/*************************************************************************** * __________ __ ___. * Open \______ \ ____ ____ | | _\_ |__ _______ ___ * Source | _// _ \_/ ___\| |/ /| __ \ / _ \ \/ / * Jukebox | | ( <_> ) \___| < | \_\ ( <_> > < < * Firmware |____|_ /\____/ \___ >__|_ \|___ /\____/__/\_ \ * \/ \/ \/ \/ \/ * $Id$ * * Copyright (C) 2006 Albert Veli * * This program is free software; you can redistribute it and/or * modify it under the terms of the GNU General Public License * as published by the Free Software Foundation; either version 2 * of the License, or (at your option) any later version. * * This software is distributed on an "AS IS" basis, WITHOUT WARRANTY OF ANY * KIND, either express or implied. * ****************************************************************************/ /* Improvised creds goes to: * * - Anders Clausen for ingeniously inventing the name Invadrox. * - Linus Nielsen-Feltzing for patiently answering n00b questions. */ #include "plugin.h" #include "lib/highscore.h" #include "lib/helper.h" /* bitmaps */ #include "pluginbitmaps/invadrox_background.h" /* get dimensions for later use from the bitmaps */ #include "pluginbitmaps/invadrox_aliens.h" #include "pluginbitmaps/invadrox_ships.h" #include "pluginbitmaps/invadrox_bombs.h" #include "pluginbitmaps/invadrox_alien_explode.h" #include "pluginbitmaps/invadrox_shield.h" #include "pluginbitmaps/invadrox_ufo.h" #include "pluginbitmaps/invadrox_ufo_explode.h" #include "pluginbitmaps/invadrox_numbers.h" #include "pluginbitmaps/invadrox_fire.h" #define ALIEN_WIDTH (BMPWIDTH_invadrox_aliens/2) #define ALIEN_HEIGHT (BMPHEIGHT_invadrox_aliens/3) #define SHIP_WIDTH BMPWIDTH_invadrox_ships #define SHIP_HEIGHT (BMPHEIGHT_invadrox_ships/3) #define BOMB_WIDTH (BMPWIDTH_invadrox_bombs/3) #define BOMB_HEIGHT (BMPHEIGHT_invadrox_bombs/6) #define ALIEN_EXPLODE_WIDTH BMPWIDTH_invadrox_alien_explode #define ALIEN_EXPLODE_HEIGHT BMPHEIGHT_invadrox_alien_explode #define SHIELD_WIDTH BMPWIDTH_invadrox_shield #define SHIELD_HEIGHT BMPHEIGHT_invadrox_shield #define UFO_WIDTH BMPWIDTH_invadrox_ufo #define UFO_HEIGHT BMPHEIGHT_invadrox_ufo #define UFO_EXPLODE_WIDTH BMPWIDTH_invadrox_ufo_explode #define UFO_EXPLODE_HEIGHT BMPHEIGHT_invadrox_ufo_explode #define NUMBERS_WIDTH (BMPWIDTH_invadrox_numbers/10) #define FONT_HEIGHT BMPHEIGHT_invadrox_numbers #define FIRE_WIDTH BMPWIDTH_invadrox_fire #define FIRE_HEIGHT BMPHEIGHT_invadrox_fire PLUGIN_HEADER /* Original graphics is only 1bpp so it should be portable * to most targets. But for now, only support the simple ones. */ #ifndef HAVE_LCD_BITMAP #error INVADROX: Unsupported LCD #endif #if (LCD_DEPTH < 2) #error INVADROX: Unsupported LCD #endif /* #define DEBUG */ #ifdef DEBUG #define DBG(format, arg...) { DEBUGF("%s: " format, __FUNCTION__, ## arg); } #else #define DBG(format, arg...) {} #endif #if CONFIG_KEYPAD == IRIVER_H100_PAD #define QUIT BUTTON_OFF #define LEFT BUTTON_LEFT #define RIGHT BUTTON_RIGHT #define FIRE BUTTON_ON #elif CONFIG_KEYPAD == IRIVER_H300_PAD #define QUIT BUTTON_OFF #define LEFT BUTTON_LEFT #define RIGHT BUTTON_RIGHT #define FIRE BUTTON_SELECT #elif (CONFIG_KEYPAD == IRIVER_H10_PAD) #define QUIT BUTTON_POWER #define LEFT BUTTON_LEFT #define RIGHT BUTTON_RIGHT #define FIRE BUTTON_PLAY #elif (CONFIG_KEYPAD == IPOD_4G_PAD) || \ (CONFIG_KEYPAD == IPOD_3G_PAD) || \ (CONFIG_KEYPAD == IPOD_1G2G_PAD) #define QUIT BUTTON_MENU #define LEFT BUTTON_LEFT #define RIGHT BUTTON_RIGHT #define FIRE BUTTON_SELECT #elif CONFIG_KEYPAD == IAUDIO_X5M5_PAD #define QUIT BUTTON_POWER #define LEFT BUTTON_LEFT #define RIGHT BUTTON_RIGHT #define FIRE BUTTON_SELECT #elif CONFIG_KEYPAD == GIGABEAT_PAD #define QUIT BUTTON_POWER #define LEFT BUTTON_LEFT #define RIGHT BUTTON_RIGHT #define FIRE BUTTON_SELECT #elif CONFIG_KEYPAD == SANSA_E200_PAD #define QUIT BUTTON_POWER #define LEFT BUTTON_LEFT #define RIGHT BUTTON_RIGHT #define FIRE BUTTON_SELECT #elif CONFIG_KEYPAD == SANSA_FUZE_PAD #define QUIT (BUTTON_HOME|BUTTON_REPEAT) #define LEFT BUTTON_LEFT #define RIGHT BUTTON_RIGHT #define FIRE BUTTON_SELECT #elif CONFIG_KEYPAD == TATUNG_TPJ1022_PAD /* TODO: Figure out which buttons to use for Tatung Elio TPJ-1022 */ #define QUIT BUTTON_AB #define LEFT BUTTON_LEFT #define RIGHT BUTTON_RIGHT #define FIRE BUTTON_MENU #elif CONFIG_KEYPAD == GIGABEAT_S_PAD #define QUIT BUTTON_BACK #define LEFT BUTTON_LEFT #define RIGHT BUTTON_RIGHT #define FIRE BUTTON_SELECT #elif CONFIG_KEYPAD == COWON_D2_PAD #define QUIT BUTTON_POWER #define LEFT BUTTON_MINUS #define RIGHT BUTTON_PLUS #define FIRE BUTTON_MENU #elif CONFIG_KEYPAD == IAUDIO67_PAD #define QUIT BUTTON_POWER #define LEFT BUTTON_LEFT #define RIGHT BUTTON_RIGHT #define FIRE BUTTON_PLAY #elif CONFIG_KEYPAD == CREATIVEZVM_PAD #define QUIT BUTTON_BACK #define LEFT BUTTON_LEFT #define RIGHT BUTTON_RIGHT #define FIRE BUTTON_SELECT #elif CONFIG_KEYPAD == PHILIPS_SA9200_PAD #define QUIT BUTTON_POWER #define LEFT BUTTON_PREV #define RIGHT BUTTON_NEXT #define FIRE BUTTON_PLAY #elif CONFIG_KEYPAD == ONDAVX747_PAD || \ CONFIG_KEYPAD == ONDAVX777_PAD || \ CONFIG_KEYPAD == MROBE500_PAD #define QUIT BUTTON_POWER #elif CONFIG_KEYPAD == SAMSUNG_YH_PAD #define QUIT BUTTON_REC #define LEFT BUTTON_LEFT #define RIGHT BUTTON_RIGHT #define FIRE BUTTON_PLAY #else #error INVADROX: Unsupported keypad #endif #ifndef RC_QUIT #define RC_QUIT 0 #endif #ifdef HAVE_TOUCHSCREEN #ifndef QUIT #define QUIT 0 #endif #ifndef LEFT #define LEFT 0 #endif #ifndef RIGHT #define RIGHT 0 #endif #ifndef FIRE #define FIRE 0 #endif #define TOUCHSCREEN_QUIT BUTTON_TOPLEFT #define TOUCHSCREEN_LEFT (BUTTON_MIDLEFT | BUTTON_BOTTOMLEFT) #define TOUCHSCREEN_RIGHT (BUTTON_MIDRIGHT | BUTTON_BOTTOMRIGHT) #define TOUCHSCREEN_FIRE (BUTTON_CENTER | BUTTON_BOTTOMMIDDLE) #define ACTION_QUIT (QUIT | TOUCHSCREEN_QUIT | RC_QUIT) #define ACTION_LEFT (LEFT | TOUCHSCREEN_LEFT) #define ACTION_RIGHT (RIGHT | TOUCHSCREEN_RIGHT) #define ACTION_FIRE (FIRE | TOUCHSCREEN_FIRE) #else /* HAVE_TOUCHSCREEN */ #define ACTION_QUIT (QUIT | RC_QUIT) #define ACTION_LEFT LEFT #define ACTION_RIGHT RIGHT #define ACTION_FIRE FIRE #endif #ifndef UNUSED #define UNUSED __attribute__ ((unused)) #endif /* Defines common to all models */ #define UFO_Y (SCORENUM_Y + FONT_HEIGHT + ALIEN_HEIGHT) #define PLAYFIELD_Y (LCD_HEIGHT - SHIP_HEIGHT - 2) #define PLAYFIELD_WIDTH (LCD_WIDTH - 2 * PLAYFIELD_X) #define LEVEL_X (LCD_WIDTH - PLAYFIELD_X - LIVES_X - 2 * NUMBERS_WIDTH - 3 * NUM_SPACING) #define SHIP_MIN_X (PLAYFIELD_X + PLAYFIELD_WIDTH / 5 - SHIELD_WIDTH / 2 - SHIP_WIDTH) #define SHIP_MAX_X (PLAYFIELD_X + 4 * PLAYFIELD_WIDTH / 5 + SHIELD_WIDTH / 2) /* SCORE_Y = 0 for most targets. Gigabeat redefines it later. */ #define SCORE_Y 0 #define MAX_LIVES 8 /* m:robe 500 defines */ #if ((LCD_WIDTH == 640) && (LCD_HEIGHT == 480)) || \ ((LCD_WIDTH == 480) && (LCD_HEIGHT == 640)) /* Original arcade game size 224x240, 1bpp with * red overlay at top and green overlay at bottom. * * M:Robe 500: 640x480x16 * ====================== */ #define ARCADISH_GRAPHICS #define PLAYFIELD_X 48 #define SHIP_Y (PLAYFIELD_Y - 2 * SHIP_HEIGHT) #define ALIEN_START_Y (UFO_Y + ALIEN_HEIGHT) #define SCORENUM_X (PLAYFIELD_X + NUMBERS_WIDTH) #define SCORENUM_Y (SCORE_Y + FONT_HEIGHT + 2) #define HISCORENUM_X (LCD_WIDTH - PLAYFIELD_X - 1 - 6 * NUMBERS_WIDTH - 5 * NUM_SPACING) #define SHIELD_Y (PLAYFIELD_Y - 5 * SHIP_HEIGHT) #define LIVES_X 10 #define MAX_Y 18 /* iPod Video defines */ #elif (LCD_WIDTH == 320) && (LCD_HEIGHT == 240) /* Original arcade game size 224x240, 1bpp with * red overlay at top and green overlay at bottom. * * iPod Video: 320x240x16 * ====================== * X: 48p padding at left/right gives 224p playfield in middle. * 10p "border" gives 204p actual playfield. UFO use full 224p. * Y: Use full 240p. * * MAX_X = (204 - 12) / 2 - 1 = 95 * * Y: Score text 7 0 * Space 10 7 * Score 7 17 * Space 8 24 * 3 Ufo 7 32 * 2 Space Aliens start at 32 + 3 * 8 = 56 * 0 aliens 9*8 56 - * space ~7*8 128 | 18.75 aliens space between * shield 2*8 182 | first alien and ship. * space 8 198 | MAX_Y = 18 * ship 8 206 - * space 2*8 214 * hline 1 230 - PLAYFIELD_Y * bottom border 10 240 * Lives and Level goes inside bottom border */ #define ARCADISH_GRAPHICS #define PLAYFIELD_X 48 #define SHIP_Y (PLAYFIELD_Y - 3 * SHIP_HEIGHT) #define ALIEN_START_Y (UFO_Y + 3 * ALIEN_HEIGHT) #define SCORENUM_X (PLAYFIELD_X + NUMBERS_WIDTH) #define SCORENUM_Y SCORE_Y + (2 * (FONT_HEIGHT + 1) + 1) #define HISCORENUM_X (LCD_WIDTH - PLAYFIELD_X - 1 - 6 * NUMBERS_WIDTH - 5 * NUM_SPACING) #define SHIELD_Y (PLAYFIELD_Y - 6 * SHIP_HEIGHT) #define LIVES_X 10 #define MAX_Y 18 #elif (LCD_WIDTH == 176) && (LCD_HEIGHT == 220) /* Sandisk Sansa e200: 176x220x16 * ============================== * X: No padding. 8p border -> 160p playfield. * * 8p Aliens with 3p spacing -> 88 + 30 = 118p aliens block. * (160 - 118) / 2 = 21 rounds for whole block (more than original) * MAX_X = (160 - 8) / 2 - 1 = 75 rounds for single alien (less than original) * * LOGO 70 0 * Score text 5 70 * Space 5 75 * Y Score 5 80 * Space 10 85 * 2 Ufo 5 95 * 2 Space 10 100 * 0 aliens 9*5 110 - * space ~7*5 155 | 18.6 aliens space between * shield 2*5 188 | first alien and ship. * space 5 198 | MAX_Y = 18 * ship 5 203 - * space 5 208 * hline 1 213 PLAYFIELD_Y * bottom border 6 * LCD_HEIGHT 220 * Lives and Level goes inside bottom border */ #define SMALL_GRAPHICS #define PLAYFIELD_X 0 #define SHIP_Y (PLAYFIELD_Y - 2 * SHIP_HEIGHT) #define SHIELD_Y (SHIP_Y - SHIP_HEIGHT - SHIELD_HEIGHT) #define ALIEN_START_Y (UFO_Y + 3 * SHIP_HEIGHT) /* Redefine SCORE_Y */ #undef SCORE_Y #define SCORE_Y 70 #define SCORENUM_X (PLAYFIELD_X + NUMBERS_WIDTH) #define SCORENUM_Y (SCORE_Y + 2 * FONT_HEIGHT) #define HISCORENUM_X (LCD_WIDTH - PLAYFIELD_X - 1 - 6 * NUMBERS_WIDTH - 5 * NUM_SPACING) #define LIVES_X 8 #define MAX_Y 18 #elif (LCD_WIDTH == 176) && (LCD_HEIGHT == 132) /* iPod Nano: 176x132x16 * ====================== * X: No padding. 8p border -> 160p playfield. * * LIVES_X 8 * ALIEN_WIDTH 8 * ALIEN_HEIGHT 5 * ALIEN_SPACING 3 * SHIP_WIDTH 10 * SHIP_HEIGHT 5 * FONT_HEIGHT 5 * UFO_WIDTH 10 * UFO_HEIGHT 5 * SHIELD_WIDTH 15 * SHIELD_HEIGHT 10 * MAX_X 75 * MAX_Y = 18 * ALIEN_START_Y (UFO_Y + 12) * * 8p Aliens with 3p spacing -> 88 + 30 = 118p aliens block. * (160 - 118) / 2 = 21 rounds for whole block (more than original) * MAX_X = (160 - 8) / 2 - 1 = 75 rounds for single alien (less than original) * * Y: Scoreline 5 0 (combine scoretext and numbers on same line) * Space 5 5 * 1 Ufo 5 10 * 3 Space 7 15 * 2 aliens 9*5 22 - * space ~7*5 67 | Just above 18 aliens space between * shield 2*5 100 | first alien and ship. * space 5 110 | MAX_Y = 18 * ship 5 115 - * space 5 120 * hline 1 125 PLAYFIELD_Y * bottom border 6 126 * LCD_HEIGHT 131 * Lives and Level goes inside bottom border */ #define SMALL_GRAPHICS #define PLAYFIELD_X 0 #define SHIP_Y (PLAYFIELD_Y - 2 * SHIP_HEIGHT) #define ALIEN_START_Y (UFO_Y + 12) #define SCORENUM_X (PLAYFIELD_X + 6 * NUMBERS_WIDTH + 5 * NUM_SPACING) #define SCORENUM_Y SCORE_Y #define HISCORENUM_X (LCD_WIDTH - PLAYFIELD_X - 4 * NUMBERS_WIDTH - 3 * NUM_SPACING) #define SHIELD_Y (SHIP_Y - SHIP_HEIGHT - SHIELD_HEIGHT) #define LIVES_X 8 #define MAX_Y 18 #elif (LCD_WIDTH == 160) && (LCD_HEIGHT == 128) /* iAudio X5, iRiver H10 20Gb, iPod 3g/4g, H100, M5: 160x128 * ========================================================= * X: No padding. No border -> 160p playfield. * * LIVES_X 0 * ALIEN_WIDTH 8 * ALIEN_HEIGHT 5 * ALIEN_SPACING 3 * SHIP_WIDTH 10 * SHIP_HEIGHT 5 * FONT_HEIGHT 5 * UFO_WIDTH 10 * UFO_HEIGHT 5 * SHIELD_WIDTH 15 * SHIELD_HEIGHT 10 * MAX_X 75 * MAX_Y = 18 * ALIEN_START_Y (UFO_Y + 10) * * 8p Aliens with 3p spacing -> 88 + 30 = 118p aliens block. * (160 - 118) / 2 = 21 rounds for whole block (more than original) * MAX_X = (160 - 8) / 2 - 1 = 75 rounds for single alien (less than original) * * Y: Scoreline 5 0 (combine scoretext and numbers on same line) * Space 5 5 * 1 Ufo 5 10 * 2 Space 5 15 * 8 aliens 9*5 20 - * space ~6*5 65 | Just above 18 aliens space between * shield 2*5 96 | first alien and ship. * space 5 106 | MAX_Y = 18 * ship 5 111 - * space 5 116 * hline 1 121 PLAYFIELD_Y * bottom border 6 122 * LCD_HEIGHT 128 * Lives and Level goes inside bottom border */ #define SMALL_GRAPHICS #define PLAYFIELD_X 0 #define SHIP_Y (PLAYFIELD_Y - 2 * SHIP_HEIGHT) #define ALIEN_START_Y (UFO_Y + 10) #define SCORENUM_X (PLAYFIELD_X + 6 * NUMBERS_WIDTH + 5 * NUM_SPACING) #define SCORENUM_Y SCORE_Y #define HISCORENUM_X (LCD_WIDTH - PLAYFIELD_X - 4 * NUMBERS_WIDTH - 3 * NUM_SPACING) #define SHIELD_Y (SHIP_Y - SHIP_HEIGHT - SHIELD_HEIGHT) #define LIVES_X 0 #define MAX_Y 18 #elif (LCD_WIDTH == 240) && ((LCD_HEIGHT == 320) || (LCD_HEIGHT == 400)) /* Gigabeat: 240x320x16 * ====================== * X: 8p padding at left/right gives 224p playfield in middle. * 10p "border" gives 204p actual playfield. UFO use full 224p. * Y: Use bottom 240p for playfield and top 80 pixels for logo. * * MAX_X = (204 - 12) / 2 - 1 = 95 * * Y: Score text 7 0 + 80 * Space 10 7 + 80 * Score 7 17 + 80 * Space 8 24 + 80 * 3 Ufo 7 32 + 80 * 2 Space Aliens start at 32 + 3 * 8 = 56 * 0 aliens 9*8 56 - * space ~7*8 128 | 18.75 aliens space between * shield 2*8 182 | first alien and ship. * space 8 198 | MAX_Y = 18 * ship 8 206 - * space 2*8 214 * hline 1 230 310 - PLAYFIELD_Y * bottom border 10 240 320 * Lives and Level goes inside bottom border */ #define ARCADISH_GRAPHICS #define PLAYFIELD_X 8 #define SHIP_Y (PLAYFIELD_Y - 3 * SHIP_HEIGHT) #define ALIEN_START_Y (UFO_Y + 3 * ALIEN_HEIGHT) /* Redefine SCORE_Y */ #undef SCORE_Y #define SCORE_Y 80 #define SCORENUM_X (PLAYFIELD_X + NUMBERS_WIDTH) #define SCORENUM_Y SCORE_Y + (2 * (FONT_HEIGHT + 1) + 1) #define HISCORENUM_X (LCD_WIDTH - PLAYFIELD_X - 1 - 6 * NUMBERS_WIDTH - 5 * NUM_SPACING) #define SHIELD_Y (PLAYFIELD_Y - 6 * SHIP_HEIGHT) #define LIVES_X 10 #define MAX_Y 18 #elif (LCD_WIDTH == 220) && (LCD_HEIGHT == 176) /* TPJ1022, H300, iPod Color: 220x176x16 * ============================ * X: 0p padding at left/right gives 220p playfield in middle. * 8p "border" gives 204p actual playfield. UFO use full 220p. * Y: Use full 176p for playfield. * * MAX_X = (204 - 12) / 2 - 1 = 95 * * Y: Score text 7 0 * Space 8 7 * 1 Ufo 7 15 * 7 Space Aliens start at 15 + 3 * 8 = 56 * 6 aliens 9*8 25 - * space ~7*8 103 | 15.6 aliens space between * shield 2*8 126 | first alien and ship. * space 8 142 | MAX_Y = 15 * ship 8 150 - * space 8 158 * hline 1 166 - PLAYFIELD_Y * bottom border 10 176 * Lives and Level goes inside bottom border */ #define ARCADISH_GRAPHICS #define PLAYFIELD_X 0 #define SHIP_Y (PLAYFIELD_Y - 2 * SHIP_HEIGHT) #define ALIEN_START_Y (UFO_Y + 10) #define SCORENUM_Y SCORE_Y #define SCORENUM_X (PLAYFIELD_X + 6 * NUMBERS_WIDTH + 6 * NUM_SPACING) #define HISCORENUM_X (LCD_WIDTH - PLAYFIELD_X - 4 * NUMBERS_WIDTH - 3 * NUM_SPACING) #define SHIELD_Y (PLAYFIELD_Y - 5 * SHIP_HEIGHT) #define LIVES_X 8 #define MAX_Y 15 #else #error INVADROX: Unsupported LCD type #endif #define MAX_X ((LCD_WIDTH-LIVES_X*2-PLAYFIELD_X*2 - ALIEN_WIDTH)/2 - 1) /* Defines common to each "graphic type" */ #ifdef ARCADISH_GRAPHICS #define SHOT_HEIGHT 5 #define ALIEN_SPACING 4 #define ALIEN_SPEED 2 #define UFO_SPEED 1 #define NUM_SPACING 3 #define FIRE_SPEED 8 #define BOMB_SPEED 3 #define ALIENS 11 #elif defined SMALL_GRAPHICS #define SHOT_HEIGHT 4 #define ALIEN_SPACING 3 #define ALIEN_SPEED 2 #define UFO_SPEED 1 #define NUM_SPACING 2 #define FIRE_SPEED 6 #define BOMB_SPEED 2 #define ALIENS 11 #else #error Graphic type not defined #endif /* Colors */ #if (LCD_DEPTH >= 8) #define SLIME_GREEN LCD_RGBPACK(31, 254, 31) #define UFO_RED LCD_RGBPACK(254, 31, 31) #elif (LCD_DEPTH == 2) #define SLIME_GREEN LCD_LIGHTGRAY #define UFO_RED LCD_LIGHTGRAY #else #error LCD type not implemented yet #endif /* Alien states */ #define DEAD 0 #define ALIVE 1 #define BOMBER 2 /* Fire/bomb/ufo states */ #define S_IDLE 0 #define S_ACTIVE 1 #define S_SHOWSCORE 2 #define S_EXPLODE -9 /* Fire/bomb targets */ #define TARGET_TOP 0 #define TARGET_SHIELD 1 #define TARGET_SHIP 2 #define TARGET_BOTTOM 3 #define TARGET_UFO 4 #define HISCOREFILE PLUGIN_GAMES_DIR "/invadrox.high" /* The time (in ms) for one iteration through the game loop - decrease this * to speed up the game - note that current_tick is (currently) only accurate * to 10ms. */ #define CYCLETIME 40 /* Physical x is at PLAYFIELD_X + LIVES_X + x * ALIEN_SPEED * Physical y is at y * ALIEN_HEIGHT */ struct alien { int x; /* x-coordinate (0 - 95) */ int y; /* y-coordinate (0 - 18) */ unsigned char type; /* 0 (Kang), 1 (Kodos), 2 (Serak) */ unsigned char state; /* Dead, alive or bomber */ }; /* Aliens box 5 rows * ALIENS aliens in each row */ struct alien aliens[5 * ALIENS]; #define MAX_BOMBS 4 struct bomb { int x, y; unsigned char type; unsigned char frame; /* Current animation frame */ unsigned char frames; /* Number of frames in animation */ unsigned char target; /* Remember target during explosion frames */ int state; /* 0 (IDLE) = inactive, 1 (FIRE) or negative, exploding */ }; struct bomb bombs[MAX_BOMBS]; /* Increase max_bombs at higher levels */ int max_bombs; /* Raw framebuffer value of shield/ship green color */ fb_data screen_green, screen_white; /* For optimization, precalculate startoffset of each scanline */ unsigned int ytab[LCD_HEIGHT]; int lives = 2; int score = 0; int scores[3] = { 30, 20, 10 }; int level = 0; struct highscore hiscore; bool game_over = false; int ship_x, old_ship_x, ship_dir, ship_acc, max_ship_speed; int ship_frame, ship_frame_counter; bool ship_hit; int fire, fire_target, fire_x, fire_y; int curr_alien, aliens_paralyzed, gamespeed; int ufo_state, ufo_x; bool level_finished; bool aliens_down, aliens_right, hit_left_border, hit_right_border; /* No standard get_pixel function yet, use this hack instead */ #if (LCD_DEPTH >= 8) #if defined(LCD_STRIDEFORMAT) && LCD_STRIDEFORMAT == VERTICAL_STRIDE inline fb_data get_pixel(int x, int y) { return rb->lcd_framebuffer[x*LCD_HEIGHT+y]; } #else inline fb_data get_pixel(int x, int y) { return rb->lcd_framebuffer[ytab[y] + x]; } #endif #elif (LCD_DEPTH == 2) #if (LCD_PIXELFORMAT == HORIZONTAL_PACKING) static const unsigned char shifts[4] = { 6, 4, 2, 0 }; /* Horizontal packing */ inline fb_data get_pixel(int x, int y) { return (rb->lcd_framebuffer[ytab[y] + (x >> 2)] >> shifts[x & 3]) & 3; } #else /* Vertical packing */ static const unsigned char shifts[4] = { 0, 2, 4, 6 }; inline fb_data get_pixel(int x, int y) { return (rb->lcd_framebuffer[ytab[y] + x] >> shifts[y & 3]) & 3; } #endif /* Horizontal/Vertical packing */ #else #error get_pixel: pixelformat not implemented yet #endif /* Draw "digits" least significant digits of num at (x,y) */ void draw_number(int x, int y, int num, int digits) { int i; int d; for (i = digits - 1; i >= 0; i--) { d = num % 10; num = num / 10; rb->lcd_bitmap_part(invadrox_numbers, d * NUMBERS_WIDTH, 0, STRIDE( SCREEN_MAIN, BMPWIDTH_invadrox_numbers, BMPHEIGHT_invadrox_numbers), x + i * (NUMBERS_WIDTH + NUM_SPACING), y, NUMBERS_WIDTH, FONT_HEIGHT); } /* Update lcd */ rb->lcd_update_rect(x, y, 4 * NUMBERS_WIDTH + 3 * NUM_SPACING, FONT_HEIGHT); } inline void draw_score(void) { draw_number(SCORENUM_X, SCORENUM_Y, score, 4); if (score > hiscore.score) { /* Draw new hiscore (same as score) */ draw_number(HISCORENUM_X, SCORENUM_Y, score, 4); } } void draw_level(void) { draw_number(LEVEL_X + 2 * NUM_SPACING, PLAYFIELD_Y + 2, level, 2); } void draw_lives(void) { int i; /* Lives num */ rb->lcd_bitmap_part(invadrox_numbers, lives * NUMBERS_WIDTH, 0, STRIDE( SCREEN_MAIN, BMPWIDTH_invadrox_numbers, BMPHEIGHT_invadrox_numbers), PLAYFIELD_X + LIVES_X, PLAYFIELD_Y + 2, NUMBERS_WIDTH, FONT_HEIGHT); /* Ships */ for (i = 0; i < (lives - 1); i++) { rb->lcd_bitmap_part(invadrox_ships, 0, 0, STRIDE( SCREEN_MAIN, BMPWIDTH_invadrox_ships, BMPHEIGHT_invadrox_ships), PLAYFIELD_X + LIVES_X + SHIP_WIDTH + i * (SHIP_WIDTH + NUM_SPACING), PLAYFIELD_Y + 1, SHIP_WIDTH, SHIP_HEIGHT); } /* Erase ship to the right (if less than MAX_LIVES) */ if (lives < MAX_LIVES) { rb->lcd_fillrect(PLAYFIELD_X + LIVES_X + SHIP_WIDTH + i * (SHIP_WIDTH + NUM_SPACING), PLAYFIELD_Y + 1, SHIP_WIDTH, SHIP_HEIGHT); } /* Update lives (and level) part of screen */ rb->lcd_update_rect(PLAYFIELD_X + LIVES_X, PLAYFIELD_Y + 1, PLAYFIELD_WIDTH - 2 * LIVES_X, MAX(FONT_HEIGHT + 1, SHIP_HEIGHT + 1)); } inline void draw_aliens(void) { int i; for (i = 0; i < 5 * ALIENS; i++) { rb->lcd_bitmap_part(invadrox_aliens, aliens[i].x & 1 ? ALIEN_WIDTH : 0, aliens[i].type * ALIEN_HEIGHT, STRIDE( SCREEN_MAIN, BMPWIDTH_invadrox_aliens, BMPHEIGHT_invadrox_aliens), PLAYFIELD_X + LIVES_X + aliens[i].x * ALIEN_SPEED, ALIEN_START_Y + aliens[i].y * ALIEN_HEIGHT, ALIEN_WIDTH, ALIEN_HEIGHT); } } /* Return false if there is no next alive alien (round is over) */ inline bool next_alien(void) { bool ret = true; do { curr_alien++; if (curr_alien % ALIENS == 0) { /* End of this row. Move up one row. */ curr_alien -= 2 * ALIENS; if (curr_alien < 0) { /* No more aliens in this round. */ curr_alien = 4 * ALIENS; ret = false; } } } while (aliens[curr_alien].state == DEAD && ret); if (!ret) { /* No more alive aliens. Round finished. */ if (hit_right_border) { if (hit_left_border) { DBG("ERROR: both left and right borders are set (%d)\n", curr_alien); } /* Move down-left next round */ aliens_right = false; aliens_down = true; hit_right_border = false; } else if (hit_left_border) { /* Move down-right next round */ aliens_right = true; aliens_down = true; hit_left_border = false; } else { /* Not left nor right. Set down to false. */ aliens_down = false; } } return ret; } /* All aliens have been moved. * Set curr_alien to first alive. * Return false if no-one is left alive. */ bool first_alien(void) { int i, y; for (y = 4; y >= 0; y--) { for (i = y * ALIENS; i < (y + 1) * ALIENS; i++) { if (aliens[i].state != DEAD) { curr_alien = i; return true; } } } /* All aliens dead. */ level_finished = true; return false; } bool move_aliens(void) { int x, y, old_x, old_y; /* Move current alien (curr_alien is pointing to a living alien) */ old_x = aliens[curr_alien].x; old_y = aliens[curr_alien].y; if (aliens_down) { aliens[curr_alien].y++; if (aliens[curr_alien].y == MAX_Y) { /* Alien is at bottom. Game Over. */ DBG("Alien %d is at bottom. Game Over.\n", curr_alien); game_over = true; return false; } } if (aliens_right) { /* Moving right */ if (aliens[curr_alien].x < MAX_X) { aliens[curr_alien].x++; } /* Now, after move, check if we hit the right border. */ if (aliens[curr_alien].x == MAX_X) { hit_right_border = true; } } else { /* Moving left */ if (aliens[curr_alien].x > 0) { aliens[curr_alien].x--; } /* Now, after move, check if we hit the left border. */ if (aliens[curr_alien].x == 0) { hit_left_border = true; } } /* Erase old position */ x = PLAYFIELD_X + LIVES_X + old_x * ALIEN_SPEED; y = ALIEN_START_Y + old_y * ALIEN_HEIGHT; if (aliens[curr_alien].y != old_y) { /* Moved in y-dir. Erase whole alien. */ rb->lcd_fillrect(x, y, ALIEN_WIDTH, ALIEN_HEIGHT); } else { if (aliens_right) { /* Erase left edge */ rb->lcd_fillrect(x, y, ALIEN_SPEED, ALIEN_HEIGHT); } else { /* Erase right edge */ x += ALIEN_WIDTH - ALIEN_SPEED; rb->lcd_fillrect(x, y, ALIEN_SPEED, ALIEN_HEIGHT); } } /* Draw alien at new pos */ x = PLAYFIELD_X + LIVES_X + aliens[curr_alien].x * ALIEN_SPEED; y = ALIEN_START_Y + aliens[curr_alien].y * ALIEN_HEIGHT; rb->lcd_bitmap_part(invadrox_aliens, aliens[curr_alien].x & 1 ? ALIEN_WIDTH : 0, aliens[curr_alien].type * ALIEN_HEIGHT, STRIDE( SCREEN_MAIN, BMPWIDTH_invadrox_aliens, BMPHEIGHT_invadrox_aliens), x, y, ALIEN_WIDTH, ALIEN_HEIGHT); if (!next_alien()) { /* Round finished. Set curr_alien to first alive from bottom. */ if (!first_alien()) { /* Should never happen. Taken care of in move_fire(). */ return false; } /* TODO: Play next background sound */ } return true; } inline void draw_ship(void) { /* Erase old ship */ if (old_ship_x < ship_x) { /* Move right. Erase leftmost part of ship. */ rb->lcd_fillrect(old_ship_x, SHIP_Y, ship_x - old_ship_x, SHIP_HEIGHT); } else if (old_ship_x > ship_x) { /* Move left. Erase rightmost part of ship. */ rb->lcd_fillrect(ship_x + SHIP_WIDTH, SHIP_Y, old_ship_x - ship_x, SHIP_HEIGHT); } /* Draw ship */ rb->lcd_bitmap_part(invadrox_ships, 0, ship_frame * SHIP_HEIGHT, STRIDE( SCREEN_MAIN, BMPWIDTH_invadrox_ships, BMPHEIGHT_invadrox_ships), ship_x, SHIP_Y, SHIP_WIDTH, SHIP_HEIGHT); if (ship_hit) { /* Alternate between frame 1 and 2 during hit */ ship_frame_counter++; if (ship_frame_counter > 2) { ship_frame_counter = 0; ship_frame++; if (ship_frame > 2) { ship_frame = 1; } } } /* Save ship_x for next time */ old_ship_x = ship_x; } inline void fire_alpha(int xc, int yc, fb_data color) { int oldmode = rb->lcd_get_drawmode(); rb->lcd_set_foreground(color); rb->lcd_set_drawmode(DRMODE_FG); rb->lcd_mono_bitmap(invadrox_fire, xc - (FIRE_WIDTH/2), yc, FIRE_WIDTH, FIRE_HEIGHT); rb->lcd_set_foreground(LCD_BLACK); rb->lcd_set_drawmode(oldmode); } void move_fire(void) { bool hit_green = false; bool hit_white = false; int i, j; static int exploding_alien = -1; fb_data pix; if (fire == S_IDLE) { return; } /* Alien hit. Wait until explosion is finished. */ if (aliens_paralyzed < 0) { aliens_paralyzed++; if (aliens_paralyzed == 0) { /* Erase exploding_alien */ rb->lcd_fillrect(PLAYFIELD_X + LIVES_X + aliens[exploding_alien].x * ALIEN_SPEED, ALIEN_START_Y + aliens[exploding_alien].y * ALIEN_HEIGHT, ALIEN_EXPLODE_WIDTH, ALIEN_HEIGHT); fire = S_IDLE; /* Special case. We killed curr_alien. */ if (exploding_alien == curr_alien) { if (!next_alien()) { /* Round finished. Set curr_alien to first alive from bottom. */ first_alien(); } } } return; } if (fire == S_ACTIVE) { /* Erase */ rb->lcd_vline(fire_x, fire_y, fire_y + SHOT_HEIGHT); /* Check top */ if (fire_y <= SCORENUM_Y + FONT_HEIGHT + 4) { /* TODO: Play explode sound */ fire = S_EXPLODE; fire_target = TARGET_TOP; fire_alpha(fire_x, fire_y, UFO_RED); return; } /* Move */ fire_y -= FIRE_SPEED; /* Hit UFO? */ if (ufo_state == S_ACTIVE) { if ((ABS(ufo_x + UFO_WIDTH / 2 - fire_x) <= UFO_WIDTH / 2) && (fire_y <= UFO_Y + UFO_HEIGHT)) { ufo_state = S_EXPLODE; fire = S_EXPLODE; fire_target = TARGET_UFO; /* Center explosion */ ufo_x -= (UFO_EXPLODE_WIDTH - UFO_WIDTH) / 2; rb->lcd_bitmap(invadrox_ufo_explode, ufo_x, UFO_Y - 1, UFO_EXPLODE_WIDTH, UFO_EXPLODE_HEIGHT); return; } } /* Hit bomb? (check position, not pixel value) */ for (i = 0; i < max_bombs; i++) { if (bombs[i].state == S_ACTIVE) { /* Count as hit if within BOMB_WIDTH pixels */ if ((ABS(bombs[i].x - fire_x) < BOMB_WIDTH) && (fire_y - bombs[i].y < BOMB_HEIGHT)) { /* Erase bomb */ rb->lcd_fillrect(bombs[i].x, bombs[i].y, BOMB_WIDTH, BOMB_HEIGHT); bombs[i].state = S_IDLE; /* Explode ship fire */ fire = S_EXPLODE; fire_target = TARGET_SHIELD; fire_alpha(fire_x, fire_y, LCD_WHITE); return; } } } /* Check for hit*/ for (i = FIRE_SPEED; i >= 0; i--) { pix = get_pixel(fire_x, fire_y + i); if(pix == screen_white) { hit_white = true; fire_y += i; break; } if(pix == screen_green) { hit_green = true; fire_y += i; break; } } if (hit_green) { /* Hit shield */ /* TODO: Play explode sound */ fire = S_EXPLODE; fire_target = TARGET_SHIELD; /* Center explosion around hit pixel */ fire_y -= FIRE_HEIGHT / 2; fire_alpha(fire_x, fire_y, SLIME_GREEN); return; } if (hit_white) { /* Hit alien? */ for (i = 0; i < 5 * ALIENS; i++) { if (aliens[i].state != DEAD && (ABS(fire_x - (PLAYFIELD_X + LIVES_X + aliens[i].x * ALIEN_SPEED + ALIEN_WIDTH / 2)) <= ALIEN_WIDTH / 2) && (ABS(fire_y - (ALIEN_START_Y + aliens[i].y * ALIEN_HEIGHT + ALIEN_HEIGHT / 2)) <= ALIEN_HEIGHT / 2)) { /* TODO: play alien hit sound */ if (aliens[i].state == BOMBER) { /* Set (possible) alien above to bomber */ for (j = i - ALIENS; j >= 0; j -= ALIENS) { if (aliens[j].state != DEAD) { /* printf("New bomber (%d, %d)\n", j % ALIENS, j / ALIENS); */ aliens[j].state = BOMBER; break; } } } aliens[i].state = DEAD; exploding_alien = i; score += scores[aliens[i].type]; draw_score(); /* Update score part of screen */ rb->lcd_update_rect(SCORENUM_X, SCORENUM_Y, PLAYFIELD_WIDTH - 2 * NUMBERS_WIDTH, FONT_HEIGHT); /* Paralyze aliens S_EXPLODE frames */ aliens_paralyzed = S_EXPLODE; rb->lcd_bitmap(invadrox_alien_explode, PLAYFIELD_X + LIVES_X + aliens[i].x * ALIEN_SPEED, ALIEN_START_Y + aliens[i].y * ALIEN_HEIGHT, ALIEN_EXPLODE_WIDTH, ALIEN_EXPLODE_HEIGHT); /* Since alien is 1 pixel taller than explosion sprite, erase bottom line */ rb->lcd_hline(PLAYFIELD_X + LIVES_X + aliens[i].x * ALIEN_SPEED, PLAYFIELD_X + LIVES_X + aliens[i].x * ALIEN_SPEED + ALIEN_WIDTH, ALIEN_START_Y + (aliens[i].y + 1) * ALIEN_HEIGHT - 1); return; } } } /* Draw shot */ rb->lcd_set_foreground(LCD_WHITE); rb->lcd_vline(fire_x, fire_y, fire_y + SHOT_HEIGHT); rb->lcd_set_foreground(LCD_BLACK); } else if (fire < S_IDLE) { /* Count up towards S_IDLE, then erase explosion */ fire++; if (fire == S_IDLE) { /* Erase explosion */ if (fire_target == TARGET_TOP) { rb->lcd_fillrect(fire_x - (FIRE_WIDTH / 2), fire_y, FIRE_WIDTH, FIRE_HEIGHT); } else if (fire_target == TARGET_SHIELD) { /* Draw explosion with black pixels */ fire_alpha(fire_x, fire_y, LCD_BLACK); } } } } /* Return a BOMBER alien */ inline int random_bomber(void) { int i, col; /* TODO: Weigh higher probability near ship */ col = rb->rand() % ALIENS; for (i = col + 4 * ALIENS; i >= 0; i -= ALIENS) { if (aliens[i].state == BOMBER) { return i; } } /* No BOMBER found in this col */ for (i = 0; i < 5 * ALIENS; i++) { if (aliens[i].state == BOMBER) { return i; } } /* No BOMBER found at all (error?) */ return -1; } inline void draw_bomb(int i) { rb->lcd_bitmap_part(invadrox_bombs, bombs[i].type * BOMB_WIDTH, bombs[i].frame * BOMB_HEIGHT, STRIDE( SCREEN_MAIN, BMPWIDTH_invadrox_bombs, BMPHEIGHT_invadrox_bombs), bombs[i].x, bombs[i].y, BOMB_WIDTH, BOMB_HEIGHT); /* Advance frame */ bombs[i].frame++; if (bombs[i].frame == bombs[i].frames) { bombs[i].frame = 0; } } void move_bombs(void) { int i, j, bomber; bool abort; for (i = 0; i < max_bombs; i++) { switch (bombs[i].state) { case S_IDLE: if (ship_hit) { continue; } bomber = random_bomber(); if (bomber < 0) { DBG("ERROR: No bomber available\n"); continue; } /* x, y */ bombs[i].x = PLAYFIELD_X + LIVES_X + aliens[bomber].x * ALIEN_SPEED + ALIEN_WIDTH / 2; bombs[i].y = ALIEN_START_Y + (aliens[bomber].y + 1) * ALIEN_HEIGHT; /* Check for duplets in x and y direction */ abort = false; for (j = i - 1; j >= 0; j--) { if ((bombs[j].state == S_ACTIVE) && ((bombs[i].x == bombs[j].x) || (bombs[i].y == bombs[j].y))) { abort = true; break; } } if (abort) { /* Skip this one, continue with next bomb */ /* printf("Bomb %d duplet of %d\n", i, j); */ continue; } /* Passed, set type */ bombs[i].type = rb->rand() % 3; bombs[i].frame = 0; if (bombs[i].type == 0) { bombs[i].frames = 3; } else if (bombs[i].type == 1) { bombs[i].frames = 4; } else { bombs[i].frames = 6; } /* Bombs away */ bombs[i].state = S_ACTIVE; draw_bomb(i); continue; break; case S_ACTIVE: /* Erase old position */ rb->lcd_fillrect(bombs[i].x, bombs[i].y, BOMB_WIDTH, BOMB_HEIGHT); /* Move */ bombs[i].y += BOMB_SPEED; /* Check if bottom hit */ if (bombs[i].y + BOMB_HEIGHT >= PLAYFIELD_Y) { bombs[i].y = PLAYFIELD_Y - FIRE_HEIGHT + 1; fire_alpha(bombs[i].x, bombs[i].y, LCD_WHITE); bombs[i].state = S_EXPLODE; bombs[i].target = TARGET_BOTTOM; break; } /* Check for green (ship or shield) */ for (j = BOMB_HEIGHT; j >= BOMB_HEIGHT - BOMB_SPEED; j--) { bombs[i].target = 0; if(get_pixel(bombs[i].x + BOMB_WIDTH / 2, bombs[i].y + j) == screen_green) { /* Move to hit pixel */ bombs[i].x += BOMB_WIDTH / 2; bombs[i].y += j; /* Check if ship is hit */ if (bombs[i].y > SHIELD_Y + SHIELD_HEIGHT && bombs[i].y < PLAYFIELD_Y) { /* TODO: play ship hit sound */ ship_hit = true; ship_frame = 1; ship_frame_counter = 0; bombs[i].state = S_EXPLODE * 4; bombs[i].target = TARGET_SHIP; rb->lcd_bitmap_part(invadrox_ships, 0, 1 * SHIP_HEIGHT, STRIDE( SCREEN_MAIN, BMPWIDTH_invadrox_ships, BMPHEIGHT_invadrox_ships), ship_x, SHIP_Y, SHIP_WIDTH, SHIP_HEIGHT); break; } /* Shield hit */ bombs[i].state = S_EXPLODE; bombs[i].target = TARGET_SHIELD; /* Center explosion around hit pixel in shield */ bombs[i].y -= FIRE_HEIGHT / 2; fire_alpha(bombs[i].x, bombs[i].y, SLIME_GREEN); break; } } if (bombs[i].target != 0) { /* Hit ship or shield, continue */ continue; } draw_bomb(i); break; default: /* If we get here state should be < 0, exploding */ bombs[i].state++; if (bombs[i].state == S_IDLE) { if (ship_hit) { /* Erase explosion */ rb->lcd_fillrect(ship_x, SHIP_Y, SHIP_WIDTH, SHIP_HEIGHT); rb->lcd_update_rect(ship_x, SHIP_Y, SHIP_WIDTH, SHIP_HEIGHT); ship_hit = false; ship_frame = 0; ship_x = PLAYFIELD_X + 2 * LIVES_X; lives--; if (lives == 0) { game_over = true; return; } draw_lives(); /* Sleep 1s to give player time to examine lives left */ rb->sleep(HZ); } /* Erase explosion (even if ship hit, might be another bomb) */ fire_alpha(bombs[i].x, bombs[i].y, LCD_BLACK); } break; } } } inline void move_ship(void) { ship_dir += ship_acc; if (ship_dir > max_ship_speed) { ship_dir = max_ship_speed; } if (ship_dir < -max_ship_speed) { ship_dir = -max_ship_speed; } ship_x += ship_dir; if (ship_x < SHIP_MIN_X) { ship_x = SHIP_MIN_X; } if (ship_x > SHIP_MAX_X) { ship_x = SHIP_MAX_X; } draw_ship(); } /* Unidentified Flying Object */ void move_ufo(void) { static int ufo_speed; static int counter; int mystery_score; switch (ufo_state) { case S_IDLE: if (rb->rand() % 500 == 0) { /* Uh-oh, it's time to launch a mystery UFO */ /* TODO: Play UFO sound */ if (rb->rand() % 2) { ufo_speed = UFO_SPEED; ufo_x = PLAYFIELD_X; } else { ufo_speed = -UFO_SPEED; ufo_x = LCD_WIDTH - PLAYFIELD_X - UFO_WIDTH; } ufo_state = S_ACTIVE; /* UFO will be drawn next frame */ } break; case S_ACTIVE: /* Erase old pos */ rb->lcd_fillrect(ufo_x, UFO_Y, UFO_WIDTH, UFO_HEIGHT); /* Move */ ufo_x += ufo_speed; /* Check bounds */ if (ufo_x < PLAYFIELD_X || ufo_x > LCD_WIDTH - PLAYFIELD_X - UFO_WIDTH) { ufo_state = S_IDLE; break; } /* Draw new pos */ rb->lcd_bitmap(invadrox_ufo, ufo_x, UFO_Y, UFO_WIDTH, UFO_HEIGHT); break; case S_SHOWSCORE: counter++; if (counter == S_IDLE) { /* Erase mystery number */ rb->lcd_fillrect(ufo_x, UFO_Y, 3 * NUMBERS_WIDTH + 2 * NUM_SPACING, FONT_HEIGHT); ufo_state = S_IDLE; } break; default: /* Exploding */ ufo_state++; if (ufo_state == S_IDLE) { /* Erase explosion */ rb->lcd_fillrect(ufo_x, UFO_Y - 1, UFO_EXPLODE_WIDTH, UFO_EXPLODE_HEIGHT); ufo_state = S_SHOWSCORE; counter = S_EXPLODE * 4; /* Draw mystery_score, sleep, increase score and continue */ mystery_score = 50 + (rb->rand() % 6) * 50; if (mystery_score < 100) { draw_number(ufo_x, UFO_Y, mystery_score, 2); } else { draw_number(ufo_x, UFO_Y, mystery_score, 3); } score += mystery_score; draw_score(); } break; } } void draw_background(void) { rb->lcd_bitmap(invadrox_background, 0, 0, LCD_WIDTH, LCD_HEIGHT); rb->lcd_update(); } void new_level(void) { int i; draw_background(); /* Give an extra life for each new level */ if (lives < MAX_LIVES) { lives++; } draw_lives(); /* Score */ draw_score(); draw_number(HISCORENUM_X, SCORENUM_Y, hiscore.score, 4); level++; draw_level(); level_finished = false; ufo_state = S_IDLE; /* Init alien positions and states */ for (i = 0; i < 4 * ALIENS; i++) { aliens[i].x = 0 + (i % ALIENS) * ((ALIEN_WIDTH + ALIEN_SPACING) / ALIEN_SPEED); aliens[i].y = 2 * (i / ALIENS); aliens[i].state = ALIVE; } /* Last row, bombers */ for (i = 4 * ALIENS; i < 5 * ALIENS; i++) { aliens[i].x = 0 + (i % ALIENS) * ((ALIEN_WIDTH + ALIEN_SPACING) / ALIEN_SPEED); aliens[i].y = 2 * (i / ALIENS); aliens[i].state = BOMBER; } /* Init bombs to inactive (S_IDLE) */ for (i = 0; i < MAX_BOMBS; i++) { bombs[i].state = S_IDLE; } /* Start aliens closer to earth from level 2 */ for (i = 0; i < 5 * ALIENS; i++) { if (level < 6) { aliens[i].y += level - 1; } else { aliens[i].y += 5; } } /* Max concurrent bombs */ max_bombs = 1; gamespeed = 2; if (level > 1) { max_bombs++; } /* Increase speed */ if (level > 2) { gamespeed++; } if (level > 3) { max_bombs++; } /* Increase speed more */ if (level > 4) { gamespeed++; } if (level > 5) { max_bombs++; } /* 4 shields */ for (i = 1; i <= 4; i++) { rb->lcd_bitmap(invadrox_shield, PLAYFIELD_X + i * PLAYFIELD_WIDTH / 5 - SHIELD_WIDTH / 2, SHIELD_Y, SHIELD_WIDTH, SHIELD_HEIGHT); } /* Bottom line */ rb->lcd_set_foreground(SLIME_GREEN); rb->lcd_hline(PLAYFIELD_X, LCD_WIDTH - PLAYFIELD_X, PLAYFIELD_Y); /* Restore foreground to black (for fast erase later). */ rb->lcd_set_foreground(LCD_BLACK); ship_x = PLAYFIELD_X + 2 * LIVES_X; if (level == 1) { old_ship_x = ship_x; } ship_dir = 0; ship_acc = 0; ship_frame = 0; ship_hit = false; fire = S_IDLE; /* Start moving the bottom row left to right */ curr_alien = 4 * ALIENS; aliens_paralyzed = 0; aliens_right = true; aliens_down = false; hit_left_border = false; hit_right_border = false; /* TODO: Change max_ship_speed to 3 at higher levels */ max_ship_speed = 2; draw_aliens(); rb->lcd_update(); } void init_invadrox(void) { int i; /* Seed random number generator with a "random" number */ rb->srand(rb->get_time()->tm_sec + rb->get_time()->tm_min * 60); /* Precalculate start of each scanline */ for (i = 0; i < LCD_HEIGHT; i++) { #if (LCD_DEPTH >= 8) ytab[i] = i * LCD_WIDTH; #elif (LCD_DEPTH == 2) && (LCD_PIXELFORMAT == HORIZONTAL_PACKING) ytab[i] = i * (LCD_WIDTH / 4); #elif (LCD_DEPTH == 2) && (LCD_PIXELFORMAT == VERTICAL_PACKING) ytab[i] = (i / 4) * LCD_WIDTH; #else #error pixelformat not implemented yet #endif } rb->lcd_set_background(LCD_BLACK); rb->lcd_set_foreground(LCD_BLACK); if (highscore_load(HISCOREFILE, &hiscore, 1) < 0) { /* Init hiscore to 0 */ rb->strlcpy(hiscore.name, "Invader", sizeof(hiscore.name)); hiscore.score = 0; hiscore.level = 1; } /* Init alien types in aliens array */ for (i = 0; i < 1 * ALIENS; i++) { aliens[i].type = 0; /* Kang */ } for (; i < 3 * ALIENS; i++) { aliens[i].type = 1; /* Kodos */ } for (; i < 5 * ALIENS; i++) { aliens[i].type = 2; /* Serak */ } /* Save screen white color */ rb->lcd_set_foreground(LCD_WHITE); rb->lcd_drawpixel(0, 0); rb->lcd_update_rect(0, 0, 1, 1); screen_white = get_pixel(0, 0); /* Save screen green color */ rb->lcd_set_foreground(SLIME_GREEN); rb->lcd_drawpixel(0, 0); rb->lcd_update_rect(0, 0, 1, 1); screen_green = get_pixel(0, 0); /* Restore black foreground */ rb->lcd_set_foreground(LCD_BLACK); new_level(); /* Flash score at start */ for (i = 0; i < 5; i++) { rb->lcd_fillrect(SCORENUM_X, SCORENUM_Y, 4 * NUMBERS_WIDTH + 3 * NUM_SPACING, FONT_HEIGHT); rb->lcd_update_rect(SCORENUM_X, SCORENUM_Y, 4 * NUMBERS_WIDTH + 3 * NUM_SPACING, FONT_HEIGHT); rb->sleep(HZ / 10); draw_number(SCORENUM_X, SCORENUM_Y, score, 4); rb->sleep(HZ / 10); } } inline bool handle_buttons(void) { static unsigned int oldbuttonstate = 0; unsigned int released, pressed, newbuttonstate; if (ship_hit) { /* Don't allow ship movement during explosion */ newbuttonstate = 0; } else { newbuttonstate = rb->button_status(); } if(newbuttonstate == oldbuttonstate) { if (newbuttonstate == 0) { /* No button pressed. Stop ship. */ ship_acc = 0; if (ship_dir > 0) { ship_dir--; } if (ship_dir < 0) { ship_dir++; } } /* return false; */ goto check_usb; } released = ~newbuttonstate & oldbuttonstate; pressed = newbuttonstate & ~oldbuttonstate; oldbuttonstate = newbuttonstate; if (pressed) { if (pressed & ACTION_LEFT) { if (ship_acc > -1) { ship_acc--; } } if (pressed & ACTION_RIGHT) { if (ship_acc < 1) { ship_acc++; } } if (pressed & ACTION_FIRE) { if (fire == S_IDLE) { /* Fire shot */ fire_x = ship_x + SHIP_WIDTH / 2; fire_y = SHIP_Y - SHOT_HEIGHT; fire = S_ACTIVE; /* TODO: play fire sound */ } } if (pressed & ACTION_QUIT) { rb->splash(HZ * 1, "Quit"); return true; } } if (released) { if ((released & ACTION_LEFT)) { if (ship_acc < 1) { ship_acc++; } } if ((released & ACTION_RIGHT)) { if (ship_acc > -1) { ship_acc--; } } } check_usb: /* Quit if USB is connected */ if (rb->button_get(false) == SYS_USB_CONNECTED) { return true; } return false; } void game_loop(void) { int i, end; /* Print dimensions (just for debugging) */ DBG("%03dx%03dx%02d\n", LCD_WIDTH, LCD_HEIGHT, LCD_DEPTH); /* Init */ init_invadrox(); while (1) { /* Convert CYCLETIME (in ms) to HZ */ end = *rb->current_tick + (CYCLETIME * HZ) / 1000; if (handle_buttons()) { return; } /* Animate */ move_ship(); move_fire(); /* Check if level is finished (marked by move_fire) */ if (level_finished) { /* TODO: Play level finished sound */ new_level(); } move_ufo(); /* Move aliens */ if (!aliens_paralyzed && !ship_hit) { for (i = 0; i < gamespeed; i++) { if (!move_aliens()) { if (game_over) { return; } } } } /* Move alien bombs */ move_bombs(); if (game_over) { return; } /* Update "playfield" rect */ rb->lcd_update_rect(PLAYFIELD_X, SCORENUM_Y + FONT_HEIGHT, PLAYFIELD_WIDTH, PLAYFIELD_Y + 1 - SCORENUM_Y - FONT_HEIGHT); /* Wait until next frame */ DBG("%ld (%d)\n", end - *rb->current_tick, (CYCLETIME * HZ) / 1000); if (TIME_BEFORE(*rb->current_tick, end)) { rb->sleep(end - *rb->current_tick); } else { rb->yield(); } } /* end while */ } /* this is the plugin entry point */ enum plugin_status plugin_start(UNUSED const void* parameter) { rb->lcd_setfont(FONT_SYSFIXED); /* Turn off backlight timeout */ backlight_force_on(); /* backlight control in lib/helper.c */ /* now go ahead and have fun! */ game_loop(); /* Game Over. */ /* TODO: Play game over sound */ rb->splash(HZ * 2, "Game Over"); if (score > hiscore.score) { /* Save new hiscore */ highscore_update(score, level, "Invader", &hiscore, 1); highscore_save(HISCOREFILE, &hiscore, 1); } /* Restore user's original backlight setting */ rb->lcd_setfont(FONT_UI); /* Turn on backlight timeout (revert to settings) */ backlight_use_settings(); /* backlight control in lib/helper.c */ return PLUGIN_OK; } /** * GNU Emacs settings: Kernighan & Richie coding style with * 4 spaces indent and no tabs. * Local Variables: * c-file-style: "k&r" * c-basic-offset: 4 * indent-tabs-mode: nil * End: */