diff options
author | Linus Nielsen Feltzing <linus@haxx.se> | 2006-03-31 12:00:26 +0000 |
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committer | Linus Nielsen Feltzing <linus@haxx.se> | 2006-03-31 12:00:26 +0000 |
commit | ae2e8e3a1f99e7435cbd78d3e0917717fb71b63c (patch) | |
tree | e4d94f9e3f0feb6cbeaf4e6b548b134f83a862fa | |
parent | 28c86ce19a4b31d376c41a3265f3313bd05b394e (diff) |
Patch #2864 by Mat Holton - Spacerocks, an Asteroids clone
git-svn-id: svn://svn.rockbox.org/rockbox/trunk@9383 a1c6a512-1295-4272-9138-f99709370657
-rw-r--r-- | apps/plugins/SOURCES | 2 | ||||
-rwxr-xr-x | apps/plugins/spacerocks.c | 1601 |
2 files changed, 1603 insertions, 0 deletions
diff --git a/apps/plugins/SOURCES b/apps/plugins/SOURCES index 70edca4dc1..e0f1c5ba83 100644 --- a/apps/plugins/SOURCES +++ b/apps/plugins/SOURCES @@ -94,6 +94,8 @@ rockboy.c xobox.c #endif +spacerocks.c + #endif /* HAVE_LCD_BITMAP */ #ifdef HAVE_LCD_CHARCELLS /* Player model only */ diff --git a/apps/plugins/spacerocks.c b/apps/plugins/spacerocks.c new file mode 100755 index 0000000000..67b5dd047e --- /dev/null +++ b/apps/plugins/spacerocks.c @@ -0,0 +1,1601 @@ +/*************************************************************************** + * __________ __ ___. + * Open \______ \ ____ ____ | | _\_ |__ _______ ___ + * Source | _// _ \_/ ___\| |/ /| __ \ / _ \ \/ / + * Jukebox | | ( <_> ) \___| < | \_\ ( <_> > < < + * Firmware |____|_ /\____/ \___ >__|_ \|___ /\____/__/\_ \ + * \/ \/ \/ \/ \/ + * $Id$ + * + * Copyright (C) 2006 by Mat Holton + * + * All files in this archive are subject to the GNU General Public License. + * See the file COPYING in the source tree root for full license agreement. + * + * This software is distributed on an "AS IS" basis, WITHOUT WARRANTY OF ANY + * KIND, either express or implied. + * + ****************************************************************************/ + +#include "plugin.h" +#include "math.h" +#include "stdio.h" +PLUGIN_HEADER + +/******************************* Globals ***********************************/ +static struct plugin_api* rb; /* global api struct pointer */ +/* variable button definitions */ +#if CONFIG_KEYPAD == RECORDER_PAD +#define AST_PAUSE BUTTON_ON +#define AST_QUIT BUTTON_OFF +#define AST_THRUST_REP BUTTON_UP | BUTTON_REPEAT +#define AST_THRUST BUTTON_UP +#define AST_HYPERSPACE BUTTON_DOWN +#define AST_LEFT BUTTON_LEFT +#define AST_LEFT_REP BUTTON_LEFT | BUTTON_REPEAT +#define AST_RIGHT BUTTON_RIGHT +#define AST_RIGHT_REP (BUTTON_RIGHT | BUTTON_REPEAT) +#define AST_FIRE BUTTON_PLAY +#define AST_FIRE_REP BUTTON_PLAY | BUTTON_REPEAT + +#elif CONFIG_KEYPAD == ONDIO_PAD +#define AST_PAUSE BUTTON_ON +#define AST_QUIT BUTTON_OFF +#define AST_THRUST BUTTON_UP +#define AST_HYPERSPACE BUTTON_DOWN +#define AST_LEFT BUTTON_LEFT +#define AST_RIGHT BUTTON_RIGHT +#define AST_FIRE BUTTON_MENU + +#elif (CONFIG_KEYPAD == IRIVER_H100_PAD) || \ + (CONFIG_KEYPAD == IRIVER_H300_PAD) +#define AST_PAUSE BUTTON_REC +#define AST_QUIT BUTTON_OFF +#define AST_THRUST_REP BUTTON_UP | BUTTON_REPEAT +#define AST_THRUST BUTTON_UP +#define AST_HYPERSPACE BUTTON_DOWN +#define AST_LEFT BUTTON_LEFT +#define AST_LEFT_REP BUTTON_LEFT | BUTTON_REPEAT +#define AST_RIGHT BUTTON_RIGHT +#define AST_RIGHT_REP (BUTTON_RIGHT | BUTTON_REPEAT) +#define AST_FIRE BUTTON_SELECT +#define AST_FIRE_REP BUTTON_SELECT | BUTTON_REPEAT + +#elif (CONFIG_KEYPAD == IAUDIO_X5_PAD) +#define AST_PAUSE BUTTON_PLAY +#define AST_QUIT BUTTON_POWER +#define AST_THRUST_REP BUTTON_UP | BUTTON_REPEAT +#define AST_THRUST BUTTON_UP +#define AST_HYPERSPACE BUTTON_DOWN +#define AST_LEFT BUTTON_LEFT +#define AST_LEFT_REP BUTTON_LEFT | BUTTON_REPEAT +#define AST_RIGHT BUTTON_RIGHT +#define AST_RIGHT_REP (BUTTON_RIGHT | BUTTON_REPEAT) +#define AST_FIRE BUTTON_SELECT +#define AST_FIRE_REP BUTTON_SELECT | BUTTON_REPEAT + +#elif (CONFIG_KEYPAD == IPOD_4G_PAD) +#define AST_PAUSE (BUTTON_SELECT | BUTTON_PLAY) +#define AST_QUIT (BUTTON_SELECT | BUTTON_MENU) +#define AST_THRUST BUTTON_MENU +#define AST_THRUST_REP (BUTTON_MENU | BUTTON_REPEAT) +#define AST_HYPERSPACE BUTTON_PLAY +#define AST_LEFT BUTTON_SCROLL_BACK +#define AST_LEFT_REP (BUTTON_SCROLL_BACK | BUTTON_REPEAT) +#define AST_RIGHT BUTTON_SCROLL_FWD +#define AST_RIGHT_REP (BUTTON_SCROLL_FWD | BUTTON_REPEAT) +#define AST_FIRE BUTTON_SELECT +#define AST_FIRE_REP (BUTTON_SELECT | BUTTON_REPEAT) +#endif + +#define SHOW_COL 0 +#define HISCORE_FILE PLUGIN_DIR "/astrorocks.hs" +#define POINT_SIZE 2 +#define MAX_NUM_ASTEROIDS 25 +#define MAX_NUM_MISSILES 6 +#define ABS(x) ((x)>0?(x):-(x)) + +#define SCALE 5000 +#define MISSILE_SCALE 5000 +#define WRAP_GAP 12 +#define EXPLOSION_LENGTH 35 + +#if CONFIG_KEYPAD == RECORDER_PAD || CONFIG_KEYPAD == ONDIO_PAD + #define ENEMY_MISSILE_SURVIVAL_LENGTH 65 + #define MISSILE_SURVIVAL_LENGTH 40 +#elif (CONFIG_KEYPAD == IRIVER_H100_PAD) || \ + (CONFIG_KEYPAD == IRIVER_H300_PAD) || \ + (CONFIG_KEYPAD == IAUDIO_X5_PAD) || \ + (CONFIG_KEYPAD == IPOD_4G_PAD) + #define ENEMY_MISSILE_SURVIVAL_LENGTH 120 + #define MISSILE_SURVIVAL_LENGTH 80 +#endif + +#define SHOW_GAME_OVER_TIME 100 +#define SHOW_LEVEL_TIME 50 +#define START_LIVES 3 +#define START_LEVEL 1 +#define NUM_ASTEROID_VERTICES 10 +#define NUM_SHIP_VERTICES 4 +#define NUM_ENEMY_VERTICES 6 +#define MAX_LEVEL MAX_NUM_ASTEROIDS +#define ENEMY_SPEED 4 +#define ENEMY_START_X 0 +#define ENEMY_START_Y 0 +#define SIZE_ENEMY_COLLISION 5*SCALE +#define ATTRACT_FLIP_TIME 100 +#define NUM_STARS 50 +#define NUM_ROTATIONS 16 + +#define SIN_COS_SCALE 10000 +#define SHIP_ROT_CW_SIN 3827 +#define SHIP_ROT_CW_COS 9239 +#define SHIP_ROT_ACW_SIN -3827 +#define SHIP_ROT_ACW_COS 9239 + +#define FAST_ROT_CW_SIN 873 +#define FAST_ROT_CW_COS 9963 +#define FAST_ROT_ACW_SIN -873 +#define FAST_ROT_ACW_COS 9963 + +#define MEDIUM_ROT_CW_SIN 350 +#define MEDIUM_ROT_CW_COS 9994 +#define MEDIUM_ROT_ACW_SIN -350 +#define MEDIUM_ROT_ACW_COS 9994 + +#define SLOW_ROT_CW_SIN 350 +#define SLOW_ROT_CW_COS 9994 +#define SLOW_ROT_ACW_SIN - 350 +#define SLOW_ROT_ACW_COS 9994 + +#define SCALED_WIDTH (LCD_WIDTH*SCALE) +#define SCALED_HEIGHT (LCD_HEIGHT*SCALE) +#define CENTER_LCD_X (LCD_WIDTH/2) +#define CENTER_LCD_Y (LCD_HEIGHT/2) + +enum asteroid_type +{ + SMALL = 1, + MEDIUM = 2, + LARGE = 3, +}; + +enum game_state +{ + GAME_OVER, + ATTRACT_MODE, + SHOW_LEVEL, + PLAY_MODE, + PAUSE_MODE +}; + +struct Point +{ + int x; + int y; + int dx; + int dy; +}; + +/* Asteroid structure, contains an array of points */ +struct Asteroid +{ + enum asteroid_type type; + bool exists; + struct Point position; + struct Point vertices[NUM_ASTEROID_VERTICES]; + int radius; + long speed_cos; + long speed_sin; + int explode_countdown; +}; + +struct Ship +{ + struct Point vertices[NUM_SHIP_VERTICES]; + struct Point position; + bool waiting_for_space; + int explode_countdown; +}; + +struct Enemy +{ + struct Point vertices[NUM_ENEMY_VERTICES]; + struct Point position; + int explode_countdown; +}; + +struct Missile +{ + struct Point position; + struct Point oldpoint; + int survived; +}; + +static enum game_state game_state; +static int asteroid_count; +static int next_missile_count; +static int next_thrust_count; +static int num_lives; +static int show_level_timeout; +static int attract_flip_timeout; +static int show_game_over; +static int current_level; +static int current_score; +static int high_score; +static int space_check_size = 20*SCALE; + +static bool enemy_on_screen; +static char phscore[30]; +static struct Ship ship; +static struct Point stars[NUM_STARS]; +static struct Asteroid asteroids_array[MAX_NUM_ASTEROIDS]; +static struct Missile missiles_array[MAX_NUM_MISSILES]; +static struct Missile enemy_missile; +static struct Enemy enemy; +static struct Point lives_points[NUM_SHIP_VERTICES]; + +void draw_and_move_asteroids(void); +void initialise_game(int nStartNum); + +bool is_asteroid_near_ship(struct Asteroid* asteroid); +bool is_point_within_asteroid(struct Asteroid* asteroid, struct Point* point); + +void initialise_asteroid(struct Asteroid* asteroid, enum asteroid_type eType); +void draw_polygon(struct Point* vertices, int px, int py, int num_vertices); +void rotate_asteroid(struct Asteroid* asteroid); +void create_asteroid(enum asteroid_type type, int x, int y); +void create_stars(void); + +void initialise_ship(void); +void draw_and_move_ship(void); +void rotate_ship(int s, int c); +void thrust_ship(void); + +void initialise_missile(struct Missile* missile); +void draw_and_move_missiles(void); +void fire_missile(void); + +void animate_and_draw_explosion(struct Point* point, int num_points, int xoffset, int yoffset); +void initialise_explosion(struct Point* point, int num_points); + +void move_point(struct Point* point); +void hyperspace(void); +void check_collisions(void); +void initialise_enemy(void); +void draw_and_move_enemy(void); +void draw_lives(void); +void drawstars(void); +bool is_ship_within_asteroid(struct Asteroid* asteroid); + +/* The array of points that make up an asteroid */ +static const short asteroid_one[NUM_ASTEROID_VERTICES*2] = +{ + -1, -6, + 2, -4, + 4, -7, + 8, -4, + 7, 0, + 10, 1, + 6, 7, + -2, 7, + -5, 3, + -5, -4 +}; + +/* The array of points that make up an asteroid */ +static const short asteroid_two[NUM_ASTEROID_VERTICES*2] = +{ + -1, -6, + 2, -8, + 3, -7, + 8, -4, + 7, 0, + 10, 1, + 6, 7, + -2, 7, + -5, 3, + -5, -4 +}; + +/* The array of points that make up an asteroid */ +static const short asteroid_three[NUM_ASTEROID_VERTICES*2] = +{ + -1, -6, + 2, -8, + 3, -7, + 1, -4, + 7, 0, + 10, 1, + 6, 7, + -2, 7, + -8, 3, + -5, -4 +}; + +/* The array od points the make up the ship */ +static const short ship_vertices[NUM_SHIP_VERTICES*2] = +{ + 0,-4, + 3, 4, + 0, 1, + -3, 4 +}; + +/* The array of points the make up the bad spaceship */ +static const short enemy_vertices[NUM_ENEMY_VERTICES*2] = +{ + -5, 0, + -2, 2, + 2, 2, + 5, 0, + 2, -2, + -2, -2 +}; + +/*Hi-Score reading and writing to file - this needs moving to the hi-score plugin lib as +a 3rd function */ +void iohiscore(void) +{ + int fd; + int compare; + + /* clear the buffer we're about to load the highscore data into */ + rb->memset(phscore, 0, sizeof(phscore)); + + fd = rb->open(HISCORE_FILE,O_RDWR | O_CREAT); + + /* highscore used to %d, is now %d\n + Deal with no file or bad file */ + rb->read(fd,phscore, sizeof(phscore)); + + compare = rb->atoi(phscore); + + if(high_score > compare){ + rb->lseek(fd,0,SEEK_SET); + rb->fdprintf(fd, "%d\n", high_score); + } + else + high_score = compare; + + rb->close(fd); +} + +bool point_in_poly(struct Point* _point, int num_vertices, int x, int y) +{ + struct Point* pi; + struct Point* pj; + int n; + bool c = false; + + pi = _point; + pj = _point; + pj += num_vertices-1; + + n = num_vertices; + while(n--) + { + if((((pi->y <= y) && (y < pj->y)) || ((pj->y <= y) && (y < pi->y))) && + (x < (pj->x - pi->x) * (y - pi->y) / (pj->y - pi->y) + pi->x)) + c = !c; + + if(n == num_vertices - 1) + pj = _point; + else + pj++; + + pi++; + } + + return c; +} + +void move_point(struct Point* point) +{ + point->x += point->dx; + point->y += point->dy; + + /*check bounds on the x-axis:*/ + if(point->x >= SCALED_WIDTH) + point->x = 0; + else if(point->x <= 0) + point->x = SCALED_WIDTH; + + /*Check bounds on the y-axis:*/ + if(point->y >= SCALED_HEIGHT) + point->y = 0; + else if(point->y <= 0) + point->y = SCALED_HEIGHT; +} + +/*Check if point is within a rectangle*/ +bool is_point_within_rectangle(struct Point* rect, struct Point* p, int size) +{ +#if SHOW_COL + int aTLx = rect->x - size; + int aTLy = rect->y - size; + int aBRx = rect->x + size; + int aBRy = rect->y + size; + rb->lcd_drawline( aTLx/SCALE, aTLy/SCALE, aBRx/SCALE, aTLy/SCALE); + rb->lcd_drawline( aTLx/SCALE, aTLy/SCALE, aTLx/SCALE, aBRy/SCALE); + rb->lcd_drawline( aTLx/SCALE, aBRy/SCALE, aBRx/SCALE, aBRy/SCALE); + rb->lcd_drawline( aBRx/SCALE, aBRy/SCALE, aBRx/SCALE, aTLy/SCALE); + return (p->x > aTLx && p->x < aBRx && p->y > aTLy && p->y < aBRy); +#else + return (p->x > rect->x - size && p->x < rect->x + size && + p->y > rect->y - size && p->y < rect->y + size); +#endif +} + +/* Draw polygon */ +void draw_polygon(struct Point* vertices, int px, int py, int num_vertices) +{ + int n, t1, t2, oldX, oldY; + struct Point *p; + bool bDrawAll = px < WRAP_GAP || LCD_WIDTH - px < WRAP_GAP || + py < WRAP_GAP || LCD_HEIGHT - py < WRAP_GAP; + + p = vertices; + p += num_vertices-1; + oldX = p->x/SCALE + px; + oldY = p->y/SCALE + py; + p = vertices; + for(n = num_vertices+1; --n;) + { + t1 = p->x/SCALE + px; + t2 = p->y/SCALE + py; + + rb->lcd_drawline(oldX, oldY, t1, t2); + + if(bDrawAll) + { + rb->lcd_drawline(oldX - LCD_WIDTH, oldY, t1 - LCD_WIDTH, t2); + rb->lcd_drawline(oldX + LCD_WIDTH, oldY, t1 + LCD_WIDTH, t2); + rb->lcd_drawline(oldX - LCD_WIDTH, oldY + LCD_HEIGHT, + t1 - LCD_WIDTH, t2 + LCD_HEIGHT); + rb->lcd_drawline(oldX + LCD_WIDTH, oldY + LCD_HEIGHT, + t1 + LCD_WIDTH, t2 + LCD_HEIGHT); + + rb->lcd_drawline(oldX, oldY - LCD_HEIGHT, t1, t2 - LCD_HEIGHT); + rb->lcd_drawline(oldX, oldY + LCD_HEIGHT, t1, t2 + LCD_HEIGHT); + rb->lcd_drawline(oldX - LCD_WIDTH, oldY - LCD_HEIGHT, + t1 - LCD_WIDTH, t2 - LCD_HEIGHT); + rb->lcd_drawline(oldX + LCD_WIDTH, oldY - LCD_HEIGHT, + t1 + LCD_WIDTH, t2 - LCD_HEIGHT); + } + oldX = t1; + oldY = t2; + p++; + } +} + +void animate_and_draw_explosion(struct Point* point, int num_points, + int xoffset, int yoffset) +{ + int n; + for(n = num_points; --n;) + { + if(game_state != PAUSE_MODE) + { + point->x += point->dx; + point->y += point->dy; + } + rb->lcd_fillrect( point->x/SCALE + xoffset, point->y/SCALE + yoffset, + POINT_SIZE, POINT_SIZE); + point++; + } +} + +/*stop movement of ship, 'cos that's what happens when you go into hyperspace.*/ +void hyperspace(void) +{ + ship.position.dx = ship.position.dy = 0; + ship.position.x = (rb->rand()%SCALED_WIDTH); + ship.position.y = (rb->rand()%SCALED_HEIGHT); +} + +void initialise_enemy(void) +{ + struct Point* point; + int n; + + enemy_missile.survived = 0; + enemy_on_screen = true; + enemy.explode_countdown = 0; + + point = enemy.vertices; + for(n = 0; n < NUM_ENEMY_VERTICES+NUM_ENEMY_VERTICES; n+=2) + { + point->x = enemy_vertices[n]; + point->y = enemy_vertices[n+1]; + point->x *= SCALE; + point->y *= SCALE; + point++; + } + + if(ship.position.x >= SCALED_WIDTH/2) + { + enemy.position.dx = ENEMY_SPEED; + enemy.position.x = 0; + } + else + { + enemy.position.dx = -ENEMY_SPEED; + enemy.position.x = SCALED_WIDTH; + } + + if(ship.position.y >= SCALED_HEIGHT/2) + { + enemy.position.dy = ENEMY_SPEED; + enemy.position.y = 0; + } + else + { + enemy.position.dy = -ENEMY_SPEED; + enemy.position.y = SCALED_HEIGHT; + } + + enemy.position.dx *= SCALE/10; + enemy.position.dy *= SCALE/10; +} + +void draw_and_move_enemy(void) +{ + int enemy_x, enemy_y; + struct Point *point; + + if(enemy_on_screen) + { + enemy_x = enemy.position.x/SCALE; + enemy_y = enemy.position.y/SCALE; + if(!enemy.explode_countdown) + { + point = enemy.vertices; + draw_polygon(enemy.vertices, enemy_x, enemy_y, NUM_ENEMY_VERTICES); + rb->lcd_drawline(enemy.vertices[0].x/SCALE + enemy_x, + enemy.vertices[0].y/SCALE + enemy_y, + enemy.vertices[3].x/SCALE + enemy_x, + enemy.vertices[3].y/SCALE + enemy_y); + + if(game_state != PAUSE_MODE) + { + enemy.position.x += enemy.position.dx; + enemy.position.y += enemy.position.dy; + } + + if(enemy.position.x > SCALED_WIDTH || enemy.position.x < 0) + enemy_on_screen = false; + + if(enemy.position.y > SCALED_HEIGHT) + enemy.position.y = 0; + else if(enemy.position.y < 0) + enemy.position.y = SCALED_HEIGHT; + + if( (rb->rand()%1000) < 10) + enemy.position.dy = -enemy.position.dy; + } + else + { + + animate_and_draw_explosion(enemy.vertices, NUM_ENEMY_VERTICES, + enemy_x, enemy.position.y/SCALE); + if(game_state != PAUSE_MODE) + { + enemy.explode_countdown--; + if(!enemy.explode_countdown) + enemy_on_screen = false; + } + } + } + else + { + if( (rb->rand()%1000) < 2 ) + initialise_enemy(); + } + + if(!enemy_missile.survived && game_state != GAME_OVER) + { + /*if no missile and the enemy is here and not exploding..then shoot baby!*/ + if( !enemy.explode_countdown && enemy_on_screen && + !ship.waiting_for_space && (rb->rand()%10) > 5 ) + { + enemy_missile.position.x = enemy.position.x; + enemy_missile.position.y = enemy.position.y; + + /*lame, needs to be sorted - it's trying to shoot at the ship*/ + if(ABS(enemy.position.y - ship.position.y) <= 5*SCALE) + { + enemy_missile.position.dy = 0; + } + else + { + if( enemy.position.y < ship.position.y) + enemy_missile.position.dy = 1; + else + enemy_missile.position.dy = -1; + } + + if(ABS(enemy.position.x - ship.position.x) <= 5*SCALE) + enemy_missile.position.dx = 0; + else + { + if( enemy.position.x < ship.position.x) + enemy_missile.position.dx = 1; + else + enemy_missile.position.dx = -1; + } + + if(enemy_missile.position.dx == 0 && + enemy_missile.position.dy == 0) + enemy_missile.position.dx = enemy_missile.position.dy = -1; + + enemy_missile.position.dx *= SCALE; + enemy_missile.position.dy *= SCALE; + enemy_missile.survived = ENEMY_MISSILE_SURVIVAL_LENGTH; + + } + } + else + { + rb->lcd_fillrect( enemy_missile.position.x/SCALE, + enemy_missile.position.y/SCALE, + POINT_SIZE, POINT_SIZE); + if(game_state != PAUSE_MODE) + { + move_point(&enemy_missile.position); + enemy_missile.survived--; + } + } +} + +/****************** +* Lame method of collision +* detection. It's checking for collision +* between point and a big rectangle around the asteroid... +*******************/ +bool is_point_within_asteroid(struct Asteroid* asteroid, struct Point* point) +{ + if( !is_point_within_rectangle(&asteroid->position, point, + asteroid->radius+4*SCALE) ) + return false; + + if(point_in_poly(asteroid->vertices, NUM_ASTEROID_VERTICES, + point->x - asteroid->position.x, + point->y - asteroid->position.y)) + { + switch(asteroid->type) + { + case(SMALL): + asteroid->explode_countdown = EXPLOSION_LENGTH; + initialise_explosion(asteroid->vertices, NUM_ASTEROID_VERTICES); + break; + + case(LARGE): + create_asteroid(MEDIUM, asteroid->position.x, + asteroid->position.y); + create_asteroid(MEDIUM, asteroid->position.x, + asteroid->position.y); + break; + + case(MEDIUM): + create_asteroid(SMALL, asteroid->position.x, asteroid->position.y); + create_asteroid(SMALL, asteroid->position.x, asteroid->position.y); + break; + } + + current_score++; + asteroid_count--; + asteroid->exists = false; + return true; + } + else + return false; +} + +bool is_point_within_enemy(struct Point* point) +{ + if( is_point_within_rectangle(&enemy.position, point, 5*SCALE) ) + { + current_score += 5; + /*enemy_missile.survived = 0;*/ + enemy.explode_countdown = EXPLOSION_LENGTH; + initialise_explosion(enemy.vertices, NUM_ENEMY_VERTICES); + return true; + } + else + return false; +} + +bool is_ship_within_asteroid(struct Asteroid* asteroid) +{ + bool hit = false; + struct Point p; + + p.x = ship.position.x + ship.vertices[0].x; + p.y = ship.position.y + ship.vertices[0].y; + hit |= is_point_within_asteroid(asteroid, &p); + + if(!hit) + { + p.x = ship.position.x + ship.vertices[1].x; + p.y = ship.position.y + ship.vertices[1].y; + hit |= is_point_within_asteroid(asteroid, &p); + if(!hit) + { + p.x = ship.position.x + ship.vertices[3].x; + p.y = ship.position.y + ship.vertices[3].y; + hit |= is_point_within_asteroid(asteroid, &p); + } + } + + return hit; +} + +void initialise_explosion(struct Point* point, int num_points) +{ + int n; + + point->x += point->dx; + point->y += point->dy; + for(n = num_points; --n;) + { + point->dx = point->x; + point->dy = point->y; + point++; + } +} + +/* Check for collsions between the missiles and the asteroids and the ship */ +void check_collisions(void) +{ + int m, n; + bool asteroids_onscreen = false; + struct Missile* missile; + struct Asteroid* asteroid; + bool ship_cant_be_placed = false; + + asteroid = asteroids_array; + m = MAX_NUM_ASTEROIDS; + while(--m) + { + /*if the asteroids exists then test missile collision:*/ + if(asteroid->exists) + { + missile = missiles_array; + n = MAX_NUM_MISSILES; + while(--n) + { + /*if the missiles exists:*/ + if(missile->survived > 0) + { + /*has the missile hit the asteroid?*/ + if(is_point_within_asteroid(asteroid, &missile->position) + || is_point_within_asteroid(asteroid, + &missile->oldpoint)) + { + missile->survived = 0; + break; + } + } + missile++; + } + } + + /*If it exists now, check ship collision:*/ + if(asteroid->exists) + { + /*now check collision with ship:*/ + if(!ship.waiting_for_space && !ship.explode_countdown) + { + if(is_ship_within_asteroid(asteroid)) + { + /*blow up ship*/ + ship.explode_countdown = EXPLOSION_LENGTH; + initialise_explosion(ship.vertices, NUM_SHIP_VERTICES); + } + } + } + + /*has the enemy missile blown something up?*/ + if(asteroid->exists && enemy_missile.survived) + { + if(is_point_within_asteroid(asteroid, &enemy_missile.position)) + { + /*take that score back then:*/ + if(current_score > 0) current_score--; + enemy_missile.survived = 0; + } + } + + /*if it still exists, check if ship is waiting for space:*/ + if(asteroid->exists && ship.waiting_for_space) + ship_cant_be_placed |= + is_point_within_rectangle(&ship.position, + &asteroid->position, + space_check_size); + + /*is an asteroid still exploding?*/ + if(asteroid->explode_countdown) + asteroids_onscreen = true; + + asteroid++; + } + + /*now check collision between ship and enemy*/ + if(enemy_on_screen && !ship.waiting_for_space && + !ship.explode_countdown && !enemy.explode_countdown) + { + /*has the enemy collided with the ship?*/ + if(is_point_within_enemy(&ship.position)) + { + ship.explode_countdown = EXPLOSION_LENGTH; + initialise_explosion(ship.vertices, NUM_SHIP_VERTICES); + } + + /*Now see if the enemy has been shot at by the ships missiles:*/ + missile = missiles_array; + n = MAX_NUM_MISSILES; + while(--n) + { + if(missile->survived > 0 && + is_point_within_enemy(&missile->position)) + { + missile->survived = 0; + break; + } + } + } + + /*test collision with enemy missile and ship:*/ + if(!ship_cant_be_placed && enemy_missile.survived > 0 && + point_in_poly(ship.vertices, NUM_SHIP_VERTICES, + enemy_missile.position.x - ship.position.x, + enemy_missile.position.y - ship.position.y)) + { + ship.explode_countdown = EXPLOSION_LENGTH; + initialise_explosion(ship.vertices, NUM_SHIP_VERTICES); + enemy_missile.survived = 0; + enemy_missile.position.x = enemy_missile.position.y = 0; + } + + if(!ship_cant_be_placed) + ship.waiting_for_space = false; + + /*if all asteroids cleared then start again:*/ + if(asteroid_count == 0 && !enemy_on_screen && !asteroids_onscreen) + { + current_level++; + game_state = SHOW_LEVEL; + show_level_timeout = SHOW_LEVEL_TIME; + } +} + +/************************************************* +** Creates a new asteroid of the given 4type (size) +** and at the given location. +*************************************************/ +void create_asteroid(enum asteroid_type type, int x, int y) +{ + struct Asteroid* asteroid; + int n; + + asteroid = asteroids_array; + n = MAX_NUM_ASTEROIDS; + while(--n) + { + if(!asteroid->exists && !asteroid->explode_countdown) + { + initialise_asteroid(asteroid, type); + asteroid->position.x = x; + asteroid->position.y = y; + break; + } + asteroid++; + } +} + +/* Initialise a missile */ +void initialise_missile(struct Missile* missile) +{ + missile->position.x = ship.position.x; + missile->position.y = ship.position.y; + missile->position.dx = (ship.vertices[0].x - ship.vertices[2].x)/2; + missile->position.dy = (ship.vertices[0].y - ship.vertices[2].y)/2; + missile->survived = MISSILE_SURVIVAL_LENGTH; + missile->oldpoint.x = missile->position.x; + missile->oldpoint.y = missile->position.y; +} + +/* Draw and Move all the missiles */ +void draw_and_move_missiles(void) +{ + int n; + int p1x, p1y; + int p2x, p2y; + + struct Missile* missile; + missile = missiles_array; + n = MAX_NUM_MISSILES; + while(--n) + { + if(missile->survived) + { + if(missile->position.dx > 0) + { + if(missile->position.x >= missile->oldpoint.x) + { + p1x = missile->oldpoint.x; + p2x = missile->position.x; + } + else + { + p1x = 0; + p2x = missile->position.x; + } + } + else + { + if(missile->oldpoint.x >= missile->position.x) + { + p1x = missile->oldpoint.x; + p2x = missile->position.x; + } + else + { + p1x = missile->oldpoint.x; + p2x = LCD_WIDTH; + } + } + + if(missile->position.dy > 0) + { + if(missile->position.y >= missile->oldpoint.y) + { + p1y = missile->oldpoint.y; + p2y = missile->position.y; + } + else + { + p1y = 0; + p2y = missile->position.y; + } + } + else + { + if(missile->oldpoint.y >= missile->position.y) + { + p1y = missile->oldpoint.y; + p2y = missile->position.y; + } + else + { + p1y = missile->oldpoint.y; + p2y = LCD_HEIGHT; + } + } + + rb->lcd_drawline( p1x/SCALE, p1y/SCALE, p2x/SCALE, p2y/SCALE); + + if(game_state != PAUSE_MODE) + { + missile->oldpoint.x = missile->position.x; + missile->oldpoint.y = missile->position.y; + move_point(&missile->position); + missile->survived--; + } + } + missile++; + } +} + +void draw_lives(void) +{ + int n; + int px = (LCD_WIDTH - num_lives*4 - 1); + int py = (LCD_HEIGHT-4); + + n = num_lives; + while(--n) + { + draw_polygon(lives_points, px, py, NUM_SHIP_VERTICES); + px += 6; + } +} + +/*Fire the next missile*/ +void fire_missile(void) +{ + int n; + struct Missile* missile; + + if(!ship.explode_countdown && !ship.waiting_for_space) + { + missile = missiles_array; + n = MAX_NUM_MISSILES; + while(--n) + { + if(!missile->survived) + { + initialise_missile(missile); + break; + } + missile++; + } + } +} + +/* Initialise the passed Asteroid */ +void initialise_asteroid(struct Asteroid* asteroid, enum asteroid_type type) +{ + int n; + bool b,b2; + struct Point* point; + asteroid->exists = true; + asteroid->type = type; + asteroid->explode_countdown = 0; + + /*Set the radius of the asteroid:*/ + asteroid->radius = (int)type; + + /*shall we move Clockwise and Fast*/ + if((rb->rand()%100)>75) + { + asteroid->speed_cos = FAST_ROT_CW_COS; + asteroid->speed_sin = FAST_ROT_CW_SIN; + } + else if((rb->rand()%100)>75) + { + asteroid->speed_cos = FAST_ROT_ACW_COS; + asteroid->speed_sin = FAST_ROT_ACW_SIN; + } + else if((rb->rand()%100)>75) + { + asteroid->speed_cos = SLOW_ROT_ACW_COS; + asteroid->speed_sin = SLOW_ROT_ACW_SIN; + } + else + { + asteroid->speed_cos = SLOW_ROT_CW_COS; + asteroid->speed_sin = SLOW_ROT_CW_SIN; + } + + b = (rb->rand()%100)>66; + b2 = (rb->rand()%100)>66; + point = asteroid->vertices; + for(n = 0; n < NUM_ASTEROID_VERTICES*2; n+=2) + { + if(b) + { + point->x = asteroid_one[n]*asteroid->radius/2; + point->y = asteroid_one[n+1]*asteroid->radius/2; + } + else if( b2 ) + { + point->x = asteroid_two[n]*asteroid->radius/2; + point->y = asteroid_two[n+1]*asteroid->radius/2; + } + else + { + point->x = asteroid_three[n]*asteroid->radius/2; + point->y = asteroid_three[n+1]*asteroid->radius/2; + } + point->x *= SCALE; + point->y *= SCALE; + point++; + } + + asteroid->radius *= SCALE/2; + + if(asteroid->type == LARGE) + asteroid->radius *= 7; + else if(asteroid->type == MEDIUM) + asteroid->radius *= 4; + else if(asteroid->type == SMALL) + asteroid->radius /= 2; + + b = true; + while(b) + { + /*Set the position randomly:*/ + asteroid->position.x = (rb->rand()%SCALED_WIDTH); + asteroid->position.y = (rb->rand()%SCALED_HEIGHT); + + asteroid->position.dx = 0; + while(asteroid->position.dx == 0) + asteroid->position.dx = (rb->rand()%10)-5; + + asteroid->position.dy = 0; + while(asteroid->position.dy == 0) + asteroid->position.dy = (rb->rand()%10)-5; + + asteroid->position.dx *= SCALE/10; + asteroid->position.dy *= SCALE/10; + + b = is_point_within_rectangle(&ship.position, &asteroid->position, + space_check_size); + } + + /*Now rotate the asteroid a bit, so they all look a bit different*/ + for(n=(rb->rand()%30) + 2;--n;) + rotate_asteroid(asteroid); + + /*great, we've created an asteroid, don't forget to increment the total:*/ + asteroid_count++; +} + +/*Initialise the ship*/ +void initialise_ship(void) +{ + struct Point* point; + struct Point* lives_point; + int n; + + ship.position.x = CENTER_LCD_X; + ship.position.y = CENTER_LCD_Y; + ship.position.x *= SCALE; + ship.position.y *= SCALE; + ship.position.dx = ship.position.dy = 0; + + point = ship.vertices; + lives_point = lives_points; + for(n = 0; n < NUM_SHIP_VERTICES*2; n+=2) + { + point->x = ship_vertices[n]; + point->y = ship_vertices[n+1]; + point->x *= SCALE; + point->y *= SCALE; + point++; + lives_point++; + } + + ship.position.dx = 0; + ship.position.dy = 0; + ship.explode_countdown = 0; + + /*hack-o-rama-city-arizona, take it out to see what happens:*/ + for(n=17;--n;) + rotate_ship(SHIP_ROT_ACW_COS, SHIP_ROT_ACW_SIN); + + /*grab a copy of the ships points for the lives display:*/ + point = ship.vertices; + lives_point = lives_points; + for(n = 0; n < NUM_SHIP_VERTICES*2; n+=2) + { + lives_point->x = point->x; + lives_point->y = point->y; + lives_point++; + point++; + } +} + +void rotate_asteroid(struct Asteroid* asteroid) +{ + struct Point* point; + int n; + long xtemp; + + point = asteroid->vertices; + for(n = NUM_ASTEROID_VERTICES+1; --n;) + { + xtemp = point->x; + point->x = xtemp*asteroid->speed_cos/SIN_COS_SCALE - + point->y*asteroid->speed_sin/SIN_COS_SCALE; + point->y = point->y*asteroid->speed_cos/SIN_COS_SCALE + + xtemp*asteroid->speed_sin/SIN_COS_SCALE; + point++; + } +} + +/************************************************* +** Draws the ship, moves the ship and creates a new +** one if it's finished exploding. +**************************************************/ +void draw_and_move_ship(void) +{ + int nxoffset = ship.position.x/SCALE; + int nyoffset = ship.position.y/SCALE; + if(!ship.explode_countdown) + { + if(!ship.waiting_for_space) + draw_polygon(ship.vertices, nxoffset, nyoffset, NUM_SHIP_VERTICES); + } + else + { + animate_and_draw_explosion(ship.vertices, NUM_SHIP_VERTICES, + ship.position.x/SCALE, + ship.position.y/SCALE); + if(game_state != PAUSE_MODE) + { + ship.explode_countdown--; + if(!ship.explode_countdown) + { + num_lives--; + if(!num_lives) + { + show_game_over = SHOW_GAME_OVER_TIME; + game_state = GAME_OVER; + } + else + { + initialise_ship(); + ship.waiting_for_space = true; + } + } + } + } + + if(game_state != PAUSE_MODE && game_state != GAME_OVER) + move_point(&ship.position); +} + +void thrust_ship(void) +{ + if(!ship.waiting_for_space) + { + ship.position.dx += ( ship.vertices[0].x - ship.vertices[2].x )/10; + ship.position.dy += ( ship.vertices[0].y - ship.vertices[2].y )/10; + /*if dx and dy are below a certain threshold, then set 'em to 0*/ + } +} + +/************************************************** +** Rotate the ship using the passed sin & cos values +***************************************************/ +void rotate_ship(int c, int s) +{ + struct Point* point; + int n; + double xtemp; + + if(!ship.waiting_for_space && !ship.explode_countdown) + { + point = ship.vertices; + for(n=NUM_SHIP_VERTICES+1;--n;) + { + xtemp = point->x; + point->x = xtemp*c/SIN_COS_SCALE - point->y*s/SIN_COS_SCALE; + point->y = point->y*c/SIN_COS_SCALE + xtemp*s/SIN_COS_SCALE; + point++; + } + } +} + +void drawstars() +{ + struct Point* p; + int n = NUM_STARS; + + p = stars; + while(--n) + { + rb->lcd_drawpixel(p->x , p->y); + p++; + } +} + +/************************************************* +** Draw And Move all Asteroids +*************************************************/ +void draw_and_move_asteroids(void) +{ + int n; + struct Asteroid* asteroid; + + asteroid = asteroids_array; + n = MAX_NUM_ASTEROIDS; + while(--n) + { + if(game_state != PAUSE_MODE) + { + if(asteroid->exists) + { + move_point(&asteroid->position); + rotate_asteroid(asteroid); + draw_polygon(asteroid->vertices, asteroid->position.x/SCALE, + asteroid->position.y/SCALE, + NUM_ASTEROID_VERTICES); + } + else if(asteroid->explode_countdown) + { + animate_and_draw_explosion(asteroid->vertices, + NUM_ASTEROID_VERTICES, + asteroid->position.x/SCALE, + asteroid->position.y/SCALE); + if(game_state != PAUSE_MODE) + asteroid->explode_countdown--; + } + } + else + { + if(asteroid->exists) + draw_polygon(asteroid->vertices, + asteroid->position.x/SCALE, + asteroid->position.y/SCALE, + NUM_ASTEROID_VERTICES); + } + asteroid++; + } +} + +void create_stars(void) +{ + struct Point* p; + int n; + + p = stars; + n = NUM_STARS; + while(--n) + { + p->x = (rb->rand()%LCD_WIDTH); + p->y = (rb->rand()%LCD_HEIGHT); + p++; + } +} + +/************************************************* +** Creates start_num number of new asteroids of +** full size. +**************************************************/ +void initialise_game(int start_num) +{ + int n; + asteroid_count = next_missile_count = next_thrust_count = 0; + struct Asteroid* asteroid; + struct Missile* missile; + + /*no enemy*/ + enemy_on_screen = 0; + enemy_missile.survived = 0; + + /*clear asteroids*/ + asteroid = asteroids_array; + n = MAX_NUM_ASTEROIDS; + while(--n) + { + asteroid->exists = false; + asteroid++; + } + + /*make some LARGE asteroids*/ + for(n = 0; n < start_num; n++) + initialise_asteroid(&asteroids_array[n], LARGE); + + /*ensure all missiles are out of action: */ + missile = missiles_array; + n = MAX_NUM_MISSILES; + while(--n) + { + missile->survived=0; + missile++; + } +} + +void start_attract_mode(void) +{ + current_level = 5; + num_lives = START_LIVES; + current_score = 0; + attract_flip_timeout = ATTRACT_FLIP_TIME; + game_state = ATTRACT_MODE; + if(asteroid_count < 3) + initialise_game(current_level); +} + +enum plugin_status start_game(void) +{ + char s[20]; + char level[10]; + int button; + int end; + int CYCLETIME = 30; + + /*create stars once, and once only:*/ + create_stars(); + + while(true) + { + /*game starts with at level 1 + with 1 asteroid.*/ + start_attract_mode(); + + /*Main loop*/ + while(true) + { + end = *rb->current_tick + (CYCLETIME * HZ) / 1000; + rb->lcd_clear_display(); + switch(game_state) + { + case(ATTRACT_MODE): + if(attract_flip_timeout < ATTRACT_FLIP_TIME/2) + { + rb->lcd_putsxy(CENTER_LCD_X - 39, + CENTER_LCD_Y + CENTER_LCD_Y/2 - 4, + "Fire to Start"); + if(!attract_flip_timeout) + attract_flip_timeout = ATTRACT_FLIP_TIME; + } + else + { + rb->snprintf(s, sizeof(s), "Hi Score %d ", high_score); + rb->lcd_putsxy(CENTER_LCD_X - 30, + CENTER_LCD_Y + CENTER_LCD_Y/2 - 4, s); + } + attract_flip_timeout--; + break; + + case(GAME_OVER): + rb->lcd_putsxy(CENTER_LCD_X - 25, + CENTER_LCD_Y + CENTER_LCD_Y/2 - 4, "Game Over"); + rb->snprintf(s, sizeof(s), "score %d ", current_score); + rb->lcd_putsxy(1,LCD_HEIGHT-8, s); + show_game_over--; + if(!show_game_over) + start_attract_mode(); + break; + + case(PAUSE_MODE): + rb->snprintf(s, sizeof(s), "score %d ", current_score); + rb->lcd_putsxy(1,LCD_HEIGHT-8, s); + rb->lcd_putsxy(CENTER_LCD_X - 15, + CENTER_LCD_Y + CENTER_LCD_Y/2 - 4, "pause"); + draw_and_move_missiles(); + draw_lives(); + draw_and_move_ship(); + break; + + case(PLAY_MODE): + rb->snprintf(s, sizeof(s), "score %d ", current_score); + rb->lcd_putsxy(1,LCD_HEIGHT-8, s); + draw_and_move_missiles(); + draw_lives(); + check_collisions(); + draw_and_move_ship(); + break; + + case(SHOW_LEVEL): + show_level_timeout--; + rb->snprintf(s, sizeof(s), "score %d ", current_score); + rb->lcd_putsxy(1,LCD_HEIGHT-8, s); + rb->snprintf(level, sizeof(level), "stage %d ", current_level); + rb->lcd_putsxy(CENTER_LCD_X - 20, + CENTER_LCD_Y + CENTER_LCD_Y/2 - 4, level); + draw_and_move_ship(); + draw_lives(); + if(!show_level_timeout) + { + initialise_game(current_level); + game_state = PLAY_MODE; + draw_lives(); + } + break; + } + drawstars(); + draw_and_move_asteroids(); + draw_and_move_enemy(); + + rb->lcd_update(); + button = rb->button_get(false); + switch(button) + { + case(AST_PAUSE): + if(game_state == PLAY_MODE) + game_state = PAUSE_MODE; + else if(game_state == PAUSE_MODE) + game_state = PLAY_MODE; + break; + + case(AST_QUIT): + if(game_state == ATTRACT_MODE) + return PLUGIN_OK; + else if(game_state == GAME_OVER) + { + start_attract_mode(); + } + else + { + show_game_over = SHOW_GAME_OVER_TIME; + game_state = GAME_OVER; + } + break; + + case (AST_LEFT_REP): + case (AST_LEFT): + if(game_state == PLAY_MODE || game_state == SHOW_LEVEL) + rotate_ship(SHIP_ROT_ACW_COS, SHIP_ROT_ACW_SIN); + break; + + case (AST_RIGHT_REP): + case (AST_RIGHT): + if(game_state == PLAY_MODE || game_state == SHOW_LEVEL) + rotate_ship(SHIP_ROT_CW_COS, SHIP_ROT_CW_SIN); + break; + + case (AST_THRUST_REP): + case (AST_THRUST): + if((game_state == PLAY_MODE || game_state == SHOW_LEVEL) && !next_thrust_count) + { + thrust_ship(); + next_thrust_count = 5; + } + break; + + case (AST_HYPERSPACE): + if(game_state == PLAY_MODE) + hyperspace(); + /*maybe shield if it gets too hard */ + break; + + case (AST_FIRE_REP): + case (AST_FIRE): + if(game_state == ATTRACT_MODE) + { + current_level = START_LEVEL; + initialise_ship(); + initialise_game(current_level); + show_level_timeout = SHOW_LEVEL_TIME; + game_state = PLAY_MODE; + } + else if(game_state == PLAY_MODE) + { + if(!next_missile_count) + { + fire_missile(); + next_missile_count = 10; + } + } + else if(game_state == PAUSE_MODE) + { + game_state = PLAY_MODE; + } + break; + + default: + if (rb->default_event_handler(button)==SYS_USB_CONNECTED) + return PLUGIN_USB_CONNECTED; + break; + } + + if(!num_lives) + { + if(high_score < current_score) + high_score = current_score; + if(!show_game_over) + break; + } + + if(next_missile_count) + next_missile_count--; + + if(next_thrust_count) + next_thrust_count--; + + if (end > *rb->current_tick) + rb->sleep(end-*rb->current_tick); + else + rb->yield(); + } + + } +} + +enum plugin_status plugin_start(struct plugin_api* api, void* parameter) +{ + enum plugin_status retval; + + (void)(parameter); + rb = api; + + game_state = ATTRACT_MODE; + + /* universal font */ + rb->lcd_setfont(FONT_SYSFIXED); + rb->backlight_set_timeout(1); + iohiscore(); + retval = start_game(); + iohiscore(); + rb->lcd_setfont(FONT_UI); + /* restore normal backlight setting*/ + rb->backlight_set_timeout(rb->global_settings->backlight_timeout); + + return retval; +} |