spaceinvaders improved
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bd047cbe5a
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f82cb8382a
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@ -16,27 +16,42 @@ void delayms(uint32_t ms);
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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;
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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 = {RESX/2-4, DISABLED, 0,ENEMY_ROWS*ENEMY_COLUMNS, 0, -1, ENEMY_COLUMNS-1, false};
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} game;
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char key;
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void checkISP(void) {
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if(gpioGetValue(RB_BTN2)==0){
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gpioSetValue (RB_LED1, CFG_LED_ON);
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delayms(200);
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gpioSetValue (RB_LED1, CFG_LED_OFF);
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while(gpioGetValue(RB_BTN0)==0);
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EnableWatchdog(1000*5);
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ReinvokeISP();
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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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@ -65,19 +80,47 @@ void move_shot() {
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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]+8) {
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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 -= 3;
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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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@ -99,6 +142,7 @@ void move_enemy() {
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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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@ -109,10 +153,10 @@ void move_enemy() {
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}
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if((pos <=0 && game.direction != 1) ||
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(pos >=RESX-8-1 && 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]+=4;
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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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@ -154,25 +198,34 @@ void move_enemy2() {
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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(game.player, POS_PLAYER_Y);
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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(game.enemy_x[row][col],game.enemy_row_y[row]);
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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_shot() {
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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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@ -181,18 +234,34 @@ void draw_status() {
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}
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}
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void draw_sprite(char x, char y) {
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void draw_sprite(char type, char x, char y) {
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font = &Font_Invaders;
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DoString(x,y-1,"C");
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/* for (int dx=0; dx<8; dx++){
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for(int dy=0; dy<8; dy++){
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lcdSetPixel(x+dx,y+dy, true);
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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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}
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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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@ -205,25 +274,35 @@ void check_end() {
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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_enemy();
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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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////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_shot();
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draw_status();
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draw_shots();
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// draw_status();
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lcdDisplay();
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delayms(10);
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delayms(12);
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}
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return;
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}
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@ -38,16 +38,15 @@ const uint8_t InvadersBitmaps[] = {
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0x9c, /* * *** */
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/* Char 67 is 9px wide @ 23 */
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/* Char 67 is 8px wide @ 23 */
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0x58, /* * ** */
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0xbc, /* * **** */
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0x16, /* * ** */
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0x3f, /* ****** */
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0x3f, /* ****** */
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0x36, /* ** ** */
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0x1c, /* *** */
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0xb8, /* * *** */
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0x40, /* * */
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0x16, /* * ** */
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0xbc, /* * **** */
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0x58, /* * ** */
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/* Char 80 is 7px wide @ 32 */
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@ -125,7 +124,7 @@ const uint8_t InvadersBitmaps[] = {
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const FONT_CHAR_INFO InvadersLengths[] = {
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{11}, /* A */
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{12}, /* B */
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{ 9}, /* C */
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{ 8}, /* C */
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{ 7}, /* P */
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{16}, /* U */
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{11}, /* a */
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