/*************************************************************************** * __________ __ ___. * Open \______ \ ____ ____ | | _\_ |__ _______ ___ * Source | _// _ \_/ ___\| |/ /| __ \ / _ \ \/ / * Jukebox | | ( <_> ) \___| < | \_\ ( <_> > < < * Firmware |____|_ /\____/ \___ >__|_ \|___ /\____/__/\_ \ * \/ \/ \/ \/ \/ * $Id$ * * Copyright (C) 2006 by Mat Holton * * This program is free software; you can redistribute it and/or * modify it under the terms of the GNU General Public License * as published by the Free Software Foundation; either version 2 * of the License, or (at your option) any later version. * * This software is distributed on an "AS IS" basis, WITHOUT WARRANTY OF ANY * KIND, either express or implied. * ****************************************************************************/ #include "plugin.h" #include "lib/display_text.h" #include "lib/helper.h" #include "lib/highscore.h" #include "lib/playback_control.h" /* variable button definitions */ #if CONFIG_KEYPAD == RECORDER_PAD #define AST_PAUSE BUTTON_ON #define AST_QUIT BUTTON_OFF #define AST_THRUST BUTTON_UP #define AST_HYPERSPACE BUTTON_DOWN #define AST_LEFT BUTTON_LEFT #define AST_RIGHT BUTTON_RIGHT #define AST_FIRE BUTTON_PLAY #elif CONFIG_KEYPAD == ARCHOS_AV300_PAD #define AST_PAUSE BUTTON_ON #define AST_QUIT BUTTON_OFF #define AST_THRUST BUTTON_UP #define AST_HYPERSPACE BUTTON_DOWN #define AST_LEFT BUTTON_LEFT #define AST_RIGHT BUTTON_RIGHT #define AST_FIRE BUTTON_SELECT #elif CONFIG_KEYPAD == ONDIO_PAD #define AST_PAUSE (BUTTON_MENU | BUTTON_OFF) #define AST_QUIT BUTTON_OFF #define AST_THRUST BUTTON_UP #define AST_HYPERSPACE BUTTON_DOWN #define AST_LEFT BUTTON_LEFT #define AST_RIGHT BUTTON_RIGHT #define AST_FIRE BUTTON_MENU #elif (CONFIG_KEYPAD == IRIVER_H100_PAD) || \ (CONFIG_KEYPAD == IRIVER_H300_PAD) #define AST_PAUSE BUTTON_REC #define AST_QUIT BUTTON_OFF #define AST_THRUST BUTTON_UP #define AST_HYPERSPACE BUTTON_DOWN #define AST_LEFT BUTTON_LEFT #define AST_RIGHT BUTTON_RIGHT #define AST_FIRE BUTTON_SELECT #define AST_RC_QUIT BUTTON_RC_STOP #elif (CONFIG_KEYPAD == IAUDIO_X5M5_PAD) #define AST_PAUSE BUTTON_PLAY #define AST_QUIT BUTTON_POWER #define AST_THRUST BUTTON_UP #define AST_HYPERSPACE BUTTON_DOWN #define AST_LEFT BUTTON_LEFT #define AST_RIGHT BUTTON_RIGHT #define AST_FIRE BUTTON_SELECT #elif (CONFIG_KEYPAD == IPOD_4G_PAD) || (CONFIG_KEYPAD == IPOD_3G_PAD) || \ (CONFIG_KEYPAD == IPOD_1G2G_PAD) #define AST_PAUSE (BUTTON_SELECT | BUTTON_PLAY) #define AST_QUIT (BUTTON_SELECT | BUTTON_MENU) #define AST_THRUST BUTTON_MENU #define AST_HYPERSPACE BUTTON_PLAY #define AST_LEFT BUTTON_SCROLL_BACK #define AST_RIGHT BUTTON_SCROLL_FWD #define AST_FIRE BUTTON_SELECT #elif (CONFIG_KEYPAD == GIGABEAT_PAD) #define AST_PAUSE BUTTON_A #define AST_QUIT BUTTON_POWER #define AST_THRUST BUTTON_UP #define AST_HYPERSPACE BUTTON_DOWN #define AST_LEFT BUTTON_LEFT #define AST_RIGHT BUTTON_RIGHT #define AST_FIRE BUTTON_SELECT #elif (CONFIG_KEYPAD == SANSA_E200_PAD) #define AST_PAUSE BUTTON_REC #define AST_QUIT BUTTON_POWER #define AST_THRUST BUTTON_UP #define AST_HYPERSPACE BUTTON_DOWN #define AST_LEFT BUTTON_SCROLL_BACK #define AST_RIGHT BUTTON_SCROLL_FWD #define AST_FIRE BUTTON_SELECT #elif (CONFIG_KEYPAD == SANSA_FUZE_PAD) #define AST_PAUSE (BUTTON_SELECT | BUTTON_UP) #define AST_QUIT (BUTTON_HOME|BUTTON_REPEAT) #define AST_THRUST BUTTON_UP #define AST_HYPERSPACE BUTTON_DOWN #define AST_LEFT BUTTON_SCROLL_BACK #define AST_RIGHT BUTTON_SCROLL_FWD #define AST_FIRE BUTTON_SELECT #elif (CONFIG_KEYPAD == SANSA_C200_PAD) #define AST_PAUSE BUTTON_REC #define AST_QUIT BUTTON_POWER #define AST_THRUST BUTTON_UP #define AST_HYPERSPACE BUTTON_DOWN #define AST_LEFT BUTTON_LEFT #define AST_RIGHT BUTTON_RIGHT #define AST_FIRE BUTTON_SELECT #elif (CONFIG_KEYPAD == SANSA_CLIP_PAD) #define AST_PAUSE BUTTON_HOME #define AST_QUIT BUTTON_POWER #define AST_THRUST BUTTON_UP #define AST_HYPERSPACE BUTTON_DOWN #define AST_LEFT BUTTON_LEFT #define AST_RIGHT BUTTON_RIGHT #define AST_FIRE BUTTON_SELECT #elif (CONFIG_KEYPAD == SANSA_M200_PAD) #define AST_PAUSE (BUTTON_SELECT | BUTTON_UP) #define AST_QUIT BUTTON_POWER #define AST_THRUST BUTTON_UP #define AST_HYPERSPACE BUTTON_DOWN #define AST_LEFT BUTTON_LEFT #define AST_RIGHT BUTTON_RIGHT #define AST_FIRE (BUTTON_SELECT | BUTTON_REL) #elif (CONFIG_KEYPAD == IRIVER_H10_PAD) #define AST_PAUSE BUTTON_PLAY #define AST_QUIT BUTTON_POWER #define AST_THRUST BUTTON_SCROLL_UP #define AST_HYPERSPACE BUTTON_SCROLL_DOWN #define AST_LEFT BUTTON_LEFT #define AST_RIGHT BUTTON_RIGHT #define AST_FIRE BUTTON_REW #elif (CONFIG_KEYPAD == GIGABEAT_S_PAD) #define AST_PAUSE BUTTON_PLAY #define AST_QUIT BUTTON_BACK #define AST_THRUST BUTTON_UP #define AST_HYPERSPACE BUTTON_DOWN #define AST_LEFT BUTTON_LEFT #define AST_RIGHT BUTTON_RIGHT #define AST_FIRE BUTTON_SELECT #elif (CONFIG_KEYPAD == MROBE100_PAD) #define AST_PAUSE BUTTON_DISPLAY #define AST_QUIT BUTTON_POWER #define AST_THRUST BUTTON_UP #define AST_HYPERSPACE BUTTON_DOWN #define AST_LEFT BUTTON_LEFT #define AST_RIGHT BUTTON_RIGHT #define AST_FIRE BUTTON_SELECT #elif CONFIG_KEYPAD == IAUDIO_M3_PAD #define AST_PAUSE BUTTON_RC_PLAY #define AST_QUIT BUTTON_RC_REC #define AST_THRUST BUTTON_RC_VOL_UP #define AST_HYPERSPACE BUTTON_RC_VOL_DOWN #define AST_LEFT BUTTON_RC_REW #define AST_RIGHT BUTTON_RC_FF #define AST_FIRE BUTTON_RC_MODE #elif (CONFIG_KEYPAD == COWON_D2_PAD) #define AST_QUIT BUTTON_POWER #elif CONFIG_KEYPAD == CREATIVEZVM_PAD #define AST_PAUSE BUTTON_PLAY #define AST_QUIT BUTTON_BACK #define AST_THRUST BUTTON_UP #define AST_HYPERSPACE BUTTON_DOWN #define AST_LEFT BUTTON_LEFT #define AST_RIGHT BUTTON_RIGHT #define AST_FIRE BUTTON_SELECT #elif CONFIG_KEYPAD == PHILIPS_HDD1630_PAD #define AST_PAUSE BUTTON_VIEW #define AST_QUIT BUTTON_POWER #define AST_THRUST BUTTON_UP #define AST_HYPERSPACE BUTTON_DOWN #define AST_LEFT BUTTON_LEFT #define AST_RIGHT BUTTON_RIGHT #define AST_FIRE BUTTON_PLAYLIST #elif CONFIG_KEYPAD == PHILIPS_HDD6330_PAD #define AST_PAUSE BUTTON_PLAY #define AST_QUIT BUTTON_POWER #define AST_THRUST BUTTON_UP #define AST_HYPERSPACE BUTTON_DOWN #define AST_LEFT BUTTON_LEFT #define AST_RIGHT BUTTON_RIGHT #define AST_FIRE BUTTON_VOL_DOWN #elif CONFIG_KEYPAD == PHILIPS_SA9200_PAD #define AST_PAUSE BUTTON_RIGHT #define AST_QUIT BUTTON_POWER #define AST_THRUST BUTTON_UP #define AST_HYPERSPACE BUTTON_DOWN #define AST_LEFT BUTTON_PREV #define AST_RIGHT BUTTON_NEXT #define AST_FIRE BUTTON_LEFT #elif (CONFIG_KEYPAD == ONDAVX747_PAD) || \ (CONFIG_KEYPAD == ONDAVX777_PAD) || \ (CONFIG_KEYPAD == MROBE500_PAD) #define AST_QUIT BUTTON_POWER #elif (CONFIG_KEYPAD == SAMSUNG_YH_PAD) #define AST_PAUSE BUTTON_FFWD #define AST_QUIT BUTTON_REC #define AST_THRUST BUTTON_UP #define AST_HYPERSPACE BUTTON_DOWN #define AST_LEFT BUTTON_LEFT #define AST_RIGHT BUTTON_RIGHT #define AST_FIRE BUTTON_PLAY #elif (CONFIG_KEYPAD == PBELL_VIBE500_PAD) #define AST_PAUSE BUTTON_PLAY #define AST_QUIT BUTTON_REC #define AST_THRUST BUTTON_UP #define AST_HYPERSPACE BUTTON_DOWN #define AST_LEFT BUTTON_PREV #define AST_RIGHT BUTTON_NEXT #define AST_FIRE BUTTON_OK #elif (CONFIG_KEYPAD == MPIO_HD200_PAD) #define AST_PAUSE (BUTTON_PLAY|BUTTON_FUNC) #define AST_QUIT (BUTTON_REC|BUTTON_PLAY) #define AST_THRUST BUTTON_REC #define AST_HYPERSPACE BUTTON_PLAY #define AST_LEFT BUTTON_REW #define AST_RIGHT BUTTON_FF #define AST_FIRE BUTTON_FUNC #elif (CONFIG_KEYPAD == MPIO_HD300_PAD) #define AST_PAUSE BUTTON_PLAY #define AST_QUIT (BUTTON_REC|BUTTON_REPEAT) #define AST_THRUST BUTTON_MENU #define AST_HYPERSPACE (BUTTON_PLAY|BUTTON_REPEAT) #define AST_LEFT BUTTON_REW #define AST_RIGHT BUTTON_FF #define AST_FIRE BUTTON_ENTER #else #error No keymap defined! #endif #ifdef HAVE_TOUCHSCREEN #ifndef AST_PAUSE #define AST_PAUSE BUTTON_CENTER #endif #ifndef AST_QUIT #define AST_QUIT BUTTON_TOPLEFT #endif #ifndef AST_THRUST #define AST_THRUST BUTTON_TOPMIDDLE #endif #ifndef AST_HYPERSPACE #define AST_HYPERSPACE BUTTON_TOPRIGHT #endif #ifndef AST_LEFT #define AST_LEFT BUTTON_MIDLEFT #endif #ifndef AST_RIGHT #define AST_RIGHT BUTTON_MIDRIGHT #endif #ifndef AST_FIRE #define AST_FIRE BUTTON_BOTTOMMIDDLE #endif #endif #define RES MAX(LCD_WIDTH, LCD_HEIGHT) #define LARGE_LCD (RES >= 200) #define CYCLETIME 30 #define SHOW_COL 0 #define SCALE 5000 #define WRAP_GAP (LARGE*SCALE*3) #define POINT_SIZE 2 #define START_LEVEL 1 #define SHOW_LEVEL_TIME 50 #define EXPLOSION_LENGTH 20 #define MAX_NUM_ASTEROIDS 25 #define MAX_NUM_MISSILES 6 #define NUM_STARS 50 #define NUM_TRAIL_POINTS 70 #define MAX_LEVEL MAX_NUM_ASTEROIDS #define NUM_ASTEROID_VERTICES 10 #define NUM_SHIP_VERTICES 4 #define NUM_ENEMY_VERTICES 8 #define INVULNERABLE_TIME 30 #define BLINK_TIME 10 #define EXTRA_LIFE 250 #define START_LIVES 3 #define MISSILE_LIFE_LENGTH 40 #define ASTEROID_SPEED (RES/20) #define SPACE_CHECK_SIZE 30*SCALE #if (LARGE_LCD) #define SIZE_SHIP_COLLISION 8*SCALE #else #define SIZE_SHIP_COLLISION 6*SCALE #endif #define LITTLE_SHIP 1 #define BIG_SHIP 2 #define ENEMY_BIG_PROBABILITY_START 10 #define ENEMY_APPEAR_PROBABILITY_START 35 #define ENEMY_APPEAR_TIMING_START 600 #define ENEMY_SPEED 4 #define ENEMY_MISSILE_LIFE_LENGTH (RES/2) #if (LARGE_LCD) #define SIZE_ENEMY_COLLISION 7*SCALE #else #define SIZE_ENEMY_COLLISION 5*SCALE #endif #define SIN_COS_SCALE 10000 #define FAST_ROT_CW_SIN 873 #define FAST_ROT_CW_COS 9963 #define FAST_ROT_ACW_SIN -873 #define FAST_ROT_ACW_COS 9963 #define MEDIUM_ROT_CW_SIN 350 #define MEDIUM_ROT_CW_COS 9994 #define MEDIUM_ROT_ACW_SIN -350 #define MEDIUM_ROT_ACW_COS 9994 #define SLOW_ROT_CW_SIN 350 #define SLOW_ROT_CW_COS 9994 #define SLOW_ROT_ACW_SIN -350 #define SLOW_ROT_ACW_COS 9994 #ifdef HAVE_LCD_COLOR #define SHIP_ROT_CW_SIN 2419 #define SHIP_ROT_CW_COS 9702 #define SHIP_ROT_ACW_SIN -2419 #define SHIP_ROT_ACW_COS 9702 #else #define SHIP_ROT_CW_SIN 3827 #define SHIP_ROT_CW_COS 9239 #define SHIP_ROT_ACW_SIN -3827 #define SHIP_ROT_ACW_COS 9239 #endif #define SCALED_WIDTH (LCD_WIDTH*SCALE) #define SCALED_HEIGHT (LCD_HEIGHT*SCALE) #define CENTER_LCD_X (LCD_WIDTH/2) #define CENTER_LCD_Y (LCD_HEIGHT/2) #ifdef HAVE_LCD_COLOR #define ASTEROID_R 230 #define ASTEROID_G 200 #define ASTEROID_B 100 #define SHIP_R 255 #define SHIP_G 255 #define SHIP_B 255 #define ENEMY_R 50 #define ENEMY_G 220 #define ENEMY_B 50 #define THRUST_R 200 #define THRUST_G 200 #define THRUST_B 0 #define COL_MISSILE LCD_RGBPACK(200,0,0) #define COL_PLAYER LCD_RGBPACK(200,200,200) #define COL_INVULN LCD_RGBPACK(100,100,200) #define COL_STARS LCD_WHITE #define COL_ASTEROID LCD_RGBPACK(ASTEROID_R,ASTEROID_G,ASTEROID_B) #define COL_TEXT LCD_RGBPACK(200,200,255) #define COL_ENEMY LCD_RGBPACK(ENEMY_R,ENEMY_G,ENEMY_B) #define SET_FG rb->lcd_set_foreground #define SET_BG rb->lcd_set_background #else #define SET_FG(x) #define SET_BG(x) #endif #define SCORE_FILE PLUGIN_GAMES_DIR "/spacerocks.score" #define NUM_SCORES 5 static struct highscore highscores[NUM_SCORES]; /* The array of points that make up an asteroid */ static const short asteroid_one[NUM_ASTEROID_VERTICES*2] = { -2, -12, 4, -8, 8, -14, 16, -5, 14, 0, 20, 2, 12, 14, -4, 14, -10, 6, -10, -8, }; /* The array of points that make up an asteroid */ static const short asteroid_two[NUM_ASTEROID_VERTICES*2] = { -2, -12, 4, -16, 6, -14, 16, -8, 14, 0, 20, 2, 12, 14, -4, 14, -10, 6, -10, -8, }; /* The array of points that make up an asteroid */ static const short asteroid_three[NUM_ASTEROID_VERTICES*2] = { -2, -12, 4, -16, 6, -14, 2, -8, 14, 0, 20, 2, 12, 14, -4, 14, -16, 6, -10, -8, }; /* The array of points the make up the ship */ static const short ship_vertices[NUM_SHIP_VERTICES*2] = { #if (LARGE_LCD) 0, -6, 4, 6, 0, 2, -4, 6, #else 0, -4, 3, 4, 0, 1, -3, 4, #endif }; /* The array of points the make up the bad spaceship */ static const short enemy_vertices[NUM_ENEMY_VERTICES*2] = { #if (LARGE_LCD) -8, 0, -4, 4, 4, 4, 8, 0, -8, 0, 8, 0, 4, -4, -4, -4, #else -5, 0, -2, 2, 2, 2, 5, 0, -5, 0, 5, 0, 2, -2, -2, -2, #endif }; enum asteroid_type { #if (LARGE_LCD) SMALL = 2, MEDIUM = 4, LARGE = 6, #else SMALL = 1, MEDIUM = 2, LARGE = 3, #endif }; enum explosion_type { EXPLOSION_SHIP, EXPLOSION_ASTEROID, EXPLOSION_ENEMY, EXPLOSION_THRUST, }; enum game_state { GAME_OVER, SHOW_LEVEL, PLAY_MODE, PAUSE_MODE, }; struct Point { int x; int y; int dx; int dy; }; struct TrailPoint { struct Point position; int alive; #ifdef HAVE_LCD_COLOR short r; short g; short b; short dec; #endif }; /* Asteroid structure, contains an array of points */ struct Asteroid { struct Point position; struct Point rotation; struct Point vertices[NUM_ASTEROID_VERTICES]; bool exists; int explode_countdown; enum asteroid_type type; int radius; long speed_cos; long speed_sin; }; struct Ship { struct Point position; struct Point rotation; struct Point vertices[NUM_SHIP_VERTICES]; bool exists; int explode_countdown; int invulnerable_time; }; struct Enemy { struct Point position; struct Point vertices[NUM_ENEMY_VERTICES]; bool exists; int explode_countdown; int appear_countdown; short size_probability; short appear_probability; short appear_timing; }; struct Missile { struct Point position; struct Point oldpoint; int alive; }; static enum game_state game_state; static int asteroid_count; static int next_missile_count; static int next_thrust_count; static int num_lives; static int extra_life; static int show_level_timeout; static int current_level; static int current_score; static struct Ship ship; static struct Point stars[NUM_STARS]; static struct Asteroid asteroids_array[MAX_NUM_ASTEROIDS]; static struct Missile missiles_array[MAX_NUM_MISSILES]; static struct Missile enemy_missile; static struct Enemy enemy; static struct Point lives_points[NUM_SHIP_VERTICES]; static struct TrailPoint trail_points[NUM_TRAIL_POINTS]; /************************************************* ** Handle polygon and point *************************************************/ /* Check if point is in a polygon */ static bool is_point_in_polygon(struct Point* vertices, int num_vertices, int x, int y) { struct Point* pi; struct Point* pj; int n; bool c = false; if (x < -SCALED_WIDTH/2) x += SCALED_WIDTH; else if (x > SCALED_WIDTH/2) x -= SCALED_WIDTH; if (y < -SCALED_HEIGHT/2) y += SCALED_HEIGHT; else if (y > SCALED_HEIGHT/2) y -= SCALED_HEIGHT; pi = vertices; pj = vertices + num_vertices-1; n = num_vertices; while (n--) { if ((((pi->y <= y) && (y < pj->y)) || ((pj->y <= y) && (y < pi->y))) && (x < (pj->x - pi->x) * (y - pi->y) / (pj->y - pi->y) + pi->x)) c = !c; pj = pi; pi++; } return c; } /* Check if point is within a rectangle */ static bool is_point_within_rectangle(struct Point* rect, struct Point* p, int size) { int dx = p->x - rect->x; int dy = p->y - rect->y; #if SHOW_COL rb->lcd_drawrect((rect->x - size)/SCALE, (rect->y - size)/SCALE, (size*2+1)/SCALE, (size*2+1)/SCALE); #endif if (dx < -SCALED_WIDTH/2) dx += SCALED_WIDTH; else if (dx > SCALED_WIDTH/2) dx -= SCALED_WIDTH; if (dy < -SCALED_HEIGHT/2) dy += SCALED_HEIGHT; else if (dy > SCALED_HEIGHT/2) dy -= SCALED_HEIGHT; return (dx > -size && dx < size && dy > -size && dy < size); } /* Rotate polygon */ static void rotate_polygon(struct Point* vertices, int num_vertices, struct Point* rotation, int cos, int sin) { struct Point* point; int n; long temp_x, temp_y; temp_x = rotation->x; temp_y = rotation->y; rotation->x = (temp_x*cos - temp_y*sin)/SIN_COS_SCALE; rotation->y = (temp_y*cos + temp_x*sin)/SIN_COS_SCALE; #define MIN_SCALE (SIN_COS_SCALE-10) #define MAX_SCALE (SIN_COS_SCALE+10) /* normalize vector. this is not accurate but would be enough. */ temp_x = rotation->x*rotation->x + rotation->y*rotation->y; if (temp_x <= MIN_SCALE*MIN_SCALE) { rotation->x = rotation->x*SIN_COS_SCALE/MIN_SCALE; rotation->y = rotation->y*SIN_COS_SCALE/MIN_SCALE; } else if (temp_x >= MAX_SCALE*MAX_SCALE) { rotation->x = rotation->x*SIN_COS_SCALE/MAX_SCALE; rotation->y = rotation->y*SIN_COS_SCALE/MAX_SCALE; } #undef MIN_SCALE #undef MAX_SCALE point = vertices; n = num_vertices; while (n--) { point->x = (point->dx*rotation->x - point->dy*rotation->y)/SIN_COS_SCALE; point->y = (point->dy*rotation->x + point->dx*rotation->y)/SIN_COS_SCALE; point++; } } /* Draw polygon */ static void draw_polygon(struct Point* vertices, int num_vertices, int px, int py) { int n, new_x, new_y, old_x, old_y; struct Point *p; bool draw_wrap; if (px > SCALED_WIDTH - WRAP_GAP) px -= SCALED_WIDTH; if (py > SCALED_HEIGHT - WRAP_GAP) py -= SCALED_HEIGHT; draw_wrap = (px < WRAP_GAP || py < WRAP_GAP); p = vertices + num_vertices - 1; old_x = (p->x + px)/SCALE; old_y = (p->y + py)/SCALE; p = vertices; n = num_vertices; while (n--) { new_x = (p->x + px)/SCALE; new_y = (p->y + py)/SCALE; rb->lcd_drawline(old_x, old_y, new_x, new_y); if (draw_wrap) { rb->lcd_drawline(old_x + LCD_WIDTH, old_y, new_x + LCD_WIDTH, new_y); rb->lcd_drawline(old_x, old_y + LCD_HEIGHT, new_x, new_y + LCD_HEIGHT); rb->lcd_drawline(old_x + LCD_WIDTH, old_y + LCD_HEIGHT, new_x + LCD_WIDTH, new_y + LCD_HEIGHT); } old_x = new_x; old_y = new_y; p++; } } static void move_point(struct Point* point) { point->x += point->dx; point->y += point->dy; /* Check bounds on the x-axis: */ point->x %= SCALED_WIDTH; if (point->x < 0) point->x += SCALED_WIDTH; /* Check bounds on the y-axis: */ point->y %= SCALED_HEIGHT; if (point->y < 0) point->y += SCALED_HEIGHT; } /************************************************* ** Handle trail blaiz. *************************************************/ static void create_ship_trail(struct TrailPoint* tpoint) { tpoint->position.x += ship.vertices[2].x; tpoint->position.y += ship.vertices[2].y; tpoint->position.dx = -( ship.vertices[0].x - ship.vertices[2].x )/10; tpoint->position.dy = -( ship.vertices[0].y - ship.vertices[2].y )/10; } static void create_explosion_trail(struct TrailPoint* tpoint) { tpoint->position.dx = (rb->rand()%5001)-2500; tpoint->position.dy = (rb->rand()%5001)-2500; } static void create_trail_blaze(int colour, struct Point* position) { int numtoadd; struct TrailPoint* tpoint; int n; if (colour != EXPLOSION_SHIP) { numtoadd = NUM_TRAIL_POINTS/5; } else { numtoadd = NUM_TRAIL_POINTS/8; } /* give the point a random countdown timer, so they dissapears at different times */ tpoint = trail_points; n = NUM_TRAIL_POINTS; while (n--) { /* find a space in the array of trail_points that is NULL or DEAD or whatever and place this one here. */ if (tpoint->alive <= 0) { /* take a random point near the position. */ tpoint->position.x = (rb->rand()%18000)-9000 + position->x; tpoint->position.y = (rb->rand()%18000)-9000 + position->y; switch(colour) { case EXPLOSION_SHIP: create_explosion_trail(tpoint); tpoint->alive = 51; #ifdef HAVE_LCD_COLOR tpoint->r = SHIP_R; tpoint->g = SHIP_G; tpoint->b = SHIP_B; tpoint->dec = 2; #endif break; case EXPLOSION_ASTEROID: create_explosion_trail(tpoint); tpoint->alive = 51; #ifdef HAVE_LCD_COLOR tpoint->r = ASTEROID_R; tpoint->g = ASTEROID_G; tpoint->b = ASTEROID_B; tpoint->dec = 2; #endif break; case EXPLOSION_ENEMY: create_explosion_trail(tpoint); tpoint->alive = 51; #ifdef HAVE_LCD_COLOR tpoint->r = ENEMY_R; tpoint->g = ENEMY_G; tpoint->b = ENEMY_B; tpoint->dec = 2; #endif break; case EXPLOSION_THRUST: create_ship_trail(tpoint); tpoint->alive = 17; #ifdef HAVE_LCD_COLOR tpoint->r = THRUST_R; tpoint->g = THRUST_G; tpoint->b = THRUST_B; tpoint->dec = 4; #endif break; } /* give the points a speed based on direction of travel - i.e. opposite */ tpoint->position.dx += position->dx; tpoint->position.dy += position->dy; numtoadd--; if (numtoadd <= 0) break; } tpoint++; } } static void draw_and_move_trail_blaze(void) { struct TrailPoint* tpoint; int n; /* loop through, if alive then move and draw. when drawn, countdown it's timer. if zero kill it! */ tpoint = trail_points; n = NUM_TRAIL_POINTS; while (n--) { if (tpoint->alive > 0) { if (game_state != PAUSE_MODE) { tpoint->alive--; move_point(&(tpoint->position)); #ifdef HAVE_LCD_COLOR /* intensity = tpoint->alive/2; */ if (tpoint->r >= tpoint->dec) tpoint->r -= tpoint->dec; if (tpoint->g >= tpoint->dec) tpoint->g -= tpoint->dec; if (tpoint->b >= tpoint->dec) tpoint->b -= tpoint->dec; #endif } SET_FG(LCD_RGBPACK(tpoint->r, tpoint->g, tpoint->b)); rb->lcd_drawpixel(tpoint->position.x/SCALE, tpoint->position.y/SCALE); } tpoint++; } } /************************************************* ** Handle asteroid. *************************************************/ static void rotate_asteroid(struct Asteroid* asteroid) { rotate_polygon(asteroid->vertices, NUM_ASTEROID_VERTICES, &asteroid->rotation, asteroid->speed_cos, asteroid->speed_sin); } /* Initialise the passed Asteroid. * if position is NULL, place it at the random loacation * where ship doesn't exist */ static void initialise_asteroid(struct Asteroid* asteroid, enum asteroid_type type, struct Point *position) { const short *asteroid_vertices; struct Point* point; int n; asteroid->exists = true; asteroid->explode_countdown = 0; asteroid->type = type; /* Set the radius of the asteroid: */ asteroid->radius = (int)type*SCALE*3; /* shall we move Clockwise and Fast */ n = rb->rand()%100; if (n < 25) { asteroid->speed_cos = FAST_ROT_CW_COS; asteroid->speed_sin = FAST_ROT_CW_SIN; } else if (n < 50) { asteroid->speed_cos = FAST_ROT_ACW_COS; asteroid->speed_sin = FAST_ROT_ACW_SIN; } else if (n < 75) { asteroid->speed_cos = SLOW_ROT_ACW_COS; asteroid->speed_sin = SLOW_ROT_ACW_SIN; } else { asteroid->speed_cos = SLOW_ROT_CW_COS; asteroid->speed_sin = SLOW_ROT_CW_SIN; } n = rb->rand()%99; if (n < 33) asteroid_vertices = asteroid_one; else if (n < 66) asteroid_vertices = asteroid_two; else asteroid_vertices = asteroid_three; point = asteroid->vertices; for(n = 0; n < NUM_ASTEROID_VERTICES*2; n += 2) { point->x = asteroid_vertices[n]; point->y = asteroid_vertices[n+1]; point->x *= asteroid->radius/20; point->y *= asteroid->radius/20; /* dx and dy are used when rotate polygon */ point->dx = point->x; point->dy = point->y; point++; } if (!position) { do { /* Set the position randomly: */ asteroid->position.x = (rb->rand()%SCALED_WIDTH); asteroid->position.y = (rb->rand()%SCALED_HEIGHT); } while (is_point_within_rectangle(&ship.position, &asteroid->position, SPACE_CHECK_SIZE)); } else { asteroid->position.x = position->x; asteroid->position.y = position->y; } do { asteroid->position.dx = (rb->rand()%ASTEROID_SPEED)-ASTEROID_SPEED/2; } while (asteroid->position.dx == 0); do { asteroid->position.dy = (rb->rand()%ASTEROID_SPEED)-ASTEROID_SPEED/2; } while (asteroid->position.dy == 0); asteroid->position.dx *= SCALE/10; asteroid->position.dy *= SCALE/10; asteroid->rotation.x = SIN_COS_SCALE; asteroid->rotation.y = 0; /* Now rotate the asteroid a bit, so they all look a bit different */ for(n = (rb->rand()%30)+2; n--; ) rotate_asteroid(asteroid); /* great, we've created an asteroid, don't forget to increment the total: */ asteroid_count++; } /* * Creates a new asteroid of the given 4type (size) and at the given location. */ static void create_asteroid(enum asteroid_type type, struct Point *position) { struct Asteroid* asteroid; int n; asteroid = asteroids_array; n = MAX_NUM_ASTEROIDS; while (n--) { if (!asteroid->exists && asteroid->explode_countdown <= 0) { initialise_asteroid(asteroid, type, position); break; } asteroid++; } } /* Draw and move all asteroids */ static void draw_and_move_asteroids(void) { struct Asteroid* asteroid; int n; SET_FG(COL_ASTEROID); asteroid = asteroids_array; n = MAX_NUM_ASTEROIDS; while (n--) { if (asteroid->exists) { draw_polygon(asteroid->vertices, NUM_ASTEROID_VERTICES, asteroid->position.x, asteroid->position.y); } if (game_state != PAUSE_MODE) { if (asteroid->exists) { move_point(&asteroid->position); rotate_asteroid(asteroid); } else if (asteroid->explode_countdown > 0) { asteroid->explode_countdown--; } } asteroid++; } } static void explode_asteroid(struct Asteroid* asteroid) { struct Point p; p.dx = asteroid->position.dx; p.dy = asteroid->position.dy; p.x = asteroid->position.x; p.y = asteroid->position.y; asteroid_count--; asteroid->exists = false; switch(asteroid->type) { case SMALL: asteroid->explode_countdown = EXPLOSION_LENGTH; create_trail_blaze(EXPLOSION_ASTEROID, &p); break; case MEDIUM: create_asteroid(SMALL, &p); create_asteroid(SMALL, &p); break; case LARGE: create_asteroid(MEDIUM, &p); create_asteroid(MEDIUM, &p); break; } } /************************************************* ** Handle ship. *************************************************/ /* Initialise the ship */ static void initialise_ship(void) { struct Point* point; struct Point* lives_point; int n; ship.position.x = CENTER_LCD_X * SCALE; ship.position.y = CENTER_LCD_Y * SCALE; ship.position.dx = 0; ship.position.dy = 0; ship.rotation.x = SIN_COS_SCALE; ship.rotation.y = 0; ship.exists = true; ship.explode_countdown = 0; ship.invulnerable_time = INVULNERABLE_TIME; point = ship.vertices; lives_point = lives_points; for(n = 0; n < NUM_SHIP_VERTICES*2; n += 2) { point->x = ship_vertices[n]; point->y = ship_vertices[n+1]; point->x *= SCALE; point->y *= SCALE; /* dx and dy are used when rotate polygon */ point->dx = point->x; point->dy = point->y; /* grab a copy of the ships points for the lives display: */ lives_point->x = point->x; lives_point->y = point->y; point++; lives_point++; } } /* * Draws the ship, moves the ship and creates a new * one if it's finished exploding. */ static void draw_and_move_ship(void) { if (ship.invulnerable_time > BLINK_TIME || ship.invulnerable_time % 2 != 0) { SET_FG(COL_INVULN); } else { SET_FG(COL_PLAYER); } if (ship.exists) { draw_polygon(ship.vertices, NUM_SHIP_VERTICES, ship.position.x, ship.position.y); } if (game_state != PAUSE_MODE) { if (ship.exists) { if (ship.invulnerable_time > 0) ship.invulnerable_time--; move_point(&ship.position); } else if (ship.explode_countdown > 0) { ship.explode_countdown--; if (ship.explode_countdown <= 0) { num_lives--; if (num_lives <= 0) { game_state = GAME_OVER; } else { initialise_ship(); } } } } } static void explode_ship(void) { if (!ship.invulnerable_time) { /* if not invulnerable, blow up ship */ ship.explode_countdown = EXPLOSION_LENGTH; ship.exists = false; create_trail_blaze(EXPLOSION_SHIP, &ship.position); } } /* Rotate the ship using the passed sin & cos values */ static void rotate_ship(int cos, int sin) { if (ship.exists) { rotate_polygon(ship.vertices, NUM_SHIP_VERTICES, &ship.rotation, cos, sin); } } static void thrust_ship(void) { if (ship.exists) { ship.position.dx += ( ship.vertices[0].x - ship.vertices[2].x )/20; ship.position.dy += ( ship.vertices[0].y - ship.vertices[2].y )/20; /* if dx and dy are below a certain threshold, then set 'em to 0 but to do this we need to ascertain if the spacehip as moved on screen for more than a certain amount. */ create_trail_blaze(EXPLOSION_THRUST, &ship.position); } } /* stop movement of ship, 'cos that's what happens when you go into hyperspace. */ static void hyperspace(void) { if (ship.exists) { ship.position.dx = ship.position.dy = 0; ship.position.x = (rb->rand()%SCALED_WIDTH); ship.position.y = (rb->rand()%SCALED_HEIGHT); } } static void draw_lives(void) { int n; #if (LARGE_LCD) int px = (LCD_WIDTH-1 - 4)*SCALE; int py = (LCD_HEIGHT-1 - 6)*SCALE; #else int px = (LCD_WIDTH-1 - 3)*SCALE; int py = (LCD_HEIGHT-1 - 4)*SCALE; #endif SET_FG(COL_PLAYER); n = num_lives-1; while (n--) { draw_polygon(lives_points, NUM_SHIP_VERTICES, px, py); #if (LARGE_LCD) px -= 8*SCALE; #else px -= 6*SCALE; #endif } } /* * missile */ /* Initialise a missile */ static void initialise_missile(struct Missile* missile) { missile->position.x = ship.position.x + ship.vertices[0].x; missile->position.y = ship.position.y + ship.vertices[0].y; missile->position.dx = (ship.vertices[0].x - ship.vertices[2].x)/2; missile->position.dy = (ship.vertices[0].y - ship.vertices[2].y)/2; missile->alive = MISSILE_LIFE_LENGTH; missile->oldpoint.x = missile->position.x; missile->oldpoint.y = missile->position.y; } /* Fire the next missile */ static void fire_missile(void) { struct Missile* missile; int n; if (ship.exists) { missile = missiles_array; n = MAX_NUM_MISSILES; while (n--) { if (missile->alive <= 0) { initialise_missile(missile); break; } missile++; } } } /* Draw and Move all the missiles */ static void draw_and_move_missiles(void) { struct Missile* missile; struct Point vertices[2]; int n; SET_FG(COL_MISSILE); missile = missiles_array; n = MAX_NUM_MISSILES; while (n--) { if (missile->alive > 0) { vertices[0].x = 0; vertices[0].y = 0; vertices[1].x = -missile->position.dx; vertices[1].y = -missile->position.dy; draw_polygon(vertices, 2, missile->position.x, missile->position.y); if (game_state != PAUSE_MODE) { missile->oldpoint.x = missile->position.x; missile->oldpoint.y = missile->position.y; move_point(&missile->position); missile->alive--; } } missile++; } } /************************************************* ** Handle enemy. *************************************************/ static void initialise_enemy(void) { struct Point* point; int n; int size; if (rb->rand()%100 > enemy.size_probability) { size = BIG_SHIP; enemy.size_probability++; if (enemy.size_probability > 90) { enemy.size_probability = ENEMY_BIG_PROBABILITY_START; } } else { size = LITTLE_SHIP; enemy.size_probability = ENEMY_BIG_PROBABILITY_START; } enemy.exists = true; enemy.explode_countdown = 0; enemy.appear_countdown = enemy.appear_timing; point = enemy.vertices; for(n = 0; n < NUM_ENEMY_VERTICES*2; n += 2) { point->x = enemy_vertices[n]; point->y = enemy_vertices[n+1]; point->x *= size*SCALE/2; point->y *= size*SCALE/2; point++; } if (ship.position.x >= SCALED_WIDTH/2) { enemy.position.dx = ENEMY_SPEED; enemy.position.x = 0; } else { enemy.position.dx = -ENEMY_SPEED; enemy.position.x = SCALED_WIDTH; } if (ship.position.y >= SCALED_HEIGHT/2) { enemy.position.dy = ENEMY_SPEED; enemy.position.y = 0; } else { enemy.position.dy = -ENEMY_SPEED; enemy.position.y = SCALED_HEIGHT; } enemy.position.dx *= SCALE/10; enemy.position.dy *= SCALE/10; } static void draw_and_move_enemy(void) { SET_FG(COL_ENEMY); if (enemy.exists) { draw_polygon(enemy.vertices, NUM_ENEMY_VERTICES, enemy.position.x, enemy.position.y); } if (game_state != PAUSE_MODE) { if (enemy.exists) { enemy.position.x += enemy.position.dx; enemy.position.y += enemy.position.dy; if (enemy.position.x > SCALED_WIDTH || enemy.position.x < 0) enemy.exists = false; enemy.position.y %= SCALED_HEIGHT; if (enemy.position.y < 0) enemy.position.y += SCALED_HEIGHT; if ((rb->rand()%1000) < 10) enemy.position.dy = -enemy.position.dy; } else if (enemy.explode_countdown > 0) { enemy.explode_countdown--; } else { if (enemy.appear_countdown > 0) enemy.appear_countdown--; else if (rb->rand()%100 >= enemy.appear_probability) initialise_enemy(); } } if (enemy_missile.alive <= 0) { /* if no missile and the enemy is here and not exploding.. then shoot baby! */ if (enemy.exists && ship.exists && game_state == PLAY_MODE && (rb->rand()%10) >= 5 ) { int dx = ship.position.x - enemy.position.x; int dy = ship.position.y - enemy.position.y; if (dx < -SCALED_WIDTH/2) dx += SCALED_WIDTH; else if (dx > SCALED_WIDTH/2) dx -= SCALED_WIDTH; if (dy < -SCALED_HEIGHT/2) dy += SCALED_HEIGHT; else if (dy > SCALED_HEIGHT/2) dy -= SCALED_HEIGHT; enemy_missile.position.x = enemy.position.x; enemy_missile.position.y = enemy.position.y; /* lame, needs to be sorted - it's trying to shoot at the ship */ if (dx < -5*SCALE) enemy_missile.position.dx = -1; else if (dx > 5*SCALE) enemy_missile.position.dx = 1; else enemy_missile.position.dx = 0; if (dy < -5*SCALE) enemy_missile.position.dy = -1; else if (dy > 5*SCALE) enemy_missile.position.dy = 1; else enemy_missile.position.dy = 0; while (enemy_missile.position.dx == 0 && enemy_missile.position.dy == 0) { enemy_missile.position.dx = rb->rand()%2-1; enemy_missile.position.dy = rb->rand()%2-1; } enemy_missile.position.dx *= SCALE; enemy_missile.position.dy *= SCALE; enemy_missile.alive = ENEMY_MISSILE_LIFE_LENGTH; } } else { rb->lcd_fillrect( enemy_missile.position.x/SCALE, enemy_missile.position.y/SCALE, POINT_SIZE, POINT_SIZE ); if (game_state != PAUSE_MODE) { move_point(&enemy_missile.position); enemy_missile.alive--; } } } /************************************************* ** Check collisions. *************************************************/ /* Add score if missile hit asteroid or enemy */ static void add_score(int val) { current_score += val; if (current_score >= extra_life) { num_lives++; extra_life += EXTRA_LIFE; } } static bool is_point_within_asteroid(struct Asteroid* asteroid, struct Point* point) { if (is_point_within_rectangle(&asteroid->position, point, asteroid->radius) && is_point_in_polygon(asteroid->vertices, NUM_ASTEROID_VERTICES, point->x - asteroid->position.x, point->y - asteroid->position.y)) { explode_asteroid(asteroid); return true; } else return false; } static bool is_point_within_ship(struct Point* point) { if (is_point_within_rectangle(&ship.position, point, SIZE_SHIP_COLLISION) && is_point_in_polygon(ship.vertices, NUM_SHIP_VERTICES, point->x - ship.position.x, point->y - ship.position.y)) { return true; } else return false; } static bool is_point_within_enemy(struct Point* point) { if (is_point_within_rectangle(&enemy.position, point, SIZE_ENEMY_COLLISION)) { add_score(5); enemy.explode_countdown = EXPLOSION_LENGTH; enemy.exists = false; create_trail_blaze(EXPLOSION_ENEMY, &enemy.position); return true; } else return false; } static bool is_ship_within_asteroid(struct Asteroid* asteroid) { struct Point p; if (!is_point_within_rectangle(&asteroid->position, &ship.position, asteroid->radius+SIZE_SHIP_COLLISION)) return false; p.x = ship.position.x + ship.vertices[0].x; p.y = ship.position.y + ship.vertices[0].y; if (is_point_within_asteroid(asteroid, &p)) return true; p.x = ship.position.x + ship.vertices[1].x; p.y = ship.position.y + ship.vertices[1].y; if (is_point_within_asteroid(asteroid, &p)) return true; p.x = ship.position.x + ship.vertices[3].x; p.y = ship.position.y + ship.vertices[3].y; if (is_point_within_asteroid(asteroid, &p)) return true; return false; } /* Check for collsions between the missiles and the asteroids and the ship */ static void check_collisions(void) { struct Missile* missile; struct Asteroid* asteroid; int m, n; bool asteroids_onscreen = false; asteroid = asteroids_array; m = MAX_NUM_ASTEROIDS; while (m--) { /* if the asteroids exists then test missile collision: */ if (asteroid->exists) { missile = missiles_array; n = MAX_NUM_MISSILES; while (n--) { /* if the missiles exists: */ if (missile->alive > 0) { /* has the missile hit the asteroid? */ if (is_point_within_asteroid(asteroid, &missile->position) || is_point_within_asteroid(asteroid, &missile->oldpoint)) { add_score(1); missile->alive = 0; break; } } missile++; } /* now check collision with ship: */ if (asteroid->exists && ship.exists) { if (is_ship_within_asteroid(asteroid)) { add_score(1); explode_ship(); } } /* has the enemy missile blown something up? */ if (asteroid->exists && enemy_missile.alive > 0) { if (is_point_within_asteroid(asteroid, &enemy_missile.position)) { enemy_missile.alive = 0; } } } /* is an asteroid still exploding? */ if (asteroid->explode_countdown > 0) asteroids_onscreen = true; asteroid++; } /* now check collision between ship and enemy */ if (enemy.exists && ship.exists) { /* has the enemy collided with the ship? */ if (is_point_within_enemy(&ship.position)) { explode_ship(); create_trail_blaze(EXPLOSION_ENEMY, &enemy.position); } if (enemy.exists) { /* Now see if the enemy has been shot at by the ships missiles: */ missile = missiles_array; n = MAX_NUM_MISSILES; while (n--) { if (missile->alive > 0 && is_point_within_enemy(&missile->position)) { missile->alive = 0; break; } missile++; } } } /* test collision with enemy missile and ship: */ if (enemy_missile.alive > 0 && is_point_within_ship(&enemy_missile.position)) { explode_ship(); enemy_missile.alive = 0; enemy_missile.position.x = enemy_missile.position.y = 0; } /* if all asteroids cleared then start again: */ if (asteroid_count == 0 && !asteroids_onscreen && !enemy.exists && enemy.explode_countdown <= 0) { current_level++; if (current_level > MAX_LEVEL) current_level = START_LEVEL; enemy.appear_probability += 5; if (enemy.appear_probability >= 100) enemy.appear_probability = ENEMY_APPEAR_PROBABILITY_START; enemy.appear_timing -= 30; if (enemy.appear_timing < 30) enemy.appear_timing = 30; game_state = SHOW_LEVEL; show_level_timeout = SHOW_LEVEL_TIME; } } /* * stars */ static void create_stars(void) { struct Point* p; int n; p = stars; n = NUM_STARS; while (n--) { p->x = (rb->rand()%LCD_WIDTH); p->y = (rb->rand()%LCD_HEIGHT); p++; } } static void drawstars(void) { struct Point* p; int n; SET_FG(COL_STARS); p = stars; n = NUM_STARS; while (n--) { rb->lcd_drawpixel(p->x , p->y); p++; } } /************************************************* ** Creates start_num number of new asteroids of ** full size. **************************************************/ static void initialise_level(int start_num) { struct Asteroid* asteroid; struct Missile* missile; struct TrailPoint* tpoint; int n; asteroid_count = next_missile_count = next_thrust_count = 0; /* no enemy */ enemy.exists = 0; enemy.explode_countdown = 0; enemy_missile.alive = 0; /* clear asteroids */ asteroid = asteroids_array; n = MAX_NUM_ASTEROIDS; while (n--) { asteroid->exists = false; asteroid++; } /* make some LARGE asteroids */ for(n = 0; n < start_num; n++) initialise_asteroid(&asteroids_array[n], LARGE, NULL); /* ensure all missiles are out of action: */ missile = missiles_array; n = MAX_NUM_MISSILES; while (n--) { missile->alive = 0; missile++; } tpoint = trail_points; n = NUM_TRAIL_POINTS; while (n--) { tpoint->alive = 0; tpoint++; } } static void initialise_game(void) { enemy.appear_probability = ENEMY_APPEAR_PROBABILITY_START; enemy.appear_timing = ENEMY_APPEAR_TIMING_START; enemy.appear_countdown = enemy.appear_timing; enemy.size_probability = ENEMY_BIG_PROBABILITY_START; current_level = START_LEVEL; num_lives = START_LIVES; extra_life = EXTRA_LIFE; current_score = 0; initialise_ship(); initialise_level(0); game_state = SHOW_LEVEL; show_level_timeout = SHOW_LEVEL_TIME; } /* menu stuff */ static bool spacerocks_help(void) { static char *help_text[] = { "Spacerocks", "", "Aim", "", "The", "goal", "of", "the", "game", "is", "to", "blow", "up", "the", "asteroids", "and", "avoid", "being", "hit", "by", "them.", "Also", "you'd", "better", "watch", "out", "for", "the", "UFOs!" }; static struct style_text formation[]={ { 0, TEXT_CENTER|TEXT_UNDERLINE }, { 2, C_RED }, LAST_STYLE_ITEM }; rb->lcd_setfont(FONT_UI); SET_BG(LCD_BLACK); SET_FG(LCD_WHITE); if (display_text(ARRAYLEN(help_text), help_text, formation, NULL, true)) return true; rb->lcd_setfont(FONT_SYSFIXED); return false; } #define PLUGIN_OTHER 10 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(void) { int selection = 0; MENUITEM_STRINGLIST(main_menu, "Spacerocks Menu", spacerocks_menu_cb, "Resume Game", "Start New Game", "Help", "High Scores", "Playback Control", "Quit"); rb->button_clear_queue(); while (1) { switch (rb->do_menu(&main_menu, &selection, NULL, false)) { case 0: return PLUGIN_OTHER; case 1: initialise_game(); return PLUGIN_OTHER; case 2: if (spacerocks_help()) return PLUGIN_USB_CONNECTED; break; case 3: highscore_show(-1, highscores, NUM_SCORES, true); break; case 4: playback_control(NULL); break; case 5: return PLUGIN_OK; case MENU_ATTACHED_USB: return PLUGIN_USB_CONNECTED; default: break; } } } static int spacerocks_game_loop(void) { int button; int end; int position; int ret; if ((ret = spacerocks_menu()) != PLUGIN_OTHER) return ret; SET_BG(LCD_BLACK); ingame = true; while (true) { end = *rb->current_tick + (CYCLETIME * HZ) / 1000; rb->lcd_clear_display(); SET_FG(COL_TEXT); switch(game_state) { case GAME_OVER: ingame = false; rb->splash (HZ * 2, "Game Over"); rb->lcd_clear_display(); position = highscore_update(current_score, current_level, "", highscores, NUM_SCORES); if (position != -1) { if (position == 0) rb->splash(HZ*2, "New High Score"); highscore_show(position, highscores, NUM_SCORES, true); } return PLUGIN_OTHER; break; case PAUSE_MODE: rb->lcd_putsxyf(1,LCD_HEIGHT-8, "score %d ", current_score); 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->lcd_putsxyf(1, LCD_HEIGHT-8, "score %d ", current_score); draw_and_move_missiles(); draw_lives(); check_collisions(); draw_and_move_ship(); break; case SHOW_LEVEL: rb->lcd_putsxyf(1, LCD_HEIGHT-8, "score %d ", current_score); rb->lcd_putsxyf(CENTER_LCD_X - 20, CENTER_LCD_Y + CENTER_LCD_Y/2 - 4, "stage %d ", current_level); draw_lives(); draw_and_move_ship(); show_level_timeout--; if (show_level_timeout <= 0) { initialise_level(current_level); game_state = PLAY_MODE; } break; } draw_and_move_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 button = rb->button_get(false); switch(button) { case(AST_QUIT): return PLUGIN_OTHER; break; #ifdef AST_PAUSE case(AST_PAUSE): if (game_state == PAUSE_MODE) game_state = PLAY_MODE; else if (game_state == PLAY_MODE) game_state = PAUSE_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): 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): case (AST_THRUST | BUTTON_REPEAT): if (game_state == PLAY_MODE || game_state == SHOW_LEVEL) { if (next_thrust_count <= 0) { next_thrust_count = 5; thrust_ship(); } } break; case (AST_HYPERSPACE): if (game_state == PLAY_MODE) hyperspace(); /* maybe shield if it gets too hard */ break; case (AST_FIRE): case (AST_FIRE | BUTTON_REPEAT): if (game_state == PLAY_MODE) { if (next_missile_count <= 0) { fire_missile(); next_missile_count = 10; } } else if(game_state == PAUSE_MODE) game_state = PLAY_MODE; break; default: if (rb->default_event_handler(button)==SYS_USB_CONNECTED) return PLUGIN_USB_CONNECTED; break; } if (next_missile_count > 0) next_missile_count--; if (next_thrust_count > 0) next_thrust_count--; if (TIME_BEFORE(*rb->current_tick, end)) rb->sleep(end-*rb->current_tick); else rb->yield(); } } enum plugin_status plugin_start(const void* parameter) { (void)parameter; int ret = PLUGIN_OTHER; #if LCD_DEPTH > 1 rb->lcd_set_backdrop(NULL); #endif /* universal font */ rb->lcd_setfont(FONT_SYSFIXED); /* Turn off backlight timeout */ backlight_force_on(); /* backlight control in lib/helper.c */ highscore_load(SCORE_FILE, highscores, NUM_SCORES); rb->srand(*rb->current_tick); /* create stars once, and once only: */ create_stars(); while (ret == PLUGIN_OTHER) ret = spacerocks_game_loop(); rb->lcd_setfont(FONT_UI); highscore_save(SCORE_FILE, highscores, NUM_SCORES); /* Turn on backlight timeout (revert to settings) */ backlight_use_settings(); /* backlight control in lib/helper.c */ return ret; }