From ce61be4d59607c579594a66e59db1569c775f3da Mon Sep 17 00:00:00 2001 From: William Wilgus Date: Mon, 22 Jun 2020 11:38:30 -0400 Subject: [PATCH] lua boomshine update to use rockevents library using rockev for button presses misc code refactoring, comments drawing code is now split from game logic cpu boost for targets that support it removed quite a few if then statements by using dynamic functions for ball draw, step, hit_check shows two ways to do OO functions (closure and reference) Change-Id: I63e795bbe90b033eabadc1f519cf3b635cf5e1a7 --- apps/plugins/boomshine.lua | 728 +++++++++++++++++++++++-------------- 1 file changed, 450 insertions(+), 278 deletions(-) diff --git a/apps/plugins/boomshine.lua b/apps/plugins/boomshine.lua index c7ed6dfdf1..fcdf7c9a1c 100644 --- a/apps/plugins/boomshine.lua +++ b/apps/plugins/boomshine.lua @@ -11,7 +11,7 @@ See http://www.yvoschaap.com/chainrxn/ and http://www.k2xl.com/games/boomshine/ Copyright (C) 2009 by Maurus Cuelenaere - Copyright (C) 2018 William Wilgus -- Added circles, logic rewrite, hard levels + Copyright (C) 2020 William Wilgus -- Added circles, logic rewrite, hard levels This program is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License @@ -23,7 +23,9 @@ ]]-- require "actions" ---[[only save the actions we are using]] +local DEBUG = false + +--[[only save the actions we are using]]---------------------------------------- pla = {} for key, val in pairs(rb.actions) do for _, v in ipairs({"PLA_", "TOUCHSCREEN", "_NONE"}) do @@ -33,15 +35,32 @@ for key, val in pairs(rb.actions) do end end rb.actions, rb.contexts = nil, nil --------------------------------------- +-------------------------------------------------------------------------------- + +--[[ Profiling ]]--------------------------------------------------------------- +local screen_redraw_count = 0 +local screen_redraw_duration = 0 +-------------------------------------------------------------------------------- + + +--[[ References ]]-------------------------------------------------------------- local _LCD = rb.lcd_framebuffer() local rocklib_image = getmetatable(_LCD) -local _ellipse = rocklib_image.ellipse -local BSAND = 0x8 -local irand = math.random +local _ellipse = rocklib_image.ellipse-- +local irand = math.random-- +local lcd_putsxy = rb.lcd_putsxy-- +local strfmt = string.format-- +local Cursor_Ref = nil +local Ball_Ref = {} +-------------------------------------------------------------------------------- + +--[[ 'Constants' ]]------------------------------------------------------------- +local SCORE_MULTIPLY = 10 +local BSAND = 0x8-- local HAS_TOUCHSCREEN = rb.action_get_touchscreen_press ~= nil +local Empty_fn = function() end local LCD_H, LCD_W = rb.LCD_HEIGHT, rb.LCD_WIDTH local DEFAULT_BALL_SZ = LCD_H > LCD_W and LCD_W / 30 or LCD_H / 30 DEFAULT_BALL_SZ = DEFAULT_BALL_SZ - bit.band(DEFAULT_BALL_SZ, 1) @@ -61,10 +80,16 @@ end local FMT_EXPEND, FMT_LEVEL = "%d balls expended", "Level %d" local FMT_TOTPTS, FMT_LVPTS = "%d total points", "%d level points" +-------------------------------------------------------------------------------- + + +--[[ Other ]]------------------------------------------------------------------- +local Player_Added +local Action_Evt = pla.ACTION_NONE local levels = { -- {GOAL, TOTAL_BALLS}, - {1, 5}, + {1, 5}, {2, 10}, {4, 15}, {6, 20}, @@ -85,7 +110,21 @@ local levels = { {4, 5}, {5, 5} } +-------------------------------------------------------------------------------- + +--[[ Event Callback ]]---------------------------------------------------------- +function action_event(action) + if action == pla.PLA_CANCEL then + Action_Evt = pla.PLA_EXIT + else + Action_Evt = action + end +end +-------------------------------------------------------------------------------- + + +--[[ Helper functions ]]-------------------------------------------------------- local function getstringsize(str) local _, w, h = rb.font_getstringsize(str, rb.FONT_UI) return w, h @@ -97,111 +136,205 @@ local function set_foreground(color) end end -local function random_color() - if rb.lcd_rgbpack ~= nil then -- color target - return rb.lcd_rgbpack(irand(1,255), irand(1,255), irand(1,255)) +local function calc_score(total, level, goal, expended) + local bonus = 0 + local score = (expended * level) * SCORE_MULTIPLY + if expended < goal then + score = -(score + (level * SCORE_MULTIPLY)) + elseif expended > goal then + bonus = (expended - goal) * (level * SCORE_MULTIPLY) end - - local color = irand(1, rb.LCD_DEPTH) - color = (rb.LCD_DEPTH == 2) and (3 - color) or color -- invert for 2-bit screens - - return color + total = total + score + bonus + return total, score, bonus end +local function wait_anykey(to_secs) + rb.sleep(rb.HZ / 2) + rb.button_clear_queue() + rb.button_get_w_tmo(rb.HZ * to_secs) +end + +local function disp_msg(to, ...) + local message = strfmt(...) + local w, h = getstringsize(message) + local x, y = (LCD_W - w) / 2, (LCD_H - h) / 2 + + rb.lcd_clear_display() + set_foreground(DEFAULT_FG_CLR) + + if w > LCD_W then + rb.lcd_puts_scroll(0, (y / h), message) + else + lcd_putsxy(x, y, message) + end + + if to == -1 then + local msg = "Press button to exit" + w, h = getstringsize(msg) + x = (LCD_W - w) / 2 + if x < 0 then + rb.lcd_puts_scroll(0, (y / h) + 1, msg) + else + lcd_putsxy(x, y + h, msg) + end + end + rb.lcd_update() + + if to == -1 then + wait_anykey(60) + else + rb.sleep(to) + end + + rb.lcd_scroll_stop() -- Stop our scrolling message +end + +local function test_speed() + local test_spd, redraw, dur = start_round(0, 0, 0, 0) -- test speed of target + --Logic speed, screen redraw, duration + if DEBUG == true then + disp_msg(rb.HZ * 5, "Spd: %d, Redraw: %d Dur: %d Ms", test_spd, redraw, dur) + end + if test_spd < 25 or redraw < 10 then + rb.splash(rb.HZ, "Slow Target..") + + if test_spd < 10 then + MAX_BALL_SPEED = MAX_BALL_SPEED + MAX_BALL_SPEED + elseif test_spd < 15 then + MAX_BALL_SPEED = MAX_BALL_SPEED + MAX_BALL_SPEED / 2 + elseif test_spd < 25 then + MAX_BALL_SPEED = MAX_BALL_SPEED + MAX_BALL_SPEED / 4 + end + end +end +-------------------------------------------------------------------------------- + + +--[[ Ball Functions ]]---------------------------------------------------------- local Ball = { -- Ball defaults sz = DEFAULT_BALL_SZ, next_tick = 0, - state = B_MOVE + state = B_MOVE, } -function Ball:new(o, level) +function Ball:new(o, level, color) + local function random_color() + if color == nil then + if rb.lcd_rgbpack ~= nil then -- color target + return rb.lcd_rgbpack(irand(1,255), irand(1,255), irand(1,255)) + end + color = irand(1, rb.LCD_DEPTH) + color = (rb.LCD_DEPTH == 2) and (3 - color) or color -- invert for 2-bit screens + end + return color + end + if o == nil then level = level or 1 - local maxdelay = (level <= 5) and 10 or level + local maxdelay = (level <= 5) and 15 or level * 2 o = { x = irand(1, LCD_W - self.sz), y = irand(1, LCD_H - self.sz), color = random_color(), - xi = Ball:genSpeed(), - yi = Ball:genSpeed(), + xi = self.genSpeed(), -- x increment; x + sz after explode + yi = self.genSpeed(), -- y increment; y + sz after explode step_delay = irand(3, maxdelay / 2), explosion_sz = irand(2 * self.sz, 4 * self.sz), - life_ticks = irand(rb.HZ / level, rb.HZ * (maxdelay / 5)) + life_ticks = irand(rb.HZ / level, rb.HZ * (maxdelay / 5)), + draw_fn = nil, + step_fn = self.step -- reference to current stepping function } end - o.life_ticks = o.life_ticks + DEFAULT_BALL_SZ -- extra time for larger screens + local Ball = o or {} -- so we can use Ball. instead of self + + -- these functions end up in a closure; faster to call, use more RAM + function Ball.draw() + _ellipse(_LCD, o.x, o.y, o.x + o.sz, o.y + o.sz, o.color, o.color, true) + end + + function Ball.draw_exploded() + _ellipse(_LCD, o.x, o.y, o.xi, o.yi, o.color, nil, true) + end + + if Ball.draw_fn == nil then + Ball.draw_fn = Ball.draw -- reference to current drawing function + end + setmetatable(o, self) self.__index = self return o end +-- these functions are shared by reference, slower to call, use less RAM function Ball:genSpeed() local speed = irand(-MAX_BALL_SPEED, MAX_BALL_SPEED) return speed ~= 0 and speed or MAX_BALL_SPEED -- Make sure all balls move end -function Ball:draw() - _ellipse(_LCD, self.x, self.y, - self.x + self.sz, self.y + self.sz , self.color, self.color, true) -end - function Ball:step(tick) + local function rndspeed(cur) + local speed = cur + irand(-2, 2) + if speed < -MAX_BALL_SPEED then + speed = -MAX_BALL_SPEED + elseif speed > MAX_BALL_SPEED then + speed = MAX_BALL_SPEED + elseif speed == 0 then + speed = cur + end + return speed + end + self.next_tick = tick + self.step_delay self.x = self.x + self.xi self.y = self.y + self.yi + local max_x = LCD_W - self.sz + local max_y = LCD_H - self.sz - if (self.x <= 0 or self.x >= (LCD_W - self.sz)) then + if self.x <= 0 then self.xi = -self.xi - self.x = self.x + self.xi + self.x = 1 + self.yi = rndspeed(self.yi) + elseif self.x >= max_x then + self.xi = -self.xi + self.x = max_x + self.yi = rndspeed(self.yi) end - if (self.y <= 0 or self.y >= (LCD_H - self.sz)) then + if self.y <= 0 then self.yi = -self.yi - self.y = self.y + self.yi + self.y = 1 + self.xi = rndspeed(self.xi) + elseif self.y >= max_y then + self.yi = -self.yi + self.y = max_y + self.xi = rndspeed(self.xi) end end -function Ball:checkHit(other) - if (other.xi >= self.x) and (other.yi >= self.y) and - (self.x + self.sz >= other.x) and (self.y + self.sz >= other.y) then - self.state = B_EXPLODE - -- x/y increment no longer needed it is now impact region - self.xi = self.x + self.sz - self.yi = self.y + self.sz - - if other.state < B_EXPLODE then -- add duration to the ball that got hit - other.next_tick = other.next_tick + self.life_ticks - end - return true - end - - return false -end - -function Ball:draw_exploded() - _ellipse(_LCD, self.x, self.y, self.xi, self.yi, self.color, nil, true) -end - function Ball:step_exploded(tick) -- exploding ball state machine -- B_EXPLODE >> B_DIE >> BWAIT >> B_IMPLODE >> B_DEAD if self.state == B_EXPLODE and self.sz < self.explosion_sz then self.sz = self.sz + 2 - self.x = self.x - 1 -- We do this because we want to stay centered + self.x = self.x - 1 -- stay centered self.y = self.y - 1 elseif self.state == B_DIE then self.state = B_WAIT self.next_tick = tick + self.life_ticks return - elseif self.state == B_IMPLODE and self.sz > 0 then - self.sz = self.sz - 2 - self.x = self.x + 1 -- We do this because we want to stay centered - self.y = self.y + 1 - elseif self.state <= B_IMPLODE then - self.state = B_DEAD - return - elseif self.next_tick < tick then + elseif self.state == B_IMPLODE then + if self.sz > 0 then + self.sz = self.sz - 2 + self.x = self.x + 1 -- stay centered + self.y = self.y + 1 + else + self.state = B_DEAD + self.draw_fn = Empty_fn + self.step_fn = Empty_fn + return B_DEAD + end + elseif self.next_tick < tick then -- decay to next lower state self.state = self.state - 1 return end @@ -211,59 +344,90 @@ function Ball:step_exploded(tick) self.yi = self.y + self.sz end +function Ball:checkHit(other) + local x, y = self.x, self.y + if (other.xi >= x) and (other.yi >= y) then + local sz = self.sz + local xi, yi = x + sz, y + sz + if (xi >= other.x) and (yi >= other.y) then + -- update impact region + self.xi = xi + self.yi = yi + -- change to exploded state + self.state = B_EXPLODE + self.draw_fn = self.draw_exploded + self.step_fn = self.step_exploded + + if other.state < B_EXPLODE then -- add duration to the ball that got hit + other.next_tick = other.next_tick + self.life_ticks + end + return true + end + end + + return false +end +-------------------------------------------------------------------------------- + + +--[[ Cursor Functions ]]-------------------------------------------------------- local Cursor = { sz = (DEFAULT_BALL_SZ * 2), x = (LCD_W / 2), y = (LCD_H / 2), color = DEFAULT_FG_CLR + --image = nil } function Cursor:new() if rb.LCD_DEPTH == 2 then -- invert for 2 - bit screens self.color = 3 - DEFAULT_FG_CLR end - self:create_image(DEFAULT_BALL_SZ * 2) + if not HAS_TOUCHSCREEN and not self.image then + local function create_image(sz) + sz = sz + 1 + local img = rb.new_image(sz, sz) + local sz2 = (sz / 2) + 1 + local sz4 = (sz / 4) + + img:clear(0) + img:line(1, 1, sz4 + 1, 1, 1) + img:line(1, 1, 1, sz4 + 1, 1) + + img:line(1, sz, sz4 + 1, sz, 1) + img:line(1, sz, 1, sz - sz4, 1) + + img:line(sz, sz, sz - sz4, sz, 1) + img:line(sz, sz, sz, sz - sz4, 1) + + img:line(sz, 1, sz - sz4, 1, 1) + img:line(sz, 1, sz, sz4 + 1, 1) + + -- crosshairs + img:line(sz2 - sz4, sz2, sz2 + sz4, sz2, 1) + img:line(sz2, sz2 - sz4, sz2, sz2 + sz4, 1) + return img + end + self.image = create_image(DEFAULT_BALL_SZ * 2) + end + + function Cursor.draw() + rocklib_image.copy(_LCD, self.image, self.x, self.y, _NIL, _NIL, + _NIL, _NIL, true, BSAND, self.color) + end + return self end -function Cursor:create_image(sz) - if not HAS_TOUCHSCREEN then - sz = sz + 1 - local img = rb.new_image(sz, sz) - local sz2 = (sz / 2) + 1 - local sz4 = (sz / 4) - - img:clear(0) - img:line(1, 1, sz4 + 1, 1, 1) - img:line(1, 1, 1, sz4 + 1, 1) - - img:line(1, sz, sz4 + 1, sz, 1) - img:line(1, sz, 1, sz - sz4, 1) - - img:line(sz, sz, sz - sz4, sz, 1) - img:line(sz, sz, sz, sz - sz4, 1) - - img:line(sz, 1, sz - sz4, 1, 1) - img:line(sz, 1, sz, sz4 + 1, 1) - - -- crosshairs - img:line(sz2 - sz4, sz2, sz2 + sz4, sz2, 1) - img:line(sz2, sz2 - sz4, sz2, sz2 + sz4, 1) - self.image = img - end -end - -local function clamp_roll(iVal, iMin, iMax) - if iVal < iMin then - iVal = iMax - elseif iVal > iMax then - iVal = iMin - end - - return iVal -end - function Cursor:do_action(action) + local function clamp_roll(iVal, iMin, iMax) + if iVal < iMin then + iVal = iMax + elseif iVal > iMax then + iVal = iMin + end + return iVal + end local xi, yi = 0, 0 if HAS_TOUCHSCREEN and action == pla.ACTION_TOUCHSCREEN then @@ -279,188 +443,225 @@ function Cursor:do_action(action) yi = -self.sz elseif (action == pla.PLA_DOWN or action == pla.PLA_DOWN_REPEAT) then yi = self.sz + else + Action_Evt = pla.ACTION_NONE + return false end self.x = clamp_roll(self.x + xi, 1, LCD_W - self.sz) self.y = clamp_roll(self.y + yi, 1, LCD_H - self.sz) - + Action_Evt = pla.ACTION_NONE return false end +-------------------------------------------------------------------------------- -function Cursor:draw() - rocklib_image.copy(_LCD, self.image, self.x, self.y, _NIL, _NIL, - _NIL, _NIL, true, BSAND, self.color) -end -local function calc_score(total, level, goal, expended) - local score = (expended * level) * 100 - if expended < goal then - score = -(score + (level * 100)) - end - total = total + score - return total -end +--[[ Game function ]]----------------------------------------------------------- +function start_round(level, goal, nrBalls, total) + Player_Added = false + --[[ References ]]-- + local current_tick = rb.current_tick + local lcd_update = rb.lcd_update + local lcd_clear_display = rb.lcd_clear_display -local function draw_pos_str(bottom, right, str) - local w, h = getstringsize(str) - local x = (right > 0) and ((LCD_W - w) * right - 1) or 1 - local y = (bottom > 0) and ((LCD_H - h) * bottom - 1) or 1 - rb.lcd_putsxy(x, y, str) -end - -local function wait_anykey(to_secs) - rb.sleep(rb.HZ / 2) - rb.button_clear_queue() - rb.button_get_w_tmo(rb.HZ * to_secs) -end - -local function start_round(level, goal, nrBalls, total) - local player_added, score = false, 0 - local last_expend, nrBalls_expend = 0, 0 - local balls_exploded = 1 -- keep looping when player_added == false - local action = 0 - local Balls = {} - local str_level = string.format(FMT_LEVEL, level) -- static - local str_totpts = string.format(FMT_TOTPTS, total) -- static - local str_expend, str_lvlpts - local tick, cursor local test_spd = false + local is_exit = false; + local score = 0 + local last_expend, nrBalls_expend = 0, 0 + local Balls = {} + local balls_exploded = 1 -- to keep looping when player_added == false + + local tick_next = 0 + local cursor = nil + local draw_cursor = Empty_fn + local refresh = rb.HZ/20 + + local function level_stats(level, total) + return strfmt(FMT_LEVEL, level), strfmt(FMT_TOTPTS, total) + end + + local str_level, str_totpts = level_stats(level, total) -- static for lvl + local str_expend, str_lvlpts local function update_stats() -- we only create a new string when a hit is detected - str_expend = string.format(FMT_EXPEND, nrBalls_expend) - str_lvlpts = string.format(FMT_LVPTS, score) + str_expend = strfmt(FMT_EXPEND, nrBalls_expend) + str_lvlpts = strfmt(FMT_LVPTS, score) end - local function draw_stats() + function draw_stats() + local function draw_pos_str(bottom, right, str) + local w, h = getstringsize(str) + local x = (right > 0) and ((LCD_W - w) * right - 1) or 1 + local y = (bottom > 0) and ((LCD_H - h) * bottom - 1) or 1 + lcd_putsxy(x, y, str) + end + -- pos(B, R) [B/R]=0 => [y/x]=1, [B/R]=1 => [y/x]=lcd[H/W]-string[H/W] draw_pos_str(0, 0, str_expend) draw_pos_str(0, 1, str_level) draw_pos_str(1, 1, str_lvlpts) draw_pos_str(1, 0, str_totpts) end + -- all Balls share same function, will by changed by player_add() + local checkhit_fn = Empty_fn + + local function checkhit(Ball) + if Ball.state == B_MOVE then + for i = #Balls, 1, -1 do + if Balls[i].state < B_MOVE and + Ball:checkHit(Balls[i]) then -- exploded? + balls_exploded = balls_exploded + 1 + nrBalls_expend = nrBalls_expend + 1 + break + end + end + end + end + local function add_player() -- cursor becomes exploded ball local player = Ball:new({ - x = cursor.x, - y = cursor.y, + x = cursor.x - cursor.sz, + y = cursor.y - cursor.sz, color = cursor.color, step_delay = 3, explosion_sz = (3 * DEFAULT_BALL_SZ), - life_ticks = (test_time == true) and (100) or + life_ticks = (test_spd) and (rb.HZ) or irand(rb.HZ * 2, rb.HZ * DEFAULT_BALL_SZ), sz = 10, state = B_EXPLODE }) - -- set x/y impact region + -- set x/y impact region -->[] player.xi = player.x + player.sz player.yi = player.y + player.sz + player.draw_fn = player.draw_exploded + player.step_fn = player.step_exploded table.insert(Balls, player) balls_exploded = 1 - player_added = true + Player_Added = true cursor = nil + draw_cursor = Empty_fn + -- only need collision detection after player add + checkhit_fn = checkhit + end + + local function speedtest() + -- check speed of target + set_foreground(DEFAULT_BG_CLR) --hide text during test + level = 1 + nrBalls = 100 + cursor = {x = LCD_W * 2, y = LCD_H * 2, color = 0, sz = 1} + table.insert(Balls, Ball:new({ + x = 1, y = 1, xi = 1, yi = 1, + color = 0, step_delay = 0, + explosion_sz = 0, life_ticks = 0, + draw_fn = Empty_fn, + step_fn = function() test_spd = test_spd + 1 end + }) + ) + test_spd = 0 + add_player() + end + + local function screen_redraw() + -- (draw_fn changes dynamically at runtime) + for i = 1, #Balls do + Balls[i].draw_fn() + end + + draw_stats() + draw_cursor() + + lcd_update() + lcd_clear_display() + end + + local function game_loop() + local tick = current_tick() + for _, Ball in ipairs(Balls) do + if tick > Ball.next_tick then + -- (step_fn changes dynamically at runtime) + if Ball:step_fn(tick) == B_DEAD then + balls_exploded = balls_exploded - 1 + else + checkhit_fn(Ball) + end + end + end + return tick end if level < 1 then - -- check speed of target - set_foreground(DEFAULT_BG_CLR) --hide text during test + speedtest() local bkcolor = (rb.LCD_DEPTH == 2) and (3) or 0 - level = 1 - nrBalls = 20 - cursor = { x = LCD_W * 2, y = LCD_H * 2, color = bkcolor} - table.insert(Balls, Ball:new({ - x = 1, y = 1, xi = 1, yi = 1, - color = bkcolor, step_delay = 1, - explosion_sz = 0, life_ticks = 0, - step = function() test_spd = test_spd + 1 end - }) - ) - add_player() - test_spd = 0 + -- Initialize the balls + if DEBUG then bkcolor = nil end + for i=1, nrBalls do + table.insert(Balls, Ball:new(nil, level, bkcolor)) + end else + speedtest = nil set_foreground(DEFAULT_FG_CLR) -- color for text cursor = Cursor:new() - end - - -- Initialize the balls - for i=1, nrBalls do - table.insert(Balls, Ball:new(nil, level)) + if not HAS_TOUCHSCREEN then + draw_cursor = cursor.draw + end + -- Initialize the balls + for i=1, nrBalls do + table.insert(Balls, Ball:new(nil, level)) + end end -- Make sure there are no unwanted touchscreen presses rb.button_clear_queue() + Action_Evt = pla.ACTION_NONE + update_stats() -- load status strings - -- Check if the round is over - while balls_exploded > 0 do - tick = rb.current_tick() + if rb.cpu_boost then rb.cpu_boost(true) end + collectgarbage("collect") -- run gc now to hopefully prevent interruption later - if action ~= pla.ACTION_NONE and (action == pla.PLA_EXIT or - action == pla.PLA_CANCEL) then - action = pla.PLA_EXIT + local duration = current_tick() + -- Game loop >> Check if the round is over + while balls_exploded > 0 do + if Action_Evt == pla.PLA_EXIT then + is_exit = true break end - rb.lcd_clear_display() - - if not player_added then - if action ~= pla.ACTION_NONE and cursor:do_action(action) then - add_player() - elseif not HAS_TOUCHSCREEN then - cursor:draw() - end - end - - for _, Ball in ipairs(Balls) do - if Ball.state == B_MOVE then - if tick > Ball.next_tick then - Ball:step(tick) - for i = #Balls, 1, -1 do - if Balls[i].state < B_MOVE and - Ball:checkHit(Balls[i]) then -- exploded? - balls_exploded = balls_exploded + 1 - nrBalls_expend = nrBalls_expend + 1 - break - end - end - end - -- check if state changed draw ball if still moving - if Ball.state == B_MOVE then - Ball:draw() - end - elseif Ball.state ~= B_DEAD then - if tick > Ball.next_tick then - Ball:step_exploded(tick) - end - if Ball.state ~= B_DEAD then - Ball:draw_exploded() - else - balls_exploded = balls_exploded - 1 + if game_loop() > tick_next then + tick_next = current_tick() + refresh + if not Player_Added then + if Action_Evt ~= pla.ACTION_NONE and cursor:do_action(Action_Evt) then + add_player() end end + + if nrBalls_expend ~= last_expend then -- hit detected? + last_expend = nrBalls_expend + score = (nrBalls_expend * level) * SCORE_MULTIPLY + update_stats() -- only update stats when not current + if nrBalls_expend == nrBalls then break end -- round is over? + end + + screen_redraw_count = screen_redraw_count + 1 + screen_redraw() end - - draw_stats() -- stats redrawn every frame - rb.lcd_update() -- Push framebuffer to the LCD - - if nrBalls_expend ~= last_expend then -- hit detected? - last_expend = nrBalls_expend - score = (nrBalls_expend * level) * 100 - update_stats() -- only update stats when not current - if nrBalls_expend == nrBalls then break end -- round is over? - end - rb.yield() -- yield to other tasks - - action = rb.get_plugin_action(0) -- Check for actions end - if test_spd and test_spd > 0 then return test_spd end + screen_redraw_duration = screen_redraw_duration + (rb.current_tick() - duration) + if rb.cpu_boost then rb.cpu_boost(false) end + + if test_spd and test_spd > 0 then + return test_spd, screen_redraw_count, screen_redraw_duration *10 --ms + end -- splash the final stats for a moment at end - rb.lcd_clear_display() + lcd_clear_display() for _, Ball in ipairs(Balls) do -- move balls back to their initial exploded positions if Ball.state == B_DEAD then @@ -471,56 +672,22 @@ local function start_round(level, goal, nrBalls, total) Ball:draw() end - if DEFAULT_BALL_SZ > 3 then + if DEFAULT_BALL_SZ > 3 then -- dither _LCD:clear(nil, nil, nil, nil, nil, nil, 2, 2) end total = calc_score(total, level, goal, nrBalls_expend) - str_totpts = string.format(FMT_TOTPTS, total) + str_level, str_totpts = level_stats(level, total) draw_stats() - rb.lcd_update() + lcd_update() wait_anykey(2) - return action == pla.PLA_EXIT, score, nrBalls_expend + return is_exit, score, nrBalls_expend end +-------------------------------------------------------------------------------- --- Helper function to display a message -local function disp_msg(to, ...) - local message = string.format(...) - local w, h = getstringsize(message) - local x, y = (LCD_W - w) / 2, (LCD_H - h) / 2 - rb.lcd_clear_display() - set_foreground(DEFAULT_FG_CLR) - - if w > LCD_W then - rb.lcd_puts_scroll(0, (y / h), message) - else - rb.lcd_putsxy(x, y, message) - end - - if to == -1 then - local msg = "Press button to exit" - w, h = getstringsize(msg) - x = (LCD_W - w) / 2 - if x < 0 then - rb.lcd_puts_scroll(0, (y / h) + 1, msg) - else - rb.lcd_putsxy(x, y + h, msg) - end - end - rb.lcd_update() - - if to == -1 then - wait_anykey(60) - else - rb.sleep(to) - end - - rb.lcd_scroll_stop() -- Stop our scrolling message -end - ---[[MAIN PROGRAM]] +--[[MAIN PROGRAM]]-------------------------------------------------------------- do -- attempt to get stats to fit on screen local function getwidth(str) local w, _ = getstringsize(str) @@ -530,7 +697,7 @@ do -- attempt to get stats to fit on screen if (w0 + w1) > LCD_W then FMT_EXPEND, FMT_LEVEL = "%d balls", "Lv %d" end - w0, w1 = getwidth(FMT_TOTPTS), getwidth(FMT_LVPTS) + w0, w1 = getwidth(FMT_TOTPTS), getwidth(FMT_LVPTS) if (w0 + w1 + getwidth("0000000")) > LCD_W then FMT_TOTPTS, FMT_LVPTS = "%d total", "%d lv" end @@ -542,23 +709,16 @@ end rb.backlight_force_on() -math.randomseed(os.time()) +local eva = rockev.register("action", action_event, rb.HZ / 10) + +math.randomseed(os.time() or 1) local idx, highscore = 1, 0 -local test_spd = start_round(0, 0, 0, 0) -- test speed of target - -if test_spd < 100 then - rb.splash(100, "Slow Target..") - - if test_spd < 25 then - MAX_BALL_SPEED = MAX_BALL_SPEED + MAX_BALL_SPEED - elseif test_spd < 50 then - MAX_BALL_SPEED = MAX_BALL_SPEED + MAX_BALL_SPEED / 2 - elseif test_spd < 100 then - MAX_BALL_SPEED = MAX_BALL_SPEED + MAX_BALL_SPEED / 4 - end -end +disp_msg(rb.HZ, "BoomShine") +test_speed() +rb.sleep(rb.HZ * 2) +test_speed = nil while levels[idx] ~= nil do local goal, nrBalls = levels[idx][1], levels[idx][2] @@ -567,18 +727,26 @@ while levels[idx] ~= nil do disp_msg(rb.HZ * 2, "Level %d: get %d out of %d balls", idx, goal, nrBalls) - local exit, score, nrBalls_expend = start_round(idx, goal, nrBalls, highscore) + local is_exit, score, nrBalls_expend = start_round(idx, goal, nrBalls, highscore) + if DEBUG == true then + local fps = screen_redraw_count * 100 / screen_redraw_duration + disp_msg(rb.HZ * 5, "Redraw: %d fps", fps) + end - if exit then + if is_exit then break -- Exiting.. else - highscore = calc_score(highscore, idx, goal, nrBalls_expend) + highscore, score, bonus = calc_score(highscore, idx, goal, nrBalls_expend) if nrBalls_expend >= goal then - disp_msg(rb.HZ * 2, "You won!") + if bonus == 0 then + disp_msg(rb.HZ * 2, "You won!") + else + disp_msg(rb.HZ * 2, "You won BONUS!") + end levels[idx] = nil idx = idx + 1 else - disp_msg(rb.HZ * 2, "You lost %d points!", score + (idx * 100)) + disp_msg(rb.HZ * 2, "You lost %d points!", -score) if highscore < 0 then break end end end @@ -594,3 +762,7 @@ end -- Restore user backlight settings rb.backlight_use_settings() +if rb.cpu_boost then rb.cpu_boost(false) end + +os.exit() +--------------------------------------------------------------------------------