85a226d4e7
git-svn-id: svn://svn.rockbox.org/rockbox/trunk@12809 a1c6a512-1295-4272-9138-f99709370657
973 lines
23 KiB
C
973 lines
23 KiB
C
/***************************************************************************
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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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* Originally by Joshua Oreman, improved by Prashant Varanasi
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* Ported to Rockbox by Ben Basha (Paprica)
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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 "xlcd.h"
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#include "configfile.h"
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PLUGIN_HEADER
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/*Still To do:*/
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/* - Make original speed and further increases in speed depend more on screen size*/
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/* - attempt to make the tunnels get narrower as the game goes on*/
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/* - make the chopper look better, maybe a picture, and scale according to screen size*/
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/* - use textures for the color screens for background and terrain, eg stars on background*/
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/* - allow choice of different levels [later: different screen themes]*/
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/* - better high score handling, improved screen etc. */
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#if (CONFIG_KEYPAD == IRIVER_H100_PAD) || (CONFIG_KEYPAD == IRIVER_H300_PAD)
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#define QUIT BUTTON_OFF
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#define ACTION BUTTON_UP
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#define ACTION2 BUTTON_SELECT
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#define ACTIONTEXT "SELECT"
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#elif (CONFIG_KEYPAD == IPOD_3G_PAD) || \
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(CONFIG_KEYPAD == IPOD_4G_PAD)
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#define QUIT BUTTON_MENU
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#define ACTION BUTTON_SELECT
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#define ACTIONTEXT "SELECT"
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#elif CONFIG_KEYPAD == IAUDIO_X5M5_PAD /* grayscale at the moment */
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#define QUIT BUTTON_POWER
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#define ACTION BUTTON_UP
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#define ACTION2 BUTTON_SELECT
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#define ACTIONTEXT "SELECT"
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#elif CONFIG_KEYPAD == IRIVER_H10_PAD
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#define QUIT BUTTON_POWER
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#define ACTION BUTTON_RIGHT
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#define ACTIONTEXT "RIGHT"
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#elif CONFIG_KEYPAD == SANSA_E200_PAD
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#define QUIT BUTTON_POWER
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#define ACTION BUTTON_SELECT
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#define ACTIONTEXT "SELECT"
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#elif CONFIG_KEYPAD == GIGABEAT_PAD
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#define QUIT BUTTON_MENU
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#define ACTION BUTTON_SELECT
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#define ACTIONTEXT "SELECT"
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#elif CONFIG_KEYPAD == RECORDER_PAD
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#define QUIT BUTTON_OFF
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#define ACTION BUTTON_PLAY
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#define ACTIONTEXT "PLAY"
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#elif CONFIG_KEYPAD == ONDIO_PAD
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#define QUIT BUTTON_OFF
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#define ACTION BUTTON_UP
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#define ACTION2 BUTTON_MENU
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#define ACTIONTEXT "UP"
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#else
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#error Unsupported keypad
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#endif
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static struct plugin_api* rb;
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#define NUMBER_OF_BLOCKS 8
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#define NUMBER_OF_PARTICLES 3
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#define MAX_TERRAIN_NODES 15
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#define LEVEL_MODE_NORMAL 0
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#define LEVEL_MODE_STEEP 1
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#if LCD_WIDTH <= 112
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#define CYCLETIME 100
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#define SCALE(x) ((x)==1 ? (x) : ((x) >> 1))
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#define SIZE 2
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#else
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#define CYCLETIME 60
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#define SCALE(x) (x)
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#define SIZE 1
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#endif
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/*Chopper's local variables to track the terrain position etc*/
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static int chopCounter;
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static int iRotorOffset;
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static int iScreenX;
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static int iScreenY;
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static int iPlayerPosX;
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static int iPlayerPosY;
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static int iCameraPosX;
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static int iPlayerSpeedX;
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static int iPlayerSpeedY;
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static int iLastBlockPlacedPosX;
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static int iGravityTimerCountdown;
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static int iPlayerAlive;
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static int iLevelMode;
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static int blockh,blockw;
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static int highscore;
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static int score;
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#define CFG_FILE "chopper.cfg"
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#define MAX_POINTS 50000
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static struct configdata config[] =
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{
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{TYPE_INT, 0, MAX_POINTS, &highscore, "highscore", NULL, NULL}
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};
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struct CBlock
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{
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int iWorldX;
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int iWorldY;
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int iSizeX;
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int iSizeY;
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int bIsActive;
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};
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struct CParticle
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{
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int iWorldX;
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int iWorldY;
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int iSpeedX;
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int iSpeedY;
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int bIsActive;
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};
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struct CTerrainNode
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{
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int x;
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int y;
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};
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struct CTerrain
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{
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struct CTerrainNode mNodes[MAX_TERRAIN_NODES];
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int iNodesCount;
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int iLastNodePlacedPosX;
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};
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struct CBlock mBlocks[NUMBER_OF_BLOCKS];
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struct CParticle mParticles[NUMBER_OF_PARTICLES];
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struct CTerrain mGround;
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struct CTerrain mRoof;
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/*Function declarations*/
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static void chopDrawParticle(struct CParticle *mParticle);
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static void chopDrawBlock(struct CBlock *mBlock);
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static void chopRenderTerrain(struct CTerrain *ter);
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void chopper_load(bool newgame);
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void cleanup_chopper(void);
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static void chopDrawPlayer(int x,int y) /* These are SCREEN coords, not world! */
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{
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#if LCD_DEPTH > 2
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rb->lcd_set_foreground(LCD_RGBPACK(50,50,200));
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#elif LCD_DEPTH == 2
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rb->lcd_set_foreground(LCD_DARKGRAY);
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#endif
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rb->lcd_fillrect(SCALE(x+6), SCALE(y+2), SCALE(12), SCALE(9));
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rb->lcd_fillrect(SCALE(x-3), SCALE(y+6), SCALE(20), SCALE(3));
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#if LCD_DEPTH > 2
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rb->lcd_set_foreground(LCD_RGBPACK(50,50,50));
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#elif LCD_DEPTH == 2
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rb->lcd_set_foreground(LCD_DARKGRAY);
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#endif
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rb->lcd_fillrect(SCALE(x+10), SCALE(y), SCALE(2), SCALE(3));
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rb->lcd_fillrect(SCALE(x+10), SCALE(y), SCALE(1), SCALE(3));
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#if LCD_DEPTH > 2
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rb->lcd_set_foreground(LCD_RGBPACK(40,40,100));
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#elif LCD_DEPTH == 2
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rb->lcd_set_foreground(LCD_BLACK);
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#endif
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rb->lcd_drawline(SCALE(x), SCALE(y+iRotorOffset), SCALE(x+20), SCALE(y-iRotorOffset));
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#if LCD_DEPTH > 2
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rb->lcd_set_foreground(LCD_RGBPACK(20,20,50));
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#elif LCD_DEPTH == 2
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rb->lcd_set_foreground(LCD_BLACK);
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#endif
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rb->lcd_fillrect(SCALE(x - 2), SCALE(y + 5), SCALE(2), SCALE(5));
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}
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static void chopClearTerrain(struct CTerrain *ter)
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{
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ter->iNodesCount = 0;
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}
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int iR(int low,int high)
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{
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return low+rb->rand()%(high-low+1);
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}
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static void chopCopyTerrain(struct CTerrain *src, struct CTerrain *dest,
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int xOffset,int yOffset)
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{
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int i=0;
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while(i < src->iNodesCount)
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{
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dest->mNodes[i].x = src->mNodes[i].x + xOffset;
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dest->mNodes[i].y = src->mNodes[i].y + yOffset;
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i++;
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}
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dest->iNodesCount = src->iNodesCount;
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dest->iLastNodePlacedPosX = src->iLastNodePlacedPosX;
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}
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static void chopAddTerrainNode(struct CTerrain *ter, int x, int y)
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{
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int i=0;
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if(ter->iNodesCount + 1 >= MAX_TERRAIN_NODES)
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{
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/* DEBUGF("ERROR: Not enough nodes!\n"); */
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return;
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}
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ter->iNodesCount++;
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i = ter->iNodesCount - 1;
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ter->mNodes[i].x = x;
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ter->mNodes[i].y= y;
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ter->iLastNodePlacedPosX = x;
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}
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static void chopTerrainNodeDeleteAndShift(struct CTerrain *ter,int nodeIndex)
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{
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int i=nodeIndex;
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while( i < ter->iNodesCount )
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{
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ter->mNodes[i - 1] = ter->mNodes[i];
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i++;
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}
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ter->iNodesCount--;
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}
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int chopUpdateTerrainRecycling(struct CTerrain *ter)
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{
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int i=1;
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int ret = 0;
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int iNewNodePos,g,v;
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while(i < ter->iNodesCount)
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{
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if( iCameraPosX > ter->mNodes[i].x)
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{
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chopTerrainNodeDeleteAndShift(ter,i);
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iNewNodePos = ter->iLastNodePlacedPosX + 50;
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g = iScreenY - 10;
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v = 3*iPlayerSpeedX;
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if(v>50)
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v=50;
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if(iLevelMode == LEVEL_MODE_STEEP)
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v*=5;
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chopAddTerrainNode(ter,iNewNodePos,g - iR(-v,v));
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ret=1;
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}
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i++;
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}
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return 1;
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}
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int chopTerrainHeightAtPoint(struct CTerrain *ter, int pX)
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{
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int iNodeIndexOne=0,iNodeIndexTwo=0, h, terY1, terY2, terX1, terX2, a, b;
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float c,d;
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int i=0;
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for(i=1;i<MAX_TERRAIN_NODES;i++)
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{
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if(ter->mNodes[i].x > pX)
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{
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iNodeIndexOne = i - 1;
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break;
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}
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}
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iNodeIndexTwo = iNodeIndexOne + 1;
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terY1 = ter->mNodes[iNodeIndexOne].y;
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terY2 = ter->mNodes[iNodeIndexTwo].y;
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terX1 = 0;
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terX2 = ter->mNodes[iNodeIndexTwo].x - ter->mNodes[iNodeIndexOne].x;
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pX-= ter->mNodes[iNodeIndexOne].x;
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a = terY2 - terY1;
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b = terX2;
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c = pX;
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d = (c/b) * a;
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h = d + terY1;
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return h;
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}
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int chopPointInTerrain(struct CTerrain *ter, int pX, int pY, int iTestType)
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{
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int h = chopTerrainHeightAtPoint(ter, pX);
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if(iTestType == 0)
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return (pY > h);
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else
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return (pY < h);
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}
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static void chopAddBlock(int x,int y,int sx,int sy, int indexOverride)
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{
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int i=0;
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if(indexOverride < 0)
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{
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while(mBlocks[i].bIsActive && i < NUMBER_OF_BLOCKS)
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i++;
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if(i==NUMBER_OF_BLOCKS)
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{
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DEBUGF("No blocks!\n");
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return;
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}
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}
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else
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i = indexOverride;
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mBlocks[i].bIsActive = 1;
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mBlocks[i].iWorldX = x;
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mBlocks[i].iWorldY = y;
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mBlocks[i].iSizeX = sx;
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mBlocks[i].iSizeY = sy;
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iLastBlockPlacedPosX = x;
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}
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static void chopAddParticle(int x,int y,int sx,int sy)
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{
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int i=0;
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while(mParticles[i].bIsActive && i < NUMBER_OF_PARTICLES)
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i++;
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if(i==NUMBER_OF_PARTICLES)
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return;
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mParticles[i].bIsActive = 1;
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mParticles[i].iWorldX = x;
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mParticles[i].iWorldY = y;
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mParticles[i].iSpeedX = sx;
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mParticles[i].iSpeedY = sy;
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}
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static void chopGenerateBlockIfNeeded(void)
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{
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int i=0;
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int DistSpeedX = iPlayerSpeedX * 5;
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if(DistSpeedX<200) DistSpeedX = 200;
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while(i < NUMBER_OF_BLOCKS)
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{
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if(!mBlocks[i].bIsActive)
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{
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int iX,iY,sX,sY;
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iX = iLastBlockPlacedPosX + (350-DistSpeedX);
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sX = blockw;
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iY = iR(0,iScreenY);
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sY = blockh + iR(1,blockh/3);
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chopAddBlock(iX,iY,sX,sY,i);
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}
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i++;
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}
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}
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static int chopBlockCollideWithPlayer(struct CBlock *mBlock)
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{
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int px = iPlayerPosX;
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int py = iPlayerPosY;
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int x = mBlock->iWorldX-17;
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int y = mBlock->iWorldY-11;
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int x2 = x + mBlock->iSizeX+17;
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int y2 = y + mBlock->iSizeY+11;
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if(px>x && px<x2)
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{
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if(py>y && py<y2)
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{
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return 1;
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}
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}
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return 0;
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}
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static int chopBlockOffscreen(struct CBlock *mBlock)
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{
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if(mBlock->iWorldX + mBlock->iSizeX < iCameraPosX)
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return 1;
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else
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return 0;
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}
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static int chopParticleOffscreen(struct CParticle *mParticle)
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{
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if (mParticle->iWorldX < iCameraPosX || mParticle->iWorldY < 0 ||
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mParticle->iWorldY > iScreenY || mParticle->iWorldX > iCameraPosX +
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iScreenX)
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{
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return 1;
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}
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else
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return 0;
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}
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static void chopKillPlayer(void)
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{
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int i, button;
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for (i = 0; i < NUMBER_OF_PARTICLES; i++) {
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mParticles[i].bIsActive = 0;
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chopAddParticle(iPlayerPosX + iR(0,20), iPlayerPosY + iR(0,20),
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iR(-2,2), iR(-2,2));
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}
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iPlayerAlive--;
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if (iPlayerAlive == 0) {
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rb->lcd_set_drawmode(DRMODE_FG);
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#if LCD_DEPTH >= 2
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rb->lcd_set_foreground(LCD_LIGHTGRAY);
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#endif
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rb->splash(HZ, "Game Over");
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if (score > highscore) {
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char scoretext[30];
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highscore = score;
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rb->snprintf(scoretext, sizeof(scoretext), "New High Score: %d",
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highscore);
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rb->splash(HZ*2, scoretext);
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}
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rb->splash(HZ/4, "Press " ACTIONTEXT " to continue");
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rb->lcd_update();
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rb->lcd_set_drawmode(DRMODE_SOLID);
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while (true) {
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button = rb->button_get(true);
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if (button == ACTION
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#ifdef ACTION2
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|| button == ACTION2
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#endif
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) {
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while (true) {
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button = rb->button_get(true);
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if (button == (ACTION | BUTTON_REL)
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#ifdef ACTION2
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|| button == (ACTION2 | BUTTON_REL)
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#endif
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) {
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chopper_load(true);
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return;
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}
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}
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}
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}
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} else
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chopper_load(false);
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}
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static void chopDrawTheWorld(void)
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{
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int i=0;
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while(i < NUMBER_OF_BLOCKS)
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{
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if(mBlocks[i].bIsActive)
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{
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if(chopBlockOffscreen(&mBlocks[i]) == 1)
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mBlocks[i].bIsActive = 0;
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else
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chopDrawBlock(&mBlocks[i]);
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}
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i++;
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}
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i=0;
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while(i < NUMBER_OF_PARTICLES)
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{
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if(mParticles[i].bIsActive)
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{
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if(chopParticleOffscreen(&mParticles[i]) == 1)
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mParticles[i].bIsActive = 0;
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else
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chopDrawParticle(&mParticles[i]);
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}
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i++;
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}
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chopRenderTerrain(&mGround);
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chopRenderTerrain(&mRoof);
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}
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static void chopDrawParticle(struct CParticle *mParticle)
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{
|
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|
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int iPosX = (mParticle->iWorldX - iCameraPosX);
|
|
int iPosY = (mParticle->iWorldY);
|
|
#if LCD_DEPTH > 2
|
|
rb->lcd_set_foreground(LCD_RGBPACK(192,192,192));
|
|
#elif LCD_DEPTH == 2
|
|
rb->lcd_set_foreground(LCD_LIGHTGRAY);
|
|
#endif
|
|
rb->lcd_fillrect(SCALE(iPosX), SCALE(iPosY), SCALE(3), SCALE(3));
|
|
|
|
}
|
|
|
|
static void chopDrawScene(void)
|
|
{
|
|
char s[30];
|
|
int w;
|
|
#if LCD_DEPTH > 2
|
|
rb->lcd_set_background(LCD_BLACK);
|
|
#elif LCD_DEPTH == 2
|
|
rb->lcd_set_background(LCD_WHITE);
|
|
#endif
|
|
rb->lcd_clear_display();
|
|
|
|
chopDrawTheWorld();
|
|
chopDrawPlayer(iPlayerPosX - iCameraPosX, iPlayerPosY);
|
|
|
|
score = -20 + iPlayerPosX/3;
|
|
|
|
#if LCD_DEPTH == 1
|
|
rb->lcd_set_drawmode(DRMODE_COMPLEMENT);
|
|
#else
|
|
rb->lcd_set_drawmode(DRMODE_FG);
|
|
#endif
|
|
|
|
#if LCD_DEPTH > 2
|
|
rb->lcd_set_foreground(LCD_BLACK);
|
|
#elif LCD_DEPTH == 2
|
|
rb->lcd_set_foreground(LCD_WHITE);
|
|
#endif
|
|
|
|
#if LCD_WIDTH <= 128
|
|
rb->snprintf(s, sizeof(s), "Dist: %d", score);
|
|
rb->lcd_putsxy(1, 1, s);
|
|
rb->snprintf(s, sizeof(s), "Hi: %d", highscore);
|
|
rb->lcd_getstringsize(s, &w, NULL);
|
|
rb->lcd_putsxy(LCD_WIDTH - 1 - w, 1, s);
|
|
#else
|
|
rb->snprintf(s, sizeof(s), "Distance: %d", score);
|
|
rb->lcd_putsxy(2, 2, s);
|
|
rb->snprintf(s, sizeof(s), "Best: %d", highscore);
|
|
rb->lcd_getstringsize(s, &w, NULL);
|
|
rb->lcd_putsxy(LCD_WIDTH - 2 - w, 2, s);
|
|
#endif
|
|
rb->lcd_set_drawmode(DRMODE_SOLID);
|
|
|
|
rb->lcd_update();
|
|
}
|
|
|
|
static int chopMenu(int menunum)
|
|
{
|
|
int m;
|
|
int result;
|
|
int res = 0;
|
|
bool menu_quit = false;
|
|
|
|
static const struct menu_item items[] = {
|
|
{ "Start New Game", NULL },
|
|
{ "Resume Game", NULL },
|
|
{ "Level", NULL },
|
|
{ "Quit", NULL },
|
|
};
|
|
|
|
static const struct opt_items levels[2] = {
|
|
{ "Normal", -1 },
|
|
{ "Steep", -1 },
|
|
};
|
|
|
|
#ifdef HAVE_LCD_COLOR
|
|
rb->lcd_set_foreground(LCD_WHITE);
|
|
rb->lcd_set_background(LCD_BLACK);
|
|
#elif LCD_DEPTH == 2
|
|
rb->lcd_set_foreground(LCD_BLACK);
|
|
rb->lcd_set_background(LCD_WHITE);
|
|
#endif
|
|
|
|
rb->lcd_clear_display();
|
|
|
|
m = rb->menu_init(items, sizeof(items) / sizeof(*items),
|
|
NULL, NULL, NULL, NULL);
|
|
|
|
while (!menu_quit) {
|
|
result=rb->menu_show(m);
|
|
switch (result)
|
|
{
|
|
case 0: /* Start New Game */
|
|
menu_quit=true;
|
|
chopper_load(true);
|
|
res = -1;
|
|
break;
|
|
case 1: /* Resume Game */
|
|
if(menunum==1) {
|
|
menu_quit=true;
|
|
res = -1;
|
|
} else if(menunum==0){
|
|
rb->splash(HZ, "No game to resume");
|
|
}
|
|
break;
|
|
case 2:
|
|
rb->set_option("Level", &iLevelMode, INT, levels, 2, NULL);
|
|
break;
|
|
case 3:
|
|
menu_quit=true;
|
|
res = PLUGIN_OK;
|
|
break;
|
|
case MENU_ATTACHED_USB:
|
|
menu_quit=true;
|
|
res = PLUGIN_USB_CONNECTED;
|
|
break;
|
|
}
|
|
}
|
|
rb->lcd_clear_display();
|
|
rb->menu_exit(m);
|
|
return res;
|
|
}
|
|
|
|
static int chopGameLoop(void)
|
|
{
|
|
int move_button, ret;
|
|
bool exit=false;
|
|
int end, i=0, bdelay=0, last_button=BUTTON_NONE;
|
|
|
|
if (chopUpdateTerrainRecycling(&mGround) == 1)
|
|
/* mirror the sky if we've changed the ground */
|
|
chopCopyTerrain(&mGround, &mRoof, 0, - ( (iScreenY * 3) / 4));
|
|
|
|
ret = chopMenu(0);
|
|
if (ret != -1)
|
|
return PLUGIN_OK;
|
|
|
|
chopDrawScene();
|
|
|
|
while (!exit) {
|
|
|
|
end = *rb->current_tick + (CYCLETIME * HZ) / 1000;
|
|
|
|
if(chopUpdateTerrainRecycling(&mGround) == 1)
|
|
/* mirror the sky if we've changed the ground */
|
|
chopCopyTerrain(&mGround, &mRoof, 0, - ( (iScreenY * 3) / 4));
|
|
|
|
iRotorOffset = iR(-1,1);
|
|
|
|
/* We need to have this here so particles move when we're dead */
|
|
|
|
for (i=0; i < NUMBER_OF_PARTICLES; i++)
|
|
if(mParticles[i].bIsActive == 1)
|
|
{
|
|
mParticles[i].iWorldX += mParticles[i].iSpeedX;
|
|
mParticles[i].iWorldY += mParticles[i].iSpeedY;
|
|
}
|
|
|
|
/* Redraw the main window: */
|
|
chopDrawScene();
|
|
|
|
|
|
iGravityTimerCountdown--;
|
|
|
|
if(iGravityTimerCountdown <= 0)
|
|
{
|
|
iGravityTimerCountdown = 3;
|
|
chopAddParticle(iPlayerPosX, iPlayerPosY+5, 0, 0);
|
|
}
|
|
|
|
if(iLevelMode == LEVEL_MODE_NORMAL)
|
|
chopGenerateBlockIfNeeded();
|
|
|
|
|
|
move_button=rb->button_status();
|
|
if (rb->button_get(false) == QUIT) {
|
|
ret = chopMenu(1);
|
|
if (ret != -1)
|
|
return PLUGIN_OK;
|
|
bdelay = 0;
|
|
last_button = BUTTON_NONE;
|
|
move_button = BUTTON_NONE;
|
|
}
|
|
|
|
switch (move_button) {
|
|
case ACTION:
|
|
#ifdef ACTION2
|
|
case ACTION2:
|
|
#endif
|
|
if (last_button != ACTION
|
|
#ifdef ACTION2
|
|
&& last_button != ACTION2
|
|
#endif
|
|
)
|
|
bdelay = -2;
|
|
if (bdelay == 0)
|
|
iPlayerSpeedY = -3;
|
|
break;
|
|
|
|
default:
|
|
if (last_button == ACTION
|
|
#ifdef ACTION2
|
|
|| last_button == ACTION2
|
|
#endif
|
|
)
|
|
bdelay = 3;
|
|
if (bdelay == 0)
|
|
iPlayerSpeedY = 4;
|
|
|
|
if (rb->default_event_handler(move_button) == SYS_USB_CONNECTED)
|
|
return PLUGIN_USB_CONNECTED;
|
|
break;
|
|
}
|
|
last_button = move_button;
|
|
|
|
if (bdelay < 0) {
|
|
iPlayerSpeedY = bdelay;
|
|
bdelay++;
|
|
} else if (bdelay > 0) {
|
|
iPlayerSpeedY = bdelay;
|
|
bdelay--;
|
|
}
|
|
|
|
iCameraPosX = iPlayerPosX - 25;
|
|
iPlayerPosX += iPlayerSpeedX;
|
|
iPlayerPosY += iPlayerSpeedY;
|
|
|
|
chopCounter++;
|
|
/* increase speed as we go along */
|
|
if (chopCounter == 100){
|
|
iPlayerSpeedX++;
|
|
chopCounter=0;
|
|
}
|
|
|
|
if (iPlayerPosY > iScreenY-10 || iPlayerPosY < -5 ||
|
|
chopPointInTerrain(&mGround, iPlayerPosX, iPlayerPosY + 10, 0) ||
|
|
chopPointInTerrain(&mRoof, iPlayerPosX ,iPlayerPosY, 1))
|
|
{
|
|
chopKillPlayer();
|
|
chopDrawScene();
|
|
ret = chopMenu(0);
|
|
if (ret != -1)
|
|
return ret;
|
|
}
|
|
|
|
for (i=0; i < NUMBER_OF_BLOCKS; i++)
|
|
if(mBlocks[i].bIsActive == 1)
|
|
if(chopBlockCollideWithPlayer(&mBlocks[i])) {
|
|
chopKillPlayer();
|
|
chopDrawScene();
|
|
ret = chopMenu(0);
|
|
if (ret != -1)
|
|
return ret;
|
|
}
|
|
|
|
if (end > *rb->current_tick)
|
|
rb->sleep(end-*rb->current_tick);
|
|
else
|
|
rb->yield();
|
|
|
|
}
|
|
return PLUGIN_OK;
|
|
}
|
|
|
|
static void chopDrawBlock(struct CBlock *mBlock)
|
|
{
|
|
int iPosX = (mBlock->iWorldX - iCameraPosX);
|
|
int iPosY = (mBlock->iWorldY);
|
|
#if LCD_DEPTH > 2
|
|
rb->lcd_set_foreground(LCD_RGBPACK(100,255,100));
|
|
#elif LCD_DEPTH == 2
|
|
rb->lcd_set_foreground(LCD_BLACK);
|
|
#endif
|
|
rb->lcd_fillrect(SCALE(iPosX), SCALE(iPosY), SCALE(mBlock->iSizeX),
|
|
SCALE(mBlock->iSizeY));
|
|
}
|
|
|
|
|
|
static void chopRenderTerrain(struct CTerrain *ter)
|
|
{
|
|
|
|
int i=1;
|
|
|
|
int oldx=0;
|
|
|
|
int ay=0;
|
|
if(ter->mNodes[0].y < (LCD_HEIGHT*SIZE)/2)
|
|
ay=0;
|
|
else
|
|
ay=(LCD_HEIGHT*SIZE);
|
|
|
|
while(i < ter->iNodesCount && oldx < iScreenX)
|
|
{
|
|
|
|
int x = ter->mNodes[i-1].x - iCameraPosX;
|
|
int y = ter->mNodes[i-1].y;
|
|
|
|
int x2 = ter->mNodes[i].x - iCameraPosX;
|
|
int y2 = ter->mNodes[i].y;
|
|
#if LCD_DEPTH > 2
|
|
rb->lcd_set_foreground(LCD_RGBPACK(100,255,100));
|
|
#elif LCD_DEPTH == 2
|
|
rb->lcd_set_foreground(LCD_DARKGRAY);
|
|
#endif
|
|
|
|
rb->lcd_drawline(SCALE(x), SCALE(y), SCALE(x2), SCALE(y2));
|
|
|
|
xlcd_filltriangle(SCALE(x), SCALE(y), SCALE(x2), SCALE(y2), SCALE(x2), SCALE(ay));
|
|
xlcd_filltriangle(SCALE(x), SCALE(ay), SCALE(x2), SCALE(y2), SCALE(x2), SCALE(ay));
|
|
|
|
if (ay == 0)
|
|
xlcd_filltriangle(SCALE(x), SCALE(ay), SCALE(x), SCALE(y), SCALE(x2), SCALE(y2 / 2));
|
|
else
|
|
xlcd_filltriangle(SCALE(x), SCALE(ay), SCALE(x), SCALE(y), SCALE(x2), SCALE((LCD_HEIGHT*SIZE) - ((LCD_HEIGHT*SIZE) - y2) / 2));
|
|
|
|
oldx = x;
|
|
i++;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
void chopper_load(bool newgame)
|
|
{
|
|
|
|
int i;
|
|
int g;
|
|
|
|
if (newgame) {
|
|
iScreenX = LCD_WIDTH * SIZE;
|
|
iScreenY = LCD_HEIGHT * SIZE;
|
|
blockh = iScreenY / 5;
|
|
blockw = iScreenX / 20;
|
|
iPlayerAlive = 1;
|
|
score = 0;
|
|
}
|
|
iRotorOffset = 0;
|
|
iPlayerPosX = 60;
|
|
iPlayerPosY = (iScreenY * 4) / 10;
|
|
iLastBlockPlacedPosX = 0;
|
|
iGravityTimerCountdown = 2;
|
|
chopCounter = 0;
|
|
iPlayerSpeedX = 3;
|
|
iPlayerSpeedY = 0;
|
|
iCameraPosX = 30;
|
|
|
|
for (i=0; i < NUMBER_OF_PARTICLES; i++)
|
|
mParticles[i].bIsActive = 0;
|
|
|
|
for (i=0; i < NUMBER_OF_BLOCKS; i++)
|
|
mBlocks[i].bIsActive = 0;
|
|
|
|
g = iScreenY - 10;
|
|
chopClearTerrain(&mGround);
|
|
|
|
for (i=0; i < MAX_TERRAIN_NODES; i++)
|
|
chopAddTerrainNode(&mGround,i * 30,g - iR(0,20));
|
|
|
|
if (chopUpdateTerrainRecycling(&mGround) == 1)
|
|
/* mirror the sky if we've changed the ground */
|
|
chopCopyTerrain(&mGround, &mRoof, 0, - ( (iScreenY * 3) / 4));
|
|
|
|
iLevelMode = LEVEL_MODE_NORMAL;
|
|
if (iLevelMode == LEVEL_MODE_NORMAL)
|
|
/* make it a bit more exciting, cause it's easy terrain... */
|
|
iPlayerSpeedX *= 2;
|
|
}
|
|
|
|
/* this is the plugin entry point */
|
|
enum plugin_status plugin_start(struct plugin_api* api, void* parameter)
|
|
{
|
|
(void)parameter;
|
|
rb = api;
|
|
int ret;
|
|
|
|
rb->lcd_setfont(FONT_SYSFIXED);
|
|
#if LCD_DEPTH > 1
|
|
rb->lcd_set_backdrop(NULL);
|
|
#endif
|
|
#ifdef HAVE_LCD_COLOR
|
|
rb->lcd_set_background(LCD_BLACK);
|
|
rb->lcd_set_foreground(LCD_WHITE);
|
|
#endif
|
|
|
|
/* Permanently enable the backlight (unless the user has turned it off) */
|
|
if (rb->global_settings->backlight_timeout > 0)
|
|
rb->backlight_set_timeout(1);
|
|
|
|
rb->srand( *rb->current_tick );
|
|
|
|
xlcd_init(rb);
|
|
configfile_init(rb);
|
|
configfile_load(CFG_FILE, config, 1, 0);
|
|
|
|
chopper_load(true);
|
|
ret = chopGameLoop();
|
|
|
|
configfile_save(CFG_FILE, config, 1, 0);
|
|
|
|
/* Restore user's original backlight setting */
|
|
rb->lcd_setfont(FONT_UI);
|
|
rb->backlight_set_timeout(rb->global_settings->backlight_timeout);
|
|
|
|
return ret;
|
|
}
|