rockbox/apps/plugins/boomshine.lua
William Wilgus ce61be4d59 lua boomshine update to use rockevents library
using rockev for button presses

misc code refactoring, comments

drawing code is now split from game logic

cpu boost for targets that support it

removed quite a few if then statements by using dynamic functions
for ball draw, step, hit_check

shows two ways to do OO functions (closure and reference)

Change-Id: I63e795bbe90b033eabadc1f519cf3b635cf5e1a7
2020-06-25 13:50:57 +00:00

768 lines
24 KiB
Lua

--[[
__________ __ ___.
Open \______ \ ____ ____ | | _\_ |__ _______ ___
Source | _// _ \_/ ___\| |/ /| __ \ / _ \ \/ /
Jukebox | | ( <_> ) \___| < | \_\ ( <_> > < <
Firmware |____|_ /\____/ \___ >__|_ \|___ /\____/__/\_ \
\/ \/ \/ \/ \/
$Id$
Port of Chain Reaction (which is based on Boomshine) to Rockbox in Lua.
See http://www.yvoschaap.com/chainrxn/ and http://www.k2xl.com/games/boomshine/
Copyright (C) 2009 by Maurus Cuelenaere
Copyright (C) 2020 William Wilgus -- Added circles, logic rewrite, hard levels
This program is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License
as published by the Free Software Foundation; either version 2
of the License, or (at your option) any later version.
This software is distributed on an "AS IS" basis, WITHOUT WARRANTY OF ANY
KIND, either express or implied.
]]--
require "actions"
local DEBUG = false
--[[only save the actions we are using]]----------------------------------------
pla = {}
for key, val in pairs(rb.actions) do
for _, v in ipairs({"PLA_", "TOUCHSCREEN", "_NONE"}) do
if string.find (key, v) then
pla[key] = val; break
end
end
end
rb.actions, rb.contexts = nil, nil
--------------------------------------------------------------------------------
--[[ Profiling ]]---------------------------------------------------------------
local screen_redraw_count = 0
local screen_redraw_duration = 0
--------------------------------------------------------------------------------
--[[ References ]]--------------------------------------------------------------
local _LCD = rb.lcd_framebuffer()
local rocklib_image = getmetatable(_LCD)
local _ellipse = rocklib_image.ellipse--
local irand = math.random--
local lcd_putsxy = rb.lcd_putsxy--
local strfmt = string.format--
local Cursor_Ref = nil
local Ball_Ref = {}
--------------------------------------------------------------------------------
--[[ 'Constants' ]]-------------------------------------------------------------
local SCORE_MULTIPLY = 10
local BSAND = 0x8--
local HAS_TOUCHSCREEN = rb.action_get_touchscreen_press ~= nil
local Empty_fn = function() end
local LCD_H, LCD_W = rb.LCD_HEIGHT, rb.LCD_WIDTH
local DEFAULT_BALL_SZ = LCD_H > LCD_W and LCD_W / 30 or LCD_H / 30
DEFAULT_BALL_SZ = DEFAULT_BALL_SZ - bit.band(DEFAULT_BALL_SZ, 1)
local MAX_BALL_SPEED = DEFAULT_BALL_SZ / 2 + 1
-- Ball states
local B_DEAD, B_MOVE, B_EXPLODE, B_DIE, B_WAIT, B_IMPLODE = 5, 4, 3, 2, 1, 0
local DEFAULT_FG_CLR = 1
local DEFAULT_BG_CLR = 0
if rb.lcd_get_foreground ~= nil then
DEFAULT_FG_CLR = rb.lcd_get_foreground()
DEFAULT_BG_CLR = rb.lcd_get_background()
elseif rb.LCD_DEFAULT_FG ~= nil then
DEFAULT_FG_CLR = rb.LCD_DEFAULT_FG
DEFAULT_BG_CLR = rb.LCD_DEFAULT_BG
end
local FMT_EXPEND, FMT_LEVEL = "%d balls expended", "Level %d"
local FMT_TOTPTS, FMT_LVPTS = "%d total points", "%d level points"
--------------------------------------------------------------------------------
--[[ Other ]]-------------------------------------------------------------------
local Player_Added
local Action_Evt = pla.ACTION_NONE
local levels = {
-- {GOAL, TOTAL_BALLS},
{1, 5},
{2, 10},
{4, 15},
{6, 20},
{10, 25},
{15, 30},
{18, 35},
{22, 40},
{30, 45},
{37, 50},
{48, 55},
{58, 60},
{28, 30},
{23, 25},
{18, 20},
{13, 15},
{8, 10},
{9, 10},
{4, 5},
{5, 5}
}
--------------------------------------------------------------------------------
--[[ Event Callback ]]----------------------------------------------------------
function action_event(action)
if action == pla.PLA_CANCEL then
Action_Evt = pla.PLA_EXIT
else
Action_Evt = action
end
end
--------------------------------------------------------------------------------
--[[ Helper functions ]]--------------------------------------------------------
local function getstringsize(str)
local _, w, h = rb.font_getstringsize(str, rb.FONT_UI)
return w, h
end
local function set_foreground(color)
if rb.lcd_set_foreground ~= nil then
rb.lcd_set_foreground(color)
end
end
local function calc_score(total, level, goal, expended)
local bonus = 0
local score = (expended * level) * SCORE_MULTIPLY
if expended < goal then
score = -(score + (level * SCORE_MULTIPLY))
elseif expended > goal then
bonus = (expended - goal) * (level * SCORE_MULTIPLY)
end
total = total + score + bonus
return total, score, bonus
end
local function wait_anykey(to_secs)
rb.sleep(rb.HZ / 2)
rb.button_clear_queue()
rb.button_get_w_tmo(rb.HZ * to_secs)
end
local function disp_msg(to, ...)
local message = strfmt(...)
local w, h = getstringsize(message)
local x, y = (LCD_W - w) / 2, (LCD_H - h) / 2
rb.lcd_clear_display()
set_foreground(DEFAULT_FG_CLR)
if w > LCD_W then
rb.lcd_puts_scroll(0, (y / h), message)
else
lcd_putsxy(x, y, message)
end
if to == -1 then
local msg = "Press button to exit"
w, h = getstringsize(msg)
x = (LCD_W - w) / 2
if x < 0 then
rb.lcd_puts_scroll(0, (y / h) + 1, msg)
else
lcd_putsxy(x, y + h, msg)
end
end
rb.lcd_update()
if to == -1 then
wait_anykey(60)
else
rb.sleep(to)
end
rb.lcd_scroll_stop() -- Stop our scrolling message
end
local function test_speed()
local test_spd, redraw, dur = start_round(0, 0, 0, 0) -- test speed of target
--Logic speed, screen redraw, duration
if DEBUG == true then
disp_msg(rb.HZ * 5, "Spd: %d, Redraw: %d Dur: %d Ms", test_spd, redraw, dur)
end
if test_spd < 25 or redraw < 10 then
rb.splash(rb.HZ, "Slow Target..")
if test_spd < 10 then
MAX_BALL_SPEED = MAX_BALL_SPEED + MAX_BALL_SPEED
elseif test_spd < 15 then
MAX_BALL_SPEED = MAX_BALL_SPEED + MAX_BALL_SPEED / 2
elseif test_spd < 25 then
MAX_BALL_SPEED = MAX_BALL_SPEED + MAX_BALL_SPEED / 4
end
end
end
--------------------------------------------------------------------------------
--[[ Ball Functions ]]----------------------------------------------------------
local Ball = {
-- Ball defaults
sz = DEFAULT_BALL_SZ,
next_tick = 0,
state = B_MOVE,
}
function Ball:new(o, level, color)
local function random_color()
if color == nil then
if rb.lcd_rgbpack ~= nil then -- color target
return rb.lcd_rgbpack(irand(1,255), irand(1,255), irand(1,255))
end
color = irand(1, rb.LCD_DEPTH)
color = (rb.LCD_DEPTH == 2) and (3 - color) or color -- invert for 2-bit screens
end
return color
end
if o == nil then
level = level or 1
local maxdelay = (level <= 5) and 15 or level * 2
o = {
x = irand(1, LCD_W - self.sz),
y = irand(1, LCD_H - self.sz),
color = random_color(),
xi = self.genSpeed(), -- x increment; x + sz after explode
yi = self.genSpeed(), -- y increment; y + sz after explode
step_delay = irand(3, maxdelay / 2),
explosion_sz = irand(2 * self.sz, 4 * self.sz),
life_ticks = irand(rb.HZ / level, rb.HZ * (maxdelay / 5)),
draw_fn = nil,
step_fn = self.step -- reference to current stepping function
}
end
local Ball = o or {} -- so we can use Ball. instead of self
-- these functions end up in a closure; faster to call, use more RAM
function Ball.draw()
_ellipse(_LCD, o.x, o.y, o.x + o.sz, o.y + o.sz, o.color, o.color, true)
end
function Ball.draw_exploded()
_ellipse(_LCD, o.x, o.y, o.xi, o.yi, o.color, nil, true)
end
if Ball.draw_fn == nil then
Ball.draw_fn = Ball.draw -- reference to current drawing function
end
setmetatable(o, self)
self.__index = self
return o
end
-- these functions are shared by reference, slower to call, use less RAM
function Ball:genSpeed()
local speed = irand(-MAX_BALL_SPEED, MAX_BALL_SPEED)
return speed ~= 0 and speed or MAX_BALL_SPEED -- Make sure all balls move
end
function Ball:step(tick)
local function rndspeed(cur)
local speed = cur + irand(-2, 2)
if speed < -MAX_BALL_SPEED then
speed = -MAX_BALL_SPEED
elseif speed > MAX_BALL_SPEED then
speed = MAX_BALL_SPEED
elseif speed == 0 then
speed = cur
end
return speed
end
self.next_tick = tick + self.step_delay
self.x = self.x + self.xi
self.y = self.y + self.yi
local max_x = LCD_W - self.sz
local max_y = LCD_H - self.sz
if self.x <= 0 then
self.xi = -self.xi
self.x = 1
self.yi = rndspeed(self.yi)
elseif self.x >= max_x then
self.xi = -self.xi
self.x = max_x
self.yi = rndspeed(self.yi)
end
if self.y <= 0 then
self.yi = -self.yi
self.y = 1
self.xi = rndspeed(self.xi)
elseif self.y >= max_y then
self.yi = -self.yi
self.y = max_y
self.xi = rndspeed(self.xi)
end
end
function Ball:step_exploded(tick)
-- exploding ball state machine
-- B_EXPLODE >> B_DIE >> BWAIT >> B_IMPLODE >> B_DEAD
if self.state == B_EXPLODE and self.sz < self.explosion_sz then
self.sz = self.sz + 2
self.x = self.x - 1 -- stay centered
self.y = self.y - 1
elseif self.state == B_DIE then
self.state = B_WAIT
self.next_tick = tick + self.life_ticks
return
elseif self.state == B_IMPLODE then
if self.sz > 0 then
self.sz = self.sz - 2
self.x = self.x + 1 -- stay centered
self.y = self.y + 1
else
self.state = B_DEAD
self.draw_fn = Empty_fn
self.step_fn = Empty_fn
return B_DEAD
end
elseif self.next_tick < tick then -- decay to next lower state
self.state = self.state - 1
return
end
-- fell through, update next_tick and impact region
self.next_tick = tick + self.step_delay
self.xi = self.x + self.sz
self.yi = self.y + self.sz
end
function Ball:checkHit(other)
local x, y = self.x, self.y
if (other.xi >= x) and (other.yi >= y) then
local sz = self.sz
local xi, yi = x + sz, y + sz
if (xi >= other.x) and (yi >= other.y) then
-- update impact region
self.xi = xi
self.yi = yi
-- change to exploded state
self.state = B_EXPLODE
self.draw_fn = self.draw_exploded
self.step_fn = self.step_exploded
if other.state < B_EXPLODE then -- add duration to the ball that got hit
other.next_tick = other.next_tick + self.life_ticks
end
return true
end
end
return false
end
--------------------------------------------------------------------------------
--[[ Cursor Functions ]]--------------------------------------------------------
local Cursor = {
sz = (DEFAULT_BALL_SZ * 2),
x = (LCD_W / 2),
y = (LCD_H / 2),
color = DEFAULT_FG_CLR
--image = nil
}
function Cursor:new()
if rb.LCD_DEPTH == 2 then -- invert for 2 - bit screens
self.color = 3 - DEFAULT_FG_CLR
end
if not HAS_TOUCHSCREEN and not self.image then
local function create_image(sz)
sz = sz + 1
local img = rb.new_image(sz, sz)
local sz2 = (sz / 2) + 1
local sz4 = (sz / 4)
img:clear(0)
img:line(1, 1, sz4 + 1, 1, 1)
img:line(1, 1, 1, sz4 + 1, 1)
img:line(1, sz, sz4 + 1, sz, 1)
img:line(1, sz, 1, sz - sz4, 1)
img:line(sz, sz, sz - sz4, sz, 1)
img:line(sz, sz, sz, sz - sz4, 1)
img:line(sz, 1, sz - sz4, 1, 1)
img:line(sz, 1, sz, sz4 + 1, 1)
-- crosshairs
img:line(sz2 - sz4, sz2, sz2 + sz4, sz2, 1)
img:line(sz2, sz2 - sz4, sz2, sz2 + sz4, 1)
return img
end
self.image = create_image(DEFAULT_BALL_SZ * 2)
end
function Cursor.draw()
rocklib_image.copy(_LCD, self.image, self.x, self.y, _NIL, _NIL,
_NIL, _NIL, true, BSAND, self.color)
end
return self
end
function Cursor:do_action(action)
local function clamp_roll(iVal, iMin, iMax)
if iVal < iMin then
iVal = iMax
elseif iVal > iMax then
iVal = iMin
end
return iVal
end
local xi, yi = 0, 0
if HAS_TOUCHSCREEN and action == pla.ACTION_TOUCHSCREEN then
_, self.x, self.y = rb.action_get_touchscreen_press()
return true
elseif action == pla.PLA_SELECT then
return true
elseif (action == pla.PLA_RIGHT or action == pla.PLA_RIGHT_REPEAT) then
xi = self.sz
elseif (action == pla.PLA_LEFT or action == pla.PLA_LEFT_REPEAT) then
xi = -self.sz
elseif (action == pla.PLA_UP or action == pla.PLA_UP_REPEAT) then
yi = -self.sz
elseif (action == pla.PLA_DOWN or action == pla.PLA_DOWN_REPEAT) then
yi = self.sz
else
Action_Evt = pla.ACTION_NONE
return false
end
self.x = clamp_roll(self.x + xi, 1, LCD_W - self.sz)
self.y = clamp_roll(self.y + yi, 1, LCD_H - self.sz)
Action_Evt = pla.ACTION_NONE
return false
end
--------------------------------------------------------------------------------
--[[ Game function ]]-----------------------------------------------------------
function start_round(level, goal, nrBalls, total)
Player_Added = false
--[[ References ]]--
local current_tick = rb.current_tick
local lcd_update = rb.lcd_update
local lcd_clear_display = rb.lcd_clear_display
local test_spd = false
local is_exit = false;
local score = 0
local last_expend, nrBalls_expend = 0, 0
local Balls = {}
local balls_exploded = 1 -- to keep looping when player_added == false
local tick_next = 0
local cursor = nil
local draw_cursor = Empty_fn
local refresh = rb.HZ/20
local function level_stats(level, total)
return strfmt(FMT_LEVEL, level), strfmt(FMT_TOTPTS, total)
end
local str_level, str_totpts = level_stats(level, total) -- static for lvl
local str_expend, str_lvlpts
local function update_stats()
-- we only create a new string when a hit is detected
str_expend = strfmt(FMT_EXPEND, nrBalls_expend)
str_lvlpts = strfmt(FMT_LVPTS, score)
end
function draw_stats()
local function draw_pos_str(bottom, right, str)
local w, h = getstringsize(str)
local x = (right > 0) and ((LCD_W - w) * right - 1) or 1
local y = (bottom > 0) and ((LCD_H - h) * bottom - 1) or 1
lcd_putsxy(x, y, str)
end
-- pos(B, R) [B/R]=0 => [y/x]=1, [B/R]=1 => [y/x]=lcd[H/W]-string[H/W]
draw_pos_str(0, 0, str_expend)
draw_pos_str(0, 1, str_level)
draw_pos_str(1, 1, str_lvlpts)
draw_pos_str(1, 0, str_totpts)
end
-- all Balls share same function, will by changed by player_add()
local checkhit_fn = Empty_fn
local function checkhit(Ball)
if Ball.state == B_MOVE then
for i = #Balls, 1, -1 do
if Balls[i].state < B_MOVE and
Ball:checkHit(Balls[i]) then -- exploded?
balls_exploded = balls_exploded + 1
nrBalls_expend = nrBalls_expend + 1
break
end
end
end
end
local function add_player()
-- cursor becomes exploded ball
local player = Ball:new({
x = cursor.x - cursor.sz,
y = cursor.y - cursor.sz,
color = cursor.color,
step_delay = 3,
explosion_sz = (3 * DEFAULT_BALL_SZ),
life_ticks = (test_spd) and (rb.HZ) or
irand(rb.HZ * 2, rb.HZ * DEFAULT_BALL_SZ),
sz = 10,
state = B_EXPLODE
})
-- set x/y impact region -->[]
player.xi = player.x + player.sz
player.yi = player.y + player.sz
player.draw_fn = player.draw_exploded
player.step_fn = player.step_exploded
table.insert(Balls, player)
balls_exploded = 1
Player_Added = true
cursor = nil
draw_cursor = Empty_fn
-- only need collision detection after player add
checkhit_fn = checkhit
end
local function speedtest()
-- check speed of target
set_foreground(DEFAULT_BG_CLR) --hide text during test
level = 1
nrBalls = 100
cursor = {x = LCD_W * 2, y = LCD_H * 2, color = 0, sz = 1}
table.insert(Balls, Ball:new({
x = 1, y = 1, xi = 1, yi = 1,
color = 0, step_delay = 0,
explosion_sz = 0, life_ticks = 0,
draw_fn = Empty_fn,
step_fn = function() test_spd = test_spd + 1 end
})
)
test_spd = 0
add_player()
end
local function screen_redraw()
-- (draw_fn changes dynamically at runtime)
for i = 1, #Balls do
Balls[i].draw_fn()
end
draw_stats()
draw_cursor()
lcd_update()
lcd_clear_display()
end
local function game_loop()
local tick = current_tick()
for _, Ball in ipairs(Balls) do
if tick > Ball.next_tick then
-- (step_fn changes dynamically at runtime)
if Ball:step_fn(tick) == B_DEAD then
balls_exploded = balls_exploded - 1
else
checkhit_fn(Ball)
end
end
end
return tick
end
if level < 1 then
speedtest()
local bkcolor = (rb.LCD_DEPTH == 2) and (3) or 0
-- Initialize the balls
if DEBUG then bkcolor = nil end
for i=1, nrBalls do
table.insert(Balls, Ball:new(nil, level, bkcolor))
end
else
speedtest = nil
set_foreground(DEFAULT_FG_CLR) -- color for text
cursor = Cursor:new()
if not HAS_TOUCHSCREEN then
draw_cursor = cursor.draw
end
-- Initialize the balls
for i=1, nrBalls do
table.insert(Balls, Ball:new(nil, level))
end
end
-- Make sure there are no unwanted touchscreen presses
rb.button_clear_queue()
Action_Evt = pla.ACTION_NONE
update_stats() -- load status strings
if rb.cpu_boost then rb.cpu_boost(true) end
collectgarbage("collect") -- run gc now to hopefully prevent interruption later
local duration = current_tick()
-- Game loop >> Check if the round is over
while balls_exploded > 0 do
if Action_Evt == pla.PLA_EXIT then
is_exit = true
break
end
if game_loop() > tick_next then
tick_next = current_tick() + refresh
if not Player_Added then
if Action_Evt ~= pla.ACTION_NONE and cursor:do_action(Action_Evt) then
add_player()
end
end
if nrBalls_expend ~= last_expend then -- hit detected?
last_expend = nrBalls_expend
score = (nrBalls_expend * level) * SCORE_MULTIPLY
update_stats() -- only update stats when not current
if nrBalls_expend == nrBalls then break end -- round is over?
end
screen_redraw_count = screen_redraw_count + 1
screen_redraw()
end
rb.yield() -- yield to other tasks
end
screen_redraw_duration = screen_redraw_duration + (rb.current_tick() - duration)
if rb.cpu_boost then rb.cpu_boost(false) end
if test_spd and test_spd > 0 then
return test_spd, screen_redraw_count, screen_redraw_duration *10 --ms
end
-- splash the final stats for a moment at end
lcd_clear_display()
for _, Ball in ipairs(Balls) do
-- move balls back to their initial exploded positions
if Ball.state == B_DEAD then
Ball.sz = Ball.explosion_sz + 2
Ball.x = Ball.x - (Ball.explosion_sz / 2)
Ball.y = Ball.y - (Ball.explosion_sz / 2)
end
Ball:draw()
end
if DEFAULT_BALL_SZ > 3 then -- dither
_LCD:clear(nil, nil, nil, nil, nil, nil, 2, 2)
end
total = calc_score(total, level, goal, nrBalls_expend)
str_level, str_totpts = level_stats(level, total)
draw_stats()
lcd_update()
wait_anykey(2)
return is_exit, score, nrBalls_expend
end
--------------------------------------------------------------------------------
--[[MAIN PROGRAM]]--------------------------------------------------------------
do -- attempt to get stats to fit on screen
local function getwidth(str)
local w, _ = getstringsize(str)
return w
end
local w0, w1 = getwidth(FMT_EXPEND), getwidth(FMT_LEVEL)
if (w0 + w1) > LCD_W then
FMT_EXPEND, FMT_LEVEL = "%d balls", "Lv %d"
end
w0, w1 = getwidth(FMT_TOTPTS), getwidth(FMT_LVPTS)
if (w0 + w1 + getwidth("0000000")) > LCD_W then
FMT_TOTPTS, FMT_LVPTS = "%d total", "%d lv"
end
end
if HAS_TOUCHSCREEN then
rb.touchscreen_mode(rb.TOUCHSCREEN_POINT)
end
rb.backlight_force_on()
local eva = rockev.register("action", action_event, rb.HZ / 10)
math.randomseed(os.time() or 1)
local idx, highscore = 1, 0
disp_msg(rb.HZ, "BoomShine")
test_speed()
rb.sleep(rb.HZ * 2)
test_speed = nil
while levels[idx] ~= nil do
local goal, nrBalls = levels[idx][1], levels[idx][2]
collectgarbage("collect") -- run gc now to hopefully prevent interruption later
disp_msg(rb.HZ * 2, "Level %d: get %d out of %d balls", idx, goal, nrBalls)
local is_exit, score, nrBalls_expend = start_round(idx, goal, nrBalls, highscore)
if DEBUG == true then
local fps = screen_redraw_count * 100 / screen_redraw_duration
disp_msg(rb.HZ * 5, "Redraw: %d fps", fps)
end
if is_exit then
break -- Exiting..
else
highscore, score, bonus = calc_score(highscore, idx, goal, nrBalls_expend)
if nrBalls_expend >= goal then
if bonus == 0 then
disp_msg(rb.HZ * 2, "You won!")
else
disp_msg(rb.HZ * 2, "You won BONUS!")
end
levels[idx] = nil
idx = idx + 1
else
disp_msg(rb.HZ * 2, "You lost %d points!", -score)
if highscore < 0 then break end
end
end
end
if highscore <= 0 then
disp_msg(-1, "You lost at level %d", idx)
elseif idx > #levels then
disp_msg(-1, "You finished the game with %d points!", highscore)
else
disp_msg(-1, "You made it till level %d with %d points!", idx, highscore)
end
-- Restore user backlight settings
rb.backlight_use_settings()
if rb.cpu_boost then rb.cpu_boost(false) end
os.exit()
--------------------------------------------------------------------------------