rockbox/apps/plugins/invadrox.c

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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
/* Original graphics is only 1bpp so it should be portable
* to most targets. But for now, only support the simple ones.
*/
#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 \
|| CONFIG_KEYPAD == SAMSUNG_YPR0_PAD
#define QUIT BUTTON_POWER
#define LEFT BUTTON_LEFT
#define RIGHT BUTTON_RIGHT
#define FIRE BUTTON_SELECT
#elif (CONFIG_KEYPAD == SANSA_E200_PAD) || \
(CONFIG_KEYPAD == SANSA_CONNECT_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 == 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 == CREATIVEZVM_PAD
#define QUIT BUTTON_BACK
#define LEFT BUTTON_LEFT
#define RIGHT BUTTON_RIGHT
#define FIRE BUTTON_SELECT
#elif CONFIG_KEYPAD == CREATIVE_ZENXFI3_PAD
#define QUIT BUTTON_POWER
#define LEFT BUTTON_BACK
#define RIGHT BUTTON_MENU
#define FIRE BUTTON_PLAY
#elif CONFIG_KEYPAD == PHILIPS_HDD6330_PAD
#define QUIT BUTTON_POWER
#define LEFT BUTTON_LEFT
#define RIGHT BUTTON_RIGHT
#define FIRE BUTTON_PLAY
#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_YH820_PAD) || \
(CONFIG_KEYPAD == SAMSUNG_YH92X_PAD)
#define QUIT BUTTON_REW
#define LEFT BUTTON_LEFT
#define RIGHT BUTTON_RIGHT
#define FIRE BUTTON_PLAY
#define FIRE2 BUTTON_UP
#elif CONFIG_KEYPAD == PBELL_VIBE500_PAD
#define QUIT BUTTON_REC
#define LEFT BUTTON_PREV
#define RIGHT BUTTON_NEXT
#define FIRE BUTTON_OK
#elif CONFIG_KEYPAD == MPIO_HD300_PAD
#define QUIT BUTTON_MENU
#define LEFT BUTTON_REW
#define RIGHT BUTTON_FF
#define FIRE BUTTON_ENTER
#elif CONFIG_KEYPAD == SANSA_FUZEPLUS_PAD
#define QUIT BUTTON_POWER
#define LEFT BUTTON_LEFT
#define RIGHT BUTTON_RIGHT
#define FIRE BUTTON_SELECT
#elif CONFIG_KEYPAD == SONY_NWZ_PAD
#define QUIT BUTTON_BACK
#define LEFT BUTTON_LEFT
#define RIGHT BUTTON_RIGHT
#define FIRE BUTTON_PLAY
#elif CONFIG_KEYPAD == CREATIVE_ZEN_PAD
#define QUIT BUTTON_BACK
#define LEFT BUTTON_LEFT
#define RIGHT BUTTON_RIGHT
#define FIRE BUTTON_SELECT
#elif (CONFIG_KEYPAD == HM60X_PAD) || \
(CONFIG_KEYPAD == HM801_PAD)
#define QUIT BUTTON_POWER
#define LEFT BUTTON_LEFT
#define RIGHT BUTTON_RIGHT
#define FIRE BUTTON_SELECT
Introducing Targets iBasso DX50 & iBasso DX90 The port to for this two targets has been entirely developped by Ilia Sergachev (alias Il or xzcc). His source can be found at https://bitbucket.org/isergachev/rockbox . The few necesary modifications for the DX90 port was done by headwhacker form head-fi.org. Unfortunately i could not try out the final state of the DX90 port. The port is hosted on android (without java) as standalone app. The official Firmware is required to run this port. Ilia did modify the source files for the "android" target in the rockbox source to make the DX port work. The work I did was to separate the code for DX50 (&DX90) from the android target. On this Target Ilia used source from tinyalsa from AOSP. I did not touch that part of the code because I do not understand it. What else I changed from Ilias sources besides the separation from the target "android": * removed a dirty hack to keep backlight off * changed value battery meter to voltage battery meter * made all plugins compile (named target as "standalone") and added keymaps * i added the graphics for the manual but did not do anything else for the manual yet * minor optimizations known bugs: * timers are slowed donw when playback is active (tinyalsa related?) * some minor bugs Things to do: * The main prolem will be how to install the app correctly. A guy called DOC2008 added a CWM (by androtab.info) to the official firmware and Ilia made a CWM installation script and a dualboot selector (rbutils/ibassoboot, build with ndk-build). We will have to find a way to install rockbox in a proper way without breaking any copyrights. Maybe ADB is an option but it is not enable with OF by default. Patching the OF is probably the way to go. * All the wiki and manual to build: needed: android ndk installed, android sdk installed with additional build-tools 19.1.0 installed ./tools/configure select iBasso DX50 or iBasso DX90 make -j apk the content of rockbox.zip/.rockbox needs to be copied to /system/rockbox/app_rockbox/rockbox/ (rockbox app not needed) the content of libs/armeabi to /system/rockbox/lib/ (rockbox app needed) The boot selector is needed as /system/bin/MangoPlayer and the iBasso app as /system/bin/MangoPlayer_original. There is also the "vold" file. The one from OF does not work with DX50 rockbox (DX90 works!?), the one from Ilia is necessary. Until we have found a proper way to install it, it can only be installed following the instructions of Ilia on his bitbucket page, using the CWM-OF and his installation script package. Change-Id: Ic4faaf84824c162aabcc08e492cee6e0068719d0 Reviewed-on: http://gerrit.rockbox.org/941 Tested: Chiwen Chang <rock1104.tw@yahoo.com.tw> Reviewed-by: Michael Giacomelli <giac2000@hotmail.com>
2014-08-30 11:15:53 +00:00
#elif CONFIG_KEYPAD == DX50_PAD
#define QUIT (BUTTON_POWER|BUTTON_REL)
#define LEFT BUTTON_LEFT
#define RIGHT BUTTON_PLAY
#define FIRE BUTTON_RIGHT
#elif CONFIG_KEYPAD == CREATIVE_ZENXFI2_PAD
#define QUIT BUTTON_POWER
#define FIRE BUTTON_MENU
#elif CONFIG_KEYPAD == XDUOO_X3II_PAD || CONFIG_KEYPAD == XDUOO_X20_PAD
#define QUIT BUTTON_POWER
#define LEFT BUTTON_HOME
#define RIGHT BUTTON_VOL_DOWN
#define FIRE BUTTON_VOL_UP
#elif CONFIG_KEYPAD == FIIO_M3K_LINUX_PAD
#define QUIT BUTTON_POWER
#define LEFT BUTTON_HOME
#define RIGHT BUTTON_VOL_DOWN
#define FIRE BUTTON_VOL_UP
#elif CONFIG_KEYPAD == IHIFI_770_PAD || CONFIG_KEYPAD == IHIFI_800_PAD
#define QUIT BUTTON_POWER
#define LEFT BUTTON_HOME
#define RIGHT BUTTON_VOL_DOWN
#define FIRE BUTTON_VOL_UP
#elif CONFIG_KEYPAD == EROSQ_PAD
#define QUIT BUTTON_POWER
#define LEFT BUTTON_SCROLL_BACK
#define RIGHT BUTTON_SCROLL_FWD
#define FIRE BUTTON_PLAY
#elif CONFIG_KEYPAD == FIIO_M3K_PAD
#define QUIT BUTTON_POWER
#define LEFT BUTTON_LEFT
#define RIGHT BUTTON_RIGHT
#define FIRE BUTTON_SELECT
#elif CONFIG_KEYPAD == SHANLING_Q1_PAD
/* use touchscreen */
#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
#ifndef FIRE2
#define ACTION_FIRE FIRE
#else
#define ACTION_FIRE (FIRE | FIRE2)
#endif
#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)
/* 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
#elif (LCD_WIDTH == 360) && (LCD_HEIGHT == 400)
/* Shanling Q1
*/
#define ARCADISH_GRAPHICS
#define PLAYFIELD_X 32
#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
#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_DATA_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;
LCD core move buf ptr and address look up function viewport struct I'm currently running up against the limitations of the lcd_draw functions I want these functions to be able to be used on any size buffer not just buffers with a stride matching the underlying device [DONE] allow the framebuffer to be decoupled from the device framebuffer [DONE need examples] allow for some simple blit like transformations [DONE] remove the device framebuffer from the plugin api [DONE}ditto remote framebuffer [DONE] remove _viewport_get_framebuffer you can call struct *vp = lcd_set_viewport(NULL) and vp->buffer->fb_ptr while remote lcds may compile (and work in the sim) its not been tested on targets [FIXED] backdrops need work to be screen agnostic [FIXED] screen statusbar is not being combined into the main viewport correctly yet [FIXED] screen elements are displayed incorrectly after switch to void* [FIXED] core didn't restore proper viewport on splash etc. [NEEDS TESTING] remote lcd garbled data [FIXED] osd lib garbled screen on bmp_part [FIXED] grey_set_vp needs to return old viewport like lcd_set_viewport [FIXED] Viewport update now handles viewports with differing buffers/strides by copying to the main buffer [FIXED] splash on top of WPS leaves old framebuffer data (doesn't redraw) [UPDATE] refined this a bit more to have clear_viewport set the clean bit and have skin_render do its own screen clear scrolling viewports no longer trigger wps refresh also fixed a bug where guisyncyesno was displaying and then disappearing [ADDED!] New LCD macros that allow you to create properly size frame buffers in you desired size without wasting bytes (LCD_ and LCD_REMOTE_) LCD_STRIDE(w, h) same as STRIDE_MAIN LCD_FBSTRIDE(w, h) returns target specific stride for a buffer W x H LCD_NBELEMS(w, h) returns the number of fb_data sized elemenst needed for a buffer W x H LCD_NATIVE_STRIDE(s) conversion between rockbox native vertical and lcd native stride (2bitH) test_viewports.c has an example of usage [FIXED!!] 2bit targets don't respect non-native strides [FIXED] Few define snags Change-Id: I0d04c3834e464eca84a5a715743a297a0cefd0af
2020-10-07 06:01:35 +00:00
static fb_data *lcd_fb;
/* No standard get_pixel function yet, use this hack instead */
#if (LCD_DEPTH >= 8)
#if defined(LCD_STRIDEFORMAT) && LCD_STRIDEFORMAT == VERTICAL_STRIDE
static inline fb_data get_pixel(int x, int y)
{
LCD core move buf ptr and address look up function viewport struct I'm currently running up against the limitations of the lcd_draw functions I want these functions to be able to be used on any size buffer not just buffers with a stride matching the underlying device [DONE] allow the framebuffer to be decoupled from the device framebuffer [DONE need examples] allow for some simple blit like transformations [DONE] remove the device framebuffer from the plugin api [DONE}ditto remote framebuffer [DONE] remove _viewport_get_framebuffer you can call struct *vp = lcd_set_viewport(NULL) and vp->buffer->fb_ptr while remote lcds may compile (and work in the sim) its not been tested on targets [FIXED] backdrops need work to be screen agnostic [FIXED] screen statusbar is not being combined into the main viewport correctly yet [FIXED] screen elements are displayed incorrectly after switch to void* [FIXED] core didn't restore proper viewport on splash etc. [NEEDS TESTING] remote lcd garbled data [FIXED] osd lib garbled screen on bmp_part [FIXED] grey_set_vp needs to return old viewport like lcd_set_viewport [FIXED] Viewport update now handles viewports with differing buffers/strides by copying to the main buffer [FIXED] splash on top of WPS leaves old framebuffer data (doesn't redraw) [UPDATE] refined this a bit more to have clear_viewport set the clean bit and have skin_render do its own screen clear scrolling viewports no longer trigger wps refresh also fixed a bug where guisyncyesno was displaying and then disappearing [ADDED!] New LCD macros that allow you to create properly size frame buffers in you desired size without wasting bytes (LCD_ and LCD_REMOTE_) LCD_STRIDE(w, h) same as STRIDE_MAIN LCD_FBSTRIDE(w, h) returns target specific stride for a buffer W x H LCD_NBELEMS(w, h) returns the number of fb_data sized elemenst needed for a buffer W x H LCD_NATIVE_STRIDE(s) conversion between rockbox native vertical and lcd native stride (2bitH) test_viewports.c has an example of usage [FIXED!!] 2bit targets don't respect non-native strides [FIXED] Few define snags Change-Id: I0d04c3834e464eca84a5a715743a297a0cefd0af
2020-10-07 06:01:35 +00:00
return lcd_fb[x*LCD_HEIGHT+y];
}
#else
static inline fb_data get_pixel(int x, int y)
{
LCD core move buf ptr and address look up function viewport struct I'm currently running up against the limitations of the lcd_draw functions I want these functions to be able to be used on any size buffer not just buffers with a stride matching the underlying device [DONE] allow the framebuffer to be decoupled from the device framebuffer [DONE need examples] allow for some simple blit like transformations [DONE] remove the device framebuffer from the plugin api [DONE}ditto remote framebuffer [DONE] remove _viewport_get_framebuffer you can call struct *vp = lcd_set_viewport(NULL) and vp->buffer->fb_ptr while remote lcds may compile (and work in the sim) its not been tested on targets [FIXED] backdrops need work to be screen agnostic [FIXED] screen statusbar is not being combined into the main viewport correctly yet [FIXED] screen elements are displayed incorrectly after switch to void* [FIXED] core didn't restore proper viewport on splash etc. [NEEDS TESTING] remote lcd garbled data [FIXED] osd lib garbled screen on bmp_part [FIXED] grey_set_vp needs to return old viewport like lcd_set_viewport [FIXED] Viewport update now handles viewports with differing buffers/strides by copying to the main buffer [FIXED] splash on top of WPS leaves old framebuffer data (doesn't redraw) [UPDATE] refined this a bit more to have clear_viewport set the clean bit and have skin_render do its own screen clear scrolling viewports no longer trigger wps refresh also fixed a bug where guisyncyesno was displaying and then disappearing [ADDED!] New LCD macros that allow you to create properly size frame buffers in you desired size without wasting bytes (LCD_ and LCD_REMOTE_) LCD_STRIDE(w, h) same as STRIDE_MAIN LCD_FBSTRIDE(w, h) returns target specific stride for a buffer W x H LCD_NBELEMS(w, h) returns the number of fb_data sized elemenst needed for a buffer W x H LCD_NATIVE_STRIDE(s) conversion between rockbox native vertical and lcd native stride (2bitH) test_viewports.c has an example of usage [FIXED!!] 2bit targets don't respect non-native strides [FIXED] Few define snags Change-Id: I0d04c3834e464eca84a5a715743a297a0cefd0af
2020-10-07 06:01:35 +00:00
return lcd_fb[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 */
static inline fb_data get_pixel(int x, int y)
{
LCD core move buf ptr and address look up function viewport struct I'm currently running up against the limitations of the lcd_draw functions I want these functions to be able to be used on any size buffer not just buffers with a stride matching the underlying device [DONE] allow the framebuffer to be decoupled from the device framebuffer [DONE need examples] allow for some simple blit like transformations [DONE] remove the device framebuffer from the plugin api [DONE}ditto remote framebuffer [DONE] remove _viewport_get_framebuffer you can call struct *vp = lcd_set_viewport(NULL) and vp->buffer->fb_ptr while remote lcds may compile (and work in the sim) its not been tested on targets [FIXED] backdrops need work to be screen agnostic [FIXED] screen statusbar is not being combined into the main viewport correctly yet [FIXED] screen elements are displayed incorrectly after switch to void* [FIXED] core didn't restore proper viewport on splash etc. [NEEDS TESTING] remote lcd garbled data [FIXED] osd lib garbled screen on bmp_part [FIXED] grey_set_vp needs to return old viewport like lcd_set_viewport [FIXED] Viewport update now handles viewports with differing buffers/strides by copying to the main buffer [FIXED] splash on top of WPS leaves old framebuffer data (doesn't redraw) [UPDATE] refined this a bit more to have clear_viewport set the clean bit and have skin_render do its own screen clear scrolling viewports no longer trigger wps refresh also fixed a bug where guisyncyesno was displaying and then disappearing [ADDED!] New LCD macros that allow you to create properly size frame buffers in you desired size without wasting bytes (LCD_ and LCD_REMOTE_) LCD_STRIDE(w, h) same as STRIDE_MAIN LCD_FBSTRIDE(w, h) returns target specific stride for a buffer W x H LCD_NBELEMS(w, h) returns the number of fb_data sized elemenst needed for a buffer W x H LCD_NATIVE_STRIDE(s) conversion between rockbox native vertical and lcd native stride (2bitH) test_viewports.c has an example of usage [FIXED!!] 2bit targets don't respect non-native strides [FIXED] Few define snags Change-Id: I0d04c3834e464eca84a5a715743a297a0cefd0af
2020-10-07 06:01:35 +00:00
return (lcd_fb[ytab[y] + (x >> 2)] >> shifts[x & 3]) & 3;
}
#else
/* Vertical packing */
static const unsigned char shifts[4] = {
0, 2, 4, 6
};
static inline fb_data get_pixel(int x, int y)
{
LCD core move buf ptr and address look up function viewport struct I'm currently running up against the limitations of the lcd_draw functions I want these functions to be able to be used on any size buffer not just buffers with a stride matching the underlying device [DONE] allow the framebuffer to be decoupled from the device framebuffer [DONE need examples] allow for some simple blit like transformations [DONE] remove the device framebuffer from the plugin api [DONE}ditto remote framebuffer [DONE] remove _viewport_get_framebuffer you can call struct *vp = lcd_set_viewport(NULL) and vp->buffer->fb_ptr while remote lcds may compile (and work in the sim) its not been tested on targets [FIXED] backdrops need work to be screen agnostic [FIXED] screen statusbar is not being combined into the main viewport correctly yet [FIXED] screen elements are displayed incorrectly after switch to void* [FIXED] core didn't restore proper viewport on splash etc. [NEEDS TESTING] remote lcd garbled data [FIXED] osd lib garbled screen on bmp_part [FIXED] grey_set_vp needs to return old viewport like lcd_set_viewport [FIXED] Viewport update now handles viewports with differing buffers/strides by copying to the main buffer [FIXED] splash on top of WPS leaves old framebuffer data (doesn't redraw) [UPDATE] refined this a bit more to have clear_viewport set the clean bit and have skin_render do its own screen clear scrolling viewports no longer trigger wps refresh also fixed a bug where guisyncyesno was displaying and then disappearing [ADDED!] New LCD macros that allow you to create properly size frame buffers in you desired size without wasting bytes (LCD_ and LCD_REMOTE_) LCD_STRIDE(w, h) same as STRIDE_MAIN LCD_FBSTRIDE(w, h) returns target specific stride for a buffer W x H LCD_NBELEMS(w, h) returns the number of fb_data sized elemenst needed for a buffer W x H LCD_NATIVE_STRIDE(s) conversion between rockbox native vertical and lcd native stride (2bitH) test_viewports.c has an example of usage [FIXED!!] 2bit targets don't respect non-native strides [FIXED] Few define snags Change-Id: I0d04c3834e464eca84a5a715743a297a0cefd0af
2020-10-07 06:01:35 +00:00
return (lcd_fb[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) */
static 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);
}
static 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);
}
}
static void draw_level(void)
{
draw_number(LEVEL_X + 2 * NUM_SPACING, PLAYFIELD_Y + 2, level, 2);
}
static 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));
}
static 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) */
static 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.
*/
static 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;
}
static 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;
}
static 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;
}
static inline void fire_alpha(int xc, int yc, unsigned 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);
}
static 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(!memcmp(&pix, &screen_white, sizeof(fb_data))) {
hit_white = true;
fire_y += i;
break;
}
if(!memcmp(&pix, &screen_green, sizeof(fb_data))) {
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 */
static 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;
}
static 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;
}
}
static 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;
fb_data pix = get_pixel(bombs[i].x + BOMB_WIDTH / 2, bombs[i].y + j);
if(!memcmp(&pix, &screen_green, sizeof(fb_data))) {
/* 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;
}
}
}
static 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 */
static 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;
}
}
static void draw_background(void)
{
rb->lcd_bitmap(invadrox_background, 0, 0, LCD_WIDTH, LCD_HEIGHT);
rb->lcd_update();
}
static 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();
}
static 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);
}
}
static 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;
}
static 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 */
#ifdef HAVE_BACKLIGHT
backlight_ignore_timeout();
#endif
LCD core move buf ptr and address look up function viewport struct I'm currently running up against the limitations of the lcd_draw functions I want these functions to be able to be used on any size buffer not just buffers with a stride matching the underlying device [DONE] allow the framebuffer to be decoupled from the device framebuffer [DONE need examples] allow for some simple blit like transformations [DONE] remove the device framebuffer from the plugin api [DONE}ditto remote framebuffer [DONE] remove _viewport_get_framebuffer you can call struct *vp = lcd_set_viewport(NULL) and vp->buffer->fb_ptr while remote lcds may compile (and work in the sim) its not been tested on targets [FIXED] backdrops need work to be screen agnostic [FIXED] screen statusbar is not being combined into the main viewport correctly yet [FIXED] screen elements are displayed incorrectly after switch to void* [FIXED] core didn't restore proper viewport on splash etc. [NEEDS TESTING] remote lcd garbled data [FIXED] osd lib garbled screen on bmp_part [FIXED] grey_set_vp needs to return old viewport like lcd_set_viewport [FIXED] Viewport update now handles viewports with differing buffers/strides by copying to the main buffer [FIXED] splash on top of WPS leaves old framebuffer data (doesn't redraw) [UPDATE] refined this a bit more to have clear_viewport set the clean bit and have skin_render do its own screen clear scrolling viewports no longer trigger wps refresh also fixed a bug where guisyncyesno was displaying and then disappearing [ADDED!] New LCD macros that allow you to create properly size frame buffers in you desired size without wasting bytes (LCD_ and LCD_REMOTE_) LCD_STRIDE(w, h) same as STRIDE_MAIN LCD_FBSTRIDE(w, h) returns target specific stride for a buffer W x H LCD_NBELEMS(w, h) returns the number of fb_data sized elemenst needed for a buffer W x H LCD_NATIVE_STRIDE(s) conversion between rockbox native vertical and lcd native stride (2bitH) test_viewports.c has an example of usage [FIXED!!] 2bit targets don't respect non-native strides [FIXED] Few define snags Change-Id: I0d04c3834e464eca84a5a715743a297a0cefd0af
2020-10-07 06:01:35 +00:00
struct viewport *vp_main = rb->lcd_set_viewport(NULL);
lcd_fb = vp_main->buffer->fb_ptr;
/* 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) */
#ifdef HAVE_BACKLIGHT
backlight_use_settings();
#endif
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:
*/