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authorDave Chapman <dave@dchapman.com>2007-02-16 01:23:48 +0000
committerDave Chapman <dave@dchapman.com>2007-02-16 01:23:48 +0000
commite3e58b9a07a61c8da31e44a04954d43194448090 (patch)
tree1a0f7d05976dc13ec8b01f2d31bc69f019df4f8a
parent1ea4f0d4eb6a1252c4319ef362eff90c416d51d5 (diff)
FS #5535 - Chopper game ported from IPL by Ben Basha. This commit is chopper_with_menu_api.diff with some changes by me: fixed the bug with the unmatching calls to menu_init() and menu_quit() (causing freezes after game #6); added keymappings for the sansa, gigabeat, Ondio and Archos Recorders; and changes to work with mono LCDs. This should now run on all targets with bitmapped LCDs.
git-svn-id: svn://svn.rockbox.org/rockbox/trunk@12326 a1c6a512-1295-4272-9138-f99709370657
-rw-r--r--apps/plugins/SOURCES1
-rw-r--r--apps/plugins/chopper.c945
2 files changed, 946 insertions, 0 deletions
diff --git a/apps/plugins/SOURCES b/apps/plugins/SOURCES
index ec06f38eb3..56f845a6dd 100644
--- a/apps/plugins/SOURCES
+++ b/apps/plugins/SOURCES
@@ -57,6 +57,7 @@ brickmania.c
#endif
calculator.c
chip8.c
+chopper.c
demystify.c
jewels.c
minesweeper.c
diff --git a/apps/plugins/chopper.c b/apps/plugins/chopper.c
new file mode 100644
index 0000000000..5c52c91466
--- /dev/null
+++ b/apps/plugins/chopper.c
@@ -0,0 +1,945 @@
+/***************************************************************************
+ * __________ __ ___.
+ * Open \______ \ ____ ____ | | _\_ |__ _______ ___
+ * Source | _// _ \_/ ___\| |/ /| __ \ / _ \ \/ /
+ * Jukebox | | ( <_> ) \___| < | \_\ ( <_> > < <
+ * Firmware |____|_ /\____/ \___ >__|_ \|___ /\____/__/\_ \
+ * \/ \/ \/ \/ \/
+ * $Id: $
+ *
+ * Originally by Joshua Oreman, improved by Prashant Varanasi
+ * Ported to Rockbox by Ben Basha (Paprica)
+ *
+ * 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 "xlcd.h"
+#include "configfile.h"
+
+PLUGIN_HEADER
+
+/*Still To do:*/
+/* - Make original speed and further increases in speed depend more on screen size*/
+/* - attempt to make the tunnels get narrower as the game goes on*/
+/* - make the chopper look better, maybe a picture, and scale according to screen size*/
+/* - use textures for the color screens for background and terrain, eg stars on background*/
+/* - allow choice of different levels [later: different screen themes]*/
+/* - better high score handling, improved screen etc. */
+
+#if (CONFIG_KEYPAD == IRIVER_H100_PAD) || (CONFIG_KEYPAD == IRIVER_H300_PAD)
+
+#define QUIT BUTTON_OFF
+#define ACTION BUTTON_UP
+#define ACTION2 BUTTON_SELECT
+
+#elif (CONFIG_KEYPAD == IPOD_3G_PAD) || \
+ (CONFIG_KEYPAD == IPOD_4G_PAD)
+
+#define QUIT BUTTON_MENU
+#define ACTION BUTTON_SELECT
+
+#elif CONFIG_KEYPAD == IAUDIO_X5_PAD /* grayscale at the moment */
+
+#define QUIT BUTTON_POWER
+#define ACTION BUTTON_SELECT
+
+#elif CONFIG_KEYPAD == IRIVER_H10_PAD
+#define QUIT BUTTON_POWER
+#define ACTION BUTTON_RIGHT
+
+#elif CONFIG_KEYPAD == SANSA_E200_PAD
+#define QUIT BUTTON_POWER
+#define ACTION BUTTON_SELECT
+
+#elif CONFIG_KEYPAD == GIGABEAT_PAD
+#define QUIT BUTTON_MENU
+#define ACTION BUTTON_SELECT
+
+#elif CONFIG_KEYPAD == RECORDER_PAD
+#define QUIT BUTTON_OFF
+#define ACTION BUTTON_PLAY
+
+#elif CONFIG_KEYPAD == ONDIO_PAD
+#define QUIT BUTTON_MENU
+#define ACTION BUTTON_RIGHT
+
+#else
+#error Unsupported keypad
+#endif
+
+static struct plugin_api* rb;
+
+#define NUMBER_OF_BLOCKS 8
+#define NUMBER_OF_PARTICLES 3
+#define MAX_TERRAIN_NODES 15
+
+#define LEVEL_MODE_NORMAL 0
+#define LEVEL_MODE_STEEP 1
+
+#define CYCLETIME 60
+
+/*Chopper's local variables to track the terrain position etc*/
+static int chopCounter;
+static int iRotorOffset;
+static int iScreenX;
+static int iScreenY;
+static int iPlayerPosX;
+static int iPlayerPosY;
+static int iCameraPosX;
+static int iPlayerSpeedX;
+static int iPlayerSpeedY;
+static int iLastBlockPlacedPosX;
+static int iGravityTimerCountdown;
+static int iPlayerAlive;
+static int iLevelMode;
+static int blockh,blockw;
+static int highscore;
+static int score;
+
+#define CFG_FILE "chopper.cfg"
+#define MAX_POINTS 50000
+static struct configdata config[] =
+{
+ {TYPE_INT, 0, MAX_POINTS, &highscore, "highscore", NULL, NULL}
+};
+
+struct CBlock
+{
+ int iWorldX;
+ int iWorldY;
+
+ int iSizeX;
+ int iSizeY;
+
+ int bIsActive;
+};
+
+struct CParticle
+{
+ int iWorldX;
+ int iWorldY;
+
+ int iSpeedX;
+ int iSpeedY;
+
+ int bIsActive;
+};
+
+struct CTerrainNode
+{
+ int x;
+ int y;
+};
+
+struct CTerrain
+{
+ struct CTerrainNode mNodes[MAX_TERRAIN_NODES];
+ int iNodesCount;
+ int iLastNodePlacedPosX;
+};
+
+struct CBlock mBlocks[NUMBER_OF_BLOCKS];
+struct CParticle mParticles[NUMBER_OF_PARTICLES];
+
+struct CTerrain mGround;
+struct CTerrain mRoof;
+
+/*Function declarations*/
+static void chopDrawParticle(struct CParticle *mParticle);
+static void chopDrawBlock(struct CBlock *mBlock);
+static void chopRenderTerrain(struct CTerrain *ter);
+void chopper_load(bool newgame);
+void cleanup_chopper(void);
+
+
+static void chopDrawPlayer(int x,int y) /* These are SCREEN coords, not world! */
+{
+
+#if LCD_DEPTH > 2
+ rb->lcd_set_foreground(LCD_RGBPACK(50,50,200));
+#elif LCD_DEPTH == 2
+ rb->lcd_set_foreground(LCD_DARKGRAY);
+#endif
+ rb->lcd_fillrect(x+6, y+2, 12, 9);
+ rb->lcd_fillrect(x-3, y+6, 20, 3);
+
+#if LCD_DEPTH > 2
+ rb->lcd_set_foreground(LCD_RGBPACK(50,50,50));
+#elif LCD_DEPTH == 2
+ rb->lcd_set_foreground(LCD_DARKGRAY);
+#endif
+ rb->lcd_fillrect(x+10, y, 2, 3);
+ rb->lcd_fillrect(x+10, y, 1, 3);
+
+#if LCD_DEPTH > 2
+ rb->lcd_set_foreground(LCD_RGBPACK(30,30,30));
+#elif LCD_DEPTH == 2
+ rb->lcd_set_foreground(LCD_BLACK);
+#endif
+ rb->lcd_drawline(x, y+iRotorOffset, x+20, y-iRotorOffset);
+
+#if LCD_DEPTH > 2
+ rb->lcd_set_foreground(LCD_RGBPACK(10,10,10));
+#elif LCD_DEPTH == 2
+ rb->lcd_set_foreground(LCD_BLACK);
+#endif
+ rb->lcd_fillrect(x - 2, y + 5, 2, 5);
+
+}
+
+
+
+static void chopClearTerrain(struct CTerrain *ter)
+{
+ ter->iNodesCount = -1;
+}
+
+
+int iR(int low,int high)
+{
+ return low+rb->rand()%(high-low+1);
+}
+
+
+static void chopCopyTerrain(struct CTerrain *src, struct CTerrain *dest,
+ int xOffset,int yOffset)
+{
+ int i=0;
+
+ while(i < src->iNodesCount)
+ {
+ dest->mNodes[i].x = src->mNodes[i].x + xOffset;
+ dest->mNodes[i].y = src->mNodes[i].y + yOffset;
+
+ i++;
+ }
+
+ dest->iNodesCount = src->iNodesCount;
+ dest->iLastNodePlacedPosX = src->iLastNodePlacedPosX;
+
+}
+
+
+static void chopAddTerrainNode(struct CTerrain *ter, int x, int y)
+{
+ int i=0;
+
+ if(ter->iNodesCount + 1 >= MAX_TERRAIN_NODES)
+ {
+ /* DEBUGF("ERROR: Not enough nodes!\n"); */
+ return;
+ }
+
+ ter->iNodesCount++;
+
+ i = ter->iNodesCount - 1;
+
+ ter->mNodes[i].x = x;
+ ter->mNodes[i].y= y;
+
+ ter->iLastNodePlacedPosX = x;
+
+}
+
+
+static void chopTerrainNodeDeleteAndShift(struct CTerrain *ter,int nodeIndex)
+{
+ int i=nodeIndex;
+
+ while( i < ter->iNodesCount )
+ {
+ ter->mNodes[i - 1] = ter->mNodes[i];
+ i++;
+ }
+
+ ter->iNodesCount--;
+
+
+}
+
+int chopUpdateTerrainRecycling(struct CTerrain *ter)
+{
+ int i=1;
+ int ret = 0;
+ int iNewNodePos,g,v;
+ while(i < ter->iNodesCount)
+ {
+
+ if( iCameraPosX > ter->mNodes[i].x)
+ {
+
+ chopTerrainNodeDeleteAndShift(ter,i);
+
+ iNewNodePos = ter->iLastNodePlacedPosX + 50;
+ g = iScreenY - 10;
+
+ v = 3*iPlayerSpeedX;
+ if(v>50)
+ v=50;
+ if(iLevelMode == LEVEL_MODE_STEEP)
+ v*=5;
+
+ chopAddTerrainNode(ter,iNewNodePos,g - iR(-v,v));
+ ret=1;
+
+ }
+
+ i++;
+
+ }
+
+ return 1;
+}
+
+int chopTerrainHeightAtPoint(struct CTerrain *ter, int pX)
+{
+
+ int iNodeIndexOne=0,iNodeIndexTwo=0, h, terY1, terY2, terX1, terX2, a, b;
+ float c,d;
+
+ int i=0;
+ for(i=1;i<MAX_TERRAIN_NODES;i++)
+ {
+ if(ter->mNodes[i].x > pX)
+ {
+ iNodeIndexOne = i - 1;
+ break;
+ }
+
+ }
+
+ iNodeIndexTwo = iNodeIndexOne + 1;
+ terY1 = ter->mNodes[iNodeIndexOne].y;
+ terY2 = ter->mNodes[iNodeIndexTwo].y;
+
+ terX1 = 0;
+ terX2 = ter->mNodes[iNodeIndexTwo].x - ter->mNodes[iNodeIndexOne].x;
+
+ pX-= ter->mNodes[iNodeIndexOne].x;
+
+ a = terY2 - terY1;
+ b = terX2;
+ c = pX;
+ d = (c/b) * a;
+
+ h = d + terY1;
+
+ return h;
+
+}
+
+
+int chopPointInTerrain(struct CTerrain *ter, int pX, int pY, int iTestType)
+{
+ int h = chopTerrainHeightAtPoint(ter, pX);
+
+ if(iTestType == 0)
+ return (pY > h);
+ else
+ return (pY < h);
+}
+
+
+static void chopAddBlock(int x,int y,int sx,int sy, int indexOverride)
+{
+ int i=0;
+
+ if(indexOverride < 0)
+ {
+ while(mBlocks[i].bIsActive && i < NUMBER_OF_BLOCKS)
+ i++;
+ if(i==NUMBER_OF_BLOCKS)
+ {
+ DEBUGF("No blocks!\n");
+ return;
+ }
+ }
+ else
+ i = indexOverride;
+
+ mBlocks[i].bIsActive = 1;
+ mBlocks[i].iWorldX = x;
+ mBlocks[i].iWorldY = y;
+ mBlocks[i].iSizeX = sx;
+ mBlocks[i].iSizeY = sy;
+
+ iLastBlockPlacedPosX = x;
+}
+
+static void chopAddParticle(int x,int y,int sx,int sy)
+{
+ int i=0;
+
+ while(mParticles[i].bIsActive && i < NUMBER_OF_PARTICLES)
+ i++;
+
+ if(i==NUMBER_OF_BLOCKS)
+ return;
+
+ mParticles[i].bIsActive = 1;
+ mParticles[i].iWorldX = x;
+ mParticles[i].iWorldY = y;
+ mParticles[i].iSpeedX = sx;
+ mParticles[i].iSpeedY = sy;
+
+}
+
+static void chopGenerateBlockIfNeeded(void)
+{
+ int i=0;
+ int DistSpeedX = iPlayerSpeedX * 5;
+ if(DistSpeedX<200) DistSpeedX = 200;
+
+ while(i < NUMBER_OF_BLOCKS)
+ {
+ if(!mBlocks[i].bIsActive)
+ {
+ int iX,iY,sX,sY;
+
+ iX = iLastBlockPlacedPosX + (350-DistSpeedX);
+ sX = blockw;
+
+ iY = iR(0,iScreenY);
+ sY = blockh + iR(1,blockh/3);
+
+ chopAddBlock(iX,iY,sX,sY,i);
+ }
+
+ i++;
+ }
+
+}
+
+static int chopBlockCollideWithPlayer(struct CBlock *mBlock)
+{
+ int px = iPlayerPosX;
+ int py = iPlayerPosY;
+
+ int x = mBlock->iWorldX-17;
+ int y = mBlock->iWorldY-11;
+
+ int x2 = x + mBlock->iSizeX+17;
+ int y2 = y + mBlock->iSizeY+11;
+
+ if(px>x && px<x2)
+ {
+ if(py>y && py<y2)
+ {
+ return 1;
+ }
+ }
+
+ return 0;
+}
+
+static int chopBlockOffscreen(struct CBlock *mBlock)
+{
+ if(mBlock->iWorldX + mBlock->iSizeX < iCameraPosX)
+ return 1;
+ else
+ return 0;
+}
+
+static int chopParticleOffscreen(struct CParticle *mParticle)
+{
+ if (mParticle->iWorldX < iCameraPosX || mParticle->iWorldY < 0 ||
+ mParticle->iWorldY > iScreenY || mParticle->iWorldX > iCameraPosX +
+ iScreenX)
+ {
+ return 1;
+ }
+ else
+ return 0;
+}
+
+static void checkHighScore(void)
+{
+ if (score > highscore) {
+ char scoretext[30];
+ int w;
+ highscore = score;
+ rb->snprintf(scoretext, sizeof(scoretext), "New High Score: %d",
+ highscore);
+ rb->lcd_getstringsize(scoretext, &w, NULL);
+ rb->lcd_putsxy(LCD_WIDTH/2 - w/2 ,LCD_HEIGHT/2 + 20, scoretext);
+ }
+}
+
+static void chopKillPlayer(void)
+{
+ int w, i, button;
+ for (i = 0; i < NUMBER_OF_PARTICLES; i++) {
+ mParticles[i].bIsActive = 0;
+ chopAddParticle(iPlayerPosX + iR(0,20), iPlayerPosY + iR(0,20),
+ iR(-2,2), iR(-2,2));
+ }
+
+ iPlayerAlive--;
+
+ if (iPlayerAlive == 0) {
+ rb->lcd_set_drawmode(DRMODE_FG);
+#if LCD_DEPTH >= 2
+ rb->lcd_set_foreground(LCD_BLACK);
+#endif
+ checkHighScore();
+
+ rb->lcd_getstringsize("Game Over", &w, NULL);
+ rb->lcd_putsxy(LCD_WIDTH/2 - w/2 ,LCD_HEIGHT/2 - 20, "Game Over");
+ rb->lcd_getstringsize("Press action to continue", &w, NULL);
+ rb->lcd_putsxy(LCD_WIDTH/2 - w/2 ,LCD_HEIGHT/2,
+ "Press action to continue");
+ rb->lcd_update();
+
+ rb->lcd_set_drawmode(DRMODE_SOLID);
+
+ rb->sleep(HZ * 0.5);
+
+ while (true) {
+ button = rb->button_get(true);
+ if (button == ACTION
+#ifdef ACTION2
+ || button == ACTION2
+#endif
+ ) {
+ while (true) {
+ button = rb->button_get(true);
+ if (button == (ACTION | BUTTON_REL)
+#ifdef ACTION2
+ || button == (ACTION2 | BUTTON_REL)
+#endif
+ ) {
+ chopper_load(true);
+ return;
+ }
+ }
+ }
+ }
+
+ } else
+ chopper_load(false);
+
+}
+
+
+static void chopDrawTheWorld(void)
+{
+ int i=0;
+
+ while(i < NUMBER_OF_BLOCKS)
+ {
+ if(mBlocks[i].bIsActive)
+ {
+ if(chopBlockOffscreen(&mBlocks[i]) == 1)
+ mBlocks[i].bIsActive = 0;
+ else
+ chopDrawBlock(&mBlocks[i]);
+ }
+
+ i++;
+ }
+
+ i=0;
+
+ while(i < NUMBER_OF_PARTICLES)
+ {
+ if(mParticles[i].bIsActive)
+ {
+ if(chopParticleOffscreen(&mParticles[i]) == 1)
+ mParticles[i].bIsActive = 0;
+ else
+ chopDrawParticle(&mParticles[i]);
+ }
+
+ i++;
+ }
+
+ chopRenderTerrain(&mGround);
+ chopRenderTerrain(&mRoof);
+
+}
+
+
+static void chopDrawParticle(struct CParticle *mParticle)
+{
+
+ int iPosX = (mParticle->iWorldX - iCameraPosX);
+ int iPosY = (mParticle->iWorldY);
+#if LCD_DEPTH > 2
+ rb->lcd_set_foreground(LCD_RGBPACK(150,150,150));
+#elif LCD_DEPTH == 2
+ rb->lcd_set_foreground(LCD_LIGHTGRAY);
+#endif
+ rb->lcd_fillrect(iPosX, iPosY, 3, 3);
+
+}
+
+static void chopDrawScene(void)
+{
+ char s[30];
+ int w;
+#if LCD_DEPTH > 2
+ rb->lcd_set_background(LCD_RGBPACK(145,197,255));
+#elif LCD_DEPTH == 2
+ rb->lcd_set_background(LCD_WHITE);
+#endif
+ rb->lcd_clear_display();
+
+ chopDrawTheWorld();
+ chopDrawPlayer(iPlayerPosX - iCameraPosX, iPlayerPosY);
+
+ score = -20 + iPlayerPosX/3;
+ rb->lcd_set_drawmode(DRMODE_FG);
+#if LCD_DEPTH > 2
+ rb->lcd_set_foreground(LCD_RGBPACK(20,20,20));
+#elif LCD_DEPTH == 2
+ rb->lcd_set_foreground(LCD_WHITE);
+#endif
+ rb->snprintf(s, sizeof(s), "Distance: %d", score);
+ rb->lcd_putsxy(2, 2, s);
+ rb->snprintf(s, sizeof(s), "Best: %d", highscore);
+ rb->lcd_getstringsize(s, &w, NULL);
+ rb->lcd_putsxy(LCD_WIDTH - 2 - w, 2, s);
+ rb->lcd_set_drawmode(DRMODE_SOLID);
+
+ rb->lcd_update();
+}
+
+static int chopMenu(int menunum)
+{
+ int m;
+ int result;
+ int res = 0;
+ bool menu_quit = false;
+
+ static const struct menu_item items[] = {
+ { "Start New Game", NULL },
+ { "Resume Game", NULL },
+ { "Level", NULL },
+ { "Help", NULL },
+ { "Quit", NULL },
+ };
+
+ static const struct opt_items levels[2] = {
+ { "Normal", -1 },
+ { "Steep", -1 },
+ };
+
+ m = rb->menu_init(items, sizeof(items) / sizeof(*items),
+ NULL, NULL, NULL, NULL);
+
+ while (!menu_quit) {
+ result=rb->menu_show(m);
+ switch (result)
+ {
+ case 0: /* Start New Game */
+ menu_quit=true;
+ chopper_load(true);
+ res = -1;
+ break;
+ case 1: /* Resume Game */
+ if(menunum==1) {
+ menu_quit=true;
+ res = -1;
+ } else if(menunum==0){
+ rb->splash(HZ, true, "No game to resume");
+ }
+ break;
+ case 2:
+ rb->set_option("Level", &iLevelMode, INT, levels, 2, NULL);
+ break;
+ case 3:
+ rb->splash(HZ, true, "NOT AVAILABLE");
+ break;
+ case 4:
+ menu_quit=true;
+ res = PLUGIN_OK;
+ break;
+ case MENU_ATTACHED_USB:
+ menu_quit=true;
+ res = PLUGIN_USB_CONNECTED;
+ break;
+ }
+ }
+ rb->lcd_clear_display();
+ rb->menu_exit(m);
+ return res;
+}
+
+static int chopGameLoop(void)
+{
+ int move_button, ret;
+ bool exit=false;
+ int end, i=0, bdelay=0, last_button=BUTTON_NONE;
+
+ if (chopUpdateTerrainRecycling(&mGround) == 1)
+ /* mirror the sky if we've changed the ground */
+ chopCopyTerrain(&mGround, &mRoof, 0, -( iScreenY * 0.75));
+
+ ret = chopMenu(0);
+ if (ret != -1)
+ return PLUGIN_OK;
+
+ chopDrawScene();
+
+ while (!exit) {
+
+ end = *rb->current_tick + (CYCLETIME * HZ) / 1000;
+
+ if(chopUpdateTerrainRecycling(&mGround) == 1)
+ /* mirror the sky if we've changed the ground */
+ chopCopyTerrain(&mGround, &mRoof, 0, -( iScreenY * 0.75));
+
+ iRotorOffset = iR(-1,1);
+
+ /* We need to have this here so particles move when we're dead */
+
+ for (i=0; i < NUMBER_OF_PARTICLES; i++)
+ if(mParticles[i].bIsActive == 1)
+ {
+ mParticles[i].iWorldX += mParticles[i].iSpeedX;
+ mParticles[i].iWorldY += mParticles[i].iSpeedY;
+ }
+
+ /* Redraw the main window: */
+ chopDrawScene();
+
+
+ iGravityTimerCountdown--;
+
+ if(iGravityTimerCountdown <= 0)
+ {
+ iGravityTimerCountdown = 3;
+ chopAddParticle(iPlayerPosX, iPlayerPosY+5, 0, 0);
+ }
+
+ if(iLevelMode == LEVEL_MODE_NORMAL)
+ chopGenerateBlockIfNeeded();
+
+
+ move_button=rb->button_status();
+ if (rb->button_get(false) == QUIT) {
+ ret = chopMenu(1);
+ if (ret != -1)
+ return PLUGIN_OK;
+ bdelay = 0;
+ last_button = BUTTON_NONE;
+ move_button = BUTTON_NONE;
+ }
+
+ switch (move_button) {
+ case ACTION:
+#ifdef ACTION2
+ case ACTION2:
+#endif
+ if (last_button != ACTION
+#ifdef ACTION2
+ && last_button != ACTION2
+#endif
+ )
+ bdelay = -2;
+ if (bdelay == 0)
+ iPlayerSpeedY = -3;
+ break;
+
+ default:
+ if (last_button == ACTION
+#ifdef ACTION2
+ || last_button == ACTION2
+#endif
+ )
+ bdelay = 3;
+ if (bdelay == 0)
+ iPlayerSpeedY = 4;
+
+ if (rb->default_event_handler(move_button) == SYS_USB_CONNECTED)
+ return PLUGIN_USB_CONNECTED;
+ break;
+ }
+ last_button = move_button;
+
+ if (bdelay < 0) {
+ iPlayerSpeedY = bdelay;
+ bdelay++;
+ } else if (bdelay > 0) {
+ iPlayerSpeedY = bdelay;
+ bdelay--;
+ }
+
+ iCameraPosX = iPlayerPosX - 25;
+ iPlayerPosX += iPlayerSpeedX;
+ iPlayerPosY += iPlayerSpeedY;
+
+ chopCounter++;
+ /* increase speed as we go along */
+ if (chopCounter == 100){
+ iPlayerSpeedX++;
+ chopCounter=0;
+ }
+
+ if (iPlayerPosY > iScreenY-10 || iPlayerPosY < -5 ||
+ chopPointInTerrain(&mGround, iPlayerPosX, iPlayerPosY + 10, 0) ||
+ chopPointInTerrain(&mRoof, iPlayerPosX ,iPlayerPosY, 1))
+ {
+ chopKillPlayer();
+ chopDrawScene();
+ ret = chopMenu(0);
+ if (ret != -1)
+ return ret;
+ }
+
+ for (i=0; i < NUMBER_OF_BLOCKS; i++)
+ if(mBlocks[i].bIsActive == 1)
+ if(chopBlockCollideWithPlayer(&mBlocks[i])) {
+ chopKillPlayer();
+ chopDrawScene();
+ ret = chopMenu(0);
+ if (ret != -1)
+ return ret;
+ }
+
+ if (end > *rb->current_tick)
+ rb->sleep(end-*rb->current_tick);
+ else
+ rb->yield();
+
+ }
+ return PLUGIN_OK;
+}
+
+static void chopDrawBlock(struct CBlock *mBlock)
+{
+ int iPosX = (mBlock->iWorldX - iCameraPosX);
+ int iPosY = (mBlock->iWorldY);
+#if LCD_DEPTH > 2
+ rb->lcd_set_foreground(LCD_RGBPACK(30,30,30));
+#elif LCD_DEPTH == 2
+ rb->lcd_set_foreground(LCD_BLACK);
+#endif
+ rb->lcd_fillrect(iPosX, iPosY, mBlock->iSizeX,
+ mBlock->iSizeY);
+}
+
+
+static void chopRenderTerrain(struct CTerrain *ter)
+{
+
+ int i=1;
+
+ int oldx=0;
+
+ int ay=0;
+ if(ter->mNodes[0].y < LCD_HEIGHT/2)
+ ay=0;
+ else
+ ay=LCD_HEIGHT;
+
+ while(i < ter->iNodesCount && oldx < LCD_WIDTH)
+ {
+
+ int x = ter->mNodes[i-1].x - iCameraPosX;
+ int y = ter->mNodes[i-1].y;
+
+ int x2 = ter->mNodes[i].x - iCameraPosX;
+ int y2 = ter->mNodes[i].y;
+#if LCD_DEPTH > 2
+ rb->lcd_set_foreground(LCD_RGBPACK(50,100,250));
+#elif LCD_DEPTH == 2
+ rb->lcd_set_foreground(LCD_DARKGRAY);
+#endif
+
+ rb->lcd_drawline(x, y, x2, y2);
+ xlcd_filltriangle(x, y, x2, y2, x2, ay);
+ xlcd_filltriangle(x, ay, x2, y2, x2, ay);
+ if (ay == 0)
+ xlcd_filltriangle(x, ay, x, y, x2, y2 / 2);
+ else
+ xlcd_filltriangle(x, ay, x, y, x2, LCD_HEIGHT - (LCD_HEIGHT - y2) / 2);
+
+ oldx = x;
+ i++;
+
+ }
+
+}
+
+void chopper_load(bool newgame)
+{
+
+ int i;
+ int g;
+
+ if (newgame) {
+ iScreenX = LCD_WIDTH;
+ iScreenY = LCD_HEIGHT;
+ blockh = 0.2*iScreenY;
+ blockw = 0.04*iScreenX;
+ iPlayerAlive = 1;
+ score = 0;
+ }
+ iRotorOffset = 0;
+ iPlayerPosX = 60;
+ iPlayerPosY = iScreenY * 0.4;
+ iLastBlockPlacedPosX = 0;
+ iGravityTimerCountdown = 2;
+ chopCounter = 0;
+ iPlayerSpeedX = 3;
+ iPlayerSpeedY = 0;
+ iCameraPosX = 30;
+
+ for (i=0; i < NUMBER_OF_PARTICLES; i++)
+ mParticles[i].bIsActive = 0;
+
+ for (i=0; i < NUMBER_OF_BLOCKS; i++)
+ mBlocks[i].bIsActive = 0;
+
+ g = iScreenY - 10;
+ chopClearTerrain(&mGround);
+
+ for (i=0; i < MAX_TERRAIN_NODES; i++)
+ chopAddTerrainNode(&mGround,i * 30,g - iR(0,20));
+
+ if (chopUpdateTerrainRecycling(&mGround) == 1)
+ /* mirror the sky if we've changed the ground */
+ chopCopyTerrain(&mGround, &mRoof, 0, -( iScreenY * 0.75));
+
+ iLevelMode = LEVEL_MODE_NORMAL;
+ if (iLevelMode == LEVEL_MODE_NORMAL)
+ /* make it a bit more exciting, cause it's easy terrain... */
+ iPlayerSpeedX *= 2;
+}
+
+/* this is the plugin entry point */
+enum plugin_status plugin_start(struct plugin_api* api, void* parameter)
+{
+ (void)parameter;
+ rb = api;
+ int ret;
+
+ rb->lcd_setfont(FONT_SYSFIXED);
+ /* Permanently enable the backlight (unless the user has turned it off) */
+ if (rb->global_settings->backlight_timeout > 0)
+ rb->backlight_set_timeout(1);
+
+ rb->srand( *rb->current_tick );
+
+ xlcd_init(rb);
+ configfile_init(rb);
+ configfile_load(CFG_FILE, config, 1, 0);
+
+ chopper_load(true);
+ ret = chopGameLoop();
+
+ configfile_save(CFG_FILE, config, 1, 0);
+
+ /* Restore user's original backlight setting */
+ rb->lcd_setfont(FONT_UI);
+ rb->backlight_set_timeout(rb->global_settings->backlight_timeout);
+
+ return ret;
+}