Frederic Dang Ngoc's 'Star' game. Very nice graphic effects.
git-svn-id: svn://svn.rockbox.org/rockbox/trunk@3777 a1c6a512-1295-4272-9138-f99709370657
This commit is contained in:
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1 changed files with 786 additions and 0 deletions
786
apps/plugins/star.c
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786
apps/plugins/star.c
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/***************************************************************************
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* __________ __ ___.
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* Open \______ \ ____ ____ | | _\_ |__ _______ ___
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* Source | _// _ \_/ ___\| |/ /| __ \ / _ \ \/ /
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* Jukebox | | ( <_> ) \___| < | \_\ ( <_> > < <
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* Firmware |____|_ /\____/ \___ >__|_ \|___ /\____/__/\_ \
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* \/ \/ \/ \/ \/
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* $Id$
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*
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* Copyright (C) 2002 Frederic Dang Ngoc
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*
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* All files in this archive are subject to the GNU General Public License.
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* See the file COPYING in the source tree root for full license agreement.
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*
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* This software is distributed on an "AS IS" basis, WITHOUT WARRANTY OF ANY
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* KIND, either express or implied.
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*
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****************************************************************************/
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#include "plugin.h"
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#ifdef HAVE_LCD_BITMAP
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/* file which contains the levels */
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#define STAR_LEVELS_FILE "/.rockbox/star/levels.txt"
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/* title of the game */
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#define STAR_TITLE "Star"
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/* font used to display title */
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#define STAR_TITLE_FONT 2
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/* size of a level in file */
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#define STAR_LEVEL_SIZE ((STAR_WIDTH + 1) * STAR_HEIGHT + 1)
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/* size of the game board */
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#define STAR_WIDTH 16
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#define STAR_HEIGHT 9
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/* left and top margin */
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#define STAR_OFFSET_X 8
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#define STAR_OFFSET_Y 0
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/* number of level */
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#define STAR_LEVEL_COUNT 20
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/* size of a tile */
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#define STAR_TILE_SIZE 6
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/* values of object in the board */
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#define STAR_VOID '.'
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#define STAR_WALL '*'
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#define STAR_STAR 'o'
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#define STAR_BALL 'X'
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#define STAR_BLOCK 'x'
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/* sleep time between two frames */
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#define STAR_SLEEP 1
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/* value of ball and block control */
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#define STAR_CONTROL_BALL 0
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#define STAR_CONTROL_BLOCK 1
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/* position of the ball */
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static int ball_x, ball_y;
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/* position of the block */
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static int block_x, block_y;
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/* number of stars to get to finish the level */
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static int star_count;
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/* the object we control : ball or block */
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static int control;
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/* the current board */
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static char board[STAR_HEIGHT][STAR_WIDTH];
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/* bitmap of the wall */
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static unsigned char wall_bmp[STAR_TILE_SIZE]
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= {0xaa, 0x55, 0xaa, 0x55, 0xaa, 0x55};
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/* bitmap of the star */
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static unsigned char star_bmp[STAR_TILE_SIZE]
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= {0x00, 0x0c, 0x12, 0x12, 0x0c, 0x00};
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/* bitmap of the ball */
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static unsigned char ball_bmp[STAR_TILE_SIZE]
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= {0x00, 0x0c, 0x1e, 0x1a, 0x0c, 0x00};
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/* bitmap of the block */
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static unsigned char block_bmp[STAR_TILE_SIZE]
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= {0x00, 0x1e, 0x1e, 0x1e, 0x1e, 0x00};
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/* bitmap of the arrow animation */
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static unsigned char arrow_bmp[4][7] =
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{
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{0x7f, 0x7f, 0x3e, 0x3e, 0x1c, 0x1c, 0x08},
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{0x3e, 0x3e, 0x1c, 0x1c, 0x08, 0x08, 0x08},
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{0x1c, 0x1c, 0x1c, 0x1c, 0x08, 0x08, 0x08},
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{0x08, 0x08, 0x08, 0x08, 0x08, 0x08, 0x08}
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};
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/* sequence of the bitmap arrow to follow to do one turn */
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static unsigned char anim_arrow[8] = {0, 1, 2, 3, 2, 1, 0};
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/* current_level */
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static int current_level = 0;
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/* char font size */
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static int char_width = -1;
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static int char_height = -1;
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static struct plugin_api* rb;
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/* this arrays contains a group of levels loaded into memory */
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static unsigned char* levels =
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"****************\n"
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"*X**........o*x*\n"
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"*..........o.***\n"
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"*.......**o....*\n"
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"*...**.o......**\n"
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"**.o..o.....o..*\n"
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"*.o......o**.o.*\n"
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"*.....**o.....o*\n"
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"****************\n"
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"\n"
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".*..*.*.*...*.**\n"
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"*...o.........X*\n"
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"...*o..*o...o...\n"
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"*.*.o.....o..*.*\n"
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"......*...o...*.\n"
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"*....*x*..o....*\n"
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"...*..*.*...*oo*\n"
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"*.............*.\n"
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".*..*........*..\n"
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"\n"
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"****************\n"
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"*...........o*x*\n"
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"*...**......**X*\n"
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"*...*o.........*\n"
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"*.o.....o**...o*\n"
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"*.*o..o..o*..o**\n"
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"*.**o.*o..o.o***\n"
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"*o....**o......*\n"
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"****************\n"
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"\n"
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"****************\n"
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"*............*x*\n"
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"*.....*........*\n"
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"**o*o.o*o*o*o*o*\n"
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"*.*.*o.o*.*.*.**\n"
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"**o*o*o.o*o*o*o*\n"
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"*.....*........*\n"
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"*...*.......*X.*\n"
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"****************\n"
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"\n"
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".**************.\n"
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"*X..*...*..*...*\n"
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"*..*o.*.o..o.*.*\n"
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"**......*..*...*\n"
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"*o.*o*........**\n"
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"**.....*.o.*...*\n"
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"*o*..*.*.*...*x*\n"
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"*...*....o*..*o*\n"
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".**************.\n"
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"\n"
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"....************\n"
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"...*...o...*o.o*\n"
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"..*....o....*.**\n"
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".*.....o.......*\n"
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"*X.....o.......*\n"
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"**.....o..*...**\n"
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"*......o....*..*\n"
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"*x.*...o..**o..*\n"
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"****************\n"
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"\n"
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"****************\n"
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"*..............*\n"
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".**.***..*o.**o*\n"
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".*o..*o.*.*.*.*.\n"
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"..*..*..***.**..\n"
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".**..*..*o*.*o**\n"
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"*..............*\n"
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"*..X*o....x..*o*\n"
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"****************\n"
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"\n"
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"***************.\n"
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"*..o**.........*\n"
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"*..*o..**.o....*\n"
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"*..o**.*.*o....*\n"
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"**.....**..*o*.*\n"
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"**.*.......o*o.*\n"
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"*oxo*...o..*X*.*\n"
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"**.............*\n"
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".***************\n"
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"\n"
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"..*.***********.\n"
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".*o*o......*..X*\n"
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"*o.o*....o....*.\n"
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".*.*..o**..o*..*\n"
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"*..*o.*oxo....o*\n"
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"*.....o**.....*.\n"
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"*o*o.........*..\n"
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"*...........*...\n"
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".***********....\n"
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"\n"
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"....***********.\n"
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"*****.o........*\n"
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"*...x.***o.o*.o*\n"
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"*.o...*o.*o...*.\n"
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"*.....*..o..*.o*\n"
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"*o*o..*.o*..*X*.\n"
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".*o...***..***..\n"
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"*.........*.*.*.\n"
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".*********..*..*\n"
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"\n"
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"****************\n"
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"*......*......X*\n"
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"*..*oo.....oo.**\n"
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"**...o...**...o*\n"
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"*o....*o*oo..***\n"
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"**.**....**....*\n"
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"*o..o*.o....x.o*\n"
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"**o***....*...**\n"
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"***************.\n"
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"\n"
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"**.....**..****.\n"
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"*X*****o.***.o**\n"
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"*....oo.....o..*\n"
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"*.**..**o..*o*.*\n"
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"*.*.o.*.*o.**..*\n"
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"*.**..**...*x*.*\n"
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"*.....o........*\n"
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"*........o.....*\n"
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"****************\n"
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"\n"
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".**************.\n"
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"*.X*........o.**\n"
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"*.*...*o...o**.*\n"
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"*.......o....*.*\n"
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"*.o..........*o*\n"
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"*.*......o.....*\n"
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"**......o.o..*o*\n"
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"*x..*....o.*.*.*\n"
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".**************.\n"
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"\n"
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"****************\n"
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"*o*o........o*o*\n"
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"*.o*X......**..*\n"
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"*.x........o...*\n"
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"*........o*....*\n"
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"*......o.......*\n"
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"*.o*........*..*\n"
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"*o*o........o*o*\n"
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"****************\n"
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"\n"
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".******.********\n"
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"*.....o*.....o.*\n"
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"*.*.o.*..*...o.*\n"
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"*..X*...*oo.*o.*\n"
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".*.*...*.o..x*.*\n"
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"*o.......*..*o.*\n"
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".*......o.....*.\n"
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"*o............o*\n"
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"****************\n"
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"\n"
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"****************\n"
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"**.x*o.o......o*\n"
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"*o.Xo*o.......**\n"
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"**.***........**\n"
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"**.....o*o*....*\n"
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"*oo.......o*o..*\n"
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"**.o....****o..*\n"
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"**o*..*........*\n"
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"****************\n"
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"\n"
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"****************\n"
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"*.o*........*X.*\n"
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"*.*..o*oo*o..*.*\n"
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"*....*o**o*.o..*\n"
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"*.o*.......o*..*\n"
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"*..o*o....o*...*\n"
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"*.*..*.**o*..*.*\n"
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"*....o.*o...x..*\n"
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"****************\n"
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"\n"
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"****************\n"
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"*.o....o..x*...*\n"
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"*..*o*o...*o...*\n"
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"*...*o*....*o..*\n"
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"*...o..*...o*o.*\n"
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"*.*o*...*.o*...*\n"
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"*.o*o.*.o.*....*\n"
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"*o*X..*.....*..*\n"
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"****************\n"
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"\n"
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"****************\n"
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"*o...**.....**o*\n"
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"*.*..*......*o.*\n"
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"*.o*...o**..o..*\n"
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"*.*....*o......*\n"
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"*....*...o*....*\n"
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"*.**.o*.**o..*x*\n"
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"*.o*.*o.....**X*\n"
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"****************\n"
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"\n"
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"****************\n"
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"*...o*o........*\n"
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"**o..o*.**o...**\n"
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"*.*.*.o...*..*.*\n"
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"*.x.*..**..*.Xo*\n"
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"*.*..*...o.*.*.*\n"
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"**...o**.*o..o**\n"
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"*........o*o...*\n"
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"****************";
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/**
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* Display text.
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*/
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static void star_display_text(char *str, bool waitkey)
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{
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int chars_by_line;
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int lines_by_screen;
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int chars_for_line;
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int current_line = 0;
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int first_char_index = 0;
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char *ptr_char;
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char *ptr_line;
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int i;
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char line[255];
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int key;
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rb->lcd_clear_display();
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chars_by_line = LCD_WIDTH / char_width;
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lines_by_screen = LCD_HEIGHT / char_height;
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do
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{
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ptr_char = str + first_char_index;
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chars_for_line = 0;
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i = 0;
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ptr_line = line;
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while (i < chars_by_line)
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{
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switch (*ptr_char)
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{
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case '\t':
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case ' ':
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*(ptr_line++) = ' ';
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case '\n':
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case '\0':
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chars_for_line = i;
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break;
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default:
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*(ptr_line++) = *ptr_char;
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}
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if (*ptr_char == '\n' || *ptr_char == '\0')
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break;
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ptr_char++;
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i++;
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}
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if (chars_for_line == 0)
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chars_for_line = i;
|
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line[chars_for_line] = '\0';
|
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|
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// test if we have cutted a word. If it is the case we don't have to
|
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// skip the space
|
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if (i == chars_by_line && chars_for_line == chars_by_line)
|
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first_char_index += chars_for_line;
|
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else
|
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first_char_index += chars_for_line + 1;
|
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|
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// print the line on the screen
|
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rb->lcd_putsxy(0, current_line * char_height, line);
|
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|
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// if the number of line showed on the screen is equals to the
|
||||
// maximum number of line we can show, we wait for a key pressed to
|
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// clear and show the remaining text.
|
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current_line++;
|
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if (current_line == lines_by_screen || *ptr_char == '\0')
|
||||
{
|
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current_line = 0;
|
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rb->lcd_update();
|
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if (waitkey)
|
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while ((key = rb->button_get(true)) != BUTTON_PLAY
|
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&& key != BUTTON_ON
|
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&& key != BUTTON_DOWN);
|
||||
rb->lcd_clear_display();
|
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}
|
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} while (*ptr_char != '\0');
|
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}
|
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|
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/**
|
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* Do a pretty transition from one level to another.
|
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*/
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static void star_transition_update(void)
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{
|
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int center_x = LCD_WIDTH / 2;
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int lcd_demi_width = LCD_WIDTH / 2;
|
||||
int center_y = LCD_HEIGHT / 2;
|
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int x;
|
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int y = 0;
|
||||
int var_y = 0;
|
||||
|
||||
for (x = 0 ; x < lcd_demi_width ; x++)
|
||||
{
|
||||
var_y += LCD_HEIGHT;
|
||||
if (var_y > LCD_WIDTH)
|
||||
{
|
||||
var_y -= LCD_WIDTH;
|
||||
y++;
|
||||
}
|
||||
rb->lcd_update_rect(center_x - x, center_y - y,
|
||||
x * 2, y * 2);
|
||||
rb->sleep(STAR_SLEEP);
|
||||
}
|
||||
rb->lcd_update();
|
||||
}
|
||||
|
||||
/**
|
||||
* Display information board of the current level.
|
||||
*/
|
||||
static void star_display_board_info(void)
|
||||
{
|
||||
int label_offset_y = label_offset_y = LCD_HEIGHT - char_height;
|
||||
char str_info[32];
|
||||
|
||||
rb->snprintf(str_info, sizeof(str_info), "L:%02d S:%02d C:",
|
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current_level, star_count);
|
||||
rb->lcd_putsxy(0, label_offset_y, str_info);
|
||||
|
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if (control == STAR_CONTROL_BALL)
|
||||
rb->lcd_bitmap (ball_bmp, 103, label_offset_y + 1, STAR_TILE_SIZE,
|
||||
STAR_TILE_SIZE, true);
|
||||
else
|
||||
rb->lcd_bitmap (block_bmp, 103, label_offset_y + 1, STAR_TILE_SIZE,
|
||||
STAR_TILE_SIZE, true);
|
||||
|
||||
rb->lcd_update_rect(0, label_offset_y, LCD_WIDTH, char_height);
|
||||
}
|
||||
|
||||
|
||||
/**
|
||||
* Load a level into board array.
|
||||
*/
|
||||
static int star_load_level(int current_level)
|
||||
{
|
||||
int x, y;
|
||||
char *ptr_tab;
|
||||
|
||||
ptr_tab = levels + current_level * STAR_LEVEL_SIZE;
|
||||
control = STAR_CONTROL_BALL;
|
||||
star_count = 0;
|
||||
|
||||
rb->lcd_clear_display();
|
||||
|
||||
for (y = 0 ; y < STAR_HEIGHT ; y++)
|
||||
{
|
||||
for (x = 0 ; x < STAR_WIDTH ; x++)
|
||||
{
|
||||
board[y][x] = *ptr_tab;
|
||||
switch (*ptr_tab)
|
||||
{
|
||||
case STAR_VOID:
|
||||
break;
|
||||
|
||||
case STAR_WALL:
|
||||
rb->lcd_bitmap (wall_bmp,
|
||||
STAR_OFFSET_X + x * STAR_TILE_SIZE,
|
||||
STAR_OFFSET_Y + y * STAR_TILE_SIZE,
|
||||
STAR_TILE_SIZE, STAR_TILE_SIZE, false);
|
||||
break;
|
||||
|
||||
case STAR_STAR:
|
||||
rb->lcd_bitmap (star_bmp,
|
||||
STAR_OFFSET_X + x * STAR_TILE_SIZE,
|
||||
STAR_OFFSET_Y + y * STAR_TILE_SIZE,
|
||||
STAR_TILE_SIZE, STAR_TILE_SIZE, false);
|
||||
star_count++;
|
||||
break;
|
||||
|
||||
case STAR_BALL:
|
||||
ball_x = x;
|
||||
ball_y = y;
|
||||
rb->lcd_bitmap (ball_bmp,
|
||||
STAR_OFFSET_X + x * STAR_TILE_SIZE,
|
||||
STAR_OFFSET_Y + y * STAR_TILE_SIZE,
|
||||
STAR_TILE_SIZE, STAR_TILE_SIZE, false);
|
||||
break;
|
||||
|
||||
|
||||
case STAR_BLOCK:
|
||||
block_x = x;
|
||||
block_y = y;
|
||||
rb->lcd_bitmap (block_bmp,
|
||||
STAR_OFFSET_X + x * STAR_TILE_SIZE,
|
||||
STAR_OFFSET_Y + y * STAR_TILE_SIZE,
|
||||
STAR_TILE_SIZE, STAR_TILE_SIZE, false);
|
||||
break;
|
||||
}
|
||||
ptr_tab++;
|
||||
}
|
||||
ptr_tab++;
|
||||
}
|
||||
star_display_board_info();
|
||||
star_transition_update();
|
||||
return 1;
|
||||
}
|
||||
|
||||
/**
|
||||
* Run the game.
|
||||
*/
|
||||
static int star_run_game(void)
|
||||
{
|
||||
int move_x = 0;
|
||||
int move_y = 0;
|
||||
int i;
|
||||
|
||||
int label_offset_y;
|
||||
|
||||
label_offset_y = LCD_HEIGHT - char_height;
|
||||
|
||||
if (!star_load_level(current_level))
|
||||
return 0;
|
||||
|
||||
while (true)
|
||||
{
|
||||
move_x = 0;
|
||||
move_y = 0;
|
||||
|
||||
switch (rb->button_get(true))
|
||||
{
|
||||
case BUTTON_OFF:
|
||||
return PLUGIN_OK;
|
||||
|
||||
case BUTTON_LEFT:
|
||||
move_x = -1;
|
||||
break;
|
||||
|
||||
case BUTTON_RIGHT:
|
||||
move_x = 1;
|
||||
break;
|
||||
|
||||
case BUTTON_UP:
|
||||
move_y = -1;
|
||||
break;
|
||||
|
||||
case BUTTON_DOWN:
|
||||
move_y = 1;
|
||||
break;
|
||||
|
||||
case BUTTON_F1:
|
||||
if (current_level > 0)
|
||||
{
|
||||
current_level--;
|
||||
star_load_level(current_level);
|
||||
}
|
||||
continue;
|
||||
|
||||
case BUTTON_F2:
|
||||
star_load_level(current_level);
|
||||
continue;
|
||||
|
||||
case BUTTON_F3:
|
||||
if (current_level < STAR_LEVEL_COUNT - 1)
|
||||
{
|
||||
current_level++;
|
||||
star_load_level(current_level);
|
||||
}
|
||||
continue;
|
||||
|
||||
case BUTTON_PLAY:
|
||||
case BUTTON_ON:
|
||||
if (control == STAR_CONTROL_BALL)
|
||||
control = STAR_CONTROL_BLOCK;
|
||||
else
|
||||
control = STAR_CONTROL_BALL;
|
||||
star_display_board_info();
|
||||
continue;
|
||||
|
||||
default:
|
||||
continue;
|
||||
}
|
||||
|
||||
if (control == STAR_CONTROL_BALL)
|
||||
{
|
||||
board[ball_y][ball_x] = STAR_VOID;
|
||||
while ((board[ball_y + move_y][ball_x + move_x] == STAR_VOID
|
||||
|| board[ball_y + move_y][ball_x + move_x] == STAR_STAR))
|
||||
|
||||
{
|
||||
for (i = 0 ; i < 7 ; i++)
|
||||
{
|
||||
rb->lcd_bitmap(
|
||||
ball_bmp,
|
||||
STAR_OFFSET_X + ball_x * STAR_TILE_SIZE + move_x * i,
|
||||
STAR_OFFSET_Y + ball_y * STAR_TILE_SIZE + move_y * i,
|
||||
STAR_TILE_SIZE, STAR_TILE_SIZE, true);
|
||||
|
||||
rb->lcd_update_rect(
|
||||
STAR_OFFSET_X + ball_x * STAR_TILE_SIZE + move_x * i,
|
||||
STAR_OFFSET_Y + ball_y * STAR_TILE_SIZE + move_y * i,
|
||||
STAR_TILE_SIZE, STAR_TILE_SIZE);
|
||||
rb->sleep(STAR_SLEEP);
|
||||
}
|
||||
ball_x += move_x;
|
||||
ball_y += move_y;
|
||||
|
||||
if (board[ball_y][ball_x] == STAR_STAR)
|
||||
{
|
||||
board[ball_y][ball_x] = STAR_VOID;
|
||||
star_count--;
|
||||
|
||||
star_display_board_info();
|
||||
}
|
||||
}
|
||||
board[ball_y][ball_x] = STAR_BALL;
|
||||
}
|
||||
else
|
||||
{
|
||||
board[block_y][block_x] = STAR_VOID;
|
||||
while (board[block_y + move_y][block_x + move_x] == STAR_VOID)
|
||||
{
|
||||
for (i = 0 ; i < 7 ; i++)
|
||||
{
|
||||
rb->lcd_bitmap(
|
||||
block_bmp,
|
||||
STAR_OFFSET_X + block_x * STAR_TILE_SIZE + move_x * i,
|
||||
STAR_OFFSET_Y + block_y * STAR_TILE_SIZE + move_y * i,
|
||||
STAR_TILE_SIZE, STAR_TILE_SIZE, true);
|
||||
|
||||
rb->lcd_update_rect(
|
||||
STAR_OFFSET_X + block_x * STAR_TILE_SIZE + move_x * i,
|
||||
STAR_OFFSET_Y + block_y * STAR_TILE_SIZE + move_y * i,
|
||||
STAR_TILE_SIZE, STAR_TILE_SIZE);
|
||||
|
||||
rb->sleep(STAR_SLEEP);
|
||||
}
|
||||
block_x += move_x;
|
||||
block_y += move_y;
|
||||
}
|
||||
board[block_y][block_x] = STAR_BLOCK;
|
||||
}
|
||||
|
||||
if (star_count == 0)
|
||||
{
|
||||
current_level++;
|
||||
if (current_level == STAR_LEVEL_COUNT)
|
||||
{
|
||||
rb->lcd_clear_display();
|
||||
star_display_text("Congratulation !", true);
|
||||
rb->lcd_update();
|
||||
return 1;
|
||||
}
|
||||
star_load_level(current_level);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* Display the choice menu.
|
||||
*/
|
||||
static int star_menu(void)
|
||||
{
|
||||
int move_y;
|
||||
int menu_y = 0;
|
||||
int i = 0;
|
||||
bool refresh = true;
|
||||
char anim_state = 0;
|
||||
unsigned char *menu[4] = {"Start", "Information", "Keys", "Exit"};
|
||||
int menu_count = sizeof(menu) / sizeof(unsigned char *);
|
||||
int menu_offset_y;
|
||||
|
||||
menu_offset_y = LCD_HEIGHT - char_height * menu_count;
|
||||
|
||||
while (true)
|
||||
{
|
||||
if (refresh)
|
||||
{
|
||||
rb->lcd_clear_display();
|
||||
rb->lcd_putsxy((LCD_WIDTH - char_width *
|
||||
rb->strlen(STAR_TITLE)) / 2,
|
||||
0, STAR_TITLE);
|
||||
for (i = 0 ; i < menu_count ; i++)
|
||||
{
|
||||
rb->lcd_putsxy(15, menu_offset_y + char_height * i, menu[i]);
|
||||
}
|
||||
|
||||
rb->lcd_update();
|
||||
refresh = false;
|
||||
}
|
||||
|
||||
move_y = 0;
|
||||
rb->lcd_bitmap(arrow_bmp[anim_arrow[(anim_state & 0x38) >> 3]],
|
||||
2, menu_offset_y + menu_y * char_height, 7, 8, true);
|
||||
rb->lcd_update_rect (2, menu_offset_y + menu_y * 8, 8, 8);
|
||||
rb->sleep(STAR_SLEEP);
|
||||
anim_state++;
|
||||
|
||||
switch (rb->button_get(false))
|
||||
{
|
||||
case BUTTON_OFF:
|
||||
return PLUGIN_OK;
|
||||
case BUTTON_UP:
|
||||
if (menu_y > 0)
|
||||
move_y = -1;
|
||||
break;
|
||||
case BUTTON_DOWN:
|
||||
if (menu_y < 3)
|
||||
move_y = 1;
|
||||
break;
|
||||
|
||||
case BUTTON_ON:
|
||||
case BUTTON_PLAY:
|
||||
case BUTTON_RIGHT:
|
||||
refresh = true;
|
||||
switch (menu_y)
|
||||
{
|
||||
case 0:
|
||||
if (!star_run_game())
|
||||
return PLUGIN_OK;
|
||||
break;
|
||||
case 1:
|
||||
star_display_text(
|
||||
"INFO\n\n"
|
||||
"Take all \"o\" to go to the next level. "
|
||||
"You can toggle control with the block to "
|
||||
"use it as a mobile wall. The block cannot "
|
||||
"take \"o\".", true);
|
||||
break;
|
||||
case 2:
|
||||
star_display_text("KEYS\n\n"
|
||||
"[ON] Toggle Ctl.\n"
|
||||
"[OFF] Exit\n"
|
||||
"[F1] Prev. level\n"
|
||||
"[F2] Reset level\n"
|
||||
"[F3] Next level", true);
|
||||
break;
|
||||
case 3:
|
||||
return PLUGIN_OK;
|
||||
}
|
||||
break;
|
||||
|
||||
case SYS_USB_CONNECTED:
|
||||
rb->usb_screen();
|
||||
return PLUGIN_USB_CONNECTED;
|
||||
|
||||
default:
|
||||
continue;
|
||||
}
|
||||
|
||||
for (i = 0 ; i < char_height ; i++)
|
||||
{
|
||||
rb->lcd_clearrect (2, 30, 7, 4 * 8);
|
||||
rb->lcd_bitmap(arrow_bmp[anim_arrow[(anim_state & 0x38) >> 3]],
|
||||
2, menu_offset_y + menu_y * 8 + move_y * i, 7, 8,
|
||||
false);
|
||||
rb->lcd_update_rect(2, 30, 8, 4 * 8);
|
||||
anim_state++;
|
||||
rb->sleep(STAR_SLEEP);
|
||||
}
|
||||
menu_y += move_y;
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* Main entry point
|
||||
*/
|
||||
enum plugin_status plugin_start(struct plugin_api* api, void* parameter)
|
||||
{
|
||||
TEST_PLUGIN_API(api);
|
||||
(void)parameter;
|
||||
rb = api;
|
||||
|
||||
/* get the size of char */
|
||||
if (char_width == -1)
|
||||
rb->lcd_getstringsize("a", &char_width, &char_height);
|
||||
|
||||
/* display choice menu */
|
||||
return star_menu();
|
||||
}
|
||||
|
||||
#endif
|
Loading…
Reference in a new issue