/*************************************************************************** * __________ __ ___. * Open \______ \ ____ ____ | | _\_ |__ _______ ___ * Source | _// _ \_/ ___\| |/ /| __ \ / _ \ \/ / * Jukebox | | ( <_> ) \___| < | \_\ ( <_> > < < * Firmware |____|_ /\____/ \___ >__|_ \|___ /\____/__/\_ \ * \/ \/ \/ \/ \/ * $Id$ * * Copyright (C) 2008-2009 Rene Peinthor * Contribution from Johannes Schwarz (new menu system, use of highscore lib) * * 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" #include "lib/highscore.h" #include "lib/playback_control.h" #include "lib/display_text.h" PLUGIN_HEADER #if (CONFIG_KEYPAD == SANSA_E200_PAD) #define CLIX_BUTTON_QUIT BUTTON_POWER #define CLIX_BUTTON_UP BUTTON_UP #define CLIX_BUTTON_DOWN BUTTON_DOWN #define CLIX_BUTTON_SCROLL_FWD BUTTON_SCROLL_FWD #define CLIX_BUTTON_SCROLL_BACK BUTTON_SCROLL_BACK #define CLIX_BUTTON_LEFT BUTTON_LEFT #define CLIX_BUTTON_RIGHT BUTTON_RIGHT #define CLIX_BUTTON_CLICK BUTTON_SELECT #elif (CONFIG_KEYPAD == SANSA_CLIP_PAD) #define CLIX_BUTTON_QUIT BUTTON_POWER #define CLIX_BUTTON_UP BUTTON_UP #define CLIX_BUTTON_DOWN BUTTON_DOWN #define CLIX_BUTTON_LEFT BUTTON_LEFT #define CLIX_BUTTON_RIGHT BUTTON_RIGHT #define CLIX_BUTTON_CLICK BUTTON_SELECT #elif (CONFIG_KEYPAD == SANSA_FUZE_PAD) #define CLIX_BUTTON_QUIT BUTTON_HOME #define CLIX_BUTTON_UP BUTTON_UP #define CLIX_BUTTON_DOWN BUTTON_DOWN #define CLIX_BUTTON_SCROLL_FWD BUTTON_SCROLL_FWD #define CLIX_BUTTON_SCROLL_BACK BUTTON_SCROLL_BACK #define CLIX_BUTTON_LEFT BUTTON_LEFT #define CLIX_BUTTON_RIGHT BUTTON_RIGHT #define CLIX_BUTTON_CLICK BUTTON_SELECT #elif (CONFIG_KEYPAD == SANSA_C200_PAD) #define CLIX_BUTTON_QUIT BUTTON_POWER #define CLIX_BUTTON_UP BUTTON_UP #define CLIX_BUTTON_DOWN BUTTON_DOWN #define CLIX_BUTTON_SCROLL_FWD BUTTON_VOL_UP #define CLIX_BUTTON_SCROLL_BACK BUTTON_VOL_DOWN #define CLIX_BUTTON_LEFT BUTTON_LEFT #define CLIX_BUTTON_RIGHT BUTTON_RIGHT #define CLIX_BUTTON_CLICK BUTTON_SELECT #elif (CONFIG_KEYPAD == IPOD_4G_PAD) || \ (CONFIG_KEYPAD == IPOD_3G_PAD) || \ (CONFIG_KEYPAD == IPOD_1G2G_PAD) #define CLIX_BUTTON_QUIT (BUTTON_SELECT | BUTTON_MENU) #define CLIX_BUTTON_UP BUTTON_MENU #define CLIX_BUTTON_DOWN BUTTON_PLAY #define CLIX_BUTTON_SCROLL_FWD BUTTON_SCROLL_FWD #define CLIX_BUTTON_SCROLL_BACK BUTTON_SCROLL_BACK #define CLIX_BUTTON_CLICK BUTTON_SELECT #define CLIX_BUTTON_RIGHT BUTTON_RIGHT #define CLIX_BUTTON_LEFT BUTTON_LEFT #elif (CONFIG_KEYPAD == GIGABEAT_PAD) #define CLIX_BUTTON_QUIT BUTTON_POWER #define CLIX_BUTTON_LEFT BUTTON_LEFT #define CLIX_BUTTON_RIGHT BUTTON_RIGHT #define CLIX_BUTTON_CLICK BUTTON_SELECT #define CLIX_BUTTON_UP BUTTON_UP #define CLIX_BUTTON_DOWN BUTTON_DOWN #elif (CONFIG_KEYPAD == GIGABEAT_S_PAD) #define CLIX_BUTTON_QUIT BUTTON_BACK #define CLIX_BUTTON_LEFT BUTTON_LEFT #define CLIX_BUTTON_RIGHT BUTTON_RIGHT #define CLIX_BUTTON_CLICK BUTTON_SELECT #define CLIX_BUTTON_UP BUTTON_UP #define CLIX_BUTTON_DOWN BUTTON_DOWN #elif (CONFIG_KEYPAD == IRIVER_H10_PAD) #define CLIX_BUTTON_QUIT BUTTON_POWER #define CLIX_BUTTON_LEFT BUTTON_LEFT #define CLIX_BUTTON_RIGHT BUTTON_RIGHT #define CLIX_BUTTON_CLICK BUTTON_PLAY #define CLIX_BUTTON_UP BUTTON_SCROLL_UP #define CLIX_BUTTON_DOWN BUTTON_SCROLL_DOWN #elif CONFIG_KEYPAD == IAUDIO67_PAD #define CLIX_BUTTON_QUIT BUTTON_POWER #define CLIX_BUTTON_LEFT BUTTON_LEFT #define CLIX_BUTTON_RIGHT BUTTON_RIGHT #define CLIX_BUTTON_CLICK BUTTON_PLAY #define CLIX_BUTTON_UP BUTTON_STOP #define CLIX_BUTTON_DOWN BUTTON_PLAY #elif CONFIG_KEYPAD == IAUDIO_X5M5_PAD #define CLIX_BUTTON_QUIT BUTTON_POWER #define CLIX_BUTTON_LEFT BUTTON_LEFT #define CLIX_BUTTON_RIGHT BUTTON_RIGHT #define CLIX_BUTTON_CLICK BUTTON_SELECT #define CLIX_BUTTON_UP BUTTON_UP #define CLIX_BUTTON_DOWN BUTTON_DOWN #elif (CONFIG_KEYPAD == IRIVER_H300_PAD) #define CLIX_BUTTON_QUIT BUTTON_OFF #define CLIX_BUTTON_LEFT BUTTON_LEFT #define CLIX_BUTTON_RIGHT BUTTON_RIGHT #define CLIX_BUTTON_CLICK BUTTON_SELECT #define CLIX_BUTTON_UP BUTTON_UP #define CLIX_BUTTON_DOWN BUTTON_DOWN #elif CONFIG_KEYPAD == CREATIVEZVM_PAD #define CLIX_BUTTON_QUIT BUTTON_BACK #define CLIX_BUTTON_LEFT BUTTON_LEFT #define CLIX_BUTTON_RIGHT BUTTON_RIGHT #define CLIX_BUTTON_CLICK BUTTON_SELECT #define CLIX_BUTTON_UP BUTTON_UP #define CLIX_BUTTON_DOWN BUTTON_DOWN #elif (CONFIG_KEYPAD == PHILIPS_HDD1630_PAD) #define CLIX_BUTTON_QUIT BUTTON_POWER #define CLIX_BUTTON_LEFT BUTTON_LEFT #define CLIX_BUTTON_RIGHT BUTTON_RIGHT #define CLIX_BUTTON_CLICK BUTTON_SELECT #define CLIX_BUTTON_UP BUTTON_UP #define CLIX_BUTTON_DOWN BUTTON_DOWN #elif (CONFIG_KEYPAD == PHILIPS_SA9200_PAD) #define CLIX_BUTTON_QUIT BUTTON_POWER #define CLIX_BUTTON_LEFT BUTTON_PREV #define CLIX_BUTTON_RIGHT BUTTON_NEXT #define CLIX_BUTTON_CLICK BUTTON_PLAY #define CLIX_BUTTON_UP BUTTON_UP #define CLIX_BUTTON_DOWN BUTTON_DOWN #elif CONFIG_KEYPAD == COWON_D2_PAD #define CLIX_BUTTON_QUIT BUTTON_POWER #elif (CONFIG_KEYPAD == ONDAVX747_PAD) #define CLIX_BUTTON_QUIT BUTTON_POWER #define CLIX_BUTTON_CLICK BUTTON_MENU #elif (CONFIG_KEYPAD == ONDAVX777_PAD) #define CLIX_BUTTON_QUIT BUTTON_POWER #elif (CONFIG_KEYPAD == MROBE500_PAD) #define CLIX_BUTTON_QUIT BUTTON_POWER #elif (CONFIG_KEYPAD == SAMSUNG_YH_PAD) #define CLIX_BUTTON_QUIT BUTTON_REC #define CLIX_BUTTON_LEFT BUTTON_LEFT #define CLIX_BUTTON_RIGHT BUTTON_RIGHT #define CLIX_BUTTON_CLICK BUTTON_PLAY #define CLIX_BUTTON_UP BUTTON_UP #define CLIX_BUTTON_DOWN BUTTON_DOWN #elif (CONFIG_KEYPAD == PBELL_VIBE500_PAD) #define CLIX_BUTTON_QUIT BUTTON_REC #define CLIX_BUTTON_UP BUTTON_UP #define CLIX_BUTTON_DOWN BUTTON_DOWN #define CLIX_BUTTON_SCROLL_FWD BUTTON_PLAY #define CLIX_BUTTON_SCROLL_BACK BUTTON_MENU #define CLIX_BUTTON_LEFT BUTTON_PREV #define CLIX_BUTTON_RIGHT BUTTON_NEXT #define CLIX_BUTTON_CLICK BUTTON_OK #else #error "no keymap" #endif #ifndef CLIX_BUTTON_CLICK #define CLIX_BUTTON_CLICK BUTTON_CENTER #endif #define HIGHSCORE_FILE PLUGIN_GAMES_DIR "/clix.score" #define NUM_SCORES 5 struct highscore highest[NUM_SCORES]; #define NUM_LEVELS 9 #define BLINK_TICKCOUNT 25 #define MARGIN 5 #if (LCD_WIDTH >= LCD_HEIGHT) #define BOARD_WIDTH 18 #define BOARD_HEIGHT 12 #else #define BOARD_WIDTH 12 #define BOARD_HEIGHT 18 #endif #if (LCD_WIDTH>=480) #if (LCD_WIDTH/BOARD_WIDTH) > (LCD_HEIGHT/BOARD_HEIGHT) #define CELL_SIZE (LCD_HEIGHT/BOARD_HEIGHT) #else #define CELL_SIZE (LCD_WIDTH/BOARD_WIDTH) #endif #elif (LCD_WIDTH >= 306 && LCD_HEIGHT>= 204) #define CELL_SIZE 16 #elif (LCD_WIDTH >= 270 && LCD_HEIGHT>= 180) #define CELL_SIZE 14 #elif (LCD_WIDTH >= 234 && LCD_HEIGHT>= 156) #define CELL_SIZE 12 #elif (LCD_WIDTH >= 198 && LCD_HEIGHT>= 132) #define CELL_SIZE 10 #elif (LCD_WIDTH >= 162 && LCD_HEIGHT>= 108) #define CELL_SIZE 8 #elif (LCD_WIDTH >= 126 && LCD_HEIGHT>= 84) #define CELL_SIZE 6 #elif (LCD_WIDTH >= 60) #define CELL_SIZE 4 #endif #define XYPOS(x,y) ((y) * BOARD_WIDTH + x) #define XOFS LCD_WIDTH/2-(BOARD_WIDTH * (CELL_SIZE + 1)/2) #define YOFS (LCD_HEIGHT+10)/2-(BOARD_HEIGHT * (CELL_SIZE + 1)/2) struct clix_game_state_t { int level; /* current level */ int score; /* current game score */ int x,y; /* current positions of the cursor */ int board[BOARD_WIDTH * BOARD_HEIGHT]; /* play board*/ /* state of selected fields,maybe we can store this in the play board too */ bool board_selected[ BOARD_WIDTH * BOARD_HEIGHT]; int selected_count; int status; bool blink; /* true if selected CELLS are currently white */ }; /* game state enum */ enum { CLIX_GAMEOVER = -1, CLIX_CONTINUE, CLIX_CLEARED }; /* cell color enum */ enum { CC_BLACK = -1, CC_BLUE, CC_GREEN, CC_RED, CC_YELLOW, CC_ORANGE, CC_CYAN, CC_BROWN, CC_PINK, CC_DARK_BLUE, CC_DARK_GREEN }; /* recursive function to check if a neighbour cell is of the same color if so call the function with the neighbours position */ static void clix_set_selected(struct clix_game_state_t* state, const int x, const int y) { state->selected_count++; state->board_selected[ XYPOS( x, y)] = true; int current_color = state->board[ XYPOS( x, y)]; if( (x - 1) >= 0 && state->board[ XYPOS( x - 1, y)] == current_color && state->board_selected[ XYPOS(x - 1, y)] == false) clix_set_selected( state, x - 1, y); if( (y + 1) < BOARD_HEIGHT && state->board[ XYPOS( x, y + 1)] == current_color && state->board_selected[ XYPOS(x, y + 1)] == false) clix_set_selected( state, x, y + 1); if( (x + 1) < BOARD_WIDTH && state->board[ XYPOS( x + 1, y)] == current_color && state->board_selected[ XYPOS(x + 1, y)] == false) clix_set_selected( state, x + 1, y); if( (y - 1) >= 0 && state->board[ XYPOS( x, y - 1)] == current_color && state->board_selected[ XYPOS(x, y - 1)] == false) clix_set_selected( state, x, y - 1); } /* updates "blinking" cells by finding out which one is a valid neighbours */ static void clix_update_selected(struct clix_game_state_t* state) { int i; for( i = 0; i < BOARD_WIDTH * BOARD_HEIGHT; ++i) { state->board_selected[i] = false; } state->selected_count = 0; /* recursion starts here */ clix_set_selected( state, state->x, state->y); } /* inits the board with new random colors according to the level */ static void clix_init_new_level(struct clix_game_state_t* state) { int i; int r; state->y = BOARD_HEIGHT / 2; state->x = BOARD_WIDTH / 2; rb->srand( *rb->current_tick); /* create a random colored board, according to the current level */ for(i = 0; i < BOARD_HEIGHT * BOARD_WIDTH; ++i) { r = rb->rand() % (state->level + 1); state->board[i] = r; } } /* this inits the game state structure */ static void clix_init(struct clix_game_state_t* state) { state->level = 1; state->score = 0; state->blink = false; state->status = CLIX_CONTINUE; clix_init_new_level(state); clix_update_selected(state); } /* Function for drawing a cell */ static void clix_draw_cell(struct clix_game_state_t* state, const int x, const int y) { int realx = XOFS; int realy = YOFS; realx += x * (CELL_SIZE + 1); realy += y * (CELL_SIZE + 1); if (state->blink && state->board_selected[ XYPOS( x, y)]) { rb->lcd_set_foreground(LCD_WHITE); } else { switch (state->board[ XYPOS( x, y)]) { case CC_BLUE: rb->lcd_set_foreground( LCD_RGBPACK( 25, 25, 255)); break; case CC_GREEN: rb->lcd_set_foreground( LCD_RGBPACK( 25, 255, 25)); break; case CC_RED: rb->lcd_set_foreground( LCD_RGBPACK( 255, 25, 25)); break; case CC_YELLOW: rb->lcd_set_foreground( LCD_RGBPACK( 225, 225, 25)); break; case CC_ORANGE: rb->lcd_set_foreground( LCD_RGBPACK( 230, 140, 15)); break; case CC_CYAN: rb->lcd_set_foreground( LCD_RGBPACK( 25, 245, 230)); break; case CC_BROWN: rb->lcd_set_foreground( LCD_RGBPACK(139, 69, 19)); break; case CC_PINK: rb->lcd_set_foreground( LCD_RGBPACK(255, 105, 180)); break; case CC_DARK_GREEN: rb->lcd_set_foreground( LCD_RGBPACK( 0, 100, 0)); break; case CC_DARK_BLUE: rb->lcd_set_foreground( LCD_RGBPACK( 280, 32, 144)); break; default: rb->lcd_set_foreground( LCD_BLACK); break; } } rb->lcd_fillrect( realx, realy, CELL_SIZE, CELL_SIZE); /* draw cursor */ if ( x == state->x && y == state->y) { rb->lcd_set_foreground( LCD_WHITE); rb->lcd_drawrect( realx - 1, realy - 1, CELL_SIZE + 2, CELL_SIZE + 2); } } /* main function of drawing the whole board and score... */ static void clix_draw(struct clix_game_state_t* state) { int i,j; char str[30]; /* Clear screen */ rb->lcd_clear_display(); rb->lcd_set_foreground( LCD_WHITE); rb->lcd_putsxy( MARGIN, MARGIN, "Score:"); rb->snprintf( str, sizeof(str), "%d", state->score); rb->lcd_putsxy( 43, MARGIN, str); #if LCD_WIDTH <= 100 rb->lcd_putsxy( 75, MARGIN, "L:"); rb->snprintf( str, sizeof(str), "%d", state->level); rb->lcd_putsxy( 90, MARGIN, str); #else rb->lcd_putsxy( 75, MARGIN, "Level:"); rb->snprintf( str, sizeof(str), "%d", state->level); rb->lcd_putsxy( 113, MARGIN, str); #endif for( i = 0; i < BOARD_WIDTH; ++i) { for( j = 0; j < BOARD_HEIGHT; ++j) { clix_draw_cell( state, i, j); } } rb->lcd_update(); } static void clix_move_cursor(struct clix_game_state_t* state, const bool left) { int x, y; x = state->x; do { y = state->y; while(state->board[ XYPOS( x, y)] == CC_BLACK && y < BOARD_HEIGHT) y++; if (y < BOARD_HEIGHT) { state->y = y; state->x = x; } else { if (left) { if( x >= 0) x--; else y = state->y; } else { if( x < BOARD_WIDTH - 1) x++; else x = 0; } } } while ( y != state->y); } /* returns the color of the given position, if out of bounds return CC_BLACK */ static int clix_get_color(struct clix_game_state_t* state, const int x, const int y) { if( x >= 0 && x < BOARD_WIDTH && y >= 0 && y < BOARD_HEIGHT) return state->board[XYPOS( x, y)]; else return CC_BLACK; } static int clix_clear_selected(struct clix_game_state_t* state) { int i, j, x, y; state->status = CLIX_CLEARED; /* clear the selected blocks */ for( i = 0; i < BOARD_WIDTH; ++i) { for( j = 0; j < BOARD_HEIGHT; ++j) { if( state->board_selected[ XYPOS( i, j)] ) { state->board_selected[ XYPOS( i, j)] = false; state->board[ XYPOS( i, j)] = CC_BLACK; } } } /* count score */ state->score += state->selected_count * state->level; state->selected_count = 0; /* let blocks falling down */ for( i = BOARD_WIDTH - 1; i >= 0; --i) { for( j = BOARD_HEIGHT - 1; j >= 0; --j) { y = j; while( (y + 1) < BOARD_HEIGHT && state->board[ XYPOS( i, y + 1)] == CC_BLACK ) y++; if (y != j) { state->board[ XYPOS( i, y)] = state->board[ XYPOS( i, j)]; state->board[ XYPOS( i, j)] = CC_BLACK; } } } /* move columns to left side */ for( i = 0; i < BOARD_WIDTH; ++i) { x = i; while( (x - 1) >= 0 && state->board[ XYPOS( x - 1, BOARD_HEIGHT - 1)] == CC_BLACK ) x--; if (x != i) { for( j = 0; j < BOARD_HEIGHT; ++j) { state->board[ XYPOS( x, j)] = state->board[ XYPOS( i, j)]; state->board[ XYPOS( i, j)] = CC_BLACK; } } } if(state->board[ XYPOS( 0, BOARD_HEIGHT - 1)] != CC_BLACK) state->status = CLIX_CONTINUE; if (state->status != CLIX_CLEARED) { /* check if a move is still possible, otherwise the game is over. tart from the left bottom, because there are the last fields at the end of the game. */ for( i = 0; i < BOARD_WIDTH; ++i) { for( j = BOARD_HEIGHT - 1; j >= 0; --j) { int color = state->board[ XYPOS( i, j)]; if (color != CC_BLACK) { if (color == clix_get_color( state, i - 1, j) || color == clix_get_color( state, i + 1, j) || color == clix_get_color( state, i, j - 1) || color == clix_get_color( state, i, j + 1) ) { /* end the loop, but in a diffrent way than usually*/ i = BOARD_WIDTH + 1; j = -2; } } } } /* if the loops ended without a possible move, the game is over */ if( i == BOARD_WIDTH && j == -1) state->status = CLIX_GAMEOVER; /* set cursor to the right position */ if (state->status == CLIX_CONTINUE) { clix_move_cursor( state, true); clix_update_selected( state); } } return state->status; } static bool clix_help(void) { #define WORDS (sizeof help_text / sizeof (char*)) static char *help_text[] = { "Clix", "", "Aim", "", "Remove", "all", "blocks", "from", "the", "board", "to", "achieve", "the", "next", "level.", "You", "can", "only", "remove", "blocks,", "if", "at", "least", "two", "blocks", "with", "the", "same", "color", "have", "a", "direct", "connection.", "The", "more", "blocks", "you", "remove", "per", "turn,", "the", "more", "points", "you", "get." }; static struct style_text formation[]={ { 0, TEXT_CENTER|TEXT_UNDERLINE }, { 2, C_RED }, { -1, 0 } }; int button; rb->lcd_setfont(FONT_UI); rb->lcd_set_foreground(LCD_WHITE); if (display_text(WORDS, help_text, formation, NULL)) return true; do { button = rb->button_get(true); if ( rb->default_event_handler( button ) == SYS_USB_CONNECTED ) return true; } while( ( button == BUTTON_NONE ) || ( button & (BUTTON_REL|BUTTON_REPEAT) ) ); rb->lcd_setfont(FONT_SYSFIXED); return 0; } static bool _ingame; static int clix_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 clix_menu(struct clix_game_state_t* state, bool ingame) { rb->button_clear_queue(); int choice = 0; bool leave_menu=false; int ret=0; _ingame = ingame; MENUITEM_STRINGLIST (main_menu, "Clix Menu", clix_menu_cb, "Resume Game", "Start New Game", "Help", "High Scores", "Playback Control", "Quit"); #ifdef HAVE_TOUCHSCREEN /* Entering Menu, set the touchscreen to the global setting */ rb->touchscreen_set_mode(rb->global_settings->touch_mode); #endif while (!leave_menu) { switch (rb->do_menu(&main_menu, &choice, NULL, false)) { case 0: leave_menu=true; ret = 0; break; case 1: clix_init(state); leave_menu=true; ret = 0; break; case 2: if (clix_help()) { leave_menu=true; ret = 1; } break; case 3: highscore_show(NUM_SCORES, highest, NUM_SCORES, true); break; case 4: playback_control(NULL); break; case 5: case MENU_ATTACHED_USB: leave_menu=true; ret = 1; break; default: break; } } #ifdef HAVE_TOUCHSCREEN /* Leaving the menu, set back to pointer mode */ rb->touchscreen_set_mode(TOUCHSCREEN_POINT); #endif return ret; } static int clix_handle_game(struct clix_game_state_t* state) { if (clix_menu(state, 0)) return 1; int button; int blink_tick = *rb->current_tick + BLINK_TICKCOUNT; int position; int time; int start; int end; int oldx, oldy; int lastbutton = BUTTON_NONE; while(true) { if (TIME_AFTER(*rb->current_tick, blink_tick)) { state->blink = !state->blink; blink_tick = *rb->current_tick + BLINK_TICKCOUNT; } time = 6; /* number of ticks this function will loop reading keys */ start = *rb->current_tick; end = start + time; while(TIME_BEFORE(*rb->current_tick, end)) { oldx = state->x; oldy = state->y; button = rb->button_get_w_tmo(end - *rb->current_tick); #ifdef HAVE_TOUCHSCREEN if(button & BUTTON_TOUCHSCREEN) { int x = rb->button_get_data() >> 16; int y = rb->button_get_data() & 0xffff; x -= XOFS; y -= YOFS; if(x >= 0 && y >= 0) { x /= CELL_SIZE + 1; y /= CELL_SIZE + 1; if(x < BOARD_WIDTH && y < BOARD_HEIGHT && state->board[XYPOS(x, y)] != CC_BLACK) { if(state->x == x && state->y == y) button = CLIX_BUTTON_CLICK; else { state->x = x; state->y = y; } } } } #endif switch( button) { #ifndef HAVE_TOUCHSCREEN #ifdef CLIX_BUTTON_SCROLL_BACK case CLIX_BUTTON_SCROLL_BACK: case CLIX_BUTTON_SCROLL_BACK|BUTTON_REPEAT: #endif case CLIX_BUTTON_UP: if( state->y == 0 || state->board[ XYPOS( state->x, state->y - 1)] == CC_BLACK ) state->y = BOARD_HEIGHT - 1; else state->y--; clix_move_cursor(state, true); break; case CLIX_BUTTON_RIGHT: if( state->x == (BOARD_WIDTH - 1)) state->x = 0; else state->x++; clix_move_cursor(state, false); break; #ifdef CLIX_BUTTON_SCROLL_FWD case CLIX_BUTTON_SCROLL_FWD: case CLIX_BUTTON_SCROLL_FWD|BUTTON_REPEAT: #endif case CLIX_BUTTON_DOWN: if( state->y == (BOARD_HEIGHT - 1)) state->y = 0; else state->y++; clix_move_cursor( state, true); break; case CLIX_BUTTON_LEFT: if( state->x == 0) state->x = BOARD_WIDTH - 1; else state->x--; clix_move_cursor(state, true); break; #endif case CLIX_BUTTON_CLICK: { if (state->selected_count > 1) { switch( clix_clear_selected( state)) { case CLIX_CLEARED: state->score += state->level * 100; clix_draw( state); if (state->level < NUM_LEVELS) { rb->splash(HZ*2, "Great! Next Level!"); state->level++; clix_init_new_level( state); clix_update_selected( state); } else { rb->splash(HZ*2, "Congratulation!!!"); rb->lcd_clear_display(); rb->splash(HZ*2, "You have finished the game."); if (clix_menu(state, 0)) return 1; } break; case CLIX_GAMEOVER: clix_draw( state); rb->splash(HZ*2, "Game Over!"); rb->lcd_clear_display(); position=highscore_update(state->score, state->level, "", highest,NUM_SCORES); if (position == 0) rb->splash(HZ*2, "New High Score"); if (position != -1) highscore_show(position, highest, NUM_SCORES, true); if (clix_menu(state, 0)) return 1; break; default: rb->sleep(10); /* prevent repeating clicks */ break; } } } break; case CLIX_BUTTON_QUIT: if (clix_menu(state, 1) != 0) { rb->button_clear_queue(); return 1; } break; default: break; } if(button != BUTTON_NONE) lastbutton = button; if( (oldx != state->x || oldy != state->y) && state->board_selected[ XYPOS( oldx, oldy)] != state->board_selected[ XYPOS( state->x, state->y)] ) { clix_update_selected(state); } clix_draw(state); rb->sleep(time); } } } /* this is the plugin entry point */ enum plugin_status plugin_start(const void* parameter) { (void)parameter; rb->lcd_set_backdrop(NULL); rb->lcd_set_foreground(LCD_WHITE); rb->lcd_set_background(LCD_BLACK); rb->lcd_setfont(FONT_SYSFIXED); #ifdef HAVE_TOUCHSCREEN rb->touchscreen_set_mode(TOUCHSCREEN_POINT); #endif highscore_load(HIGHSCORE_FILE, highest, NUM_SCORES); struct clix_game_state_t state; clix_handle_game( &state); highscore_save(HIGHSCORE_FILE, highest, NUM_SCORES); return PLUGIN_OK; }