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:
Björn Stenberg 2003-06-29 21:10:27 +00:00
parent 51119303bb
commit 020ab8f01e

786
apps/plugins/star.c Normal file
View file

@ -0,0 +1,786 @@
/***************************************************************************
* __________ __ ___.
* Open \______ \ ____ ____ | | _\_ |__ _______ ___
* Source | _// _ \_/ ___\| |/ /| __ \ / _ \ \/ /
* Jukebox | | ( <_> ) \___| < | \_\ ( <_> > < <
* Firmware |____|_ /\____/ \___ >__|_ \|___ /\____/__/\_ \
* \/ \/ \/ \/ \/
* $Id$
*
* Copyright (C) 2002 Frederic Dang Ngoc
*
* All files in this archive are subject to the GNU General Public License.
* See the file COPYING in the source tree root for full license agreement.
*
* This software is distributed on an "AS IS" basis, WITHOUT WARRANTY OF ANY
* KIND, either express or implied.
*
****************************************************************************/
#include "plugin.h"
#ifdef HAVE_LCD_BITMAP
/* file which contains the levels */
#define STAR_LEVELS_FILE "/.rockbox/star/levels.txt"
/* title of the game */
#define STAR_TITLE "Star"
/* font used to display title */
#define STAR_TITLE_FONT 2
/* size of a level in file */
#define STAR_LEVEL_SIZE ((STAR_WIDTH + 1) * STAR_HEIGHT + 1)
/* size of the game board */
#define STAR_WIDTH 16
#define STAR_HEIGHT 9
/* left and top margin */
#define STAR_OFFSET_X 8
#define STAR_OFFSET_Y 0
/* number of level */
#define STAR_LEVEL_COUNT 20
/* size of a tile */
#define STAR_TILE_SIZE 6
/* values of object in the board */
#define STAR_VOID '.'
#define STAR_WALL '*'
#define STAR_STAR 'o'
#define STAR_BALL 'X'
#define STAR_BLOCK 'x'
/* sleep time between two frames */
#define STAR_SLEEP 1
/* value of ball and block control */
#define STAR_CONTROL_BALL 0
#define STAR_CONTROL_BLOCK 1
/* position of the ball */
static int ball_x, ball_y;
/* position of the block */
static int block_x, block_y;
/* number of stars to get to finish the level */
static int star_count;
/* the object we control : ball or block */
static int control;
/* the current board */
static char board[STAR_HEIGHT][STAR_WIDTH];
/* bitmap of the wall */
static unsigned char wall_bmp[STAR_TILE_SIZE]
= {0xaa, 0x55, 0xaa, 0x55, 0xaa, 0x55};
/* bitmap of the star */
static unsigned char star_bmp[STAR_TILE_SIZE]
= {0x00, 0x0c, 0x12, 0x12, 0x0c, 0x00};
/* bitmap of the ball */
static unsigned char ball_bmp[STAR_TILE_SIZE]
= {0x00, 0x0c, 0x1e, 0x1a, 0x0c, 0x00};
/* bitmap of the block */
static unsigned char block_bmp[STAR_TILE_SIZE]
= {0x00, 0x1e, 0x1e, 0x1e, 0x1e, 0x00};
/* bitmap of the arrow animation */
static unsigned char arrow_bmp[4][7] =
{
{0x7f, 0x7f, 0x3e, 0x3e, 0x1c, 0x1c, 0x08},
{0x3e, 0x3e, 0x1c, 0x1c, 0x08, 0x08, 0x08},
{0x1c, 0x1c, 0x1c, 0x1c, 0x08, 0x08, 0x08},
{0x08, 0x08, 0x08, 0x08, 0x08, 0x08, 0x08}
};
/* sequence of the bitmap arrow to follow to do one turn */
static unsigned char anim_arrow[8] = {0, 1, 2, 3, 2, 1, 0};
/* current_level */
static int current_level = 0;
/* char font size */
static int char_width = -1;
static int char_height = -1;
static struct plugin_api* rb;
/* this arrays contains a group of levels loaded into memory */
static unsigned char* levels =
"****************\n"
"*X**........o*x*\n"
"*..........o.***\n"
"*.......**o....*\n"
"*...**.o......**\n"
"**.o..o.....o..*\n"
"*.o......o**.o.*\n"
"*.....**o.....o*\n"
"****************\n"
"\n"
".*..*.*.*...*.**\n"
"*...o.........X*\n"
"...*o..*o...o...\n"
"*.*.o.....o..*.*\n"
"......*...o...*.\n"
"*....*x*..o....*\n"
"...*..*.*...*oo*\n"
"*.............*.\n"
".*..*........*..\n"
"\n"
"****************\n"
"*...........o*x*\n"
"*...**......**X*\n"
"*...*o.........*\n"
"*.o.....o**...o*\n"
"*.*o..o..o*..o**\n"
"*.**o.*o..o.o***\n"
"*o....**o......*\n"
"****************\n"
"\n"
"****************\n"
"*............*x*\n"
"*.....*........*\n"
"**o*o.o*o*o*o*o*\n"
"*.*.*o.o*.*.*.**\n"
"**o*o*o.o*o*o*o*\n"
"*.....*........*\n"
"*...*.......*X.*\n"
"****************\n"
"\n"
".**************.\n"
"*X..*...*..*...*\n"
"*..*o.*.o..o.*.*\n"
"**......*..*...*\n"
"*o.*o*........**\n"
"**.....*.o.*...*\n"
"*o*..*.*.*...*x*\n"
"*...*....o*..*o*\n"
".**************.\n"
"\n"
"....************\n"
"...*...o...*o.o*\n"
"..*....o....*.**\n"
".*.....o.......*\n"
"*X.....o.......*\n"
"**.....o..*...**\n"
"*......o....*..*\n"
"*x.*...o..**o..*\n"
"****************\n"
"\n"
"****************\n"
"*..............*\n"
".**.***..*o.**o*\n"
".*o..*o.*.*.*.*.\n"
"..*..*..***.**..\n"
".**..*..*o*.*o**\n"
"*..............*\n"
"*..X*o....x..*o*\n"
"****************\n"
"\n"
"***************.\n"
"*..o**.........*\n"
"*..*o..**.o....*\n"
"*..o**.*.*o....*\n"
"**.....**..*o*.*\n"
"**.*.......o*o.*\n"
"*oxo*...o..*X*.*\n"
"**.............*\n"
".***************\n"
"\n"
"..*.***********.\n"
".*o*o......*..X*\n"
"*o.o*....o....*.\n"
".*.*..o**..o*..*\n"
"*..*o.*oxo....o*\n"
"*.....o**.....*.\n"
"*o*o.........*..\n"
"*...........*...\n"
".***********....\n"
"\n"
"....***********.\n"
"*****.o........*\n"
"*...x.***o.o*.o*\n"
"*.o...*o.*o...*.\n"
"*.....*..o..*.o*\n"
"*o*o..*.o*..*X*.\n"
".*o...***..***..\n"
"*.........*.*.*.\n"
".*********..*..*\n"
"\n"
"****************\n"
"*......*......X*\n"
"*..*oo.....oo.**\n"
"**...o...**...o*\n"
"*o....*o*oo..***\n"
"**.**....**....*\n"
"*o..o*.o....x.o*\n"
"**o***....*...**\n"
"***************.\n"
"\n"
"**.....**..****.\n"
"*X*****o.***.o**\n"
"*....oo.....o..*\n"
"*.**..**o..*o*.*\n"
"*.*.o.*.*o.**..*\n"
"*.**..**...*x*.*\n"
"*.....o........*\n"
"*........o.....*\n"
"****************\n"
"\n"
".**************.\n"
"*.X*........o.**\n"
"*.*...*o...o**.*\n"
"*.......o....*.*\n"
"*.o..........*o*\n"
"*.*......o.....*\n"
"**......o.o..*o*\n"
"*x..*....o.*.*.*\n"
".**************.\n"
"\n"
"****************\n"
"*o*o........o*o*\n"
"*.o*X......**..*\n"
"*.x........o...*\n"
"*........o*....*\n"
"*......o.......*\n"
"*.o*........*..*\n"
"*o*o........o*o*\n"
"****************\n"
"\n"
".******.********\n"
"*.....o*.....o.*\n"
"*.*.o.*..*...o.*\n"
"*..X*...*oo.*o.*\n"
".*.*...*.o..x*.*\n"
"*o.......*..*o.*\n"
".*......o.....*.\n"
"*o............o*\n"
"****************\n"
"\n"
"****************\n"
"**.x*o.o......o*\n"
"*o.Xo*o.......**\n"
"**.***........**\n"
"**.....o*o*....*\n"
"*oo.......o*o..*\n"
"**.o....****o..*\n"
"**o*..*........*\n"
"****************\n"
"\n"
"****************\n"
"*.o*........*X.*\n"
"*.*..o*oo*o..*.*\n"
"*....*o**o*.o..*\n"
"*.o*.......o*..*\n"
"*..o*o....o*...*\n"
"*.*..*.**o*..*.*\n"
"*....o.*o...x..*\n"
"****************\n"
"\n"
"****************\n"
"*.o....o..x*...*\n"
"*..*o*o...*o...*\n"
"*...*o*....*o..*\n"
"*...o..*...o*o.*\n"
"*.*o*...*.o*...*\n"
"*.o*o.*.o.*....*\n"
"*o*X..*.....*..*\n"
"****************\n"
"\n"
"****************\n"
"*o...**.....**o*\n"
"*.*..*......*o.*\n"
"*.o*...o**..o..*\n"
"*.*....*o......*\n"
"*....*...o*....*\n"
"*.**.o*.**o..*x*\n"
"*.o*.*o.....**X*\n"
"****************\n"
"\n"
"****************\n"
"*...o*o........*\n"
"**o..o*.**o...**\n"
"*.*.*.o...*..*.*\n"
"*.x.*..**..*.Xo*\n"
"*.*..*...o.*.*.*\n"
"**...o**.*o..o**\n"
"*........o*o...*\n"
"****************";
/**
* Display text.
*/
static void star_display_text(char *str, bool waitkey)
{
int chars_by_line;
int lines_by_screen;
int chars_for_line;
int current_line = 0;
int first_char_index = 0;
char *ptr_char;
char *ptr_line;
int i;
char line[255];
int key;
rb->lcd_clear_display();
chars_by_line = LCD_WIDTH / char_width;
lines_by_screen = LCD_HEIGHT / char_height;
do
{
ptr_char = str + first_char_index;
chars_for_line = 0;
i = 0;
ptr_line = line;
while (i < chars_by_line)
{
switch (*ptr_char)
{
case '\t':
case ' ':
*(ptr_line++) = ' ';
case '\n':
case '\0':
chars_for_line = i;
break;
default:
*(ptr_line++) = *ptr_char;
}
if (*ptr_char == '\n' || *ptr_char == '\0')
break;
ptr_char++;
i++;
}
if (chars_for_line == 0)
chars_for_line = i;
line[chars_for_line] = '\0';
// test if we have cutted a word. If it is the case we don't have to
// skip the space
if (i == chars_by_line && chars_for_line == chars_by_line)
first_char_index += chars_for_line;
else
first_char_index += chars_for_line + 1;
// print the line on the screen
rb->lcd_putsxy(0, current_line * char_height, line);
// 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
// clear and show the remaining text.
current_line++;
if (current_line == lines_by_screen || *ptr_char == '\0')
{
current_line = 0;
rb->lcd_update();
if (waitkey)
while ((key = rb->button_get(true)) != BUTTON_PLAY
&& key != BUTTON_ON
&& key != BUTTON_DOWN);
rb->lcd_clear_display();
}
} while (*ptr_char != '\0');
}
/**
* Do a pretty transition from one level to another.
*/
static void star_transition_update(void)
{
int center_x = LCD_WIDTH / 2;
int lcd_demi_width = LCD_WIDTH / 2;
int center_y = LCD_HEIGHT / 2;
int x;
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:",
current_level, star_count);
rb->lcd_putsxy(0, label_offset_y, str_info);
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