Add a standard menu, add highscore table and clean up the code in spacerocks (part of FS#10193)
git-svn-id: svn://svn.rockbox.org/rockbox/trunk@21995 a1c6a512-1295-4272-9138-f99709370657
This commit is contained in:
parent
3f7dfeed3a
commit
49866a762e
1 changed files with 236 additions and 315 deletions
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@ -20,223 +20,161 @@
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****************************************************************************/
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#include "plugin.h"
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#include "lib/display_text.h"
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#include "lib/helper.h"
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#include "lib/highscore.h"
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#include "lib/playback_control.h"
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PLUGIN_HEADER
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/******************************* Globals ***********************************/
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/* variable button definitions */
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#if CONFIG_KEYPAD == RECORDER_PAD
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#define AST_PAUSE BUTTON_ON
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#define AST_QUIT BUTTON_OFF
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#define AST_THRUST_REP BUTTON_UP | BUTTON_REPEAT
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#define AST_THRUST BUTTON_UP
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#define AST_HYPERSPACE BUTTON_DOWN
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#define AST_LEFT BUTTON_LEFT
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#define AST_LEFT_REP BUTTON_LEFT | BUTTON_REPEAT
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#define AST_RIGHT BUTTON_RIGHT
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#define AST_RIGHT_REP (BUTTON_RIGHT | BUTTON_REPEAT)
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#define AST_FIRE BUTTON_PLAY
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#define AST_FIRE_REP BUTTON_PLAY | BUTTON_REPEAT
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#elif CONFIG_KEYPAD == ARCHOS_AV300_PAD
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#define AST_PAUSE BUTTON_ON
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#define AST_QUIT BUTTON_OFF
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#define AST_THRUST_REP BUTTON_UP | BUTTON_REPEAT
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#define AST_THRUST BUTTON_UP
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#define AST_HYPERSPACE BUTTON_DOWN
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#define AST_LEFT BUTTON_LEFT
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#define AST_LEFT_REP BUTTON_LEFT | BUTTON_REPEAT
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#define AST_RIGHT BUTTON_RIGHT
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#define AST_RIGHT_REP (BUTTON_RIGHT | BUTTON_REPEAT)
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#define AST_FIRE BUTTON_SELECT
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#define AST_FIRE_REP BUTTON_SELECT | BUTTON_REPEAT
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#elif CONFIG_KEYPAD == ONDIO_PAD
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#define AST_PAUSE (BUTTON_MENU | BUTTON_OFF)
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#define AST_QUIT BUTTON_OFF
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#define AST_THRUST BUTTON_UP
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#define AST_THRUST_REP BUTTON_UP | BUTTON_REPEAT
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#define AST_HYPERSPACE BUTTON_DOWN
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#define AST_LEFT BUTTON_LEFT
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#define AST_LEFT_REP BUTTON_LEFT | BUTTON_REPEAT
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#define AST_RIGHT BUTTON_RIGHT
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#define AST_RIGHT_REP (BUTTON_RIGHT | BUTTON_REPEAT)
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#define AST_FIRE BUTTON_MENU
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#define AST_FIRE_REP BUTTON_MENU | BUTTON_REPEAT
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#elif (CONFIG_KEYPAD == IRIVER_H100_PAD) || \
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(CONFIG_KEYPAD == IRIVER_H300_PAD)
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#define AST_PAUSE BUTTON_REC
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#define AST_QUIT BUTTON_OFF
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#define AST_THRUST_REP BUTTON_UP | BUTTON_REPEAT
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#define AST_THRUST BUTTON_UP
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#define AST_HYPERSPACE BUTTON_DOWN
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#define AST_LEFT BUTTON_LEFT
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#define AST_LEFT_REP BUTTON_LEFT | BUTTON_REPEAT
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#define AST_RIGHT BUTTON_RIGHT
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#define AST_RIGHT_REP (BUTTON_RIGHT | BUTTON_REPEAT)
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#define AST_FIRE BUTTON_SELECT
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#define AST_FIRE_REP BUTTON_SELECT | BUTTON_REPEAT
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#define AST_RC_QUIT BUTTON_RC_STOP
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#elif (CONFIG_KEYPAD == IAUDIO_X5M5_PAD)
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#define AST_PAUSE BUTTON_PLAY
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#define AST_QUIT BUTTON_POWER
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#define AST_THRUST_REP BUTTON_UP | BUTTON_REPEAT
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#define AST_THRUST BUTTON_UP
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#define AST_HYPERSPACE BUTTON_DOWN
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#define AST_LEFT BUTTON_LEFT
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#define AST_LEFT_REP BUTTON_LEFT | BUTTON_REPEAT
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#define AST_RIGHT BUTTON_RIGHT
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#define AST_RIGHT_REP (BUTTON_RIGHT | BUTTON_REPEAT)
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#define AST_FIRE BUTTON_SELECT
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#define AST_FIRE_REP BUTTON_SELECT | BUTTON_REPEAT
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#elif (CONFIG_KEYPAD == IPOD_4G_PAD) || (CONFIG_KEYPAD == IPOD_3G_PAD) || \
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(CONFIG_KEYPAD == IPOD_1G2G_PAD)
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#define AST_PAUSE (BUTTON_SELECT | BUTTON_PLAY)
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#define AST_QUIT (BUTTON_SELECT | BUTTON_MENU)
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#define AST_THRUST BUTTON_MENU
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#define AST_THRUST_REP (BUTTON_MENU | BUTTON_REPEAT)
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#define AST_HYPERSPACE BUTTON_PLAY
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#define AST_LEFT BUTTON_SCROLL_BACK
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#define AST_LEFT_REP (BUTTON_SCROLL_BACK | BUTTON_REPEAT)
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#define AST_RIGHT BUTTON_SCROLL_FWD
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#define AST_RIGHT_REP (BUTTON_SCROLL_FWD | BUTTON_REPEAT)
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#define AST_FIRE BUTTON_SELECT
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#define AST_FIRE_REP (BUTTON_SELECT | BUTTON_REPEAT)
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#elif (CONFIG_KEYPAD == GIGABEAT_PAD)
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#define AST_PAUSE BUTTON_A
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#define AST_QUIT BUTTON_POWER
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#define AST_THRUST_REP BUTTON_UP | BUTTON_REPEAT
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#define AST_THRUST BUTTON_UP
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#define AST_HYPERSPACE BUTTON_DOWN
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#define AST_LEFT BUTTON_LEFT
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#define AST_LEFT_REP BUTTON_LEFT | BUTTON_REPEAT
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#define AST_RIGHT BUTTON_RIGHT
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#define AST_RIGHT_REP (BUTTON_RIGHT | BUTTON_REPEAT)
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#define AST_FIRE BUTTON_SELECT
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#define AST_FIRE_REP BUTTON_SELECT | BUTTON_REPEAT
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#elif (CONFIG_KEYPAD == SANSA_E200_PAD)
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#define AST_PAUSE BUTTON_REC
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#define AST_QUIT BUTTON_POWER
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#define AST_THRUST_REP (BUTTON_UP | BUTTON_REPEAT)
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#define AST_THRUST BUTTON_UP
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#define AST_HYPERSPACE BUTTON_DOWN
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#define AST_LEFT BUTTON_SCROLL_BACK
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#define AST_LEFT_REP (BUTTON_SCROLL_BACK | BUTTON_REPEAT)
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#define AST_RIGHT BUTTON_SCROLL_FWD
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#define AST_RIGHT_REP (BUTTON_SCROLL_FWD | BUTTON_REPEAT)
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#define AST_FIRE BUTTON_SELECT
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#define AST_FIRE_REP (BUTTON_SELECT | BUTTON_REPEAT)
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#elif (CONFIG_KEYPAD == SANSA_FUZE_PAD)
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#define AST_PAUSE (BUTTON_SELECT | BUTTON_UP)
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#define AST_QUIT (BUTTON_HOME|BUTTON_REPEAT)
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#define AST_THRUST_REP (BUTTON_UP | BUTTON_REPEAT)
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#define AST_THRUST BUTTON_UP
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#define AST_HYPERSPACE BUTTON_DOWN
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#define AST_LEFT BUTTON_SCROLL_BACK
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#define AST_LEFT_REP (BUTTON_SCROLL_BACK | BUTTON_REPEAT)
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#define AST_RIGHT BUTTON_SCROLL_FWD
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#define AST_RIGHT_REP (BUTTON_SCROLL_FWD | BUTTON_REPEAT)
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#define AST_FIRE BUTTON_SELECT
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#define AST_FIRE_REP (BUTTON_SELECT | BUTTON_REPEAT)
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#elif (CONFIG_KEYPAD == SANSA_C200_PAD)
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#define AST_PAUSE BUTTON_REC
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#define AST_QUIT BUTTON_POWER
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#define AST_THRUST_REP (BUTTON_UP | BUTTON_REPEAT)
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#define AST_THRUST BUTTON_UP
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#define AST_HYPERSPACE BUTTON_DOWN
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#define AST_LEFT BUTTON_LEFT
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#define AST_LEFT_REP (BUTTON_LEFT | BUTTON_REPEAT)
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#define AST_RIGHT BUTTON_RIGHT
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#define AST_RIGHT_REP (BUTTON_RIGHT | BUTTON_REPEAT)
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#define AST_FIRE BUTTON_SELECT
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#define AST_FIRE_REP (BUTTON_SELECT | BUTTON_REPEAT)
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#elif (CONFIG_KEYPAD == SANSA_CLIP_PAD)
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#define AST_PAUSE BUTTON_HOME
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#define AST_QUIT BUTTON_POWER
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#define AST_THRUST_REP (BUTTON_UP | BUTTON_REPEAT)
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#define AST_THRUST BUTTON_UP
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#define AST_HYPERSPACE BUTTON_DOWN
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#define AST_LEFT BUTTON_LEFT
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#define AST_LEFT_REP (BUTTON_LEFT | BUTTON_REPEAT)
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#define AST_RIGHT BUTTON_RIGHT
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#define AST_RIGHT_REP (BUTTON_RIGHT | BUTTON_REPEAT)
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#define AST_FIRE BUTTON_SELECT
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#define AST_FIRE_REP (BUTTON_SELECT | BUTTON_REPEAT)
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#elif (CONFIG_KEYPAD == SANSA_M200_PAD)
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#define AST_PAUSE (BUTTON_SELECT | BUTTON_UP)
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#define AST_QUIT BUTTON_POWER
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#define AST_THRUST_REP (BUTTON_UP | BUTTON_REPEAT)
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#define AST_THRUST BUTTON_UP
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#define AST_HYPERSPACE BUTTON_DOWN
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#define AST_LEFT BUTTON_LEFT
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#define AST_LEFT_REP (BUTTON_LEFT | BUTTON_REPEAT)
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#define AST_RIGHT BUTTON_RIGHT
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#define AST_RIGHT_REP (BUTTON_RIGHT | BUTTON_REPEAT)
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#define AST_FIRE (BUTTON_SELECT | BUTTON_REL)
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#define AST_FIRE_REP (BUTTON_SELECT | BUTTON_REPEAT)
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#elif (CONFIG_KEYPAD == IRIVER_H10_PAD)
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#define AST_PAUSE BUTTON_PLAY
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#define AST_QUIT BUTTON_POWER
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#define AST_THRUST_REP BUTTON_SCROLL_UP | BUTTON_REPEAT
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#define AST_THRUST BUTTON_SCROLL_UP
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#define AST_HYPERSPACE BUTTON_SCROLL_DOWN
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#define AST_LEFT BUTTON_LEFT
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#define AST_LEFT_REP BUTTON_LEFT | BUTTON_REPEAT
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#define AST_RIGHT BUTTON_RIGHT
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#define AST_RIGHT_REP (BUTTON_RIGHT | BUTTON_REPEAT)
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#define AST_FIRE BUTTON_REW
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#define AST_FIRE_REP BUTTON_REW | BUTTON_REPEAT
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#elif (CONFIG_KEYPAD == GIGABEAT_S_PAD)
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#define AST_PAUSE BUTTON_PLAY
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#define AST_QUIT BUTTON_BACK
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#define AST_THRUST_REP BUTTON_UP | BUTTON_REPEAT
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#define AST_THRUST BUTTON_UP
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#define AST_HYPERSPACE BUTTON_DOWN
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#define AST_LEFT BUTTON_LEFT
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#define AST_LEFT_REP BUTTON_LEFT | BUTTON_REPEAT
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#define AST_RIGHT BUTTON_RIGHT
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#define AST_RIGHT_REP (BUTTON_RIGHT | BUTTON_REPEAT)
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#define AST_FIRE BUTTON_SELECT
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#define AST_FIRE_REP BUTTON_SELECT | BUTTON_REPEAT
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#elif (CONFIG_KEYPAD == MROBE100_PAD)
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#define AST_PAUSE BUTTON_DISPLAY
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#define AST_QUIT BUTTON_POWER
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#define AST_THRUST_REP BUTTON_UP | BUTTON_REPEAT
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#define AST_THRUST BUTTON_UP
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#define AST_HYPERSPACE BUTTON_DOWN
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#define AST_LEFT BUTTON_LEFT
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#define AST_LEFT_REP BUTTON_LEFT | BUTTON_REPEAT
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#define AST_RIGHT BUTTON_RIGHT
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#define AST_RIGHT_REP (BUTTON_RIGHT | BUTTON_REPEAT)
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#define AST_FIRE BUTTON_SELECT
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#define AST_FIRE_REP BUTTON_SELECT | BUTTON_REPEAT
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#elif CONFIG_KEYPAD == IAUDIO_M3_PAD
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#define AST_PAUSE BUTTON_RC_PLAY
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#define AST_QUIT BUTTON_RC_REC
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#define AST_THRUST_REP BUTTON_RC_VOL_UP | BUTTON_REPEAT
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#define AST_THRUST BUTTON_RC_VOL_UP
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#define AST_HYPERSPACE BUTTON_RC_VOL_DOWN
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#define AST_LEFT BUTTON_RC_REW
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#define AST_LEFT_REP (BUTTON_RC_REW | BUTTON_REPEAT)
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#define AST_RIGHT BUTTON_RC_FF
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#define AST_RIGHT_REP (BUTTON_RC_FF | BUTTON_REPEAT)
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#define AST_FIRE BUTTON_RC_MODE
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#define AST_FIRE_REP (BUTTON_RC_MODE | BUTTON_REPEAT)
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#elif (CONFIG_KEYPAD == COWOND2_PAD)
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#define AST_QUIT BUTTON_POWER
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@ -244,28 +182,20 @@ PLUGIN_HEADER
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#elif CONFIG_KEYPAD == CREATIVEZVM_PAD
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#define AST_PAUSE BUTTON_PLAY
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#define AST_QUIT BUTTON_BACK
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#define AST_THRUST_REP (BUTTON_UP | BUTTON_REPEAT)
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#define AST_THRUST BUTTON_UP
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#define AST_HYPERSPACE BUTTON_DOWN
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#define AST_LEFT BUTTON_LEFT
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#define AST_LEFT_REP (BUTTON_LEFT | BUTTON_REPEAT)
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#define AST_RIGHT BUTTON_RIGHT
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#define AST_RIGHT_REP (BUTTON_RIGHT | BUTTON_REPEAT)
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#define AST_FIRE BUTTON_SELECT
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#define AST_FIRE_REP (BUTTON_SELECT | BUTTON_REPEAT)
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#elif CONFIG_KEYPAD == PHILIPS_HDD1630_PAD
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#define AST_PAUSE BUTTON_VIEW
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#define AST_QUIT BUTTON_POWER
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#define AST_THRUST_REP (BUTTON_UP | BUTTON_REPEAT)
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#define AST_THRUST BUTTON_UP
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#define AST_HYPERSPACE BUTTON_DOWN
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#define AST_LEFT BUTTON_LEFT
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#define AST_LEFT_REP (BUTTON_LEFT | BUTTON_REPEAT)
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#define AST_RIGHT BUTTON_RIGHT
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#define AST_RIGHT_REP (BUTTON_RIGHT | BUTTON_REPEAT)
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#define AST_FIRE BUTTON_PLAYLIST
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#define AST_FIRE_REP (BUTTON_PLAYLIST | BUTTON_REPEAT)
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#elif (CONFIG_KEYPAD == ONDAVX747_PAD) || CONFIG_KEYPAD == MROBE500_PAD
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#define AST_QUIT BUTTON_POWER
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#define ASTEROID_SPEED RES/20
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#define MISSILE_SURVIVAL_LENGTH 40
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#define CYCLETIME 30
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#define EXTRA_LIFE 250
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#define SPAWN_TIME 30
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#define BLINK_TIME 10
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#define WRAP_GAP 12
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#define EXPLOSION_LENGTH 20
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#define SHOW_COL 0
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#define HISCORE_FILE PLUGIN_GAMES_DIR "/astrorocks.hs"
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#define POINT_SIZE 2
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#define MAX_NUM_ASTEROIDS 25
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#define MAX_NUM_MISSILES 6
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#define NUM_ENEMY_VERTICES 6
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#define MAX_LEVEL MAX_NUM_ASTEROIDS
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#define ENEMY_SPEED 4
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#define ENEMY_START_X 0
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#define ENEMY_START_Y 0
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#define SIZE_ENEMY_COLLISION 5*SCALE
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#define ATTRACT_FLIP_TIME 100
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#define NUM_STARS 50
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#define NUM_TRAIL_POINTS 70
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#define NUM_TRAIL_POINTS 70
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#define NUM_ROTATIONS 16
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#define SIN_COS_SCALE 10000
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#define SET_BG(x)
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#endif
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#define MARGIN 5
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#define HIGH_SCORE PLUGIN_GAMES_DIR "/spacerocks.score"
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#define NUM_SCORES 5
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struct highscore highest[NUM_SCORES];
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/* The array of points that make up an asteroid */
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static const short asteroid_one[NUM_ASTEROID_VERTICES*2] =
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{
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enum game_state
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{
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GAME_OVER,
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ATTRACT_MODE,
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SHOW_LEVEL,
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PLAY_MODE,
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PAUSE_MODE
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static int num_lives;
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static int extra_life;
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static int show_level_timeout;
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static int attract_flip_timeout;
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static int show_game_over;
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static int current_level;
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static int current_score;
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static int high_score;
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static int space_check_size = 30*SCALE;
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static bool enemy_on_screen;
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static char phscore[30];
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static struct Ship ship;
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static struct Point stars[NUM_STARS];
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static struct Asteroid asteroids_array[MAX_NUM_ASTEROIDS];
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bool is_ship_within_asteroid(struct Asteroid* asteroid);
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/*Hi-Score reading and writing to file - this needs moving to the hi-score plugin lib as
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a 3rd function */
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void iohiscore(void)
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void init(void)
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{
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int fd;
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int compare;
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enemy.appear_probability = ENEMY_APPEAR_PROBABILITY_START;
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enemy.appear_timing = ENEMY_APPEAR_TIMING_START;
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enemy.size_probability = ENEMY_BIG_PROBABILITY_START;
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current_level = START_LEVEL;
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num_lives = START_LIVES;
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current_score = 0;
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initialise_ship();
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initialise_game(current_level);
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show_level_timeout = SHOW_LEVEL_TIME;
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game_state = PLAY_MODE;
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}
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/* clear the buffer we're about to load the highscore data into */
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rb->memset(phscore, 0, sizeof(phscore));
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fd = rb->open(HISCORE_FILE,O_RDWR | O_CREAT);
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if(fd < 0)
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{
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rb->splash(HZ, "Highscore file read error");
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return;
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}
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static bool spacerocks_help(void)
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{
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rb->lcd_setfont(FONT_UI);
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#define WORDS (sizeof help_text / sizeof (char*))
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static char *help_text[] = {
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"Spacerocks", "", "Aim", "", "The", "goal", "of", "the", "game", "is",
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"to", "blow", "up", "the", "asteroids", "and", "avoid", "being", "hit", "by",
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"them.", "Also", "you'd", "better", "watch", "out", "for", "the", "UFOs!"
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};
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static struct style_text formation[]={
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{ 0, TEXT_CENTER|TEXT_UNDERLINE },
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{ 2, C_RED }
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};
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int button;
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/* highscore used to %d, is now %d\n
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Deal with no file or bad file */
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rb->read(fd,phscore, sizeof(phscore));
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if (display_text(WORDS, help_text, formation, NULL)==PLUGIN_USB_CONNECTED)
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return true;
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compare = rb->atoi(phscore);
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do {
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button = rb->button_get(true);
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if (button == SYS_USB_CONNECTED) {
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return true;
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}
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} while( ( button == BUTTON_NONE )
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|| ( button & (BUTTON_REL|BUTTON_REPEAT) ) );
|
||||
rb->lcd_setfont(FONT_SYSFIXED);
|
||||
|
||||
if(high_score > compare)
|
||||
{
|
||||
rb->lseek(fd,0,SEEK_SET);
|
||||
rb->fdprintf(fd, "%d\n", high_score);
|
||||
return false;
|
||||
}
|
||||
|
||||
static bool _ingame;
|
||||
static int spacerocks_menu_cb(int action, const struct menu_item_ex *this_item)
|
||||
{
|
||||
if(action == ACTION_REQUEST_MENUITEM
|
||||
&& !_ingame && ((intptr_t)this_item)==0)
|
||||
return ACTION_EXIT_MENUITEM;
|
||||
return action;
|
||||
}
|
||||
|
||||
static int spacerocks_menu(bool ingame)
|
||||
{
|
||||
rb->button_clear_queue();
|
||||
int choice = 0;
|
||||
|
||||
_ingame = ingame;
|
||||
|
||||
MENUITEM_STRINGLIST (main_menu, "Spacerocks Menu", spacerocks_menu_cb,
|
||||
"Resume Game",
|
||||
"Start New Game",
|
||||
"Help",
|
||||
"High Score",
|
||||
"Playback Control",
|
||||
"Quit");
|
||||
|
||||
while (1) {
|
||||
choice = rb->do_menu(&main_menu, &choice, NULL, false);
|
||||
switch (choice) {
|
||||
case 0:
|
||||
return 0;
|
||||
case 1:
|
||||
init();
|
||||
return 0;
|
||||
case 2:
|
||||
if(spacerocks_help())
|
||||
return 1;
|
||||
break;
|
||||
case 3:
|
||||
highscore_show(NUM_SCORES, highest, NUM_SCORES);
|
||||
break;
|
||||
case 4:
|
||||
playback_control(NULL);
|
||||
break;
|
||||
case 5:
|
||||
return 1;
|
||||
case MENU_ATTACHED_USB:
|
||||
return 1;
|
||||
default:
|
||||
break;
|
||||
}
|
||||
}
|
||||
else
|
||||
high_score = compare;
|
||||
|
||||
rb->close(fd);
|
||||
}
|
||||
|
||||
bool point_in_poly(struct Point* _point, int num_vertices, int x, int y)
|
||||
|
@ -1087,7 +1078,7 @@ void draw_and_move_enemy(void)
|
|||
if( enemy.position.x < ship.position.x)
|
||||
enemy_missile.position.dx = 1;
|
||||
else
|
||||
enemy_missile.position.dx = -1;
|
||||
enemy_missile.position.dx = -1;
|
||||
}
|
||||
|
||||
if(enemy_missile.position.dx == 0 &&
|
||||
|
@ -1257,13 +1248,13 @@ void check_collisions(void)
|
|||
{
|
||||
if(is_ship_within_asteroid(asteroid))
|
||||
{
|
||||
if (!ship.invulnerable)
|
||||
{
|
||||
/*if not invulnerable, blow up ship*/
|
||||
ship.explode_countdown = EXPLOSION_LENGTH;
|
||||
/* initialise_explosion(ship.vertices, NUM_SHIP_VERTICES); */
|
||||
create_trail_blaze(SHIP_EXPLOSION_COLOUR, &ship.position);
|
||||
}
|
||||
if (!ship.invulnerable)
|
||||
{
|
||||
/*if not invulnerable, blow up ship*/
|
||||
ship.explode_countdown = EXPLOSION_LENGTH;
|
||||
/* initialise_explosion(ship.vertices, NUM_SHIP_VERTICES); */
|
||||
create_trail_blaze(SHIP_EXPLOSION_COLOUR, &ship.position);
|
||||
}
|
||||
}
|
||||
|
||||
/*has the enemy missile blown something up?*/
|
||||
|
@ -1299,12 +1290,12 @@ void check_collisions(void)
|
|||
/*has the enemy collided with the ship?*/
|
||||
if(is_point_within_enemy(&ship.position))
|
||||
{
|
||||
if (!ship.invulnerable)
|
||||
if (!ship.invulnerable)
|
||||
{
|
||||
ship.explode_countdown = EXPLOSION_LENGTH;
|
||||
/* initialise_explosion(ship.vertices, NUM_SHIP_VERTICES); */
|
||||
create_trail_blaze(SHIP_EXPLOSION_COLOUR, &ship.position);
|
||||
}
|
||||
ship.explode_countdown = EXPLOSION_LENGTH;
|
||||
/* initialise_explosion(ship.vertices, NUM_SHIP_VERTICES); */
|
||||
create_trail_blaze(SHIP_EXPLOSION_COLOUR, &ship.position);
|
||||
}
|
||||
create_trail_blaze(ENEMY_EXPLOSION_COLOUR, &enemy.position);
|
||||
}
|
||||
|
||||
|
@ -1329,13 +1320,13 @@ void check_collisions(void)
|
|||
enemy_missile.position.x - ship.position.x,
|
||||
enemy_missile.position.y - ship.position.y))
|
||||
{
|
||||
if (!ship.invulnerable)
|
||||
{
|
||||
ship.explode_countdown = EXPLOSION_LENGTH;
|
||||
/* initialise_explosion(ship.vertices, NUM_SHIP_VERTICES); */
|
||||
create_trail_blaze(SHIP_EXPLOSION_COLOUR, &ship.position);
|
||||
}
|
||||
enemy_missile.survived = 0;
|
||||
if (!ship.invulnerable)
|
||||
{
|
||||
ship.explode_countdown = EXPLOSION_LENGTH;
|
||||
/* initialise_explosion(ship.vertices, NUM_SHIP_VERTICES); */
|
||||
create_trail_blaze(SHIP_EXPLOSION_COLOUR, &ship.position);
|
||||
}
|
||||
enemy_missile.survived = 0;
|
||||
enemy_missile.position.x = enemy_missile.position.y = 0;
|
||||
}
|
||||
|
||||
|
@ -1690,23 +1681,23 @@ void draw_and_move_ship(void)
|
|||
int nyoffset = ship.position.y/SCALE;
|
||||
if (ship.invulnerable && (ship.spawn_time > BLINK_TIME || ship.spawn_time % 2 == 0))
|
||||
{
|
||||
SET_FG(COL_INVULN);
|
||||
SET_FG(COL_INVULN);
|
||||
}
|
||||
else
|
||||
{
|
||||
SET_FG(COL_PLAYER);
|
||||
SET_FG(COL_PLAYER);
|
||||
}
|
||||
if(!ship.explode_countdown)
|
||||
{
|
||||
/* make sure ship is invulnerable until spawn time over */
|
||||
if (ship.spawn_time)
|
||||
{
|
||||
ship.spawn_time--;
|
||||
if (ship.spawn_time <= 0)
|
||||
{
|
||||
ship.invulnerable = 0;
|
||||
}
|
||||
}
|
||||
/* make sure ship is invulnerable until spawn time over */
|
||||
if (ship.spawn_time)
|
||||
{
|
||||
ship.spawn_time--;
|
||||
if (ship.spawn_time <= 0)
|
||||
{
|
||||
ship.invulnerable = 0;
|
||||
}
|
||||
}
|
||||
if(!ship.waiting_for_space)
|
||||
{
|
||||
draw_polygon(ship.vertices, nxoffset, nyoffset, NUM_SHIP_VERTICES);
|
||||
|
@ -1729,7 +1720,6 @@ void draw_and_move_ship(void)
|
|||
num_lives--;
|
||||
if(!num_lives)
|
||||
{
|
||||
show_game_over = SHOW_GAME_OVER_TIME;
|
||||
game_state = GAME_OVER;
|
||||
}
|
||||
else
|
||||
|
@ -1752,7 +1742,7 @@ void thrust_ship(void)
|
|||
but to do this we need to ascertain if the spacehip as moved on screen
|
||||
for more than a certain amount. */
|
||||
|
||||
create_trail_blaze(THRUST_COLOUR, &ship.position);
|
||||
create_trail_blaze(THRUST_COLOUR, &ship.position);
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -1904,165 +1894,119 @@ void initialise_game(int start_num)
|
|||
}
|
||||
}
|
||||
|
||||
void start_attract_mode(void)
|
||||
{
|
||||
enemy.appear_probability = ENEMY_APPEAR_PROBABILITY_START;
|
||||
enemy.appear_timing = ENEMY_APPEAR_TIMING_START;
|
||||
current_level = 5;
|
||||
num_lives = START_LIVES;
|
||||
current_score = 0;
|
||||
attract_flip_timeout = ATTRACT_FLIP_TIME;
|
||||
game_state = ATTRACT_MODE;
|
||||
if(asteroid_count < 3)
|
||||
initialise_game(current_level);
|
||||
}
|
||||
|
||||
enum plugin_status start_game(void)
|
||||
static int spacerocks_game_loop(void)
|
||||
{
|
||||
char s[20];
|
||||
char level[10];
|
||||
int button;
|
||||
int end;
|
||||
int CYCLETIME = 30;
|
||||
|
||||
int position;
|
||||
|
||||
/*create stars once, and once only:*/
|
||||
create_stars();
|
||||
|
||||
if (spacerocks_menu(false)!=0)
|
||||
return 0;
|
||||
|
||||
SET_BG(LCD_BLACK);
|
||||
|
||||
|
||||
while(true)
|
||||
{
|
||||
/*game starts with at level 1
|
||||
with 1 asteroid.*/
|
||||
start_attract_mode();
|
||||
|
||||
/*Main loop*/
|
||||
while(true)
|
||||
{
|
||||
end = *rb->current_tick + (CYCLETIME * HZ) / 1000;
|
||||
end = *rb->current_tick + (CYCLETIME * HZ) / 1000;
|
||||
rb->lcd_clear_display();
|
||||
SET_FG(COL_TEXT);
|
||||
switch(game_state) {
|
||||
case(GAME_OVER):
|
||||
rb->splash (HZ * 2, "Game Over");
|
||||
rb->lcd_clear_display();
|
||||
SET_FG(COL_TEXT);
|
||||
switch(game_state)
|
||||
{
|
||||
case(ATTRACT_MODE):
|
||||
if(attract_flip_timeout < ATTRACT_FLIP_TIME/2)
|
||||
{
|
||||
rb->lcd_putsxy(CENTER_LCD_X - 39,
|
||||
CENTER_LCD_Y + CENTER_LCD_Y/2 - 4,
|
||||
"Fire to Start");
|
||||
if(!attract_flip_timeout)
|
||||
attract_flip_timeout = ATTRACT_FLIP_TIME;
|
||||
}
|
||||
else
|
||||
{
|
||||
rb->snprintf(s, sizeof(s), "Hi Score %d ", high_score);
|
||||
rb->lcd_putsxy(CENTER_LCD_X - 30,
|
||||
CENTER_LCD_Y + CENTER_LCD_Y/2 - 4, s);
|
||||
}
|
||||
attract_flip_timeout--;
|
||||
break;
|
||||
|
||||
case(GAME_OVER):
|
||||
rb->lcd_putsxy(CENTER_LCD_X - 25,
|
||||
CENTER_LCD_Y + CENTER_LCD_Y/2 - 4, "Game Over");
|
||||
rb->snprintf(s, sizeof(s), "score %d ", current_score);
|
||||
rb->lcd_putsxy(1,LCD_HEIGHT-8, s);
|
||||
show_game_over--;
|
||||
if(!show_game_over)
|
||||
start_attract_mode();
|
||||
break;
|
||||
|
||||
case(PAUSE_MODE):
|
||||
rb->snprintf(s, sizeof(s), "score %d ", current_score);
|
||||
rb->lcd_putsxy(1,LCD_HEIGHT-8, s);
|
||||
rb->lcd_putsxy(CENTER_LCD_X - 15,
|
||||
CENTER_LCD_Y + CENTER_LCD_Y/2 - 4, "pause");
|
||||
draw_and_move_missiles();
|
||||
position=highscore_update(current_score, current_level, "",
|
||||
highest,NUM_SCORES);
|
||||
if (position == 0)
|
||||
rb->splash(HZ*2, "New High Score");
|
||||
if (position != -1)
|
||||
highscore_show(position, highest, NUM_SCORES);
|
||||
if (spacerocks_menu(false)!=0)
|
||||
return 0;
|
||||
break;
|
||||
|
||||
case(PAUSE_MODE):
|
||||
rb->snprintf(s, sizeof(s), "score %d ", current_score);
|
||||
rb->lcd_putsxy(1,LCD_HEIGHT-8, s);
|
||||
rb->lcd_putsxy(CENTER_LCD_X - 15,
|
||||
CENTER_LCD_Y + CENTER_LCD_Y/2 - 4, "pause");
|
||||
draw_and_move_missiles();
|
||||
draw_lives();
|
||||
draw_and_move_ship();
|
||||
break;
|
||||
|
||||
case(PLAY_MODE):
|
||||
rb->snprintf(s, sizeof(s), "score %d ", current_score);
|
||||
rb->lcd_putsxy(1,LCD_HEIGHT-8, s);
|
||||
draw_and_move_missiles();
|
||||
draw_lives();
|
||||
check_collisions();
|
||||
draw_and_move_ship();
|
||||
break;
|
||||
|
||||
case(SHOW_LEVEL):
|
||||
show_level_timeout--;
|
||||
rb->snprintf(s, sizeof(s), "score %d ", current_score);
|
||||
rb->lcd_putsxy(1,LCD_HEIGHT-8, s);
|
||||
rb->snprintf(level, sizeof(level), "stage %d ", current_level);
|
||||
rb->lcd_putsxy(CENTER_LCD_X - 20,
|
||||
CENTER_LCD_Y + CENTER_LCD_Y/2 - 4, level);
|
||||
draw_and_move_ship();
|
||||
draw_lives();
|
||||
if(!show_level_timeout) {
|
||||
initialise_game(current_level);
|
||||
game_state = PLAY_MODE;
|
||||
draw_lives();
|
||||
draw_and_move_ship();
|
||||
break;
|
||||
|
||||
case(PLAY_MODE):
|
||||
rb->snprintf(s, sizeof(s), "score %d ", current_score);
|
||||
rb->lcd_putsxy(1,LCD_HEIGHT-8, s);
|
||||
draw_and_move_missiles();
|
||||
draw_lives();
|
||||
check_collisions();
|
||||
draw_and_move_ship();
|
||||
break;
|
||||
|
||||
case(SHOW_LEVEL):
|
||||
show_level_timeout--;
|
||||
rb->snprintf(s, sizeof(s), "score %d ", current_score);
|
||||
rb->lcd_putsxy(1,LCD_HEIGHT-8, s);
|
||||
rb->snprintf(level, sizeof(level), "stage %d ", current_level);
|
||||
rb->lcd_putsxy(CENTER_LCD_X - 20,
|
||||
CENTER_LCD_Y + CENTER_LCD_Y/2 - 4, level);
|
||||
draw_and_move_ship();
|
||||
draw_lives();
|
||||
if(!show_level_timeout)
|
||||
{
|
||||
initialise_game(current_level);
|
||||
game_state = PLAY_MODE;
|
||||
draw_lives();
|
||||
}
|
||||
break;
|
||||
}
|
||||
draw_trail_blaze();
|
||||
drawstars();
|
||||
draw_and_move_asteroids();
|
||||
draw_and_move_enemy();
|
||||
|
||||
rb->lcd_update();
|
||||
button = rb->button_get(false);
|
||||
|
||||
break;
|
||||
}
|
||||
draw_trail_blaze();
|
||||
drawstars();
|
||||
draw_and_move_asteroids();
|
||||
draw_and_move_enemy();
|
||||
|
||||
rb->lcd_update();
|
||||
|
||||
#ifdef HAS_BUTTON_HOLD
|
||||
if (rb->button_hold() && game_state == PLAY_MODE)
|
||||
game_state = PAUSE_MODE;
|
||||
#endif
|
||||
if (rb->button_hold())
|
||||
game_state = PAUSE_MODE;
|
||||
|
||||
switch(button)
|
||||
{
|
||||
case(AST_PAUSE):
|
||||
if(game_state == PLAY_MODE)
|
||||
game_state = PAUSE_MODE;
|
||||
else if(game_state == PAUSE_MODE)
|
||||
game_state = PLAY_MODE;
|
||||
break;
|
||||
|
||||
#ifdef AST_RC_QUIT
|
||||
case AST_RC_QUIT:
|
||||
#endif
|
||||
button = rb->button_get(false);
|
||||
switch(button) {
|
||||
case(AST_QUIT):
|
||||
if(game_state == ATTRACT_MODE)
|
||||
return PLUGIN_OK;
|
||||
else if(game_state == GAME_OVER)
|
||||
{
|
||||
start_attract_mode();
|
||||
}
|
||||
else
|
||||
{
|
||||
show_game_over = SHOW_GAME_OVER_TIME;
|
||||
game_state = GAME_OVER;
|
||||
}
|
||||
if (spacerocks_menu(true)!=0)
|
||||
return 0;
|
||||
break;
|
||||
|
||||
case (AST_LEFT_REP):
|
||||
#ifdef AST_PAUSE
|
||||
case(AST_PAUSE):
|
||||
if (game_state == PAUSE_MODE) {
|
||||
game_state = PLAY_MODE;
|
||||
break;
|
||||
}
|
||||
else if (game_state != PLAY_MODE)
|
||||
break;
|
||||
#endif
|
||||
case (AST_LEFT):
|
||||
case (AST_LEFT | BUTTON_REPEAT):
|
||||
if(game_state == PLAY_MODE || game_state == SHOW_LEVEL)
|
||||
rotate_ship(SHIP_ROT_ACW_COS, SHIP_ROT_ACW_SIN);
|
||||
break;
|
||||
|
||||
case (AST_RIGHT_REP):
|
||||
case (AST_RIGHT):
|
||||
case (AST_RIGHT | BUTTON_REPEAT):
|
||||
if(game_state == PLAY_MODE || game_state == SHOW_LEVEL)
|
||||
rotate_ship(SHIP_ROT_CW_COS, SHIP_ROT_CW_SIN);
|
||||
break;
|
||||
|
||||
case (AST_THRUST_REP):
|
||||
case (AST_THRUST):
|
||||
if((game_state == PLAY_MODE || game_state == SHOW_LEVEL) && !next_thrust_count)
|
||||
{
|
||||
case (AST_THRUST | BUTTON_REPEAT):
|
||||
if((game_state == PLAY_MODE || game_state == SHOW_LEVEL) &&
|
||||
!next_thrust_count) {
|
||||
thrust_ship();
|
||||
next_thrust_count = 5;
|
||||
}
|
||||
|
@ -2074,26 +2018,15 @@ enum plugin_status start_game(void)
|
|||
/*maybe shield if it gets too hard */
|
||||
break;
|
||||
|
||||
case (AST_FIRE_REP):
|
||||
case (AST_FIRE):
|
||||
if(game_state == ATTRACT_MODE)
|
||||
{
|
||||
current_level = START_LEVEL;
|
||||
initialise_ship();
|
||||
initialise_game(current_level);
|
||||
show_level_timeout = SHOW_LEVEL_TIME;
|
||||
game_state = PLAY_MODE;
|
||||
}
|
||||
else if(game_state == PLAY_MODE)
|
||||
{
|
||||
if(!next_missile_count)
|
||||
{
|
||||
case (AST_FIRE | BUTTON_REPEAT):
|
||||
if(game_state == PLAY_MODE) {
|
||||
if(!next_missile_count) {
|
||||
fire_missile();
|
||||
next_missile_count = 10;
|
||||
}
|
||||
}
|
||||
else if(game_state == PAUSE_MODE)
|
||||
{
|
||||
else if(game_state == PAUSE_MODE) {
|
||||
game_state = PLAY_MODE;
|
||||
}
|
||||
break;
|
||||
|
@ -2102,37 +2035,24 @@ enum plugin_status start_game(void)
|
|||
if (rb->default_event_handler(button)==SYS_USB_CONNECTED)
|
||||
return PLUGIN_USB_CONNECTED;
|
||||
break;
|
||||
}
|
||||
|
||||
if(!num_lives)
|
||||
{
|
||||
if(high_score < current_score)
|
||||
high_score = current_score;
|
||||
if(!show_game_over)
|
||||
break;
|
||||
}
|
||||
|
||||
if(next_missile_count)
|
||||
next_missile_count--;
|
||||
|
||||
if(next_thrust_count)
|
||||
next_thrust_count--;
|
||||
|
||||
if (end > *rb->current_tick)
|
||||
rb->sleep(end-*rb->current_tick);
|
||||
else
|
||||
rb->yield();
|
||||
}
|
||||
|
||||
if(next_missile_count)
|
||||
next_missile_count--;
|
||||
|
||||
if(next_thrust_count)
|
||||
next_thrust_count--;
|
||||
|
||||
if (end > *rb->current_tick)
|
||||
rb->sleep(end-*rb->current_tick);
|
||||
else
|
||||
rb->yield();
|
||||
}
|
||||
}
|
||||
|
||||
enum plugin_status plugin_start(const void* parameter)
|
||||
{
|
||||
enum plugin_status retval;
|
||||
(void)(parameter);
|
||||
|
||||
game_state = ATTRACT_MODE;
|
||||
(void)parameter;
|
||||
|
||||
#if LCD_DEPTH > 1
|
||||
rb->lcd_set_backdrop(NULL);
|
||||
|
@ -2141,11 +2061,12 @@ enum plugin_status plugin_start(const void* parameter)
|
|||
rb->lcd_setfont(FONT_SYSFIXED);
|
||||
/* Turn off backlight timeout */
|
||||
backlight_force_on(); /* backlight control in lib/helper.c */
|
||||
iohiscore();
|
||||
retval = start_game();
|
||||
iohiscore();
|
||||
highscore_load(HIGH_SCORE,highest,NUM_SCORES);
|
||||
spacerocks_game_loop();
|
||||
rb->lcd_setfont(FONT_UI);
|
||||
highscore_save(HIGH_SCORE,highest,NUM_SCORES);
|
||||
/* Turn on backlight timeout (revert to settings) */
|
||||
backlight_use_settings(); /* backlight control in lib/helper.c */
|
||||
return retval;
|
||||
|
||||
return PLUGIN_OK;
|
||||
}
|
||||
|
|
Loading…
Reference in a new issue