24f4a2a8cf
git-svn-id: svn://svn.rockbox.org/rockbox/trunk@11351 a1c6a512-1295-4272-9138-f99709370657
1688 lines
48 KiB
C
Executable file
1688 lines
48 KiB
C
Executable file
/***************************************************************************
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* __________ __ ___.
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* Open \______ \ ____ ____ | | _\_ |__ _______ ___
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* Source | _// _ \_/ ___\| |/ /| __ \ / _ \ \/ /
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* Jukebox | | ( <_> ) \___| < | \_\ ( <_> > < <
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* Firmware |____|_ /\____/ \___ >__|_ \|___ /\____/__/\_ \
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* \/ \/ \/ \/ \/
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* $Id$
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*
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* Copyright (C) 2006 by Mat Holton
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*
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* All files in this archive are subject to the GNU General Public License.
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* See the file COPYING in the source tree root for full license agreement.
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*
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* This software is distributed on an "AS IS" basis, WITHOUT WARRANTY OF ANY
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* KIND, either express or implied.
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*
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****************************************************************************/
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#include "plugin.h"
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#include "math.h"
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#include "stdio.h"
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PLUGIN_HEADER
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/******************************* Globals ***********************************/
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static struct plugin_api* rb; /* global api struct pointer */
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/* variable button definitions */
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#if CONFIG_KEYPAD == RECORDER_PAD
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#define AST_PAUSE BUTTON_ON
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#define AST_QUIT BUTTON_OFF
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#define AST_THRUST_REP BUTTON_UP | BUTTON_REPEAT
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#define AST_THRUST BUTTON_UP
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#define AST_HYPERSPACE BUTTON_DOWN
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#define AST_LEFT BUTTON_LEFT
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#define AST_LEFT_REP BUTTON_LEFT | BUTTON_REPEAT
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#define AST_RIGHT BUTTON_RIGHT
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#define AST_RIGHT_REP (BUTTON_RIGHT | BUTTON_REPEAT)
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#define AST_FIRE BUTTON_PLAY
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#define AST_FIRE_REP BUTTON_PLAY | BUTTON_REPEAT
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#elif CONFIG_KEYPAD == ONDIO_PAD
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#define AST_PAUSE (BUTTON_MENU | BUTTON_OFF)
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#define AST_QUIT BUTTON_OFF
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#define AST_THRUST BUTTON_UP
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#define AST_THRUST_REP BUTTON_UP | BUTTON_REPEAT
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#define AST_HYPERSPACE BUTTON_DOWN
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#define AST_LEFT BUTTON_LEFT
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#define AST_LEFT_REP BUTTON_LEFT | BUTTON_REPEAT
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#define AST_RIGHT BUTTON_RIGHT
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#define AST_RIGHT_REP (BUTTON_RIGHT | BUTTON_REPEAT)
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#define AST_FIRE BUTTON_MENU
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#define AST_FIRE_REP BUTTON_MENU | BUTTON_REPEAT
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#elif (CONFIG_KEYPAD == IRIVER_H100_PAD) || \
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(CONFIG_KEYPAD == IRIVER_H300_PAD)
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#define AST_PAUSE BUTTON_REC
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#define AST_QUIT BUTTON_OFF
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#define AST_THRUST_REP BUTTON_UP | BUTTON_REPEAT
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#define AST_THRUST BUTTON_UP
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#define AST_HYPERSPACE BUTTON_DOWN
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#define AST_LEFT BUTTON_LEFT
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#define AST_LEFT_REP BUTTON_LEFT | BUTTON_REPEAT
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#define AST_RIGHT BUTTON_RIGHT
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#define AST_RIGHT_REP (BUTTON_RIGHT | BUTTON_REPEAT)
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#define AST_FIRE BUTTON_SELECT
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#define AST_FIRE_REP BUTTON_SELECT | BUTTON_REPEAT
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#define AST_RC_QUIT BUTTON_RC_STOP
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#elif (CONFIG_KEYPAD == IAUDIO_X5_PAD)
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#define AST_PAUSE BUTTON_PLAY
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#define AST_QUIT BUTTON_POWER
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#define AST_THRUST_REP BUTTON_UP | BUTTON_REPEAT
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#define AST_THRUST BUTTON_UP
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#define AST_HYPERSPACE BUTTON_DOWN
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#define AST_LEFT BUTTON_LEFT
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#define AST_LEFT_REP BUTTON_LEFT | BUTTON_REPEAT
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#define AST_RIGHT BUTTON_RIGHT
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#define AST_RIGHT_REP (BUTTON_RIGHT | BUTTON_REPEAT)
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#define AST_FIRE BUTTON_SELECT
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#define AST_FIRE_REP BUTTON_SELECT | BUTTON_REPEAT
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#elif (CONFIG_KEYPAD == IPOD_3G_PAD) || (CONFIG_KEYPAD == IPOD_4G_PAD)
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#define AST_PAUSE (BUTTON_SELECT | BUTTON_PLAY)
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#define AST_QUIT (BUTTON_SELECT | BUTTON_MENU)
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#define AST_THRUST BUTTON_MENU
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#define AST_THRUST_REP (BUTTON_MENU | BUTTON_REPEAT)
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#define AST_HYPERSPACE BUTTON_PLAY
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#define AST_LEFT BUTTON_SCROLL_BACK
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#define AST_LEFT_REP (BUTTON_SCROLL_BACK | BUTTON_REPEAT)
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#define AST_RIGHT BUTTON_SCROLL_FWD
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#define AST_RIGHT_REP (BUTTON_SCROLL_FWD | BUTTON_REPEAT)
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#define AST_FIRE BUTTON_SELECT
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#define AST_FIRE_REP (BUTTON_SELECT | BUTTON_REPEAT)
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#elif (CONFIG_KEYPAD == GIGABEAT_PAD)
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#define AST_PAUSE BUTTON_POWER
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#define AST_QUIT BUTTON_A
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#define AST_THRUST_REP BUTTON_UP | BUTTON_REPEAT
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#define AST_THRUST BUTTON_UP
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#define AST_HYPERSPACE BUTTON_DOWN
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#define AST_LEFT BUTTON_LEFT
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#define AST_LEFT_REP BUTTON_LEFT | BUTTON_REPEAT
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#define AST_RIGHT BUTTON_RIGHT
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#define AST_RIGHT_REP (BUTTON_RIGHT | BUTTON_REPEAT)
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#define AST_FIRE BUTTON_SELECT
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#define AST_FIRE_REP BUTTON_SELECT | BUTTON_REPEAT
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#elif (CONFIG_KEYPAD == SANSA_E200_PAD)
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#define AST_PAUSE BUTTON_SELECT
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#define AST_QUIT BUTTON_POWER
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#define AST_THRUST_REP BUTTON_UP | BUTTON_RIGHT
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#define AST_THRUST BUTTON_UP
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#define AST_HYPERSPACE BUTTON_DOWN
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#define AST_LEFT BUTTON_LEFT
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#define AST_LEFT_REP BUTTON_LEFT | BUTTON_RIGHT
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#define AST_RIGHT BUTTON_RIGHT
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#define AST_RIGHT_REP (BUTTON_RIGHT | BUTTON_RIGHT)
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#define AST_FIRE BUTTON_SELECT
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#define AST_FIRE_REP BUTTON_SELECT | BUTTON_RIGHT
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#elif (CONFIG_KEYPAD == IRIVER_H10_PAD)
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#define AST_PAUSE BUTTON_PLAY
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#define AST_QUIT BUTTON_POWER
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#define AST_THRUST_REP BUTTON_SCROLL_UP | BUTTON_REPEAT
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#define AST_THRUST BUTTON_SCROLL_UP
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#define AST_HYPERSPACE BUTTON_SCROLL_DOWN
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#define AST_LEFT BUTTON_LEFT
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#define AST_LEFT_REP BUTTON_LEFT | BUTTON_REPEAT
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#define AST_RIGHT BUTTON_RIGHT
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#define AST_RIGHT_REP (BUTTON_RIGHT | BUTTON_REPEAT)
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#define AST_FIRE BUTTON_REW
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#define AST_FIRE_REP BUTTON_REW | BUTTON_REPEAT
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#endif
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#define SHOW_COL 0
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#define HISCORE_FILE PLUGIN_DIR "/astrorocks.hs"
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#define POINT_SIZE 2
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#define MAX_NUM_ASTEROIDS 25
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#define MAX_NUM_MISSILES 6
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#define ABS(x) ((x)>0?(x):-(x))
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#define SCALE 5000
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#define MISSILE_SCALE 5000
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#define WRAP_GAP 12
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#define EXPLOSION_LENGTH 35
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#if CONFIG_KEYPAD == RECORDER_PAD || CONFIG_KEYPAD == ONDIO_PAD
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#define ENEMY_MISSILE_SURVIVAL_LENGTH 65
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#define MISSILE_SURVIVAL_LENGTH 40
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#elif (CONFIG_KEYPAD == IRIVER_H100_PAD) || \
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(CONFIG_KEYPAD == IRIVER_H300_PAD) || \
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(CONFIG_KEYPAD == IAUDIO_X5_PAD) || \
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(CONFIG_KEYPAD == IPOD_3G_PAD) || \
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(CONFIG_KEYPAD == IPOD_4G_PAD) || \
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(CONFIG_KEYPAD == GIGABEAT_PAD)|| \
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(CONFIG_KEYPAD == IRIVER_H10_PAD)
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#define ENEMY_MISSILE_SURVIVAL_LENGTH 120
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#define MISSILE_SURVIVAL_LENGTH 80
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#endif
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#define SHOW_GAME_OVER_TIME 100
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#define SHOW_LEVEL_TIME 50
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#define START_LIVES 3
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#define START_LEVEL 1
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#define NUM_ASTEROID_VERTICES 10
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#define NUM_SHIP_VERTICES 4
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#define NUM_ENEMY_VERTICES 6
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#define MAX_LEVEL MAX_NUM_ASTEROIDS
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#define ENEMY_SPEED 4
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#define ENEMY_START_X 0
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#define ENEMY_START_Y 0
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#define SIZE_ENEMY_COLLISION 5*SCALE
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#define ATTRACT_FLIP_TIME 100
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#define NUM_STARS 50
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#define NUM_ROTATIONS 16
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#define SIN_COS_SCALE 10000
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#define SHIP_ROT_CW_SIN 3827
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#define SHIP_ROT_CW_COS 9239
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#define SHIP_ROT_ACW_SIN -3827
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#define SHIP_ROT_ACW_COS 9239
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#define FAST_ROT_CW_SIN 873
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#define FAST_ROT_CW_COS 9963
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#define FAST_ROT_ACW_SIN -873
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#define FAST_ROT_ACW_COS 9963
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#define MEDIUM_ROT_CW_SIN 350
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#define MEDIUM_ROT_CW_COS 9994
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#define MEDIUM_ROT_ACW_SIN -350
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#define MEDIUM_ROT_ACW_COS 9994
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#define SLOW_ROT_CW_SIN 350
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#define SLOW_ROT_CW_COS 9994
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#define SLOW_ROT_ACW_SIN - 350
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#define SLOW_ROT_ACW_COS 9994
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#define SCALED_WIDTH (LCD_WIDTH*SCALE)
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#define SCALED_HEIGHT (LCD_HEIGHT*SCALE)
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#define CENTER_LCD_X (LCD_WIDTH/2)
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#define CENTER_LCD_Y (LCD_HEIGHT/2)
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#ifdef HAVE_LCD_COLOR
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#define COL_MISSILE LCD_RGBPACK(200,0,0)
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#define COL_PLAYER LCD_RGBPACK(200,200,200)
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#define COL_STARS LCD_WHITE
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#define COL_ASTEROID LCD_RGBPACK(150,95,0)
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#define COL_TEXT LCD_RGBPACK(200,200,255)
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#define COL_ENEMY LCD_RGBPACK(50,220,50)
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#define SET_FG rb->lcd_set_foreground
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#define SET_BG rb->lcd_set_background
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#else
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#define SET_FG(x)
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#define SET_BG(x)
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#endif
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enum asteroid_type
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{
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SMALL = 1,
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MEDIUM = 2,
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LARGE = 3,
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};
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enum game_state
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{
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GAME_OVER,
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ATTRACT_MODE,
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SHOW_LEVEL,
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PLAY_MODE,
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PAUSE_MODE
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};
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struct Point
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{
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int x;
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int y;
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int dx;
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int dy;
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};
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/* Asteroid structure, contains an array of points */
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struct Asteroid
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{
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enum asteroid_type type;
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bool exists;
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struct Point position;
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struct Point vertices[NUM_ASTEROID_VERTICES];
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int radius;
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long speed_cos;
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long speed_sin;
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int explode_countdown;
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};
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struct Ship
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{
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struct Point vertices[NUM_SHIP_VERTICES];
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struct Point position;
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bool waiting_for_space;
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int explode_countdown;
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};
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struct Enemy
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{
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struct Point vertices[NUM_ENEMY_VERTICES];
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struct Point position;
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int explode_countdown;
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};
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struct Missile
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{
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struct Point position;
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struct Point oldpoint;
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int survived;
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};
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static enum game_state game_state;
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static int asteroid_count;
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static int next_missile_count;
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static int next_thrust_count;
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static int num_lives;
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static int show_level_timeout;
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static int attract_flip_timeout;
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static int show_game_over;
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static int current_level;
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static int current_score;
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static int high_score;
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static int space_check_size = 20*SCALE;
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static bool enemy_on_screen;
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static char phscore[30];
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static struct Ship ship;
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static struct Point stars[NUM_STARS];
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static struct Asteroid asteroids_array[MAX_NUM_ASTEROIDS];
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static struct Missile missiles_array[MAX_NUM_MISSILES];
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static struct Missile enemy_missile;
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static struct Enemy enemy;
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static struct Point lives_points[NUM_SHIP_VERTICES];
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void draw_and_move_asteroids(void);
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void initialise_game(int nStartNum);
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bool is_asteroid_near_ship(struct Asteroid* asteroid);
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bool is_point_within_asteroid(struct Asteroid* asteroid, struct Point* point);
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void initialise_asteroid(struct Asteroid* asteroid, enum asteroid_type eType);
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void draw_polygon(struct Point* vertices, int px, int py, int num_vertices);
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void rotate_asteroid(struct Asteroid* asteroid);
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void create_asteroid(enum asteroid_type type, int x, int y);
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void create_stars(void);
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void initialise_ship(void);
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void draw_and_move_ship(void);
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void rotate_ship(int s, int c);
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void thrust_ship(void);
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void initialise_missile(struct Missile* missile);
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void draw_and_move_missiles(void);
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void fire_missile(void);
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void animate_and_draw_explosion(struct Point* point, int num_points, int xoffset, int yoffset);
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void initialise_explosion(struct Point* point, int num_points);
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void move_point(struct Point* point);
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void hyperspace(void);
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void check_collisions(void);
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void initialise_enemy(void);
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void draw_and_move_enemy(void);
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void draw_lives(void);
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void drawstars(void);
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bool is_ship_within_asteroid(struct Asteroid* asteroid);
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/* The array of points that make up an asteroid */
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static const short asteroid_one[NUM_ASTEROID_VERTICES*2] =
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{
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-1, -6,
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2, -4,
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4, -7,
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8, -4,
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7, 0,
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10, 1,
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6, 7,
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-2, 7,
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-5, 3,
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-5, -4
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};
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/* The array of points that make up an asteroid */
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static const short asteroid_two[NUM_ASTEROID_VERTICES*2] =
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{
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-1, -6,
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2, -8,
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3, -7,
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8, -4,
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7, 0,
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10, 1,
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6, 7,
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-2, 7,
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-5, 3,
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-5, -4
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};
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/* The array of points that make up an asteroid */
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static const short asteroid_three[NUM_ASTEROID_VERTICES*2] =
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{
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-1, -6,
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2, -8,
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3, -7,
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1, -4,
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7, 0,
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10, 1,
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6, 7,
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-2, 7,
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-8, 3,
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-5, -4
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};
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/* The array od points the make up the ship */
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static const short ship_vertices[NUM_SHIP_VERTICES*2] =
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{
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0,-4,
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3, 4,
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0, 1,
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-3, 4
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};
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/* The array of points the make up the bad spaceship */
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static const short enemy_vertices[NUM_ENEMY_VERTICES*2] =
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{
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-5, 0,
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-2, 2,
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2, 2,
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5, 0,
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2, -2,
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-2, -2
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};
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/*Hi-Score reading and writing to file - this needs moving to the hi-score plugin lib as
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a 3rd function */
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void iohiscore(void)
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{
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int fd;
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int compare;
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/* clear the buffer we're about to load the highscore data into */
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rb->memset(phscore, 0, sizeof(phscore));
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fd = rb->open(HISCORE_FILE,O_RDWR | O_CREAT);
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/* highscore used to %d, is now %d\n
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Deal with no file or bad file */
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rb->read(fd,phscore, sizeof(phscore));
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compare = rb->atoi(phscore);
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if(high_score > compare){
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rb->lseek(fd,0,SEEK_SET);
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rb->fdprintf(fd, "%d\n", high_score);
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}
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else
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high_score = compare;
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rb->close(fd);
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}
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bool point_in_poly(struct Point* _point, int num_vertices, int x, int y)
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{
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struct Point* pi;
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struct Point* pj;
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int n;
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bool c = false;
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pi = _point;
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pj = _point;
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pj += num_vertices-1;
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n = num_vertices;
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while(n--)
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{
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if((((pi->y <= y) && (y < pj->y)) || ((pj->y <= y) && (y < pi->y))) &&
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(x < (pj->x - pi->x) * (y - pi->y) / (pj->y - pi->y) + pi->x))
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c = !c;
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if(n == num_vertices - 1)
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pj = _point;
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else
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pj++;
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pi++;
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}
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return c;
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}
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void move_point(struct Point* point)
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{
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point->x += point->dx;
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point->y += point->dy;
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/*check bounds on the x-axis:*/
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if(point->x >= SCALED_WIDTH)
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point->x = 0;
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else if(point->x <= 0)
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point->x = SCALED_WIDTH;
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/*Check bounds on the y-axis:*/
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if(point->y >= SCALED_HEIGHT)
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point->y = 0;
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else if(point->y <= 0)
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point->y = SCALED_HEIGHT;
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}
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/*Check if point is within a rectangle*/
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bool is_point_within_rectangle(struct Point* rect, struct Point* p, int size)
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{
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#if SHOW_COL
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int aTLx = rect->x - size;
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int aTLy = rect->y - size;
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int aBRx = rect->x + size;
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int aBRy = rect->y + size;
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rb->lcd_drawline( aTLx/SCALE, aTLy/SCALE, aBRx/SCALE, aTLy/SCALE);
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rb->lcd_drawline( aTLx/SCALE, aTLy/SCALE, aTLx/SCALE, aBRy/SCALE);
|
|
rb->lcd_drawline( aTLx/SCALE, aBRy/SCALE, aBRx/SCALE, aBRy/SCALE);
|
|
rb->lcd_drawline( aBRx/SCALE, aBRy/SCALE, aBRx/SCALE, aTLy/SCALE);
|
|
return (p->x > aTLx && p->x < aBRx && p->y > aTLy && p->y < aBRy);
|
|
#else
|
|
return (p->x > rect->x - size && p->x < rect->x + size &&
|
|
p->y > rect->y - size && p->y < rect->y + size);
|
|
#endif
|
|
}
|
|
|
|
/* Draw polygon */
|
|
void draw_polygon(struct Point* vertices, int px, int py, int num_vertices)
|
|
{
|
|
int n, t1, t2, oldX, oldY;
|
|
struct Point *p;
|
|
bool bDrawAll = px < WRAP_GAP || LCD_WIDTH - px < WRAP_GAP ||
|
|
py < WRAP_GAP || LCD_HEIGHT - py < WRAP_GAP;
|
|
|
|
p = vertices;
|
|
p += num_vertices-1;
|
|
oldX = p->x/SCALE + px;
|
|
oldY = p->y/SCALE + py;
|
|
p = vertices;
|
|
for(n = num_vertices+1; --n;)
|
|
{
|
|
t1 = p->x/SCALE + px;
|
|
t2 = p->y/SCALE + py;
|
|
|
|
rb->lcd_drawline(oldX, oldY, t1, t2);
|
|
|
|
if(bDrawAll)
|
|
{
|
|
rb->lcd_drawline(oldX - LCD_WIDTH, oldY, t1 - LCD_WIDTH, t2);
|
|
rb->lcd_drawline(oldX + LCD_WIDTH, oldY, t1 + LCD_WIDTH, t2);
|
|
rb->lcd_drawline(oldX - LCD_WIDTH, oldY + LCD_HEIGHT,
|
|
t1 - LCD_WIDTH, t2 + LCD_HEIGHT);
|
|
rb->lcd_drawline(oldX + LCD_WIDTH, oldY + LCD_HEIGHT,
|
|
t1 + LCD_WIDTH, t2 + LCD_HEIGHT);
|
|
|
|
rb->lcd_drawline(oldX, oldY - LCD_HEIGHT, t1, t2 - LCD_HEIGHT);
|
|
rb->lcd_drawline(oldX, oldY + LCD_HEIGHT, t1, t2 + LCD_HEIGHT);
|
|
rb->lcd_drawline(oldX - LCD_WIDTH, oldY - LCD_HEIGHT,
|
|
t1 - LCD_WIDTH, t2 - LCD_HEIGHT);
|
|
rb->lcd_drawline(oldX + LCD_WIDTH, oldY - LCD_HEIGHT,
|
|
t1 + LCD_WIDTH, t2 - LCD_HEIGHT);
|
|
}
|
|
oldX = t1;
|
|
oldY = t2;
|
|
p++;
|
|
}
|
|
}
|
|
|
|
void animate_and_draw_explosion(struct Point* point, int num_points,
|
|
int xoffset, int yoffset)
|
|
{
|
|
int n;
|
|
for(n = num_points; --n;)
|
|
{
|
|
if(game_state != PAUSE_MODE)
|
|
{
|
|
point->x += point->dx;
|
|
point->y += point->dy;
|
|
}
|
|
rb->lcd_fillrect( point->x/SCALE + xoffset, point->y/SCALE + yoffset,
|
|
POINT_SIZE, POINT_SIZE);
|
|
point++;
|
|
}
|
|
}
|
|
|
|
/*stop movement of ship, 'cos that's what happens when you go into hyperspace.*/
|
|
void hyperspace(void)
|
|
{
|
|
ship.position.dx = ship.position.dy = 0;
|
|
ship.position.x = (rb->rand()%SCALED_WIDTH);
|
|
ship.position.y = (rb->rand()%SCALED_HEIGHT);
|
|
}
|
|
|
|
void initialise_enemy(void)
|
|
{
|
|
struct Point* point;
|
|
int n;
|
|
|
|
enemy_missile.survived = 0;
|
|
enemy_on_screen = true;
|
|
enemy.explode_countdown = 0;
|
|
|
|
point = enemy.vertices;
|
|
for(n = 0; n < NUM_ENEMY_VERTICES+NUM_ENEMY_VERTICES; n+=2)
|
|
{
|
|
point->x = enemy_vertices[n];
|
|
point->y = enemy_vertices[n+1];
|
|
point->x *= SCALE;
|
|
point->y *= SCALE;
|
|
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;
|
|
}
|
|
|
|
void draw_and_move_enemy(void)
|
|
{
|
|
int enemy_x, enemy_y;
|
|
struct Point *point;
|
|
|
|
SET_FG(COL_ENEMY);
|
|
|
|
if(enemy_on_screen)
|
|
{
|
|
enemy_x = enemy.position.x/SCALE;
|
|
enemy_y = enemy.position.y/SCALE;
|
|
if(!enemy.explode_countdown)
|
|
{
|
|
point = enemy.vertices;
|
|
draw_polygon(enemy.vertices, enemy_x, enemy_y, NUM_ENEMY_VERTICES);
|
|
rb->lcd_drawline(enemy.vertices[0].x/SCALE + enemy_x,
|
|
enemy.vertices[0].y/SCALE + enemy_y,
|
|
enemy.vertices[3].x/SCALE + enemy_x,
|
|
enemy.vertices[3].y/SCALE + enemy_y);
|
|
|
|
if(game_state != PAUSE_MODE)
|
|
{
|
|
enemy.position.x += enemy.position.dx;
|
|
enemy.position.y += enemy.position.dy;
|
|
}
|
|
|
|
if(enemy.position.x > SCALED_WIDTH || enemy.position.x < 0)
|
|
enemy_on_screen = false;
|
|
|
|
if(enemy.position.y > SCALED_HEIGHT)
|
|
enemy.position.y = 0;
|
|
else if(enemy.position.y < 0)
|
|
enemy.position.y = SCALED_HEIGHT;
|
|
|
|
if( (rb->rand()%1000) < 10)
|
|
enemy.position.dy = -enemy.position.dy;
|
|
}
|
|
else
|
|
{
|
|
|
|
animate_and_draw_explosion(enemy.vertices, NUM_ENEMY_VERTICES,
|
|
enemy_x, enemy.position.y/SCALE);
|
|
if(game_state != PAUSE_MODE)
|
|
{
|
|
enemy.explode_countdown--;
|
|
if(!enemy.explode_countdown)
|
|
enemy_on_screen = false;
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if( (rb->rand()%1000) < 2 )
|
|
initialise_enemy();
|
|
}
|
|
|
|
if(!enemy_missile.survived && game_state != GAME_OVER)
|
|
{
|
|
/*if no missile and the enemy is here and not exploding..then shoot baby!*/
|
|
if( !enemy.explode_countdown && enemy_on_screen &&
|
|
!ship.waiting_for_space && (rb->rand()%10) > 5 )
|
|
{
|
|
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(ABS(enemy.position.y - ship.position.y) <= 5*SCALE)
|
|
{
|
|
enemy_missile.position.dy = 0;
|
|
}
|
|
else
|
|
{
|
|
if( enemy.position.y < ship.position.y)
|
|
enemy_missile.position.dy = 1;
|
|
else
|
|
enemy_missile.position.dy = -1;
|
|
}
|
|
|
|
if(ABS(enemy.position.x - ship.position.x) <= 5*SCALE)
|
|
enemy_missile.position.dx = 0;
|
|
else
|
|
{
|
|
if( enemy.position.x < ship.position.x)
|
|
enemy_missile.position.dx = 1;
|
|
else
|
|
enemy_missile.position.dx = -1;
|
|
}
|
|
|
|
if(enemy_missile.position.dx == 0 &&
|
|
enemy_missile.position.dy == 0)
|
|
enemy_missile.position.dx = enemy_missile.position.dy = -1;
|
|
|
|
enemy_missile.position.dx *= SCALE;
|
|
enemy_missile.position.dy *= SCALE;
|
|
enemy_missile.survived = ENEMY_MISSILE_SURVIVAL_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.survived--;
|
|
}
|
|
}
|
|
}
|
|
|
|
/******************
|
|
* Lame method of collision
|
|
* detection. It's checking for collision
|
|
* between point and a big rectangle around the asteroid...
|
|
*******************/
|
|
bool is_point_within_asteroid(struct Asteroid* asteroid, struct Point* point)
|
|
{
|
|
if( !is_point_within_rectangle(&asteroid->position, point,
|
|
asteroid->radius+4*SCALE) )
|
|
return false;
|
|
|
|
if(point_in_poly(asteroid->vertices, NUM_ASTEROID_VERTICES,
|
|
point->x - asteroid->position.x,
|
|
point->y - asteroid->position.y))
|
|
{
|
|
switch(asteroid->type)
|
|
{
|
|
case(SMALL):
|
|
asteroid->explode_countdown = EXPLOSION_LENGTH;
|
|
initialise_explosion(asteroid->vertices, NUM_ASTEROID_VERTICES);
|
|
break;
|
|
|
|
case(LARGE):
|
|
create_asteroid(MEDIUM, asteroid->position.x,
|
|
asteroid->position.y);
|
|
create_asteroid(MEDIUM, asteroid->position.x,
|
|
asteroid->position.y);
|
|
break;
|
|
|
|
case(MEDIUM):
|
|
create_asteroid(SMALL, asteroid->position.x, asteroid->position.y);
|
|
create_asteroid(SMALL, asteroid->position.x, asteroid->position.y);
|
|
break;
|
|
}
|
|
|
|
current_score++;
|
|
asteroid_count--;
|
|
asteroid->exists = false;
|
|
return true;
|
|
}
|
|
else
|
|
return false;
|
|
}
|
|
|
|
bool is_point_within_enemy(struct Point* point)
|
|
{
|
|
if( is_point_within_rectangle(&enemy.position, point, 5*SCALE) )
|
|
{
|
|
current_score += 5;
|
|
/*enemy_missile.survived = 0;*/
|
|
enemy.explode_countdown = EXPLOSION_LENGTH;
|
|
initialise_explosion(enemy.vertices, NUM_ENEMY_VERTICES);
|
|
return true;
|
|
}
|
|
else
|
|
return false;
|
|
}
|
|
|
|
bool is_ship_within_asteroid(struct Asteroid* asteroid)
|
|
{
|
|
bool hit = false;
|
|
struct Point p;
|
|
|
|
p.x = ship.position.x + ship.vertices[0].x;
|
|
p.y = ship.position.y + ship.vertices[0].y;
|
|
hit |= is_point_within_asteroid(asteroid, &p);
|
|
|
|
if(!hit)
|
|
{
|
|
p.x = ship.position.x + ship.vertices[1].x;
|
|
p.y = ship.position.y + ship.vertices[1].y;
|
|
hit |= is_point_within_asteroid(asteroid, &p);
|
|
if(!hit)
|
|
{
|
|
p.x = ship.position.x + ship.vertices[3].x;
|
|
p.y = ship.position.y + ship.vertices[3].y;
|
|
hit |= is_point_within_asteroid(asteroid, &p);
|
|
}
|
|
}
|
|
|
|
return hit;
|
|
}
|
|
|
|
void initialise_explosion(struct Point* point, int num_points)
|
|
{
|
|
int n;
|
|
|
|
point->x += point->dx;
|
|
point->y += point->dy;
|
|
for(n = num_points; --n;)
|
|
{
|
|
point->dx = point->x;
|
|
point->dy = point->y;
|
|
point++;
|
|
}
|
|
}
|
|
|
|
/* Check for collsions between the missiles and the asteroids and the ship */
|
|
void check_collisions(void)
|
|
{
|
|
int m, n;
|
|
bool asteroids_onscreen = false;
|
|
struct Missile* missile;
|
|
struct Asteroid* asteroid;
|
|
bool ship_cant_be_placed = 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->survived > 0)
|
|
{
|
|
/*has the missile hit the asteroid?*/
|
|
if(is_point_within_asteroid(asteroid, &missile->position)
|
|
|| is_point_within_asteroid(asteroid,
|
|
&missile->oldpoint))
|
|
{
|
|
missile->survived = 0;
|
|
break;
|
|
}
|
|
}
|
|
missile++;
|
|
}
|
|
}
|
|
|
|
/*If it exists now, check ship collision:*/
|
|
if(asteroid->exists)
|
|
{
|
|
/*now check collision with ship:*/
|
|
if(!ship.waiting_for_space && !ship.explode_countdown)
|
|
{
|
|
if(is_ship_within_asteroid(asteroid))
|
|
{
|
|
/*blow up ship*/
|
|
ship.explode_countdown = EXPLOSION_LENGTH;
|
|
initialise_explosion(ship.vertices, NUM_SHIP_VERTICES);
|
|
}
|
|
}
|
|
}
|
|
|
|
/*has the enemy missile blown something up?*/
|
|
if(asteroid->exists && enemy_missile.survived)
|
|
{
|
|
if(is_point_within_asteroid(asteroid, &enemy_missile.position))
|
|
{
|
|
/*take that score back then:*/
|
|
if(current_score > 0) current_score--;
|
|
enemy_missile.survived = 0;
|
|
}
|
|
}
|
|
|
|
/*if it still exists, check if ship is waiting for space:*/
|
|
if(asteroid->exists && ship.waiting_for_space)
|
|
ship_cant_be_placed |=
|
|
is_point_within_rectangle(&ship.position,
|
|
&asteroid->position,
|
|
space_check_size);
|
|
|
|
/*is an asteroid still exploding?*/
|
|
if(asteroid->explode_countdown)
|
|
asteroids_onscreen = true;
|
|
|
|
asteroid++;
|
|
}
|
|
|
|
/*now check collision between ship and enemy*/
|
|
if(enemy_on_screen && !ship.waiting_for_space &&
|
|
!ship.explode_countdown && !enemy.explode_countdown)
|
|
{
|
|
/*has the enemy collided with the ship?*/
|
|
if(is_point_within_enemy(&ship.position))
|
|
{
|
|
ship.explode_countdown = EXPLOSION_LENGTH;
|
|
initialise_explosion(ship.vertices, NUM_SHIP_VERTICES);
|
|
}
|
|
|
|
/*Now see if the enemy has been shot at by the ships missiles:*/
|
|
missile = missiles_array;
|
|
n = MAX_NUM_MISSILES;
|
|
while(--n)
|
|
{
|
|
if(missile->survived > 0 &&
|
|
is_point_within_enemy(&missile->position))
|
|
{
|
|
missile->survived = 0;
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
/*test collision with enemy missile and ship:*/
|
|
if(!ship_cant_be_placed && enemy_missile.survived > 0 &&
|
|
point_in_poly(ship.vertices, NUM_SHIP_VERTICES,
|
|
enemy_missile.position.x - ship.position.x,
|
|
enemy_missile.position.y - ship.position.y))
|
|
{
|
|
ship.explode_countdown = EXPLOSION_LENGTH;
|
|
initialise_explosion(ship.vertices, NUM_SHIP_VERTICES);
|
|
enemy_missile.survived = 0;
|
|
enemy_missile.position.x = enemy_missile.position.y = 0;
|
|
}
|
|
|
|
if(!ship_cant_be_placed)
|
|
ship.waiting_for_space = false;
|
|
|
|
/*if all asteroids cleared then start again:*/
|
|
if(asteroid_count == 0 && !enemy_on_screen && !asteroids_onscreen)
|
|
{
|
|
current_level++;
|
|
game_state = SHOW_LEVEL;
|
|
show_level_timeout = SHOW_LEVEL_TIME;
|
|
}
|
|
}
|
|
|
|
/*************************************************
|
|
** Creates a new asteroid of the given 4type (size)
|
|
** and at the given location.
|
|
*************************************************/
|
|
void create_asteroid(enum asteroid_type type, int x, int y)
|
|
{
|
|
struct Asteroid* asteroid;
|
|
int n;
|
|
|
|
asteroid = asteroids_array;
|
|
n = MAX_NUM_ASTEROIDS;
|
|
while(--n)
|
|
{
|
|
if(!asteroid->exists && !asteroid->explode_countdown)
|
|
{
|
|
initialise_asteroid(asteroid, type);
|
|
asteroid->position.x = x;
|
|
asteroid->position.y = y;
|
|
break;
|
|
}
|
|
asteroid++;
|
|
}
|
|
}
|
|
|
|
/* Initialise a missile */
|
|
void initialise_missile(struct Missile* missile)
|
|
{
|
|
missile->position.x = ship.position.x;
|
|
missile->position.y = ship.position.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->survived = MISSILE_SURVIVAL_LENGTH;
|
|
missile->oldpoint.x = missile->position.x;
|
|
missile->oldpoint.y = missile->position.y;
|
|
}
|
|
|
|
/* Draw and Move all the missiles */
|
|
void draw_and_move_missiles(void)
|
|
{
|
|
int n;
|
|
int p1x, p1y;
|
|
int p2x, p2y;
|
|
|
|
struct Missile* missile;
|
|
missile = missiles_array;
|
|
|
|
SET_FG(COL_MISSILE);
|
|
|
|
n = MAX_NUM_MISSILES;
|
|
while(--n)
|
|
{
|
|
if(missile->survived)
|
|
{
|
|
if(missile->position.dx > 0)
|
|
{
|
|
if(missile->position.x >= missile->oldpoint.x)
|
|
{
|
|
p1x = missile->oldpoint.x;
|
|
p2x = missile->position.x;
|
|
}
|
|
else
|
|
{
|
|
p1x = 0;
|
|
p2x = missile->position.x;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if(missile->oldpoint.x >= missile->position.x)
|
|
{
|
|
p1x = missile->oldpoint.x;
|
|
p2x = missile->position.x;
|
|
}
|
|
else
|
|
{
|
|
p1x = missile->oldpoint.x;
|
|
p2x = LCD_WIDTH;
|
|
}
|
|
}
|
|
|
|
if(missile->position.dy > 0)
|
|
{
|
|
if(missile->position.y >= missile->oldpoint.y)
|
|
{
|
|
p1y = missile->oldpoint.y;
|
|
p2y = missile->position.y;
|
|
}
|
|
else
|
|
{
|
|
p1y = 0;
|
|
p2y = missile->position.y;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if(missile->oldpoint.y >= missile->position.y)
|
|
{
|
|
p1y = missile->oldpoint.y;
|
|
p2y = missile->position.y;
|
|
}
|
|
else
|
|
{
|
|
p1y = missile->oldpoint.y;
|
|
p2y = LCD_HEIGHT;
|
|
}
|
|
}
|
|
|
|
rb->lcd_drawline( p1x/SCALE, p1y/SCALE, p2x/SCALE, p2y/SCALE);
|
|
|
|
if(game_state != PAUSE_MODE)
|
|
{
|
|
missile->oldpoint.x = missile->position.x;
|
|
missile->oldpoint.y = missile->position.y;
|
|
move_point(&missile->position);
|
|
missile->survived--;
|
|
}
|
|
}
|
|
missile++;
|
|
}
|
|
}
|
|
|
|
void draw_lives(void)
|
|
{
|
|
int n;
|
|
int px = (LCD_WIDTH - num_lives*4 - 1);
|
|
int py = (LCD_HEIGHT-4);
|
|
|
|
SET_FG(COL_PLAYER);
|
|
|
|
n = num_lives;
|
|
while(--n)
|
|
{
|
|
draw_polygon(lives_points, px, py, NUM_SHIP_VERTICES);
|
|
px += 6;
|
|
}
|
|
}
|
|
|
|
/*Fire the next missile*/
|
|
void fire_missile(void)
|
|
{
|
|
int n;
|
|
struct Missile* missile;
|
|
|
|
if(!ship.explode_countdown && !ship.waiting_for_space)
|
|
{
|
|
missile = missiles_array;
|
|
n = MAX_NUM_MISSILES;
|
|
while(--n)
|
|
{
|
|
if(!missile->survived)
|
|
{
|
|
initialise_missile(missile);
|
|
break;
|
|
}
|
|
missile++;
|
|
}
|
|
}
|
|
}
|
|
|
|
/* Initialise the passed Asteroid */
|
|
void initialise_asteroid(struct Asteroid* asteroid, enum asteroid_type type)
|
|
{
|
|
int n;
|
|
bool b,b2;
|
|
struct Point* point;
|
|
asteroid->exists = true;
|
|
asteroid->type = type;
|
|
asteroid->explode_countdown = 0;
|
|
|
|
/*Set the radius of the asteroid:*/
|
|
asteroid->radius = (int)type;
|
|
|
|
/*shall we move Clockwise and Fast*/
|
|
if((rb->rand()%100)>75)
|
|
{
|
|
asteroid->speed_cos = FAST_ROT_CW_COS;
|
|
asteroid->speed_sin = FAST_ROT_CW_SIN;
|
|
}
|
|
else if((rb->rand()%100)>75)
|
|
{
|
|
asteroid->speed_cos = FAST_ROT_ACW_COS;
|
|
asteroid->speed_sin = FAST_ROT_ACW_SIN;
|
|
}
|
|
else if((rb->rand()%100)>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;
|
|
}
|
|
|
|
b = (rb->rand()%100)>66;
|
|
b2 = (rb->rand()%100)>66;
|
|
point = asteroid->vertices;
|
|
for(n = 0; n < NUM_ASTEROID_VERTICES*2; n+=2)
|
|
{
|
|
if(b)
|
|
{
|
|
point->x = asteroid_one[n]*asteroid->radius/2;
|
|
point->y = asteroid_one[n+1]*asteroid->radius/2;
|
|
}
|
|
else if( b2 )
|
|
{
|
|
point->x = asteroid_two[n]*asteroid->radius/2;
|
|
point->y = asteroid_two[n+1]*asteroid->radius/2;
|
|
}
|
|
else
|
|
{
|
|
point->x = asteroid_three[n]*asteroid->radius/2;
|
|
point->y = asteroid_three[n+1]*asteroid->radius/2;
|
|
}
|
|
point->x *= SCALE;
|
|
point->y *= SCALE;
|
|
point++;
|
|
}
|
|
|
|
asteroid->radius *= SCALE/2;
|
|
|
|
if(asteroid->type == LARGE)
|
|
asteroid->radius *= 7;
|
|
else if(asteroid->type == MEDIUM)
|
|
asteroid->radius *= 4;
|
|
else if(asteroid->type == SMALL)
|
|
asteroid->radius /= 2;
|
|
|
|
b = true;
|
|
while(b)
|
|
{
|
|
/*Set the position randomly:*/
|
|
asteroid->position.x = (rb->rand()%SCALED_WIDTH);
|
|
asteroid->position.y = (rb->rand()%SCALED_HEIGHT);
|
|
|
|
asteroid->position.dx = 0;
|
|
while(asteroid->position.dx == 0)
|
|
asteroid->position.dx = (rb->rand()%10)-5;
|
|
|
|
asteroid->position.dy = 0;
|
|
while(asteroid->position.dy == 0)
|
|
asteroid->position.dy = (rb->rand()%10)-5;
|
|
|
|
asteroid->position.dx *= SCALE/10;
|
|
asteroid->position.dy *= SCALE/10;
|
|
|
|
b = is_point_within_rectangle(&ship.position, &asteroid->position,
|
|
space_check_size);
|
|
}
|
|
|
|
/*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++;
|
|
}
|
|
|
|
/*Initialise the ship*/
|
|
void initialise_ship(void)
|
|
{
|
|
struct Point* point;
|
|
struct Point* lives_point;
|
|
int n;
|
|
|
|
ship.position.x = CENTER_LCD_X;
|
|
ship.position.y = CENTER_LCD_Y;
|
|
ship.position.x *= SCALE;
|
|
ship.position.y *= SCALE;
|
|
ship.position.dx = ship.position.dy = 0;
|
|
|
|
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;
|
|
point++;
|
|
lives_point++;
|
|
}
|
|
|
|
ship.position.dx = 0;
|
|
ship.position.dy = 0;
|
|
ship.explode_countdown = 0;
|
|
|
|
/*hack-o-rama-city-arizona, take it out to see what happens:*/
|
|
for(n=17;--n;)
|
|
rotate_ship(SHIP_ROT_ACW_COS, SHIP_ROT_ACW_SIN);
|
|
|
|
/*grab a copy of the ships points for the lives display:*/
|
|
point = ship.vertices;
|
|
lives_point = lives_points;
|
|
for(n = 0; n < NUM_SHIP_VERTICES*2; n+=2)
|
|
{
|
|
lives_point->x = point->x;
|
|
lives_point->y = point->y;
|
|
lives_point++;
|
|
point++;
|
|
}
|
|
}
|
|
|
|
void rotate_asteroid(struct Asteroid* asteroid)
|
|
{
|
|
struct Point* point;
|
|
int n;
|
|
long xtemp;
|
|
|
|
point = asteroid->vertices;
|
|
for(n = NUM_ASTEROID_VERTICES+1; --n;)
|
|
{
|
|
xtemp = point->x;
|
|
point->x = xtemp*asteroid->speed_cos/SIN_COS_SCALE -
|
|
point->y*asteroid->speed_sin/SIN_COS_SCALE;
|
|
point->y = point->y*asteroid->speed_cos/SIN_COS_SCALE +
|
|
xtemp*asteroid->speed_sin/SIN_COS_SCALE;
|
|
point++;
|
|
}
|
|
}
|
|
|
|
/*************************************************
|
|
** Draws the ship, moves the ship and creates a new
|
|
** one if it's finished exploding.
|
|
**************************************************/
|
|
void draw_and_move_ship(void)
|
|
{
|
|
int nxoffset = ship.position.x/SCALE;
|
|
int nyoffset = ship.position.y/SCALE;
|
|
SET_FG(COL_PLAYER);
|
|
if(!ship.explode_countdown)
|
|
{
|
|
if(!ship.waiting_for_space)
|
|
draw_polygon(ship.vertices, nxoffset, nyoffset, NUM_SHIP_VERTICES);
|
|
}
|
|
else
|
|
{
|
|
animate_and_draw_explosion(ship.vertices, NUM_SHIP_VERTICES,
|
|
ship.position.x/SCALE,
|
|
ship.position.y/SCALE);
|
|
if(game_state != PAUSE_MODE)
|
|
{
|
|
ship.explode_countdown--;
|
|
if(!ship.explode_countdown)
|
|
{
|
|
num_lives--;
|
|
if(!num_lives)
|
|
{
|
|
show_game_over = SHOW_GAME_OVER_TIME;
|
|
game_state = GAME_OVER;
|
|
}
|
|
else
|
|
{
|
|
initialise_ship();
|
|
ship.waiting_for_space = true;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
if(game_state != PAUSE_MODE && game_state != GAME_OVER)
|
|
move_point(&ship.position);
|
|
}
|
|
|
|
void thrust_ship(void)
|
|
{
|
|
if(!ship.waiting_for_space)
|
|
{
|
|
ship.position.dx += ( ship.vertices[0].x - ship.vertices[2].x )/10;
|
|
ship.position.dy += ( ship.vertices[0].y - ship.vertices[2].y )/10;
|
|
/*if dx and dy are below a certain threshold, then set 'em to 0*/
|
|
}
|
|
}
|
|
|
|
/**************************************************
|
|
** Rotate the ship using the passed sin & cos values
|
|
***************************************************/
|
|
void rotate_ship(int c, int s)
|
|
{
|
|
struct Point* point;
|
|
int n;
|
|
double xtemp;
|
|
|
|
if(!ship.waiting_for_space && !ship.explode_countdown)
|
|
{
|
|
point = ship.vertices;
|
|
for(n=NUM_SHIP_VERTICES+1;--n;)
|
|
{
|
|
xtemp = point->x;
|
|
point->x = xtemp*c/SIN_COS_SCALE - point->y*s/SIN_COS_SCALE;
|
|
point->y = point->y*c/SIN_COS_SCALE + xtemp*s/SIN_COS_SCALE;
|
|
point++;
|
|
}
|
|
}
|
|
}
|
|
|
|
void drawstars()
|
|
{
|
|
struct Point* p;
|
|
int n = NUM_STARS;
|
|
|
|
p = stars;
|
|
SET_FG(COL_STARS);
|
|
|
|
while(--n)
|
|
{
|
|
rb->lcd_drawpixel(p->x , p->y);
|
|
p++;
|
|
}
|
|
}
|
|
|
|
/*************************************************
|
|
** Draw And Move all Asteroids
|
|
*************************************************/
|
|
void draw_and_move_asteroids(void)
|
|
{
|
|
int n;
|
|
struct Asteroid* asteroid;
|
|
|
|
asteroid = asteroids_array;
|
|
SET_FG(COL_ASTEROID);
|
|
|
|
n = MAX_NUM_ASTEROIDS;
|
|
while(--n)
|
|
{
|
|
if(game_state != PAUSE_MODE)
|
|
{
|
|
if(asteroid->exists)
|
|
{
|
|
move_point(&asteroid->position);
|
|
rotate_asteroid(asteroid);
|
|
draw_polygon(asteroid->vertices, asteroid->position.x/SCALE,
|
|
asteroid->position.y/SCALE,
|
|
NUM_ASTEROID_VERTICES);
|
|
}
|
|
else if(asteroid->explode_countdown)
|
|
{
|
|
animate_and_draw_explosion(asteroid->vertices,
|
|
NUM_ASTEROID_VERTICES,
|
|
asteroid->position.x/SCALE,
|
|
asteroid->position.y/SCALE);
|
|
if(game_state != PAUSE_MODE)
|
|
asteroid->explode_countdown--;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if(asteroid->exists)
|
|
draw_polygon(asteroid->vertices,
|
|
asteroid->position.x/SCALE,
|
|
asteroid->position.y/SCALE,
|
|
NUM_ASTEROID_VERTICES);
|
|
}
|
|
asteroid++;
|
|
}
|
|
}
|
|
|
|
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++;
|
|
}
|
|
}
|
|
|
|
/*************************************************
|
|
** Creates start_num number of new asteroids of
|
|
** full size.
|
|
**************************************************/
|
|
void initialise_game(int start_num)
|
|
{
|
|
int n;
|
|
asteroid_count = next_missile_count = next_thrust_count = 0;
|
|
struct Asteroid* asteroid;
|
|
struct Missile* missile;
|
|
|
|
/*no enemy*/
|
|
enemy_on_screen = 0;
|
|
enemy_missile.survived = 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);
|
|
|
|
/*ensure all missiles are out of action: */
|
|
missile = missiles_array;
|
|
n = MAX_NUM_MISSILES;
|
|
while(--n)
|
|
{
|
|
missile->survived=0;
|
|
missile++;
|
|
}
|
|
}
|
|
|
|
void start_attract_mode(void)
|
|
{
|
|
current_level = 5;
|
|
num_lives = START_LIVES;
|
|
current_score = 0;
|
|
attract_flip_timeout = ATTRACT_FLIP_TIME;
|
|
game_state = ATTRACT_MODE;
|
|
if(asteroid_count < 3)
|
|
initialise_game(current_level);
|
|
}
|
|
|
|
enum plugin_status start_game(void)
|
|
{
|
|
char s[20];
|
|
char level[10];
|
|
int button;
|
|
int end;
|
|
int CYCLETIME = 30;
|
|
|
|
/*create stars once, and once only:*/
|
|
create_stars();
|
|
|
|
SET_BG(LCD_BLACK);
|
|
|
|
while(true)
|
|
{
|
|
/*game starts with at level 1
|
|
with 1 asteroid.*/
|
|
start_attract_mode();
|
|
|
|
/*Main loop*/
|
|
while(true)
|
|
{
|
|
end = *rb->current_tick + (CYCLETIME * HZ) / 1000;
|
|
rb->lcd_clear_display();
|
|
SET_FG(COL_TEXT);
|
|
switch(game_state)
|
|
{
|
|
case(ATTRACT_MODE):
|
|
if(attract_flip_timeout < ATTRACT_FLIP_TIME/2)
|
|
{
|
|
rb->lcd_putsxy(CENTER_LCD_X - 39,
|
|
CENTER_LCD_Y + CENTER_LCD_Y/2 - 4,
|
|
"Fire to Start");
|
|
if(!attract_flip_timeout)
|
|
attract_flip_timeout = ATTRACT_FLIP_TIME;
|
|
}
|
|
else
|
|
{
|
|
rb->snprintf(s, sizeof(s), "Hi Score %d ", high_score);
|
|
rb->lcd_putsxy(CENTER_LCD_X - 30,
|
|
CENTER_LCD_Y + CENTER_LCD_Y/2 - 4, s);
|
|
}
|
|
attract_flip_timeout--;
|
|
break;
|
|
|
|
case(GAME_OVER):
|
|
rb->lcd_putsxy(CENTER_LCD_X - 25,
|
|
CENTER_LCD_Y + CENTER_LCD_Y/2 - 4, "Game Over");
|
|
rb->snprintf(s, sizeof(s), "score %d ", current_score);
|
|
rb->lcd_putsxy(1,LCD_HEIGHT-8, s);
|
|
show_game_over--;
|
|
if(!show_game_over)
|
|
start_attract_mode();
|
|
break;
|
|
|
|
case(PAUSE_MODE):
|
|
rb->snprintf(s, sizeof(s), "score %d ", current_score);
|
|
rb->lcd_putsxy(1,LCD_HEIGHT-8, s);
|
|
rb->lcd_putsxy(CENTER_LCD_X - 15,
|
|
CENTER_LCD_Y + CENTER_LCD_Y/2 - 4, "pause");
|
|
draw_and_move_missiles();
|
|
draw_lives();
|
|
draw_and_move_ship();
|
|
break;
|
|
|
|
case(PLAY_MODE):
|
|
rb->snprintf(s, sizeof(s), "score %d ", current_score);
|
|
rb->lcd_putsxy(1,LCD_HEIGHT-8, s);
|
|
draw_and_move_missiles();
|
|
draw_lives();
|
|
check_collisions();
|
|
draw_and_move_ship();
|
|
break;
|
|
|
|
case(SHOW_LEVEL):
|
|
show_level_timeout--;
|
|
rb->snprintf(s, sizeof(s), "score %d ", current_score);
|
|
rb->lcd_putsxy(1,LCD_HEIGHT-8, s);
|
|
rb->snprintf(level, sizeof(level), "stage %d ", current_level);
|
|
rb->lcd_putsxy(CENTER_LCD_X - 20,
|
|
CENTER_LCD_Y + CENTER_LCD_Y/2 - 4, level);
|
|
draw_and_move_ship();
|
|
draw_lives();
|
|
if(!show_level_timeout)
|
|
{
|
|
initialise_game(current_level);
|
|
game_state = PLAY_MODE;
|
|
draw_lives();
|
|
}
|
|
break;
|
|
}
|
|
drawstars();
|
|
draw_and_move_asteroids();
|
|
draw_and_move_enemy();
|
|
|
|
rb->lcd_update();
|
|
button = rb->button_get(false);
|
|
|
|
#ifdef HAS_BUTTON_HOLD
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if (rb->button_hold())
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game_state = PAUSE_MODE;
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#endif
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|
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switch(button)
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{
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case(AST_PAUSE):
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if(game_state == PLAY_MODE)
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game_state = PAUSE_MODE;
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else if(game_state == PAUSE_MODE)
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game_state = PLAY_MODE;
|
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break;
|
|
|
|
#ifdef AST_RC_QUIT
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case AST_RC_QUIT:
|
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#endif
|
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case(AST_QUIT):
|
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if(game_state == ATTRACT_MODE)
|
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return PLUGIN_OK;
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else if(game_state == GAME_OVER)
|
|
{
|
|
start_attract_mode();
|
|
}
|
|
else
|
|
{
|
|
show_game_over = SHOW_GAME_OVER_TIME;
|
|
game_state = GAME_OVER;
|
|
}
|
|
break;
|
|
|
|
case (AST_LEFT_REP):
|
|
case (AST_LEFT):
|
|
if(game_state == PLAY_MODE || game_state == SHOW_LEVEL)
|
|
rotate_ship(SHIP_ROT_ACW_COS, SHIP_ROT_ACW_SIN);
|
|
break;
|
|
|
|
case (AST_RIGHT_REP):
|
|
case (AST_RIGHT):
|
|
if(game_state == PLAY_MODE || game_state == SHOW_LEVEL)
|
|
rotate_ship(SHIP_ROT_CW_COS, SHIP_ROT_CW_SIN);
|
|
break;
|
|
|
|
case (AST_THRUST_REP):
|
|
case (AST_THRUST):
|
|
if((game_state == PLAY_MODE || game_state == SHOW_LEVEL) && !next_thrust_count)
|
|
{
|
|
thrust_ship();
|
|
next_thrust_count = 5;
|
|
}
|
|
break;
|
|
|
|
case (AST_HYPERSPACE):
|
|
if(game_state == PLAY_MODE)
|
|
hyperspace();
|
|
/*maybe shield if it gets too hard */
|
|
break;
|
|
|
|
case (AST_FIRE_REP):
|
|
case (AST_FIRE):
|
|
if(game_state == ATTRACT_MODE)
|
|
{
|
|
current_level = START_LEVEL;
|
|
initialise_ship();
|
|
initialise_game(current_level);
|
|
show_level_timeout = SHOW_LEVEL_TIME;
|
|
game_state = PLAY_MODE;
|
|
}
|
|
else if(game_state == PLAY_MODE)
|
|
{
|
|
if(!next_missile_count)
|
|
{
|
|
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(!num_lives)
|
|
{
|
|
if(high_score < current_score)
|
|
high_score = current_score;
|
|
if(!show_game_over)
|
|
break;
|
|
}
|
|
|
|
if(next_missile_count)
|
|
next_missile_count--;
|
|
|
|
if(next_thrust_count)
|
|
next_thrust_count--;
|
|
|
|
if (end > *rb->current_tick)
|
|
rb->sleep(end-*rb->current_tick);
|
|
else
|
|
rb->yield();
|
|
}
|
|
|
|
}
|
|
}
|
|
|
|
enum plugin_status plugin_start(struct plugin_api* api, void* parameter)
|
|
{
|
|
enum plugin_status retval;
|
|
|
|
(void)(parameter);
|
|
rb = api;
|
|
|
|
game_state = ATTRACT_MODE;
|
|
|
|
/* universal font */
|
|
rb->lcd_setfont(FONT_SYSFIXED);
|
|
rb->backlight_set_timeout(1);
|
|
iohiscore();
|
|
retval = start_game();
|
|
iohiscore();
|
|
rb->lcd_setfont(FONT_UI);
|
|
/* restore normal backlight setting*/
|
|
rb->backlight_set_timeout(rb->global_settings->backlight_timeout);
|
|
|
|
return retval;
|
|
}
|