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authorWilliam Wilgus <me.theuser@yahoo.com>2018-11-25 15:24:19 -0500
committerWilliam Wilgus <me.theuser@yahoo.com>2019-01-24 05:39:38 +0100
commitcdd470832628b4d8b1db86dc597fec89a027fc37 (patch)
tree5fd4b49a5955e663bc926fd953dc715d9a16c2c0
parentf3b532a92a101d150f5214dfb6c31295fc7f54c5 (diff)
lua rewrite boomshine
rewrite the logic of boomshine to make it more difficult especially small screens rewrite of the game engine to make memory usage more consistent throught the level and decrease overall memory usage this also removes most of the stuttering in play Add test of device speed this should improve very slow devices but the threshold might still need tweaked Change-Id: I49f5269c69405f6b6060ab18f52c96e3f69ebb14
-rw-r--r--apps/plugins/boomshine.lua669
1 files changed, 386 insertions, 283 deletions
diff --git a/apps/plugins/boomshine.lua b/apps/plugins/boomshine.lua
index 63ac6b11fa..224708d065 100644
--- a/apps/plugins/boomshine.lua
+++ b/apps/plugins/boomshine.lua
@@ -11,7 +11,7 @@
See http://www.yvoschaap.com/chainrxn/ and http://www.k2xl.com/games/boomshine/
Copyright (C) 2009 by Maurus Cuelenaere
- Copyright (C) 2018 William Wilgus -- Added circles, blit cursor, hard levels
+ Copyright (C) 2018 William Wilgus -- Added circles, logic rewrite, hard levels
This program is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License
@@ -23,34 +23,44 @@
]]--
require "actions"
--- [[only save the actions we are using]]
-actions_pla = {}
+--[[only save the actions we are using]]
+pla = {}
for key, val in pairs(rb.actions) do
- for _, v in ipairs({"PLA_", "TOUCHSCREEN"}) do
+ for _, v in ipairs({"PLA_", "TOUCHSCREEN", "_NONE"}) do
if string.find (key, v) then
- actions_pla[key] = val
- break
+ pla[key] = val; break
end
end
end
-rb.actions = nil
-rb.contexts = nil
--------------------------------------
+rb.actions, rb.contexts = nil, nil
+--------------------------------------
local _LCD = rb.lcd_framebuffer()
-local BSAND = 0x8
-local rocklib_image = getmetatable(rb.lcd_framebuffer())
+local rocklib_image = getmetatable(_LCD)
local _ellipse = rocklib_image.ellipse
+local BSAND = 0x8
+local irand = math.random
-local CYCLETIME = rb.HZ / 50
local HAS_TOUCHSCREEN = rb.action_get_touchscreen_press ~= nil
-local DEFAULT_BALL_SIZE = rb.LCD_HEIGHT > rb.LCD_WIDTH and rb.LCD_WIDTH / 30
- or rb.LCD_HEIGHT / 30
-local MAX_BALL_SPEED = DEFAULT_BALL_SIZE / 2
-local DEC_BALL_SPEED = DEFAULT_BALL_SIZE / 8
-local DEFAULT_FOREGROUND_COLOR = rb.lcd_get_foreground ~= nil
- and rb.lcd_get_foreground()
- or 0
+local LCD_H, LCD_W = rb.LCD_HEIGHT, rb.LCD_WIDTH
+local DEFAULT_BALL_SZ = LCD_H > LCD_W and LCD_W / 30 or LCD_H / 30
+ DEFAULT_BALL_SZ = DEFAULT_BALL_SZ - bit.band(DEFAULT_BALL_SZ, 1)
+local MAX_BALL_SPEED = DEFAULT_BALL_SZ / 2 + 1
+-- Ball states
+local B_DEAD, B_MOVE, B_EXPLODE, B_DIE, B_WAIT, B_IMPLODE = 5, 4, 3, 2, 1, 0
+
+local DEFAULT_FG_CLR = 1
+local DEFAULT_BG_CLR = 0
+if rb.lcd_get_foreground ~= nil then
+ DEFAULT_FG_CLR = rb.lcd_get_foreground()
+ DEFAULT_BG_CLR = rb.lcd_get_background()
+elseif rb.LCD_DEFAULT_FG ~= nil then
+ DEFAULT_FG_CLR = rb.LCD_DEFAULT_FG
+ DEFAULT_BG_CLR = rb.LCD_DEFAULT_BG
+end
+
+local FMT_EXPEND, FMT_LEVEL = "%d balls expended", "Level %d"
+local FMT_TOTPTS, FMT_LVPTS = "%d total points", "%d level points"
local levels = {
-- {GOAL, TOTAL_BALLS},
@@ -65,134 +75,103 @@ local levels = {
{30, 45},
{37, 50},
{48, 55},
- {59, 60},
- {29, 30},
- {24, 25},
- {19, 20},
- {14, 15},
+ {58, 60},
+ {28, 30},
+ {23, 25},
+ {18, 20},
+ {13, 15},
+ {8, 10},
{9, 10},
- {10, 10},
{4, 5},
{5, 5}
- }
-
-local Ball = {
- size = DEFAULT_BALL_SIZE,
- exploded = false,
- implosion = false
- }
-
-local function create_cursor(size)
- local cursor
- if not HAS_TOUCHSCREEN then
- cursor = rb.new_image(size, size)
- cursor:clear(0)
- local sz2 = size / 2
- local sz4 = size / 4
+ }
- cursor:line(1, 1, sz4, 1, 1)
- cursor:line(1, 1, 1, sz4, 1)
+local function getstringsize(str)
+ local _, w, h = rb.font_getstringsize(str, rb.FONT_UI)
+ return w, h
+end
- cursor:line(1, size, sz4, size, 1)
- cursor:line(1, size, 1, size - sz4, 1)
+local function set_foreground(color)
+ if rb.lcd_set_foreground ~= nil then
+ rb.lcd_set_foreground(color)
+ end
+end
- cursor:line(size, size, size - sz4, size, 1)
- cursor:line(size, size, size, size - sz4, 1)
+local function random_color()
+ if rb.lcd_rgbpack ~= nil then -- color target
+ return rb.lcd_rgbpack(irand(1,255), irand(1,255), irand(1,255))
+ end
- cursor:line(size, 1, size - sz4, 1, 1)
- cursor:line(size, 1, size, sz4, 1)
+ local color = irand(1, rb.LCD_DEPTH)
+ color = (rb.LCD_DEPTH == 2) and (3 - color) or color -- invert for 2-bit screens
- --crosshairs
- cursor:line(sz2 - sz4, sz2, sz2 + sz4, sz2, 1)
- cursor:line(sz2, sz2 - sz4, sz2, sz2 + sz4, 1)
- end
- return cursor
+ return color
end
+local Ball = {
+ -- Ball defaults
+ sz = DEFAULT_BALL_SZ,
+ next_tick = 0,
+ state = B_MOVE
+ }
+
function Ball:new(o, level)
- level = level or 1
if o == nil then
+ level = level or 1
+ local maxdelay = (level <= 5) and 10 or level
o = {
- x = math.random(0, rb.LCD_WIDTH - self.size),
- y = math.random(0, rb.LCD_HEIGHT - self.size),
+ x = irand(1, LCD_W - self.sz),
+ y = irand(1, LCD_H - self.sz),
color = random_color(),
- up_speed = Ball:generateSpeed(level),
- right_speed = Ball:generateSpeed(level),
- explosion_size = math.random(2*self.size, 4*self.size),
- life_duration = math.random(rb.HZ / level, rb.HZ*5),
+ xi = Ball:genSpeed(),
+ yi = Ball:genSpeed(),
+ step_delay = irand(3, maxdelay / 2),
+ explosion_sz = irand(2 * self.sz, 4 * self.sz),
+ life_ticks = irand(rb.HZ / level, rb.HZ * (maxdelay / 5))
}
end
-
+ o.life_ticks = o.life_ticks + DEFAULT_BALL_SZ -- extra time for larger screens
setmetatable(o, self)
self.__index = self
return o
end
-function Ball:generateSpeed(level)
- local ballspeed = MAX_BALL_SPEED - (DEC_BALL_SPEED * (level - 1))
- if ballspeed < 2 then ballspeed = 2 end
- local speed = math.random(-ballspeed, ballspeed)
- if speed == 0 then
- speed = 1 -- Make sure all balls move
- end
-
- return speed
-end
-
-function Ball:draw_exploded()
- --[[
- --set_foreground(self.color)
- --rb.lcd_fillrect(self.x, self.y, self.size, self.size)
- ]]
-
- _ellipse(_LCD, self.x, self.y,
- self.x + self.size, self.y + self.size , self.color, nil, true)
+function Ball:genSpeed()
+ local speed = irand(-MAX_BALL_SPEED, MAX_BALL_SPEED)
+ return speed ~= 0 and speed or MAX_BALL_SPEED -- Make sure all balls move
end
function Ball:draw()
- --[[
- --set_foreground(self.color)
- --rb.lcd_fillrect(self.x, self.y, self.size, self.size)
- ]]
-
_ellipse(_LCD, self.x, self.y,
- self.x + self.size, self.y + self.size , self.color, self.color, true)
+ self.x + self.sz, self.y + self.sz , self.color, self.color, true)
end
-function Ball:step_exploded()
- if self.implosion and self.size > 0 then
- self.size = self.size - 2
- self.x = self.x + 1 -- We do this because we want to stay centered
- self.y = self.y + 1
- elseif self.size < self.explosion_size then
- self.size = self.size + 2
- self.x = self.x - 1 -- We do this for the same reasons as above
- self.y = self.y - 1
- end
-end
+function Ball:step(tick)
+ self.next_tick = tick + self.step_delay
+ self.x = self.x + self.xi
+ self.y = self.y + self.yi
-function Ball:step()
- self.x = self.x + self.right_speed
- self.y = self.y + self.up_speed
- if (self.x <= 0 or self.x >= rb.LCD_WIDTH - self.size) then
- self.right_speed = -self.right_speed
- self.x = self.x + self.right_speed
+ if (self.x <= 0 or self.x >= (LCD_W - self.sz)) then
+ self.xi = -self.xi
+ self.x = self.x + self.xi
end
- if (self.y <= 0 or self.y >= rb.LCD_HEIGHT - self.size ) then
- self.up_speed = -self.up_speed
- self.y = self.y + self.up_speed
+
+ if (self.y <= 0 or self.y >= (LCD_H - self.sz)) then
+ self.yi = -self.yi
+ self.y = self.y + self.yi
end
end
function Ball:checkHit(other)
- if (other.x + other.size >= self.x) and (self.x + self.size >= other.x) and
- (other.y + other.size >= self.y) and (self.y + self.size >= other.y) then
- assert(not self.exploded)
- self.exploded = true
- self.death_time = rb.current_tick() + self.life_duration
- if not other.exploded then
- other.exploded = true
- other.death_time = rb.current_tick() + other.life_duration
+ if (other.xi >= self.x) and (other.yi >= self.y) and
+ (self.x + self.sz >= other.x) and (self.y + self.sz >= other.y) then
+ self.state = B_EXPLODE
+ -- x/y increment no longer needed it is now impact region
+ self.xi = self.x + self.sz
+ self.yi = self.y + self.sz
+
+ if other.state < B_EXPLODE then -- add duration to the ball that got hit
+ other.next_tick = other.next_tick + self.life_ticks
end
return true
end
@@ -200,236 +179,332 @@ function Ball:checkHit(other)
return false
end
+function Ball:draw_exploded()
+ _ellipse(_LCD, self.x, self.y, self.xi, self.yi, self.color, nil, true)
+end
+
+function Ball:step_exploded(tick)
+ -- exploding ball state machine
+ -- B_EXPLODE >> B_DIE >> BWAIT >> B_IMPLODE >> B_DEAD
+ if self.state == B_EXPLODE and self.sz < self.explosion_sz then
+ self.sz = self.sz + 2
+ self.x = self.x - 1 -- We do this because we want to stay centered
+ self.y = self.y - 1
+ elseif self.state == B_DIE then
+ self.state = B_WAIT
+ self.next_tick = tick + self.life_ticks
+ return
+ elseif self.state == B_IMPLODE and self.sz > 0 then
+ self.sz = self.sz - 2
+ self.x = self.x + 1 -- We do this because we want to stay centered
+ self.y = self.y + 1
+ elseif self.state <= B_IMPLODE then
+ self.state = B_DEAD
+ return
+ elseif self.next_tick < tick then
+ self.state = self.state - 1
+ return
+ end
+ -- fell through, update next_tick and impact region
+ self.next_tick = tick + self.step_delay
+ self.xi = self.x + self.sz
+ self.yi = self.y + self.sz
+end
+
local Cursor = {
- size = DEFAULT_BALL_SIZE*2,
- x = rb.LCD_WIDTH/2,
- y = rb.LCD_HEIGHT/2,
- image = create_cursor(DEFAULT_BALL_SIZE*2)
+ sz = (DEFAULT_BALL_SZ * 2),
+ x = (LCD_W / 2),
+ y = (LCD_H / 2),
+ color = DEFAULT_FG_CLR
}
function Cursor:new()
+ if rb.LCD_DEPTH == 2 then -- invert for 2 - bit screens
+ self.color = 3 - DEFAULT_FG_CLR
+ end
+ self:create_image(DEFAULT_BALL_SZ * 2)
return self
end
+function Cursor:create_image(sz)
+ if not HAS_TOUCHSCREEN then
+ sz = sz + 1
+ local img = rb.new_image(sz, sz)
+ local sz2 = (sz / 2) + 1
+ local sz4 = (sz / 4)
+
+ img:clear(0)
+ img:line(1, 1, sz4 + 1, 1, 1)
+ img:line(1, 1, 1, sz4 + 1, 1)
+
+ img:line(1, sz, sz4 + 1, sz, 1)
+ img:line(1, sz, 1, sz - sz4, 1)
+
+ img:line(sz, sz, sz - sz4, sz, 1)
+ img:line(sz, sz, sz, sz - sz4, 1)
+
+ img:line(sz, 1, sz - sz4, 1, 1)
+ img:line(sz, 1, sz, sz4 + 1, 1)
+
+ -- crosshairs
+ img:line(sz2 - sz4, sz2, sz2 + sz4, sz2, 1)
+ img:line(sz2, sz2 - sz4, sz2, sz2 + sz4, 1)
+ self.image = img
+ end
+end
+
+local function clamp_roll(iVal, iMin, iMax)
+ if iVal < iMin then
+ iVal = iMax
+ elseif iVal > iMax then
+ iVal = iMin
+ end
+
+ return iVal
+end
+
function Cursor:do_action(action)
- if action == actions_pla.ACTION_TOUCHSCREEN and HAS_TOUCHSCREEN then
+ local xi, yi = 0, 0
+
+ if HAS_TOUCHSCREEN and action == pla.ACTION_TOUCHSCREEN then
_, self.x, self.y = rb.action_get_touchscreen_press()
return true
- elseif action == actions_pla.PLA_SELECT then
+ elseif action == pla.PLA_SELECT then
return true
- elseif (action == actions_pla.PLA_RIGHT or action == actions_pla.PLA_RIGHT_REPEAT) then
- self.x = self.x + self.size
- elseif (action == actions_pla.PLA_LEFT or action == actions_pla.PLA_LEFT_REPEAT) then
- self.x = self.x - self.size
- elseif (action == actions_pla.PLA_UP or action == actions_pla.PLA_UP_REPEAT) then
- self.y = self.y - self.size
- elseif (action == actions_pla.PLA_DOWN or action == actions_pla.PLA_DOWN_REPEAT) then
- self.y = self.y + self.size
+ elseif (action == pla.PLA_RIGHT or action == pla.PLA_RIGHT_REPEAT) then
+ xi = self.sz
+ elseif (action == pla.PLA_LEFT or action == pla.PLA_LEFT_REPEAT) then
+ xi = -self.sz
+ elseif (action == pla.PLA_UP or action == pla.PLA_UP_REPEAT) then
+ yi = -self.sz
+ elseif (action == pla.PLA_DOWN or action == pla.PLA_DOWN_REPEAT) then
+ yi = self.sz
end
- if self.x > rb.LCD_WIDTH then
- self.x = 0
- elseif self.x < 0 then
- self.x = rb.LCD_WIDTH
- end
-
- if self.y > rb.LCD_HEIGHT then
- self.y = 0
- elseif self.y < 0 then
- self.y = rb.LCD_HEIGHT
- end
+ self.x = clamp_roll(self.x + xi, 1, LCD_W - self.sz)
+ self.y = clamp_roll(self.y + yi, 1, LCD_H - self.sz)
return false
end
function Cursor:draw()
+ rocklib_image.copy(_LCD, self.image, self.x, self.y, _NIL, _NIL,
+ _NIL, _NIL, true, BSAND, self.color)
+end
- rocklib_image.copy(_LCD, self.image, self.x - self.size/2, self.y - self.size/2,
- _NIL, _NIL, _NIL, _NIL, true, BSAND, DEFAULT_FOREGROUND_COLOR)
+local function calc_score(total, level, goal, expended)
+ local score = (expended * level) * 100
+ if expended < goal then
+ score = -(score + (level * 100))
+ end
+ total = total + score
+ return total
end
-function draw_positioned_string(bottom, right, str)
- local _, w, h = rb.font_getstringsize(str, rb.FONT_UI)
- local x = not right or (rb.LCD_WIDTH-w)*right - 1
- local y = not bottom or (rb.LCD_HEIGHT-h)*bottom - 1
+local function draw_pos_str(bottom, right, str)
+ local w, h = getstringsize(str)
+ local x = (right > 0) and ((LCD_W - w) * right - 1) or 1
+ local y = (bottom > 0) and ((LCD_H - h) * bottom - 1) or 1
rb.lcd_putsxy(x, y, str)
end
-function set_foreground(color)
- if rb.lcd_set_foreground ~= nil then
- rb.lcd_set_foreground(color)
- end
+local function wait_anykey(to_secs)
+ rb.sleep(rb.HZ / 2)
+ rb.button_clear_queue()
+ rb.button_get_w_tmo(rb.HZ * to_secs)
end
-function random_color()
- if rb.lcd_rgbpack ~= nil then --color target
- return rb.lcd_rgbpack(math.random(1,255), math.random(1,255), math.random(1,255))
+local function start_round(level, goal, nrBalls, total)
+ local player_added, score = false, 0
+ local last_expend, nrBalls_expend = 0, 0
+ local balls_exploded = 1 -- keep looping when player_added == false
+ local action = 0
+ local Balls = {}
+ local str_level = string.format(FMT_LEVEL, level) -- static
+ local str_totpts = string.format(FMT_TOTPTS, total) -- static
+ local str_expend, str_lvlpts
+ local tick, cursor
+ local test_spd = false
+
+ local function update_stats()
+ -- we only create a new string when a hit is detected
+ str_expend = string.format(FMT_EXPEND, nrBalls_expend)
+ str_lvlpts = string.format(FMT_LVPTS, score)
end
- return math.random(1, rb.LCD_DEPTH)
-end
+ local function draw_stats()
+ draw_pos_str(0, 0, str_expend)
+ draw_pos_str(0, 1, str_level)
+ draw_pos_str(1, 1, str_lvlpts)
+ draw_pos_str(1, 0, str_totpts)
+ end
-function start_round(level, goal, nrBalls, total)
- local player_added, score, exit, nrExpendedBalls = false, 0, false, 0
- local Balls, explodedBalls = {}, {}
- local ball_ct, ball_el
- local tick, endtick
- local action = 0
- local hit_detected = false
- local cursor = Cursor:new()
+ local function add_player()
+ -- cursor becomes exploded ball
+ local player = Ball:new({
+ x = cursor.x,
+ y = cursor.y,
+ color = cursor.color,
+ step_delay = 3,
+ explosion_sz = (3 * DEFAULT_BALL_SZ),
+ life_ticks = (test_time == true) and (100) or
+ irand(rb.HZ * 2, rb.HZ * DEFAULT_BALL_SZ),
+ sz = 10,
+ state = B_EXPLODE
+ })
+ -- set x/y impact region
+ player.xi = player.x + player.sz
+ player.yi = player.y + player.sz
+
+ table.insert(Balls, player)
+ balls_exploded = 1
+ player_added = true
+ cursor = nil
+ end
- -- Initialize the balls
- for _=1,nrBalls do
- table.insert(Balls, Ball:new(nil, level))
+ if level < 1 then
+ -- check speed of target
+ set_foreground(DEFAULT_BG_CLR) --hide text during test
+ local bkcolor = (rb.LCD_DEPTH == 2) and (3) or 0
+ level = 1
+ nrBalls = 20
+ cursor = { x = LCD_W * 2, y = LCD_H * 2, color = bkcolor}
+ table.insert(Balls, Ball:new({
+ x = 1, y = 1, xi = 1, yi = 1,
+ color = bkcolor, step_delay = 1,
+ explosion_sz = 0, life_ticks = 0,
+ step = function() test_spd = test_spd + 1 end
+ })
+ )
+ add_player()
+ test_spd = 0
+ else
+ set_foreground(DEFAULT_FG_CLR) -- color for text
+ cursor = Cursor:new()
end
- local function draw_stats()
- draw_positioned_string(0, 0, string.format("%d balls expended", nrExpendedBalls))
- draw_positioned_string(0, 1, string.format("Level %d", level))
- draw_positioned_string(1, 1, string.format("%d level points", score))
- draw_positioned_string(1, 0, string.format("%d total points", total + score))
+ -- Initialize the balls
+ for i=1, nrBalls do
+ table.insert(Balls, Ball:new(nil, level))
end
-- Make sure there are no unwanted touchscreen presses
rb.button_clear_queue()
- set_foreground(DEFAULT_FOREGROUND_COLOR) -- color for text
-
- while true do
- endtick = rb.current_tick() + CYCLETIME
+ update_stats() -- load status strings
- -- Check if the round is over
- if player_added and #explodedBalls == 0 then
- break
- end
+ -- Check if the round is over
+ while balls_exploded > 0 do
+ tick = rb.current_tick()
- if action == actions_pla.PLA_EXIT or action == actions_pla.PLA_CANCEL then
- exit = true
+ if action ~= pla.ACTION_NONE and (action == pla.PLA_EXIT or
+ action == pla.PLA_CANCEL) then
+ action = pla.PLA_EXIT
break
end
- if not player_added and cursor:do_action(action) then
- local player = Ball:new({
- x = cursor.x,
- y = cursor.y,
- color = DEFAULT_FOREGROUND_COLOR,
- size = 10,
- explosion_size = 3*DEFAULT_BALL_SIZE,
- exploded = true,
- death_time = rb.current_tick() + rb.HZ * 3
- })
- explodedBalls[1] = player
- player_added = true
- cursor = nil
- end
+ rb.lcd_clear_display()
- -- Check for hits
- for i, Ball in ipairs(Balls) do
- for _, explodedBall in ipairs(explodedBalls) do
- if Ball:checkHit(explodedBall) then
- explodedBalls[#explodedBalls + 1] = Ball
- --table.remove(Balls, i)
- Balls[i] = false
- hit_detected = true
- break
- end
+ if not player_added then
+ if action ~= pla.ACTION_NONE and cursor:do_action(action) then
+ add_player()
+ elseif not HAS_TOUCHSCREEN then
+ cursor:draw()
end
end
- -- Check if we're dead yet
- tick = rb.current_tick()
- for i, explodedBall in ipairs(explodedBalls) do
- if explodedBall.death_time < tick then
- if explodedBall.size > 0 then
- explodedBall.implosion = true -- We should be dying
- else
- table.remove(explodedBalls, i) -- We're imploded!
+ for _, Ball in ipairs(Balls) do
+ if Ball.state == B_MOVE then
+ if tick > Ball.next_tick then
+ Ball:step(tick)
+ for i = #Balls, 1, -1 do
+ if Balls[i].state < B_MOVE and
+ Ball:checkHit(Balls[i]) then -- exploded?
+ balls_exploded = balls_exploded + 1
+ nrBalls_expend = nrBalls_expend + 1
+ break
+ end
+ end
end
- end
- end
-
- -- Drawing phase
- if hit_detected then
- hit_detected = false
- -- same as table.remove(Balls, i) but more efficient
- ball_el = 1
- ball_ct = #Balls
- for i = 1, ball_ct do
- if Balls[i] then
- Balls[ball_el] = Balls[i]
- ball_el = ball_el + 1
+ -- check if state changed draw ball if still moving
+ if Ball.state == B_MOVE then
+ Ball:draw()
+ end
+ elseif Ball.state ~= B_DEAD then
+ if tick > Ball.next_tick then
+ Ball:step_exploded(tick)
+ end
+ if Ball.state ~= B_DEAD then
+ Ball:draw_exploded()
+ else
+ balls_exploded = balls_exploded - 1
end
end
- -- remove any remaining exploded balls
- for i = ball_el, ball_ct do
- Balls[i] = nil
- end
- -- Calculate score
- nrExpendedBalls = nrBalls - ball_el + 1
- score = nrExpendedBalls * level * 100
end
- rb.lcd_clear_display()
- draw_stats()
+ draw_stats() -- stats redrawn every frame
+ rb.lcd_update() -- Push framebuffer to the LCD
- if not (player_added or HAS_TOUCHSCREEN) then
- cursor:draw()
+ if nrBalls_expend ~= last_expend then -- hit detected?
+ last_expend = nrBalls_expend
+ score = (nrBalls_expend * level) * 100
+ update_stats() -- only update stats when not current
+ if nrBalls_expend == nrBalls then break end -- round is over?
end
- for _, Ball in ipairs(Balls) do
- Ball:step()
- Ball:draw()
- end
+ rb.yield() -- yield to other tasks
- for _, explodedBall in ipairs(explodedBalls) do
- explodedBall:step_exploded()
- explodedBall:draw_exploded()
- end
+ action = rb.get_plugin_action(0) -- Check for actions
+ end
- -- Push framebuffer to the LCD
- rb.lcd_update()
+ if test_spd and test_spd > 0 then return test_spd end
- -- Check for actions
- if rb.current_tick() < endtick then
- action = rb.get_plugin_action(endtick - rb.current_tick())
- else
- rb.yield()
- action = rb.get_plugin_action(0)
+ -- splash the final stats for a moment at end
+ rb.lcd_clear_display()
+ for _, Ball in ipairs(Balls) do
+ -- move balls back to their initial exploded positions
+ if Ball.state == B_DEAD then
+ Ball.sz = Ball.explosion_sz + 2
+ Ball.x = Ball.x - (Ball.explosion_sz / 2)
+ Ball.y = Ball.y - (Ball.explosion_sz / 2)
end
+ Ball:draw()
+ end
+ if DEFAULT_BALL_SZ > 3 then
+ _LCD:clear(nil, nil, nil, nil, nil, nil, 2, 2)
end
- --splash the final stats for a moment at end
- rb.lcd_clear_display()
- for _, Ball in ipairs(Balls) do Ball:draw() end
- _LCD:clear(nil, nil, nil, nil, nil, nil, 2, 2)
+ total = calc_score(total, level, goal, nrBalls_expend)
+ str_totpts = string.format(FMT_TOTPTS, total)
draw_stats()
rb.lcd_update()
- rb.sleep(rb.HZ * 2)
+ wait_anykey(2)
- return exit, score, nrExpendedBalls
+ return action == pla.PLA_EXIT, score, nrBalls_expend
end
-- Helper function to display a message
-function display_message(to, ...)
+local function disp_msg(to, ...)
local message = string.format(...)
- local _, w, h = rb.font_getstringsize(message, rb.FONT_UI)
- local x, y = (rb.LCD_WIDTH - w) / 2, (rb.LCD_HEIGHT - h) / 2
+ local w, h = getstringsize(message)
+ local x, y = (LCD_W - w) / 2, (LCD_H - h) / 2
rb.lcd_clear_display()
- set_foreground(DEFAULT_FOREGROUND_COLOR)
+ set_foreground(DEFAULT_FG_CLR)
- if w > rb.LCD_WIDTH then
- rb.lcd_puts_scroll(0, y/h, message)
+ if w > LCD_W then
+ rb.lcd_puts_scroll(0, (y / h), message)
else
rb.lcd_putsxy(x, y, message)
end
+
if to == -1 then
local msg = "Press button to exit"
- w = rb.font_getstringsize(msg, rb.FONT_UI)
- x = (rb.LCD_WIDTH - w) / 2
+ w, h = getstringsize(msg)
+ x = (LCD_W - w) / 2
if x < 0 then
- rb.lcd_puts_scroll(0, y/h + 1, msg)
+ rb.lcd_puts_scroll(0, (y / h) + 1, msg)
else
rb.lcd_putsxy(x, y + h, msg)
end
@@ -437,9 +512,7 @@ function display_message(to, ...)
rb.lcd_update()
if to == -1 then
- rb.sleep(rb.HZ/2)
- rb.button_clear_queue()
- rb.button_get(rb.HZ * 60)
+ wait_anykey(60)
else
rb.sleep(to)
end
@@ -447,47 +520,77 @@ function display_message(to, ...)
rb.lcd_scroll_stop() -- Stop our scrolling message
end
+--[[MAIN PROGRAM]]
+do -- attempt to get stats to fit on screen
+ local function getwidth(str)
+ local w, _ = getstringsize(str)
+ return w
+ end
+ local w0, w1 = getwidth(FMT_EXPEND), getwidth(FMT_LEVEL)
+ if (w0 + w1) > LCD_W then
+ FMT_EXPEND, FMT_LEVEL = "%d balls", "Lv %d"
+ end
+ w0, w1 = getwidth(FMT_TOTPTS), getwidth(FMT_LVPTS)
+ if (w0 + w1 + getwidth("0000000")) > LCD_W then
+ FMT_TOTPTS, FMT_LVPTS = "%d total", "%d lv"
+ end
+end
+
if HAS_TOUCHSCREEN then
rb.touchscreen_set_mode(rb.TOUCHSCREEN_POINT)
end
---[[MAIN PROGRAM]]
rb.backlight_force_on()
math.randomseed(os.time())
local idx, highscore = 1, 0
+
+local test_spd = start_round(0, 0, 0, 0) -- test speed of target
+
+if test_spd < 100 then
+ rb.splash(100, "Slow Target..")
+
+ if test_spd < 25 then
+ MAX_BALL_SPEED = MAX_BALL_SPEED + MAX_BALL_SPEED
+ elseif test_spd < 50 then
+ MAX_BALL_SPEED = MAX_BALL_SPEED + MAX_BALL_SPEED / 2
+ elseif test_spd < 100 then
+ MAX_BALL_SPEED = MAX_BALL_SPEED + MAX_BALL_SPEED / 4
+ end
+end
+
while levels[idx] ~= nil do
local goal, nrBalls = levels[idx][1], levels[idx][2]
- collectgarbage("collect") --run gc now to hopefully prevent interruption later
+ collectgarbage("collect") -- run gc now to hopefully prevent interruption later
- display_message(rb.HZ*2, "Level %d: get %d out of %d balls", idx, goal, nrBalls)
+ disp_msg(rb.HZ * 2, "Level %d: get %d out of %d balls", idx, goal, nrBalls)
- local exit, score, nrExpendedBalls = start_round(idx, goal, nrBalls, highscore)
+ local exit, score, nrBalls_expend = start_round(idx, goal, nrBalls, highscore)
if exit then
break -- Exiting..
else
- if nrExpendedBalls >= goal then
- display_message(rb.HZ*2, "You won!")
+ highscore = calc_score(highscore, idx, goal, nrBalls_expend)
+ if nrBalls_expend >= goal then
+ disp_msg(rb.HZ * 2, "You won!")
+ levels[idx] = nil
idx = idx + 1
- highscore = highscore + score
else
- display_message(rb.HZ*2, "You lost!")
- highscore = highscore - score - idx * 100
+ disp_msg(rb.HZ * 2, "You lost %d points!", score + (idx * 100))
if highscore < 0 then break end
end
end
end
+
if highscore <= 0 then
- display_message(-1, "You lost at level %d", idx)
+ disp_msg(-1, "You lost at level %d", idx)
elseif idx > #levels then
- display_message(-1, "You finished the game with %d points!", highscore)
+ disp_msg(-1, "You finished the game with %d points!", highscore)
else
- display_message(-1, "You made it till level %d with %d points!", idx, highscore)
+ disp_msg(-1, "You made it till level %d with %d points!", idx, highscore)
end
-- Restore user backlight settings
rb.backlight_use_settings()
-