
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int ct = 0;
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for (int i = 0; i < ASTEROID_2_HEIGHT; i++){
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for(int d = 0; d < ASTEROID_2_WIDTH; d++){
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if(ASTEROID_2[ct] == 1 && game.asteroids_h[as] == 0){
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lcdSetPixel(x+d,y+i,1);
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}
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if(ASTEROID_2[ct] == 1 && game.asteroids_h[as] == 1 && getRandom()%2 == 0){
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lcdSetPixel(x+d,y+i,1);
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}
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ct++;
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}
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}
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} else if(game.asteroids_t[as] == 3){
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int ct = 0;
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for (int i = 0; i < ASTEROID_3_HEIGHT; i++){
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for(int d = 0; d < ASTEROID_3_WIDTH; d++){
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if(ASTEROID_3[ct] == 1 && game.asteroids_h[as] == 0){
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lcdSetPixel(x+d,y+i,1);
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}
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if(ASTEROID_3[ct] == 1 && game.asteroids_h[as] == 1 && getRandom()%2 == 0){
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lcdSetPixel(x+d,y+i,1);
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}
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if(ASTEROID_3[ct] == 1 && game.asteroids_h[as] == 2 && getRandom()%4 == 0){
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lcdSetPixel(x+d,y+i,1);
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}
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ct++;
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}
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}
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}
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}
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}
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static void draw_score(void){
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DoInt(2,2,game.score);
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DoInt(RESX-8,2,game.ships);
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DoString (RESX-20,2,"H");
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}
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static void detect_collitions(void){
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for(int i = 0;i<MAX_ASTEROIDS;i++){
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if(game.asteroids_t[i] > 0){
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int as_x = game.asteroids_x[i];
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int as_y = game.asteroids_y[i];
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int as_h = 0;
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int as_w = 0;
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if(game.asteroids_t[i] == 1){
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as_h = ASTEROID_1_HEIGHT;
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as_w = ASTEROID_1_WIDTH;
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} else if(game.asteroids_t[i] == 2){
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as_h = ASTEROID_2_HEIGHT;
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as_w = ASTEROID_2_WIDTH;
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} else if(game.asteroids_t[i] == 3){
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as_h = ASTEROID_3_HEIGHT;
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as_w = ASTEROID_3_WIDTH;
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}
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for(int z = 0; z<MAX_SHOTS;z++){
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if(game.shots_x[z] != 255){
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if(game.shots_y[z] >= game.asteroids_y[i] && game.shots_y[z] <= game.asteroids_y[i]+as_h){
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if(game.shots_x[z] > game.asteroids_x[i]){
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game.asteroids_h[i]++;
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game.shots_x[z] = 255;
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game.shots_y[z] = 255;
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if(game.asteroids_t[i] == game.asteroids_h[i]){
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game.score += game.asteroids_t[i];
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game.asteroids_x[i] = 255;
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game.asteroids_y[i] = 255;
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game.asteroids_t[i] = 0;
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game.asteroids_s[i] = 0;
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game.asteroids_h[i] = 0;
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}
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}
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}
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}
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}
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int xl = game.ship_x;
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int yo = game.ship_y;
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int xr = game.asteroids_x[i] + as_w;
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int yu = game.asteroids_y[i] + as_h;
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if(game.asteroids_x[i] < game.ship_x){
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xl = game.asteroids_x[i];
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}
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if(game.asteroids_y[i] < game.ship_y){
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yo = game.asteroids_y[i];
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}
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if(game.ship_x + SHIP_WIDTH > game.asteroids_x[i] + as_w){
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xr = game.ship_x + SHIP_WIDTH;
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}
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if(game.ship_y + SHIP_HEIGHT > game.asteroids_y[i] + as_h){
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yu = game.ship_y + SHIP_HEIGHT;
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}
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if(SHIP_WIDTH + as_w > xr - xl && SHIP_HEIGHT + as_h > yu - yo){
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if(game.ship_safe == 0){
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game.ships--;
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game.asteroids_x[i] = 255;
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game.asteroids_y[i] = 255;
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game.asteroids_t[i] = 0;
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game.asteroids_s[i] = 0;
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game.ship_safe = SHIP_SAVE_TICKS;
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}
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}
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}
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}
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}
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static void draw_shots() {
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for(int i = 0; i<MAX_SHOTS;i++){
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if(game.shots_x[i] < 255){
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draw_shot(i);
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}
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}
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}
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static void draw_shot(int shot) {
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if(game.shots_x[shot] != 255){
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for (int length=0; length<=4; length++) {
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lcdSetPixel(game.shots_x[shot]+length, game.shots_y[shot], true);
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}
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game.shots_x[shot] += 1;
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}
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}
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static void shoot(void){
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if(game.shot_delay == 0){
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int shot = 0;
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for(int i = 0; i<MAX_SHOTS;i++){
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if(game.shots_x[i] == 255){
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shot = i;
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break;
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}
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}
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game.shots_x[shot] = game.ship_x%RESX + SHIP_WIDTH;
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game.shots_y[shot] = game.ship_y%RESY + SHIP_HEIGHT/2;
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game.shot_delay = SHOT_DELAY;
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}
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}
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static void conrtols(void){
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if (gpioGetValue(RB_BTN0)==0) {
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if (game.ship_x > 0){
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game.ship_x -= 1;
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}
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} else if (gpioGetValue(RB_BTN1)==0) {
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if (game.ship_x < RESX-SHIP_WIDTH){
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game.ship_x += 1;
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}
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} else if (gpioGetValue(RB_BTN2)==0) {
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if (game.ship_y < RESY-SHIP_HEIGHT){
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game.ship_y += 1;
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}
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} else if (gpioGetValue(RB_BTN3)==0) {
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if (game.ship_y > 0){
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game.ship_y -= 1;
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}
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} else if (gpioGetValue(RB_BTN4)==0) {
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shoot();
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}
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}
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