Lua Boomshine Update with circles + levels

added a few more levels and increased difficulty based on level

Rliimage allows us to use circles in boomshine
Optimized some of the code to exceed the speed of the original

Change-Id: I68eb74f8b68fcdc8a9d022cd172374744425f15d
This commit is contained in:
William Wilgus 2018-10-17 18:35:02 -04:00
parent d9f9def505
commit 85079483c5

View file

@ -11,6 +11,7 @@
See http://www.yvoschaap.com/chainrxn/ and http://www.k2xl.com/games/boomshine/
Copyright (C) 2009 by Maurus Cuelenaere
Copyright (C) 2018 William Wilgus -- Added circles, blit cursor, hard levels
This program is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License
@ -21,14 +22,32 @@
KIND, either express or implied.
]]--
require "actions"
-- [[only save the actions we are using]]
actions_pla = {}
for key, val in pairs(rb.actions) do
for _, v in ipairs({"PLA_", "TOUCHSCREEN"}) do
if string.find (key, v) then
actions_pla[key] = val
break
end
end
end
rb.actions = nil
rb.contexts = nil
-------------------------------------
local _LCD = rb.lcd_framebuffer()
local BSAND = 0x8
local rocklib_image = getmetatable(rb.lcd_framebuffer())
local _ellipse = rocklib_image.ellipse
local CYCLETIME = rb.HZ / 50
local HAS_TOUCHSCREEN = rb.action_get_touchscreen_press ~= nil
local DEFAULT_BALL_SIZE = rb.LCD_HEIGHT > rb.LCD_WIDTH and rb.LCD_WIDTH / 30
or rb.LCD_HEIGHT / 30
local MAX_BALL_SPEED = DEFAULT_BALL_SIZE / 2
local DEC_BALL_SPEED = DEFAULT_BALL_SIZE / 8
local DEFAULT_FOREGROUND_COLOR = rb.lcd_get_foreground ~= nil
and rb.lcd_get_foreground()
or 0
@ -46,7 +65,15 @@ local levels = {
{30, 45},
{37, 50},
{48, 55},
{55, 60}
{59, 60},
{29, 30},
{24, 25},
{19, 20},
{14, 15},
{9, 10},
{10, 10},
{4, 5},
{5, 5}
}
local Ball = {
@ -55,16 +82,44 @@ local Ball = {
implosion = false
}
function Ball:new(o)
local function create_cursor(size)
local cursor
if not HAS_TOUCHSCREEN then
cursor = rb.new_image(size, size)
cursor:clear(0)
local sz2 = size / 2
local sz4 = size / 4
cursor:line(1, 1, sz4, 1, 1)
cursor:line(1, 1, 1, sz4, 1)
cursor:line(1, size, sz4, size, 1)
cursor:line(1, size, 1, size - sz4, 1)
cursor:line(size, size, size - sz4, size, 1)
cursor:line(size, size, size, size - sz4, 1)
cursor:line(size, 1, size - sz4, 1, 1)
cursor:line(size, 1, size, sz4, 1)
--crosshairs
cursor:line(sz2 - sz4, sz2, sz2 + sz4, sz2, 1)
cursor:line(sz2, sz2 - sz4, sz2, sz2 + sz4, 1)
end
return cursor
end
function Ball:new(o, level)
level = level or 1
if o == nil then
o = {
x = math.random(0, rb.LCD_WIDTH - self.size),
y = math.random(0, rb.LCD_HEIGHT - self.size),
color = random_color(),
up_speed = Ball:generateSpeed(),
right_speed = Ball:generateSpeed(),
up_speed = Ball:generateSpeed(level),
right_speed = Ball:generateSpeed(level),
explosion_size = math.random(2*self.size, 4*self.size),
life_duration = math.random(rb.HZ, rb.HZ*5)
life_duration = math.random(rb.HZ / level, rb.HZ*5),
}
end
@ -73,8 +128,10 @@ function Ball:new(o)
return o
end
function Ball:generateSpeed()
local speed = math.random(-MAX_BALL_SPEED, MAX_BALL_SPEED)
function Ball:generateSpeed(level)
local ballspeed = MAX_BALL_SPEED - (DEC_BALL_SPEED * (level - 1))
if ballspeed < 2 then ballspeed = 2 end
local speed = math.random(-ballspeed, ballspeed)
if speed == 0 then
speed = 1 -- Make sure all balls move
end
@ -82,39 +139,48 @@ function Ball:generateSpeed()
return speed
end
function Ball:draw_exploded()
--[[
--set_foreground(self.color)
--rb.lcd_fillrect(self.x, self.y, self.size, self.size)
]]
_ellipse(_LCD, self.x, self.y,
self.x + self.size, self.y + self.size , self.color, nil, true)
end
function Ball:draw()
--[[
I know these aren't circles, but as there's no current circle
implementation in Rockbox, rectangles will just do fine (drawing
circles from within Lua is far too slow).
]]--
set_foreground(self.color)
rb.lcd_fillrect(self.x, self.y, self.size, self.size)
--set_foreground(self.color)
--rb.lcd_fillrect(self.x, self.y, self.size, self.size)
]]
_ellipse(_LCD, self.x, self.y,
self.x + self.size, self.y + self.size , self.color, self.color, true)
end
function Ball:step_exploded()
if self.implosion and self.size > 0 then
self.size = self.size - 2
self.x = self.x + 1 -- We do this because we want to stay centered
self.y = self.y + 1
elseif self.size < self.explosion_size then
self.size = self.size + 2
self.x = self.x - 1 -- We do this for the same reasons as above
self.y = self.y - 1
end
end
function Ball:step()
if self.exploded then
if self.implosion and self.size > 0 then
self.size = self.size - 2
self.x = self.x + 1 -- We do this because we want to stay centered
self.y = self.y + 1
elseif self.size < self.explosion_size then
self.size = self.size + 2
self.x = self.x - 1 -- We do this for the same reasons as above
self.y = self.y - 1
end
return
end
self.x = self.x + self.right_speed
self.y = self.y + self.up_speed
if (self.right_speed > 0 and self.x + self.size >= rb.LCD_WIDTH) or
(self.right_speed < 0 and self.x <= 0) then
if (self.x <= 0 or self.x >= rb.LCD_WIDTH - self.size) then
self.right_speed = -self.right_speed
self.x = self.x + self.right_speed
end
if (self.up_speed > 0 and self.y + self.size >= rb.LCD_HEIGHT) or
(self.up_speed < 0 and self.y <= 0) then
if (self.y <= 0 or self.y >= rb.LCD_HEIGHT - self.size ) then
self.up_speed = -self.up_speed
self.y = self.y + self.up_speed
end
end
@ -137,7 +203,8 @@ end
local Cursor = {
size = DEFAULT_BALL_SIZE*2,
x = rb.LCD_WIDTH/2,
y = rb.LCD_HEIGHT/2
y = rb.LCD_HEIGHT/2,
image = create_cursor(DEFAULT_BALL_SIZE*2)
}
function Cursor:new()
@ -145,18 +212,18 @@ function Cursor:new()
end
function Cursor:do_action(action)
if action == rb.actions.ACTION_TOUCHSCREEN and HAS_TOUCHSCREEN then
if action == actions_pla.ACTION_TOUCHSCREEN and HAS_TOUCHSCREEN then
_, self.x, self.y = rb.action_get_touchscreen_press()
return true
elseif action == rb.actions.PLA_SELECT then
elseif action == actions_pla.PLA_SELECT then
return true
elseif (action == rb.actions.PLA_RIGHT) then
elseif (action == actions_pla.PLA_RIGHT or action == actions_pla.PLA_RIGHT_REPEAT) then
self.x = self.x + self.size
elseif (action == rb.actions.PLA_LEFT) then
elseif (action == actions_pla.PLA_LEFT or action == actions_pla.PLA_LEFT_REPEAT) then
self.x = self.x - self.size
elseif (action == rb.actions.PLA_UP) then
elseif (action == actions_pla.PLA_UP or action == actions_pla.PLA_UP_REPEAT) then
self.y = self.y - self.size
elseif (action == rb.actions.PLA_DOWN) then
elseif (action == actions_pla.PLA_DOWN or action == actions_pla.PLA_DOWN_REPEAT) then
self.y = self.y + self.size
end
@ -176,25 +243,16 @@ function Cursor:do_action(action)
end
function Cursor:draw()
set_foreground(DEFAULT_FOREGROUND_COLOR)
rb.lcd_hline(self.x - self.size/2, self.x - self.size/4, self.y - self.size/2)
rb.lcd_hline(self.x + self.size/4, self.x + self.size/2, self.y - self.size/2)
rb.lcd_hline(self.x - self.size/2, self.x - self.size/4, self.y + self.size/2)
rb.lcd_hline(self.x + self.size/4, self.x + self.size/2, self.y + self.size/2)
rb.lcd_vline(self.x - self.size/2, self.y - self.size/2, self.y - self.size/4)
rb.lcd_vline(self.x - self.size/2, self.y + self.size/4, self.y + self.size/2)
rb.lcd_vline(self.x + self.size/2, self.y - self.size/2, self.y - self.size/4)
rb.lcd_vline(self.x + self.size/2, self.y + self.size/4, self.y + self.size/2)
rb.lcd_hline(self.x - self.size/4, self.x + self.size/4, self.y)
rb.lcd_vline(self.x, self.y - self.size/4, self.y + self.size/4)
rocklib_image.copy(_LCD, self.image, self.x - self.size/2, self.y - self.size/2,
_NIL, _NIL, _NIL, _NIL, true, BSAND, DEFAULT_FOREGROUND_COLOR)
end
function draw_positioned_string(bottom, right, str)
local _, w, h = rb.font_getstringsize(str, rb.FONT_UI)
rb.lcd_putsxy((rb.LCD_WIDTH-w)*right, (rb.LCD_HEIGHT-h)*bottom, str)
local x = not right or (rb.LCD_WIDTH-w)*right - 1
local y = not bottom or (rb.LCD_HEIGHT-h)*bottom - 1
rb.lcd_putsxy(x, y, str)
end
function set_foreground(color)
@ -213,31 +271,43 @@ end
function start_round(level, goal, nrBalls, total)
local player_added, score, exit, nrExpendedBalls = false, 0, false, 0
local balls, explodedBalls = {}, {}
local Balls, explodedBalls = {}, {}
local ball_ct, ball_el
local tick, endtick
local action = 0
local hit_detected = false
local cursor = Cursor:new()
-- Initialize the balls
for _=1,nrBalls do
table.insert(balls, Ball:new())
table.insert(Balls, Ball:new(nil, level))
end
local function draw_stats()
draw_positioned_string(0, 0, string.format("%d balls expended", nrExpendedBalls))
draw_positioned_string(0, 1, string.format("Level %d", level))
draw_positioned_string(1, 1, string.format("%d level points", score))
draw_positioned_string(1, 0, string.format("%d total points", total + score))
end
-- Make sure there are no unwanted touchscreen presses
rb.button_clear_queue()
set_foreground(DEFAULT_FOREGROUND_COLOR) -- color for text
while true do
local endtick = rb.current_tick() + CYCLETIME
endtick = rb.current_tick() + CYCLETIME
-- Check if the round is over
if #explodedBalls == 0 and player_added then
if player_added and #explodedBalls == 0 then
break
end
-- Check for actions
local action = rb.get_plugin_action(0)
if action == rb.actions.PLA_EXIT or action == rb.actions.PLA_CANCEL then
if action == actions_pla.PLA_EXIT or action == actions_pla.PLA_CANCEL then
exit = true
break
end
if not player_added and cursor:do_action(action) then
local player = Ball:new({
x = cursor.x,
@ -248,26 +318,28 @@ function start_round(level, goal, nrBalls, total)
exploded = true,
death_time = rb.current_tick() + rb.HZ * 3
})
table.insert(explodedBalls, player)
explodedBalls[1] = player
player_added = true
cursor = nil
end
-- Check for hits
for i, ball in ipairs(balls) do
-- Check for hits
for i, Ball in ipairs(Balls) do
for _, explodedBall in ipairs(explodedBalls) do
if ball:checkHit(explodedBall) then
score = score + 100*level
nrExpendedBalls = nrExpendedBalls + 1
table.insert(explodedBalls, ball)
table.remove(balls, i)
if Ball:checkHit(explodedBall) then
explodedBalls[#explodedBalls + 1] = Ball
--table.remove(Balls, i)
Balls[i] = false
hit_detected = true
break
end
end
end
-- Check if we're dead yet
tick = rb.current_tick()
for i, explodedBall in ipairs(explodedBalls) do
if rb.current_tick() >= explodedBall.death_time then
if explodedBall.death_time < tick then
if explodedBall.size > 0 then
explodedBall.implosion = true -- We should be dying
else
@ -277,38 +349,64 @@ function start_round(level, goal, nrBalls, total)
end
-- Drawing phase
if hit_detected then
hit_detected = false
-- same as table.remove(Balls, i) but more efficient
ball_el = 1
ball_ct = #Balls
for i = 1, ball_ct do
if Balls[i] then
Balls[ball_el] = Balls[i]
ball_el = ball_el + 1
end
end
-- remove any remaining exploded balls
for i = ball_el, ball_ct do
Balls[i] = nil
end
-- Calculate score
nrExpendedBalls = nrBalls - ball_el + 1
score = nrExpendedBalls * level * 100
end
rb.lcd_clear_display()
draw_stats()
set_foreground(DEFAULT_FOREGROUND_COLOR)
draw_positioned_string(0, 0, string.format("%d balls expended", nrExpendedBalls))
draw_positioned_string(0, 1, string.format("Level %d", level))
draw_positioned_string(1, 1, string.format("%d level points", score))
draw_positioned_string(1, 0, string.format("%d total points", total+score))
if not (player_added or HAS_TOUCHSCREEN) then
cursor:draw()
end
for _, ball in ipairs(balls) do
ball:step()
ball:draw()
for _, Ball in ipairs(Balls) do
Ball:step()
Ball:draw()
end
for _, explodedBall in ipairs(explodedBalls) do
explodedBall:step()
explodedBall:draw()
end
if not HAS_TOUCHSCREEN and not player_added then
cursor:draw()
explodedBall:step_exploded()
explodedBall:draw_exploded()
end
-- Push framebuffer to the LCD
rb.lcd_update()
-- Check for actions
if rb.current_tick() < endtick then
rb.sleep(endtick - rb.current_tick())
action = rb.get_plugin_action(endtick - rb.current_tick())
else
rb.yield()
action = rb.get_plugin_action(0)
end
end
--splash the final stats for a moment at end
rb.lcd_clear_display()
for _, Ball in ipairs(Balls) do Ball:draw() end
_LCD:clear(nil, nil, nil, nil, nil, nil, 2, 2)
draw_stats()
rb.lcd_update()
rb.sleep(rb.HZ * 2)
return exit, score, nrExpendedBalls
end
@ -320,6 +418,7 @@ function display_message(to, ...)
rb.lcd_clear_display()
set_foreground(DEFAULT_FOREGROUND_COLOR)
if w > rb.LCD_WIDTH then
rb.lcd_puts_scroll(0, y/h, message)
else
@ -340,7 +439,7 @@ function display_message(to, ...)
if to == -1 then
rb.sleep(rb.HZ/2)
rb.button_clear_queue()
rb.button_get(1)
rb.button_get(rb.HZ * 60)
else
rb.sleep(to)
end
@ -351,6 +450,8 @@ end
if HAS_TOUCHSCREEN then
rb.touchscreen_set_mode(rb.TOUCHSCREEN_POINT)
end
--[[MAIN PROGRAM]]
rb.backlight_force_on()
math.randomseed(os.time())
@ -359,9 +460,12 @@ local idx, highscore = 1, 0
while levels[idx] ~= nil do
local goal, nrBalls = levels[idx][1], levels[idx][2]
collectgarbage("collect") --run gc now to hopefully prevent interruption later
display_message(rb.HZ*2, "Level %d: get %d out of %d balls", idx, goal, nrBalls)
local exit, score, nrExpendedBalls = start_round(idx, goal, nrBalls, highscore)
if exit then
break -- Exiting..
else
@ -371,11 +475,14 @@ while levels[idx] ~= nil do
highscore = highscore + score
else
display_message(rb.HZ*2, "You lost!")
highscore = highscore - score - idx * 100
if highscore < 0 then break end
end
end
end
if idx > #levels then
if highscore <= 0 then
display_message(-1, "You lost at level %d", idx)
elseif idx > #levels then
display_message(-1, "You finished the game with %d points!", highscore)
else
display_message(-1, "You made it till level %d with %d points!", idx, highscore)
@ -383,3 +490,4 @@ end
-- Restore user backlight settings
rb.backlight_use_settings()