/*************************************************************************** * __________ __ ___. * 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 PLUGIN_HEADER /* 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 /* number of level */ #define STAR_LEVEL_COUNT 20 /* 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 */ #if (LCD_HEIGHT * LCD_WIDTH >= 70000) && defined(IPOD_ARCH) /* iPod 5G LCD is *slow* */ #define STAR_SLEEP rb->yield(); #elif (LCD_HEIGHT * LCD_WIDTH >= 30000) #define STAR_SLEEP rb->sleep(0); #else #define STAR_SLEEP rb->sleep(1); #endif /* value of ball and block control */ #define STAR_CONTROL_BALL 0 #define STAR_CONTROL_BLOCK 1 /* variable button definitions */ #if CONFIG_KEYPAD == RECORDER_PAD #define STAR_QUIT BUTTON_OFF #define STAR_UP BUTTON_UP #define STAR_DOWN BUTTON_DOWN #define STAR_TOGGLE_CONTROL BUTTON_ON #define STAR_TOGGLE_CONTROL2 BUTTON_PLAY #define STAR_LEVEL_UP BUTTON_F3 #define STAR_LEVEL_DOWN BUTTON_F1 #define STAR_LEVEL_REPEAT BUTTON_F2 #define STAR_MENU_RUN BUTTON_PLAY #define STAR_MENU_RUN2 BUTTON_RIGHT #define STAR_MENU_RUN3 BUTTON_ON #elif CONFIG_KEYPAD == ARCHOS_AV300_PAD #define STAR_QUIT BUTTON_OFF #define STAR_UP BUTTON_UP #define STAR_DOWN BUTTON_DOWN #define STAR_TOGGLE_CONTROL BUTTON_ON #define STAR_TOGGLE_CONTROL2 BUTTON_SELECT #define STAR_LEVEL_UP BUTTON_F3 #define STAR_LEVEL_DOWN BUTTON_F1 #define STAR_LEVEL_REPEAT BUTTON_F2 #define STAR_MENU_RUN BUTTON_SELECT #define STAR_MENU_RUN2 BUTTON_RIGHT #define STAR_MENU_RUN3 BUTTON_ON #elif CONFIG_KEYPAD == ONDIO_PAD #define STAR_QUIT BUTTON_OFF #define STAR_UP BUTTON_UP #define STAR_DOWN BUTTON_DOWN #define STAR_TOGGLE_CONTROL_PRE BUTTON_MENU #define STAR_TOGGLE_CONTROL (BUTTON_MENU | BUTTON_REL) #define STAR_LEVEL_UP (BUTTON_MENU | BUTTON_RIGHT) #define STAR_LEVEL_DOWN (BUTTON_MENU | BUTTON_LEFT) #define STAR_LEVEL_REPEAT (BUTTON_MENU | BUTTON_UP) #define STAR_MENU_RUN BUTTON_RIGHT #elif (CONFIG_KEYPAD == IRIVER_H100_PAD) || \ (CONFIG_KEYPAD == IRIVER_H300_PAD) #define STAR_QUIT BUTTON_OFF #define STAR_UP BUTTON_UP #define STAR_DOWN BUTTON_DOWN #define STAR_TOGGLE_CONTROL BUTTON_MODE #define STAR_TOGGLE_CONTROL2 BUTTON_SELECT #define STAR_LEVEL_UP (BUTTON_ON | BUTTON_RIGHT) #define STAR_LEVEL_DOWN (BUTTON_ON | BUTTON_LEFT) #define STAR_LEVEL_REPEAT (BUTTON_ON | BUTTON_SELECT) #define STAR_MENU_RUN BUTTON_RIGHT #define STAR_MENU_RUN2 BUTTON_SELECT #define STAR_RC_QUIT BUTTON_RC_STOP #elif (CONFIG_KEYPAD == IPOD_4G_PAD) || \ (CONFIG_KEYPAD == IPOD_3G_PAD) #define STAR_QUIT (BUTTON_SELECT | BUTTON_MENU) #define STAR_UP BUTTON_MENU #define STAR_DOWN BUTTON_PLAY #define STAR_TOGGLE_CONTROL_PRE BUTTON_SELECT #define STAR_TOGGLE_CONTROL (BUTTON_SELECT | BUTTON_REL) #define STAR_LEVEL_UP (BUTTON_SELECT | BUTTON_RIGHT) #define STAR_LEVEL_DOWN (BUTTON_SELECT | BUTTON_LEFT) #define STAR_LEVEL_REPEAT (BUTTON_SELECT | BUTTON_PLAY) #define STAR_MENU_RUN BUTTON_RIGHT #define STAR_MENU_RUN2 BUTTON_SELECT #elif (CONFIG_KEYPAD == IAUDIO_X5M5_PAD) #define STAR_QUIT BUTTON_POWER #define STAR_UP BUTTON_UP #define STAR_DOWN BUTTON_DOWN #define STAR_TOGGLE_CONTROL BUTTON_SELECT #define STAR_LEVEL_UP_PRE BUTTON_REC #define STAR_LEVEL_UP (BUTTON_REC|BUTTON_REL) #define STAR_LEVEL_DOWN_PRE BUTTON_REC #define STAR_LEVEL_DOWN (BUTTON_REC|BUTTON_REPEAT) #define STAR_LEVEL_REPEAT BUTTON_PLAY #define STAR_MENU_RUN BUTTON_RIGHT #define STAR_MENU_RUN2 BUTTON_SELECT #elif (CONFIG_KEYPAD == GIGABEAT_PAD) #define STAR_QUIT BUTTON_A #define STAR_UP BUTTON_UP #define STAR_DOWN BUTTON_DOWN #define STAR_TOGGLE_CONTROL BUTTON_MENU #define STAR_LEVEL_UP (BUTTON_POWER | BUTTON_UP) #define STAR_LEVEL_DOWN (BUTTON_POWER | BUTTON_DOWN) #define STAR_LEVEL_REPEAT (BUTTON_POWER | BUTTON_RIGHT) #define STAR_MENU_RUN BUTTON_RIGHT #elif (CONFIG_KEYPAD == SANSA_E200_PAD) #define STAR_QUIT BUTTON_POWER #define STAR_UP BUTTON_UP #define STAR_DOWN BUTTON_DOWN #define STAR_TOGGLE_CONTROL BUTTON_SELECT #define STAR_LEVEL_UP (BUTTON_SELECT | BUTTON_RIGHT) #define STAR_LEVEL_DOWN (BUTTON_SELECT | BUTTON_LEFT) #define STAR_LEVEL_REPEAT (BUTTON_SELECT | BUTTON_DOWN) #define STAR_MENU_RUN BUTTON_SELECT #elif (CONFIG_KEYPAD == IRIVER_H10_PAD) #define STAR_QUIT BUTTON_POWER #define STAR_UP BUTTON_SCROLL_UP #define STAR_DOWN BUTTON_SCROLL_DOWN #define STAR_TOGGLE_CONTROL BUTTON_REW #define STAR_LEVEL_UP (BUTTON_PLAY | BUTTON_SCROLL_UP) #define STAR_LEVEL_DOWN (BUTTON_PLAY | BUTTON_SCROLL_DOWN) #define STAR_LEVEL_REPEAT (BUTTON_PLAY | BUTTON_RIGHT) #define STAR_MENU_RUN BUTTON_FF #endif /* function returns because of USB? */ static bool usb_detected = false; /* 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]; #include "star_tiles.h" #define TILE_WIDTH BMPWIDTH_star_tiles #define TILE_HEIGHT (BMPHEIGHT_star_tiles/5) #define STAR_OFFSET_X ((LCD_WIDTH - STAR_WIDTH * TILE_WIDTH) / 2) #define STAR_OFFSET_Y ((LCD_HEIGHT - STAR_HEIGHT * TILE_HEIGHT - MAX(TILE_HEIGHT, 8)) / 2) #define WALL 0 #define SPACE 1 #define BLOCK 2 #define STAR 3 #define BALL 4 #define MENU_START 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. */ 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; bool go_on; 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 cut 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(); go_on = false; while (waitkey && !go_on) { key = rb->button_get(true); switch (key) { case STAR_QUIT: case BUTTON_LEFT: case STAR_DOWN: go_on = true; break; default: if (rb->default_event_handler(key) == SYS_USB_CONNECTED) { usb_detected = true; go_on = true; break; } } } rb->lcd_clear_display(); } } while (*ptr_char != '\0'); } /** * Do a pretty transition from one level to another. */ #if !defined(GIGABEAT_F) || defined(SIMULATOR) /* FIXME: this crashes on the Gigabeat but not in the sim */ static void star_transition_update(void) { int center_x = LCD_WIDTH / 2; int center_y = LCD_HEIGHT / 2; int x = 0; int y = 0; #if LCD_WIDTH >= LCD_HEIGHT int lcd_demi_width = LCD_WIDTH / 2; int var_y = 0; for (; 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, 1); rb->lcd_update_rect(center_x - x, center_y - y, 1, y * 2); rb->lcd_update_rect(center_x + x - 1, center_y - y, 1, y * 2); rb->lcd_update_rect(center_x - x, center_y + y - 1, x * 2, 1); STAR_SLEEP } #else int lcd_demi_height = LCD_HEIGHT / 2; int var_x = 0; for (; y < lcd_demi_height ; y++) { var_x += LCD_WIDTH; if (var_x > LCD_HEIGHT) { var_x -= LCD_HEIGHT; x++; } rb->lcd_update_rect(center_x - x, center_y - y, x * 2, 1); rb->lcd_update_rect(center_x - x, center_y - y, 1, y * 2); rb->lcd_update_rect(center_x + x - 1, center_y - y, 1, y * 2); rb->lcd_update_rect(center_x - x, center_y + y - 1, x * 2, 1); STAR_SLEEP } #endif rb->lcd_update(); } #endif /** * Display information board of the current level. */ static void star_display_board_info(int current_level) { int label_pos_y, tile_pos_y; char str_info[32]; if (TILE_HEIGHT > char_height) { tile_pos_y = LCD_HEIGHT - TILE_HEIGHT; label_pos_y = tile_pos_y + (TILE_HEIGHT - char_height) / 2; } else { label_pos_y = LCD_HEIGHT - char_height; tile_pos_y = label_pos_y + (char_height - TILE_HEIGHT) / 2; } rb->snprintf(str_info, sizeof(str_info), "L:%02d", current_level + 1); rb->lcd_putsxy(STAR_OFFSET_X, label_pos_y, str_info); rb->snprintf(str_info, sizeof(str_info), "S:%02d", star_count); rb->lcd_putsxy(LCD_WIDTH/2 - 2 * char_width, label_pos_y, str_info); rb->lcd_putsxy(STAR_OFFSET_X + (STAR_WIDTH-1) * TILE_WIDTH - 2 * char_width, label_pos_y, "C:"); rb->lcd_bitmap_part(star_tiles, 0, control == STAR_CONTROL_BALL ? BALL*TILE_HEIGHT : BLOCK*TILE_HEIGHT, TILE_WIDTH, STAR_OFFSET_X + (STAR_WIDTH-1) * TILE_WIDTH, tile_pos_y, TILE_WIDTH, TILE_HEIGHT); rb->lcd_update_rect(0, MIN(label_pos_y, tile_pos_y), LCD_WIDTH, MAX(TILE_HEIGHT, char_height)); } /** * Load a level into board array. */ static int star_load_level(int current_level) { int x, y; char *ptr_tab; if (current_level < 0) current_level = 0; else if (current_level > STAR_LEVEL_COUNT-1) current_level = STAR_LEVEL_COUNT-1; 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) { # define DRAW_TILE( a ) \ rb->lcd_bitmap_part( star_tiles, 0, \ a*TILE_HEIGHT, TILE_WIDTH, \ STAR_OFFSET_X + x * TILE_WIDTH, \ STAR_OFFSET_Y + y * TILE_HEIGHT, \ TILE_WIDTH, TILE_HEIGHT); case STAR_VOID: DRAW_TILE( SPACE ); break; case STAR_WALL: DRAW_TILE( WALL ); break; case STAR_STAR: DRAW_TILE( STAR ); star_count++; break; case STAR_BALL: ball_x = x; ball_y = y; DRAW_TILE( BALL ); break; case STAR_BLOCK: block_x = x; block_y = y; DRAW_TILE( BLOCK ); break; } ptr_tab++; } ptr_tab++; } star_display_board_info(current_level); #if !defined(GIGABEAT_F) || defined(SIMULATOR) star_transition_update(); #else rb->lcd_update(); #endif return 1; } static void star_animate_tile(int tile_no, int start_x, int start_y, int delta_x, int delta_y) { int i; if (delta_x != 0) /* horizontal */ { for (i = 1 ; i <= TILE_WIDTH ; i++) { STAR_SLEEP rb->lcd_bitmap_part(star_tiles, 0, SPACE * TILE_HEIGHT, TILE_WIDTH, start_x, start_y, TILE_WIDTH, TILE_HEIGHT); rb->lcd_bitmap_part(star_tiles, 0, tile_no * TILE_HEIGHT, TILE_WIDTH, start_x + delta_x * i, start_y, TILE_WIDTH, TILE_HEIGHT); rb->lcd_update_rect(start_x + delta_x * i - (delta_x>0?1:0), start_y, TILE_WIDTH + 1, TILE_HEIGHT); } } else /* vertical */ { for (i = 1 ; i <= TILE_HEIGHT ; i++) { STAR_SLEEP rb->lcd_bitmap_part(star_tiles, 0, SPACE * TILE_HEIGHT, TILE_WIDTH, start_x, start_y, TILE_WIDTH, TILE_HEIGHT); rb->lcd_bitmap_part(star_tiles, 0, tile_no * TILE_HEIGHT, TILE_WIDTH, start_x, start_y + delta_y * i, TILE_WIDTH, TILE_HEIGHT); rb->lcd_update_rect(start_x, start_y + delta_y * i - (delta_y>0?1:0), TILE_WIDTH, TILE_HEIGHT + 1); } } } /** * Run the game. */ static int star_run_game(int current_level) { int move_x = 0; int move_y = 0; int key; int lastkey = BUTTON_NONE; 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; while ((move_x == 0) && (move_y == 0)) { key = rb->button_get(true); switch (key) { #ifdef STAR_RC_QUIT case STAR_RC_QUIT: #endif case STAR_QUIT: return -1; case BUTTON_LEFT: move_x = -1; break; case BUTTON_RIGHT: move_x = 1; break; case STAR_UP: move_y = -1; break; case STAR_DOWN: move_y = 1; break; case STAR_LEVEL_DOWN: #ifdef STAR_LEVEL_DOWN_PRE if (lastkey != STAR_LEVEL_DOWN_PRE) break; #endif if (current_level > 0) { current_level--; star_load_level(current_level); } break; case STAR_LEVEL_REPEAT: star_load_level(current_level); break; case STAR_LEVEL_UP: #ifdef STAR_LEVEL_UP_PRE if (lastkey != STAR_LEVEL_UP_PRE) break; #endif if (current_level < STAR_LEVEL_COUNT - 1) { current_level++; star_load_level(current_level); } break; case STAR_TOGGLE_CONTROL: #ifdef STAR_TOGGLE_CONTROL_PRE if (lastkey != STAR_TOGGLE_CONTROL_PRE) break; #endif #ifdef STAR_TOGGLE_CONTROL2 case STAR_TOGGLE_CONTROL2: #endif if (control == STAR_CONTROL_BALL) control = STAR_CONTROL_BLOCK; else control = STAR_CONTROL_BALL; star_display_board_info(current_level); break; default: if (rb->default_event_handler(key) == SYS_USB_CONNECTED) { usb_detected = true; return 0; } break; } if (key != BUTTON_NONE) lastkey = key; } 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)) { star_animate_tile(BALL, STAR_OFFSET_X + ball_x * TILE_WIDTH, STAR_OFFSET_Y + ball_y * TILE_HEIGHT, move_x, move_y); 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(current_level); } } 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) { star_animate_tile(BLOCK, STAR_OFFSET_X + block_x * TILE_WIDTH, STAR_OFFSET_Y + block_y * TILE_HEIGHT, move_x, move_y); 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("Congratulations!", true); rb->lcd_update(); /* There is no such level as STAR_LEVEL_COUNT so it can't be the * current_level */ current_level--; return 1; } star_load_level(current_level); } } } /** * Display the choice menu. */ static int star_menu(void) { int selection, level=1; bool menu_quit = false; /* get the size of char */ rb->lcd_getstringsize("a", &char_width, &char_height); MENUITEM_STRINGLIST(menu,"Star Menu",NULL,"Play","Choose Level", "Information","Keys","Quit"); while(!menu_quit) { selection = rb->do_menu(&menu, &selection); switch(selection) { case 0: menu_quit = true; break; case 1: rb->set_int("Level", "", UNIT_INT, &level, NULL, 1, 1, STAR_LEVEL_COUNT, NULL ); break; case 2: star_display_text( "INFO\n\n" "Take all the stars to go to the next level. " "You can toggle control with the block to " "use it as a mobile wall. The block cannot " "take stars.", true); break; case 3: #if CONFIG_KEYPAD == RECORDER_PAD 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); #elif CONFIG_KEYPAD == ONDIO_PAD star_display_text("KEYS\n\n" "[MODE] Toggle Ctl\n" "[OFF] Exit\n" "[M <] Prev. level\n" "[M ^] Reset level\n" "[M >] Next level", true); #elif (CONFIG_KEYPAD == IRIVER_H100_PAD) || (CONFIG_KEYPAD == IRIVER_H300_PAD) star_display_text("KEYS\n\n" "[MODE/NAVI] Toggle Ctrl\n" "[OFF] Exit\n" "[ON + LEFT] Prev. level\n" "[ON + NAVI] Reset level\n" "[ON + RIGHT] Next level", true); #elif (CONFIG_KEYPAD == IPOD_4G_PAD) || (CONFIG_KEYPAD == IPOD_3G_PAD) star_display_text("KEYS\n\n" "[SELECT] Toggle Ctl\n" "[S + MENU] Exit\n" "[S <] Prev. level\n" "[S + PLAY] Reset level\n" "[S >] Next level", true); #elif CONFIG_KEYPAD == IAUDIO_X5M5_PAD star_display_text("KEYS\n\n" "[SELECT] Toggle Ctl\n" "[POWER] Exit\n" "[REC..] Prev. level\n" "[PLAY] Reset level\n" "[REC] Next level", true); #elif CONFIG_KEYPAD == GIGABEAT_PAD star_display_text("KEYS\n\n" "[MENU] Toggle Control\n" "[A] Exit\n" "[PWR+DOWN] Prev. level\n" "[PWR+RIGHT] Reset level\n" "[PWR+UP] Next level", true); #elif CONFIG_KEYPAD == IRIVER_H10_PAD star_display_text("KEYS\n\n" "[REW] Toggle Ctl\n" "[POWER] Exit\n" "[PLAY+DOWN] Prev. level\n" "[PLAY+RIGHT] Reset level\n" "[PLAY+UP] Next level", true); #endif break; default: menu_quit = true; break; } } if (selection == MENU_START) { rb->lcd_setfont(FONT_SYSFIXED); rb->lcd_getstringsize("a", &char_width, &char_height); level--; star_run_game(level); } return PLUGIN_OK; } /** * Main entry point */ enum plugin_status plugin_start(struct plugin_api* api, void* parameter) { (void)parameter; rb = api; #if LCD_DEPTH > 1 rb->lcd_set_backdrop(NULL); rb->lcd_set_background( LCD_BLACK ); rb->lcd_set_foreground( LCD_WHITE ); #endif /* display choice menu */ return star_menu(); } #endif