1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
|
--[[
__________ __ ___.
Open \______ \ ____ ____ | | _\_ |__ _______ ___
Source | _// _ \_/ ___\| |/ /| __ \ / _ \ \/ /
Jukebox | | ( <_> ) \___| < | \_\ ( <_> > < <
Firmware |____|_ /\____/ \___ >__|_ \|___ /\____/__/\_ \
\/ \/ \/ \/ \/
$Id$
Port of Chain Reaction (which is based on Boomshine) to Rockbox in Lua.
See http://www.yvoschaap.com/chainrxn/ and http://www.k2xl.com/games/boomshine/
Copyright (C) 2009 by Maurus Cuelenaere
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.
]]--
require "actions"
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 DEFAULT_FOREGROUND_COLOR = rb.lcd_get_foreground ~= nil
and rb.lcd_get_foreground()
or 0
local levels = {
-- {GOAL, TOTAL_BALLS},
{1, 5},
{2, 10},
{4, 15},
{6, 20},
{10, 25},
{15, 30},
{18, 35},
{22, 40},
{30, 45},
{37, 50},
{48, 55},
{55, 60}
}
local Ball = {
size = DEFAULT_BALL_SIZE,
exploded = false,
implosion = false
}
function Ball:new(o)
if o == nil then
o = {
x = math.random(0, rb.LCD_WIDTH - self.size),
y = math.random(0, rb.LCD_HEIGHT - self.size),
color = random_color(),
up_speed = Ball:generateSpeed(),
right_speed = Ball:generateSpeed(),
explosion_size = math.random(2*self.size, 4*self.size),
life_duration = math.random(rb.HZ, rb.HZ*5)
}
end
setmetatable(o, self)
self.__index = self
return o
end
function Ball:generateSpeed()
local speed = math.random(-MAX_BALL_SPEED, MAX_BALL_SPEED)
if speed == 0 then
speed = 1 -- Make sure all balls move
end
return speed
end
function Ball:draw()
--[[
I know these aren't circles, but as there's no current circle
implementation in Rockbox, rectangles will just do fine (drawing
circles from within Lua is far too slow).
]]--
set_foreground(self.color)
rb.lcd_fillrect(self.x, self.y, self.size, self.size)
end
function Ball:step()
if self.exploded then
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
return
end
self.x = self.x + self.right_speed
self.y = self.y + self.up_speed
if (self.right_speed > 0 and self.x + self.size >= rb.LCD_WIDTH) or
(self.right_speed < 0 and self.x <= 0) then
self.right_speed = -self.right_speed
end
if (self.up_speed > 0 and self.y + self.size >= rb.LCD_HEIGHT) or
(self.up_speed < 0 and self.y <= 0) then
self.up_speed = -self.up_speed
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
end
return true
end
return false
end
local Cursor = {
size = DEFAULT_BALL_SIZE*2,
x = rb.LCD_WIDTH/2,
y = rb.LCD_HEIGHT/2
}
function Cursor:new()
return self
end
function Cursor:do_action(action)
if action == rb.actions.ACTION_TOUCHSCREEN and HAS_TOUCHSCREEN then
_, self.x, self.y = rb.action_get_touchscreen_press()
return true
elseif action == rb.actions.ACTION_KBD_SELECT then
return true
elseif (action == rb.actions.ACTION_KBD_RIGHT) then
self.x = self.x + self.size
elseif (action == rb.actions.ACTION_KBD_LEFT) then
self.x = self.x - self.size
elseif (action == rb.actions.ACTION_KBD_UP) then
self.y = self.y - self.size
elseif (action == rb.actions.ACTION_KBD_DOWN) then
self.y = self.y + self.size
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
return false
end
function Cursor:draw()
set_foreground(DEFAULT_FOREGROUND_COLOR)
rb.lcd_hline(self.x - self.size/2, self.x - self.size/4, self.y - self.size/2)
rb.lcd_hline(self.x + self.size/4, self.x + self.size/2, self.y - self.size/2)
rb.lcd_hline(self.x - self.size/2, self.x - self.size/4, self.y + self.size/2)
rb.lcd_hline(self.x + self.size/4, self.x + self.size/2, self.y + self.size/2)
rb.lcd_vline(self.x - self.size/2, self.y - self.size/2, self.y - self.size/4)
rb.lcd_vline(self.x - self.size/2, self.y + self.size/4, self.y + self.size/2)
rb.lcd_vline(self.x + self.size/2, self.y - self.size/2, self.y - self.size/4)
rb.lcd_vline(self.x + self.size/2, self.y + self.size/4, self.y + self.size/2)
rb.lcd_hline(self.x - self.size/4, self.x + self.size/4, self.y)
rb.lcd_vline(self.x, self.y - self.size/4, self.y + self.size/4)
end
function draw_positioned_string(bottom, right, str)
local _, w, h = rb.font_getstringsize(str, rb.FONT_UI)
rb.lcd_putsxy((rb.LCD_WIDTH-w)*right, (rb.LCD_HEIGHT-h)*bottom, str)
end
function set_foreground(color)
if rb.lcd_set_foreground ~= nil then
rb.lcd_set_foreground(color)
end
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))
end
return math.random(1, rb.LCD_DEPTH)
end
function start_round(level, goal, nrBalls, total)
local player_added, score, exit, nrExpandedBalls = false, 0, false, 0
local balls, explodedBalls = {}, {}
local cursor = Cursor:new()
-- Initialize the balls
for _=1,nrBalls do
table.insert(balls, Ball:new())
end
-- Make sure there are no unwanted touchscreen presses
rb.button_clear_queue()
while true do
local endtick = rb.current_tick() + CYCLETIME
-- Check if the round is over
if #explodedBalls == 0 and player_added then
break
end
-- Check for actions
local action = rb.get_action(rb.contexts.CONTEXT_KEYBOARD, 0)
if(action == rb.actions.ACTION_KBD_ABORT) then
exit = true
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
})
table.insert(explodedBalls, player)
player_added = true
end
-- Check for hits
for i, ball in ipairs(balls) do
for _, explodedBall in ipairs(explodedBalls) do
if ball:checkHit(explodedBall) then
score = score + 100*level
nrExpandedBalls = nrExpandedBalls + 1
table.insert(explodedBalls, ball)
table.remove(balls, i)
break
end
end
end
-- Check if we're dead yet
for i, explodedBall in ipairs(explodedBalls) do
if rb.current_tick() >= explodedBall.death_time then
if explodedBall.size > 0 then
explodedBall.implosion = true -- We should be dying
else
table.remove(explodedBalls, i) -- We're imploded!
end
end
end
-- Drawing phase
rb.lcd_clear_display()
set_foreground(DEFAULT_FOREGROUND_COLOR)
draw_positioned_string(0, 0, string.format("%d balls expanded", nrExpandedBalls))
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))
for _, ball in ipairs(balls) do
ball:step()
ball:draw()
end
for _, explodedBall in ipairs(explodedBalls) do
explodedBall:step()
explodedBall:draw()
end
if not HAS_TOUCHSCREEN and not player_added then
cursor:draw()
end
-- Push framebuffer to the LCD
rb.lcd_update()
if rb.current_tick() < endtick then
rb.sleep(endtick - rb.current_tick())
else
rb.yield()
end
end
return exit, score, nrExpandedBalls
end
-- Helper function to display a message
function display_message(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
rb.lcd_clear_display()
set_foreground(DEFAULT_FOREGROUND_COLOR)
if w > rb.LCD_WIDTH 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
if x < 0 then
rb.lcd_puts_scroll(0, y/h + 1, msg)
else
rb.lcd_putsxy(x, y + h, msg)
end
end
rb.lcd_update()
if to == -1 then
rb.sleep(rb.HZ/2)
rb.button_clear_queue()
rb.button_get(1)
else
rb.sleep(to)
end
rb.lcd_stop_scroll() -- Stop our scrolling message
end
if HAS_TOUCHSCREEN then
rb.touchscreen_set_mode(rb.TOUCHSCREEN_POINT)
end
rb.backlight_force_on()
local idx, highscore = 1, 0
while levels[idx] ~= nil do
local goal, nrBalls = levels[idx][1], levels[idx][2]
display_message(rb.HZ*2, "Level %d: get %d out of %d balls", idx, goal, nrBalls)
local exit, score, nrExpandedBalls = start_round(idx, goal, nrBalls, highscore)
if exit then
break -- Exiting..
else
if nrExpandedBalls >= goal then
display_message(rb.HZ*2, "You won!")
idx = idx + 1
highscore = highscore + score
else
display_message(rb.HZ*2, "You lost!")
end
end
end
if idx > #levels then
display_message(-1, "You finished the game with %d points!", highscore)
else
display_message(-1, "You made it till level %d with %d points!", idx, highscore)
end
-- Restore user backlight settings
rb.backlight_use_settings()
|