spacinvaders stuff
This commit is contained in:
parent
b225322bce
commit
bad31c466a
|
@ -1,338 +0,0 @@
|
|||
#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
|
||||
|
||||
#define TYPE_PLAYER 1
|
||||
#define TYPE_ENEMY_A 2
|
||||
#define TYPE_ENEMY_B 3
|
||||
#define TYPE_ENEMY_C 4
|
||||
|
||||
#define BUNKERS 2
|
||||
#define BUNKER_WIDTH 10
|
||||
static const BUNKER_X[] = {20,RESX-BUNKER_WIDTH-20};
|
||||
static const ENEMY_WIDTHS[] = {10,11,8};
|
||||
|
||||
struct gamestate {
|
||||
char player;
|
||||
char shot_x, shot_y;
|
||||
char shots_x[ENEMY_COLUMNS];
|
||||
char shots_y[ENEMY_COLUMNS];
|
||||
char alive;
|
||||
char move, direction, lastcol;
|
||||
bool killed;
|
||||
bool step;
|
||||
uint32_t score;
|
||||
char level;
|
||||
char rokets;
|
||||
char enemy_x[ENEMY_ROWS][ENEMY_COLUMNS];
|
||||
char enemy_row_y[ENEMY_ROWS];
|
||||
uint8_t bunker[BUNKERS][BUNKER_WIDTH];
|
||||
} game;
|
||||
char key;
|
||||
|
||||
void init_game(void) {
|
||||
game.player = RESY/2-4;
|
||||
game.shot_x = DISABLED;
|
||||
game.shot_y = 0;
|
||||
game.alive = ENEMY_ROWS*ENEMY_COLUMNS;
|
||||
game.move = 0;
|
||||
game.direction = -1;
|
||||
game.lastcol = ENEMY_COLUMNS-1;
|
||||
game.killed = 0;
|
||||
game.step = false;
|
||||
init_enemy();
|
||||
|
||||
for (char col=0; col<ENEMY_COLUMNS; col++){
|
||||
game.shots_x[col] = DISABLED;
|
||||
}
|
||||
|
||||
for (int b=0; b<BUNKERS; b++){
|
||||
for (int slice=0; slice<BUNKER_WIDTH; slice++){
|
||||
game.bunker[b][slice] = 255<<2;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
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 bunker
|
||||
for (int b=0; b<BUNKERS; b++) {
|
||||
if (game.shot_x>BUNKER_X[BUNKERS-1-b] &&
|
||||
game.shot_x<BUNKER_X[BUNKERS-1-b]+BUNKER_WIDTH &&
|
||||
game.shot_y<RESY-8 &&
|
||||
game.shot_y>RESY-16) {
|
||||
int offset = BUNKER_WIDTH - (game.shot_x-BUNKER_X[BUNKERS-1-b]);
|
||||
if (game.bunker[b][offset]!=0) {
|
||||
game.bunker[b][offset]&=game.bunker[b][offset]<<1;
|
||||
game.shot_x=DISABLED;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
//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]+ENEMY_WIDTHS[row]) {
|
||||
game.enemy_x[row][col]=DISABLED;
|
||||
game.shot_x = DISABLED;
|
||||
game.alive--;
|
||||
game.score++;
|
||||
return;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
game.shot_y -= 2;
|
||||
}
|
||||
|
||||
void move_shots() {
|
||||
for (char col = 0; col<ENEMY_COLUMNS; col++){
|
||||
//No shot, maybe generate
|
||||
if (game.shots_x[col] == DISABLED) {
|
||||
for (char row = 0; row<ENEMY_ROWS; row++) {
|
||||
if (game.enemy_x[row][col] != DISABLED) {
|
||||
if(getRandom()%(game.alive*5)==0) {
|
||||
game.shots_x[col] = game.enemy_x[row][col]+5;
|
||||
game.shots_y[col] = game.enemy_row_y[row]+0;
|
||||
}
|
||||
}
|
||||
}
|
||||
continue;
|
||||
}
|
||||
|
||||
//moving out of bottm, end shot
|
||||
if (game.shots_y[col] >= RESY) {
|
||||
game.shots_x[col] = DISABLED;
|
||||
return;
|
||||
}
|
||||
//check for collision with bunker
|
||||
for (int b=0; b<BUNKERS; b++) {
|
||||
if (game.shots_x[col]>BUNKER_X[BUNKERS-1-b] &&
|
||||
game.shots_x[col]<BUNKER_X[BUNKERS-1-b]+BUNKER_WIDTH &&
|
||||
game.shots_y[col]<RESY-8 &&
|
||||
game.shots_y[col]>RESY-16) {
|
||||
int offset = BUNKER_WIDTH - (game.shots_x[col]-BUNKER_X[BUNKERS-1-b]);
|
||||
if (game.bunker[b][offset]!=0) {
|
||||
game.bunker[b][offset]&=game.bunker[b][offset]>>1;
|
||||
game.shots_x[col]=DISABLED;
|
||||
}
|
||||
}
|
||||
}
|
||||
//check for collision with player
|
||||
|
||||
if (game.shots_y[col] >= RESY-13 &&
|
||||
game.shots_x[col] > game.player+1 &&
|
||||
game.shots_x[col] < game.player+6) {
|
||||
|
||||
game.killed = true;
|
||||
}
|
||||
|
||||
//move shots down
|
||||
game.shots_y[col] += 1;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
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;
|
||||
}
|
||||
|
||||
game.step = !game.step;
|
||||
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-11-1 && game.direction == 1)){
|
||||
game.direction = (game.direction==1)?-1:1;
|
||||
for (char r = 0; r<ENEMY_ROWS; r++) {
|
||||
game.enemy_row_y[r]+=2;
|
||||
}
|
||||
return;
|
||||
}
|
||||
game.enemy_x[row][(game.direction==1)?(ENEMY_COLUMNS-(col+1)):col] += game.direction;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
game.move = game.alive-1;
|
||||
}
|
||||
|
||||
void draw_player() {
|
||||
//draw_sprite(50, 20);
|
||||
draw_sprite(TYPE_PLAYER, 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(TYPE_ENEMY_A+row,game.enemy_x[row][col],game.enemy_row_y[row]);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void draw_bunker() {
|
||||
for (int b=0; b<BUNKERS; b++) {
|
||||
memcpy(lcdBuffer+(RESX*1+BUNKER_X[b]),game.bunker+b,BUNKER_WIDTH);
|
||||
}
|
||||
}
|
||||
|
||||
void draw_shots() {
|
||||
if (game.shot_x != 255) {
|
||||
for (int length=0; length<=5; length++) {
|
||||
lcdSetPixel(game.shot_x, game.shot_y+length, true);
|
||||
}
|
||||
}
|
||||
|
||||
for (char col = 0; col < ENEMY_COLUMNS; col++) {
|
||||
if (game.shots_x[col] != DISABLED) {
|
||||
for (int length=0; length<=5; length++) {
|
||||
lcdSetPixel(game.shots_x[col], game.shots_y[col]+length,true);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
void draw_status() {
|
||||
for (int p = 0; p<game.alive; p++){
|
||||
lcdSetPixel(p+1,1,true);
|
||||
}
|
||||
}
|
||||
|
||||
void draw_sprite(char type, char x, char y) {
|
||||
font = &Font_Invaders;
|
||||
switch(type) {
|
||||
case TYPE_PLAYER:
|
||||
DoChar(x,y-1,'P');
|
||||
break;
|
||||
case TYPE_ENEMY_A:
|
||||
DoChar(x,y-1,game.step?'a':'A');
|
||||
break;
|
||||
case TYPE_ENEMY_B:
|
||||
DoChar(x,y-1,game.step?'b':'B');
|
||||
break;
|
||||
case TYPE_ENEMY_C:
|
||||
DoChar(x,y-1,game.step?'c':'C');
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
void draw_score() {
|
||||
font = &Font_7x8;
|
||||
DoInt(0,0,game.score);
|
||||
|
||||
DoInt(RESX-8,0,game.rokets);
|
||||
font = &Font_Invaders;
|
||||
DoChar(RESX-16, 0, 'P');
|
||||
}
|
||||
|
||||
|
||||
void check_end() {
|
||||
if (game.killed) {
|
||||
delayms(500);
|
||||
game.player = RESX/2+4;
|
||||
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.shots_x[col] = DISABLED;
|
||||
}
|
||||
game.killed = false;
|
||||
}
|
||||
if (game.alive == 0) {
|
||||
}
|
||||
}
|
||||
|
||||
void checkISP() {
|
||||
if(gpioGetValue(RB_BTN0)==0 && gpioGetValue(RB_BTN4)==0){
|
||||
DoString(0,0,"Enter ISP!");
|
||||
lcdDisplay();
|
||||
ISPandReset();
|
||||
}
|
||||
}
|
||||
|
||||
void main_spaceinvaders(void) {
|
||||
gpioSetValue (RB_LED1, CFG_LED_OFF);
|
||||
backlightInit();
|
||||
|
||||
init_game();
|
||||
game.rokets = 3;
|
||||
while (1) {
|
||||
////checkISP();
|
||||
lcdFill(0);
|
||||
check_end();
|
||||
move_shot();
|
||||
move_shots();
|
||||
move_player();
|
||||
move_enemy();
|
||||
draw_score();
|
||||
draw_bunker();
|
||||
draw_player();
|
||||
draw_enemy();
|
||||
draw_shots();
|
||||
// draw_status();
|
||||
lcdDisplay();
|
||||
delayms(12);
|
||||
}
|
||||
return;
|
||||
}
|
|
@ -4,8 +4,7 @@
|
|||
|
||||
#include "lcd/render.h"
|
||||
#include "lcd/display.h"
|
||||
#include "lcd/fonts/invaders.c"
|
||||
//#include "lcd/allfonts.h"
|
||||
#include "lcd/allfonts.h"
|
||||
|
||||
void ReinvokeISP(void);
|
||||
void EnableWatchdog(uint32_t ms);
|
||||
|
@ -13,50 +12,116 @@ void delayms(uint32_t ms);
|
|||
|
||||
/**************************************************************************/
|
||||
#define POS_PLAYER_Y 60
|
||||
#define POS_UFO_Y 0
|
||||
#define ENEMY_ROWS 3
|
||||
#define ENEMY_COLUMNS 6
|
||||
#define DISABLED 255
|
||||
|
||||
#define UFO_PROB 100
|
||||
|
||||
#define TYPE_PLAYER 1
|
||||
#define TYPE_ALIEN 2
|
||||
#define TYPE_ENEMY_A 2
|
||||
#define TYPE_ENEMY_B 3
|
||||
#define TYPE_ENEMY_C 4
|
||||
#define TYPE_UFO 5
|
||||
|
||||
#define BUNKERS 3
|
||||
#define BUNKER_WIDTH 10
|
||||
static const BUNKER_X[] = {15, RESX/2-BUNKER_WIDTH/2,RESX-BUNKER_WIDTH-15};
|
||||
static const ENEMY_WIDTHS[] = {10,11,8};
|
||||
|
||||
struct gamestate {
|
||||
char player;
|
||||
char ufo;
|
||||
char shot_x, shot_y;
|
||||
char shots_x[ENEMY_COLUMNS];
|
||||
char shots_y[ENEMY_COLUMNS];
|
||||
char alive;
|
||||
char move, direction, lastcol;
|
||||
bool killed;
|
||||
bool step;
|
||||
uint32_t score;
|
||||
char level;
|
||||
char rokets;
|
||||
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};
|
||||
uint8_t bunker[BUNKERS][BUNKER_WIDTH];
|
||||
} game;
|
||||
char key;
|
||||
|
||||
void init_game();
|
||||
void check_end();
|
||||
void move_ufo();
|
||||
void move_shots();
|
||||
void move_player();
|
||||
void move_enemay();
|
||||
void draw_score();
|
||||
void draw_bunker();
|
||||
void draw_player();
|
||||
void draw_enemy();
|
||||
void draw_shots();
|
||||
void draw_ufo();
|
||||
|
||||
void ram(void) {
|
||||
gpioSetValue (RB_LED1, CFG_LED_OFF);
|
||||
init_enemy();
|
||||
backlightInit();
|
||||
|
||||
init_game();
|
||||
game.rokets = 3;
|
||||
while (1) {
|
||||
if(gpioGetValue(RB_BTN2)==0){
|
||||
delayms(200);
|
||||
while(gpioGetValue(RB_BTN0)==0);
|
||||
return;
|
||||
}
|
||||
|
||||
////checkISP();
|
||||
lcdFill(0);
|
||||
check_end();
|
||||
move_shot();
|
||||
check_end();
|
||||
move_ufo();
|
||||
move_shot();
|
||||
move_shots();
|
||||
move_player();
|
||||
move_enemy();
|
||||
draw_player();
|
||||
draw_score();
|
||||
draw_ufo();
|
||||
draw_bunker();
|
||||
draw_player();
|
||||
draw_enemy();
|
||||
draw_shot();
|
||||
draw_status();
|
||||
draw_shots();
|
||||
// draw_status();
|
||||
lcdDisplay();
|
||||
delayms(10);
|
||||
delayms(12);
|
||||
}
|
||||
return;
|
||||
}
|
||||
void init_game(void) {
|
||||
game.player = RESX/2-4;
|
||||
game.shot_x = DISABLED;
|
||||
game.shot_y = 0;
|
||||
game.alive = ENEMY_ROWS*ENEMY_COLUMNS;
|
||||
game.move = 0;
|
||||
game.direction = -1;
|
||||
game.lastcol = ENEMY_COLUMNS-1;
|
||||
game.killed = 0;
|
||||
game.step = false;
|
||||
game.ufo = DISABLED;
|
||||
init_enemy();
|
||||
|
||||
for (char col=0; col<ENEMY_COLUMNS; col++){
|
||||
game.shots_x[col] = DISABLED;
|
||||
}
|
||||
|
||||
for (int b=0; b<BUNKERS; b++){
|
||||
//for (int slice=0; slice<BUNKER_WIDTH; slice++){
|
||||
// game.bunker[b][slice] = 255<<2;
|
||||
//}
|
||||
game.bunker[b][0] = 0b00111100;
|
||||
game.bunker[b][1] = 0b01111100;
|
||||
game.bunker[b][2] = 0b11111100;
|
||||
game.bunker[b][3] = 0b11100000;
|
||||
game.bunker[b][4] = 0b11100000;
|
||||
game.bunker[b][5] = 0b11100000;
|
||||
game.bunker[b][6] = 0b11100000;
|
||||
game.bunker[b][7] = 0b11111100;
|
||||
game.bunker[b][8] = 0b01111100;
|
||||
game.bunker[b][9] = 0b00111100;
|
||||
}
|
||||
}
|
||||
|
||||
void init_enemy() {
|
||||
for (int row = 0; row<ENEMY_ROWS; row++) {
|
||||
|
@ -79,21 +144,106 @@ void move_shot() {
|
|||
return;
|
||||
}
|
||||
|
||||
//check for collision with bunker
|
||||
for (int b=0; b<BUNKERS; b++) {
|
||||
if (game.shot_x>BUNKER_X[BUNKERS-1-b] &&
|
||||
game.shot_x<BUNKER_X[BUNKERS-1-b]+BUNKER_WIDTH &&
|
||||
game.shot_y<RESY-8 &&
|
||||
game.shot_y>RESY-16) {
|
||||
int offset = BUNKER_WIDTH - (game.shot_x-BUNKER_X[BUNKERS-1-b]);
|
||||
if (game.bunker[b][offset]!=0) {
|
||||
game.bunker[b][offset]&=game.bunker[b][offset]<<1;
|
||||
game.shot_x=DISABLED;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
//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) {
|
||||
if(game.shot_x >= game.enemy_x[row][col] && game.shot_x < game.enemy_x[row][col]+ENEMY_WIDTHS[row]) {
|
||||
game.enemy_x[row][col]=DISABLED;
|
||||
game.shot_x = DISABLED;
|
||||
game.alive--;
|
||||
game.score++;
|
||||
return;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
//check for collision with ufo
|
||||
if (game.ufo != DISABLED &&
|
||||
game.shot_x>game.ufo &&
|
||||
game.shot_x<game.ufo + 16 &&
|
||||
game.shot_y<8) {
|
||||
|
||||
game.shot_y -= 3;
|
||||
game.ufo = DISABLED;
|
||||
game.score += 5;
|
||||
}
|
||||
|
||||
game.shot_y -= 2;
|
||||
}
|
||||
|
||||
void move_shots() {
|
||||
for (char col = 0; col<ENEMY_COLUMNS; col++){
|
||||
//No shot, maybe generate
|
||||
if (game.shots_x[col] == DISABLED) {
|
||||
for (char row = 0; row<ENEMY_ROWS; row++) {
|
||||
if (game.enemy_x[row][col] != DISABLED) {
|
||||
if(getRandom()%(game.alive*5)==0) {
|
||||
game.shots_x[col] = game.enemy_x[row][col]+5;
|
||||
game.shots_y[col] = game.enemy_row_y[row]+0;
|
||||
}
|
||||
}
|
||||
}
|
||||
continue;
|
||||
}
|
||||
|
||||
//moving out of bottm, end shot
|
||||
if (game.shots_y[col] >= RESY) {
|
||||
game.shots_x[col] = DISABLED;
|
||||
return;
|
||||
}
|
||||
//check for collision with bunker
|
||||
for (int b=0; b<BUNKERS; b++) {
|
||||
if (game.shots_x[col]>BUNKER_X[BUNKERS-1-b] &&
|
||||
game.shots_x[col]<BUNKER_X[BUNKERS-1-b]+BUNKER_WIDTH &&
|
||||
game.shots_y[col]<RESY-8 &&
|
||||
game.shots_y[col]>RESY-16) {
|
||||
int offset = BUNKER_WIDTH - (game.shots_x[col]-BUNKER_X[BUNKERS-1-b])-1;
|
||||
if (game.bunker[b][offset]!=0) {
|
||||
game.bunker[b][offset]&=game.bunker[b][offset]>>1;
|
||||
game.shots_x[col]=DISABLED;
|
||||
}
|
||||
}
|
||||
}
|
||||
//check for collision with player
|
||||
|
||||
if (game.shots_y[col] >= RESY-13 &&
|
||||
game.shots_x[col] > game.player+1 &&
|
||||
game.shots_x[col] < game.player+6) {
|
||||
|
||||
game.killed = true;
|
||||
}
|
||||
|
||||
//move shots down
|
||||
game.shots_y[col] += 1;
|
||||
}
|
||||
}
|
||||
|
||||
void move_ufo() {
|
||||
if (game.ufo == DISABLED) {
|
||||
if ((getRandom()%UFO_PROB)==0) {
|
||||
game.ufo = 0;
|
||||
}
|
||||
return;
|
||||
}
|
||||
if (game.ufo >= RESX){
|
||||
game.ufo = DISABLED;
|
||||
return;
|
||||
}
|
||||
game.ufo++;
|
||||
}
|
||||
|
||||
void move_player() {
|
||||
|
@ -117,6 +267,7 @@ void move_enemy() {
|
|||
return;
|
||||
}
|
||||
|
||||
game.step = !game.step;
|
||||
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];
|
||||
|
@ -126,11 +277,26 @@ void move_enemy() {
|
|||
game.killed = true;
|
||||
}
|
||||
|
||||
//check for collision with bunker, dirty
|
||||
for (int b=0; b<BUNKERS; b++) {
|
||||
if (pos>=BUNKER_X[BUNKERS-1-b] &&
|
||||
pos<=BUNKER_X[BUNKERS-1-b]+BUNKER_WIDTH &&
|
||||
game.enemy_row_y[row]+8<RESY-8 &&
|
||||
game.enemy_row_y[row]+8>RESY-16) {
|
||||
int offset = BUNKER_WIDTH - (pos-BUNKER_X[BUNKERS-1-b]);
|
||||
if (game.bunker[b][offset]!=0) {
|
||||
game.bunker[b][offset]&=game.bunker[b][offset]>>2;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
//Are we at the beginning or end? Direction change
|
||||
if((pos <=0 && game.direction != 1) ||
|
||||
(pos >=RESX-8-1 && game.direction == 1)){
|
||||
(pos >=RESX-11-1 && game.direction == 1)){
|
||||
game.direction = (game.direction==1)?-1:1;
|
||||
for (char r = 0; r<ENEMY_ROWS; r++) {
|
||||
game.enemy_row_y[r]+=4;
|
||||
game.enemy_row_y[r]+=2;
|
||||
}
|
||||
return;
|
||||
}
|
||||
|
@ -142,55 +308,47 @@ void move_enemy() {
|
|||
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(TYPE_PLAYER,game.player, POS_PLAYER_Y);
|
||||
draw_sprite(TYPE_PLAYER, game.player, POS_PLAYER_Y);
|
||||
}
|
||||
|
||||
void draw_ufo() {
|
||||
if (game.ufo!=DISABLED)
|
||||
draw_sprite(TYPE_UFO, game.ufo, POS_UFO_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(TYPE_ALIEN,game.enemy_x[row][col],game.enemy_row_y[row]);
|
||||
draw_sprite(TYPE_ENEMY_A+row,game.enemy_x[row][col],game.enemy_row_y[row]);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void draw_shot() {
|
||||
void draw_bunker() {
|
||||
for (int b=0; b<BUNKERS; b++) {
|
||||
memcpy(lcdBuffer+(RESX*1+BUNKER_X[b]),game.bunker+b,BUNKER_WIDTH);
|
||||
}
|
||||
}
|
||||
|
||||
void draw_shots() {
|
||||
if (game.shot_x != 255) {
|
||||
for (int length=0; length<=5; length++) {
|
||||
lcdSetPixel(game.shot_x, game.shot_y+length, true);
|
||||
}
|
||||
}
|
||||
|
||||
for (char col = 0; col < ENEMY_COLUMNS; col++) {
|
||||
if (game.shots_x[col] != DISABLED) {
|
||||
for (int length=0; length<=5; length++) {
|
||||
lcdSetPixel(game.shots_x[col], game.shots_y[col]+length,true);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
void draw_status() {
|
||||
|
@ -199,26 +357,60 @@ void draw_status() {
|
|||
}
|
||||
}
|
||||
|
||||
|
||||
|
||||
void draw_sprite(char type, char x, char y) {
|
||||
font = &Font_Invaders;
|
||||
if(type==TYPE_PLAYER){
|
||||
DoChar(x,y-1,'P');
|
||||
}else{
|
||||
DoChar(x,y-1,'C');
|
||||
};
|
||||
font = &Font_Invaders;
|
||||
switch(type) {
|
||||
case TYPE_PLAYER:
|
||||
DoChar(x,y-1,'P');
|
||||
break;
|
||||
case TYPE_ENEMY_A:
|
||||
DoChar(x,y-1,game.step?'a':'A');
|
||||
break;
|
||||
case TYPE_ENEMY_B:
|
||||
DoChar(x,y-1,game.step?'b':'B');
|
||||
break;
|
||||
case TYPE_ENEMY_C:
|
||||
DoChar(x,y-1,game.step?'c':'C');
|
||||
break;
|
||||
case TYPE_UFO:
|
||||
DoChar(x,y-1,'U');
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
void draw_score() {
|
||||
font = &Font_7x8;
|
||||
DoInt(0,0,game.score);
|
||||
|
||||
DoInt(RESX-8,0,game.rokets);
|
||||
font = &Font_Invaders;
|
||||
DoChar(RESX-16, 0, 'P');
|
||||
}
|
||||
|
||||
|
||||
void check_end() {
|
||||
if (game.killed) {
|
||||
game.rokets--;
|
||||
delayms(500);
|
||||
game.player = RESX/2+4;
|
||||
for(int row; row<ENEMY_ROWS; row++) {
|
||||
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.shots_x[col] = DISABLED;
|
||||
}
|
||||
game.killed = false;
|
||||
}
|
||||
if (game.alive == 0) {
|
||||
}
|
||||
}
|
||||
|
||||
void checkISP() {
|
||||
if(gpioGetValue(RB_BTN0)==0 && gpioGetValue(RB_BTN4)==0){
|
||||
DoString(0,0,"Enter ISP!");
|
||||
lcdDisplay();
|
||||
ISPandReset();
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
|
|
Loading…
Reference in New Issue