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|
/***************************************************************************
* __________ __ ___.
* 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
#ifndef ABS
#define ABS(a) (((a) < 0) ? -(a) : (a))
#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
#elif CONFIG_KEYPAD == PBELL_VIBE500_PAD
#define QUIT BUTTON_REC
#define LEFT BUTTON_PREV
#define RIGHT BUTTON_NEXT
#define FIRE BUTTON_OK
#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:
*/
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