added missing files
This commit is contained in:
parent
e4bd478c01
commit
957457ef37
|
@ -0,0 +1,214 @@
|
|||
#include <stdlib.h>
|
||||
#include <inttypes.h>
|
||||
#include "../config.h"
|
||||
#include "../random/prng.h"
|
||||
#include "../pixel.h"
|
||||
#include "../games/tetris/piece.h"
|
||||
#include "../util.h"
|
||||
|
||||
#define MAX_STONES 8
|
||||
#define YSCALE 2 //y axis is scaled up, this allows for YSCALE different falling speeds
|
||||
|
||||
//this is hackish, i'll be drunk in a couple of minutes; no comments.
|
||||
|
||||
/* space invader
|
||||
001000100 0x0044
|
||||
101111101 0x017D
|
||||
110111011 0x01BB
|
||||
011111110 0x00FE
|
||||
010000010 0x0082
|
||||
*/
|
||||
|
||||
uint16_t invader[] = {0x0044, 0x017D, 0x01BB, 0x00FE, 0x0082};
|
||||
|
||||
#define INV_HEIGHT (sizeof(invader) / sizeof(uint16_t))
|
||||
|
||||
typedef struct
|
||||
{
|
||||
uint8_t x;
|
||||
uint8_t y;
|
||||
uint8_t speed;
|
||||
uint8_t color;
|
||||
tetris_piece_t piece;
|
||||
} stone_t;
|
||||
|
||||
//forward decls (not drunk yet!)
|
||||
void create_stone(stone_t *stone);
|
||||
void draw_stone(stone_t *stone);
|
||||
|
||||
|
||||
//create a stone at a random x pos
|
||||
void create_stone(stone_t *stone)
|
||||
{
|
||||
//create stone at top position
|
||||
stone->y = 0;
|
||||
|
||||
//random x
|
||||
//4 is piece width
|
||||
stone->x = random8() % (NUM_COLS - 4);
|
||||
|
||||
//random shape at random angle (untyped enums rock! yay!)
|
||||
stone->piece.shape = random8() % 7;
|
||||
stone->piece.angle = random8() % 4;
|
||||
|
||||
//chose a random speed from 1-2
|
||||
stone->speed = (random8() % YSCALE) + 1;
|
||||
|
||||
//chose a random color
|
||||
stone->color = (random8() % NUMPLANE) + 1;
|
||||
}
|
||||
|
||||
|
||||
//simply draw the stone at it's specified position
|
||||
void draw_stone(stone_t *stone)
|
||||
{
|
||||
uint8_t y, x, ydraw;
|
||||
uint16_t nPieceMap = tetris_piece_getBitmap(&stone->piece);
|
||||
uint16_t pieceLala;
|
||||
|
||||
for(y = 0; y < 4; y++)
|
||||
{
|
||||
// clear all bits of the piece we are not interested in and
|
||||
// align the remaining row to LSB
|
||||
// -> translates to: get the correct row out of the bitmap and right-align
|
||||
pieceLala = (nPieceMap & (0x000F << (y << 2)) ) >> (y << 2);
|
||||
|
||||
// shift bitmap line to current x pos (this can be done faster... BUT I WANT IT SO!)
|
||||
pieceLala <<= stone->x;
|
||||
|
||||
//DRUUUUUUUUUUUWWWWWWWWWWWWWWW!!!!!!!!!!! eerrr /U/A/s
|
||||
ydraw = (stone->y / YSCALE) + y;
|
||||
if((ydraw < (NUM_ROWS + 4)) && (ydraw > 3)) //drawing begins @ 3, to make piece of height 4 scroll in
|
||||
{
|
||||
for (x = 0; x < 16; ++x)
|
||||
{
|
||||
if(pieceLala & (1 << x))
|
||||
{
|
||||
setpixel((pixel){ x, ydraw - 4 }, stone->color);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
void draw_invader(uint8_t ypos, uint8_t xpos)
|
||||
{
|
||||
uint8_t y, x, ydraw;
|
||||
uint16_t pieceLala;
|
||||
|
||||
for(y = 0; y < INV_HEIGHT; y++)
|
||||
{
|
||||
pieceLala = invader[y];
|
||||
|
||||
// shift bitmap line to current x pos (this is nonsense overhead... BUT I LIKE IT!)
|
||||
pieceLala <<= xpos;
|
||||
|
||||
//DRUUUUUUUUUUUWWWWWWWWWWWWWWW!!!!!!!!!!! eerrr /U/A/s
|
||||
ydraw = (ypos / 2) + y;
|
||||
if((ydraw < (NUM_ROWS + INV_HEIGHT)) && (ydraw > (INV_HEIGHT - 1))) //drawing begins @ 5, to make invader of height 6 scroll in
|
||||
{
|
||||
for (x = 0; x < 16; ++x)
|
||||
{
|
||||
if(pieceLala & (1 << x))
|
||||
{
|
||||
setpixel((pixel){ x, ydraw - INV_HEIGHT }, 1);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
//animation entry point
|
||||
void stonefly(void)
|
||||
{
|
||||
uint8_t i;
|
||||
stone_t stones[MAX_STONES];
|
||||
uint8_t stoneCount = 0;
|
||||
uint16_t counter = 622; /* run 622 cycles */
|
||||
uint8_t invax, invay, invasion = 0;
|
||||
uint8_t draw;
|
||||
|
||||
//init all stones to zero
|
||||
for(i = 0; i < MAX_STONES; i++)
|
||||
{
|
||||
stones[i].speed = 0;
|
||||
}
|
||||
|
||||
//main loop
|
||||
while(counter || stoneCount || invasion)
|
||||
{
|
||||
if(counter > 0)
|
||||
{
|
||||
counter--;
|
||||
}
|
||||
|
||||
//see if invasion is done!
|
||||
if((invay / 2) >= (NUM_ROWS + INV_HEIGHT))
|
||||
{
|
||||
invasion = 0;
|
||||
}
|
||||
|
||||
//clear scruuuun!
|
||||
clear_screen(0);
|
||||
|
||||
//invade screen!!!
|
||||
if(invasion)
|
||||
{
|
||||
draw_invader(invay, invax);
|
||||
|
||||
//advancarrrr
|
||||
invay++;
|
||||
}
|
||||
|
||||
//loop through all stones
|
||||
for(i = 0; i < stoneCount; i++)
|
||||
{
|
||||
draw = 1;
|
||||
|
||||
//rapunzel!
|
||||
while(((stones[i].y / YSCALE) >= (NUM_ROWS + 4)) && (stoneCount > 0))
|
||||
{
|
||||
//DIEEEE!!
|
||||
if(--stoneCount == i)
|
||||
{
|
||||
draw = 0;
|
||||
break;
|
||||
}
|
||||
else
|
||||
stones[i] = stones[stoneCount];
|
||||
}
|
||||
|
||||
if(draw)
|
||||
{
|
||||
//draw stone!!
|
||||
draw_stone(&stones[i]);
|
||||
|
||||
//advance!
|
||||
stones[i].y += stones[i].speed;
|
||||
}
|
||||
}
|
||||
|
||||
//if there are less than max_stones flying, there's a chance to spawn one
|
||||
if((stoneCount < MAX_STONES) && (counter > 0))
|
||||
{
|
||||
if(random8() < 48)
|
||||
{
|
||||
create_stone(&stones[stoneCount++]);
|
||||
}
|
||||
|
||||
//invasion time!!!
|
||||
if((random8() < 8) && (invasion == 0))
|
||||
{
|
||||
//9 is invader width
|
||||
invax = random8() % (NUM_COLS - 9);
|
||||
invay = 0;
|
||||
invasion = 1;
|
||||
}
|
||||
}
|
||||
|
||||
//loop delay
|
||||
wait(60);
|
||||
}
|
||||
}
|
|
@ -0,0 +1,8 @@
|
|||
#ifndef STONEFLY_H_
|
||||
#define STONEFLY_H_
|
||||
|
||||
//HANSINATOR RULZ!
|
||||
|
||||
void stonefly();
|
||||
|
||||
#endif /* STONEFLY_H_ */
|
Loading…
Reference in New Issue