213cdfc109
Change-Id: I5bc835f1e006ed923cf0b7a3fcf91d4e357913ed
596 lines
18 KiB
Lua
596 lines
18 KiB
Lua
--[[
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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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Port of Chain Reaction (which is based on Boomshine) to Rockbox in Lua.
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See http://www.yvoschaap.com/chainrxn/ and http://www.k2xl.com/games/boomshine/
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Copyright (C) 2009 by Maurus Cuelenaere
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Copyright (C) 2018 William Wilgus -- Added circles, logic rewrite, hard levels
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This program is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License
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as published by the Free Software Foundation; either version 2
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of the License, or (at your option) any later version.
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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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require "actions"
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--[[only save the actions we are using]]
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pla = {}
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for key, val in pairs(rb.actions) do
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for _, v in ipairs({"PLA_", "TOUCHSCREEN", "_NONE"}) do
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if string.find (key, v) then
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pla[key] = val; break
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end
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end
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end
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rb.actions, rb.contexts = nil, nil
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--------------------------------------
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local _LCD = rb.lcd_framebuffer()
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local rocklib_image = getmetatable(_LCD)
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local _ellipse = rocklib_image.ellipse
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local BSAND = 0x8
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local irand = math.random
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local HAS_TOUCHSCREEN = rb.action_get_touchscreen_press ~= nil
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local LCD_H, LCD_W = rb.LCD_HEIGHT, rb.LCD_WIDTH
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local DEFAULT_BALL_SZ = LCD_H > LCD_W and LCD_W / 30 or LCD_H / 30
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DEFAULT_BALL_SZ = DEFAULT_BALL_SZ - bit.band(DEFAULT_BALL_SZ, 1)
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local MAX_BALL_SPEED = DEFAULT_BALL_SZ / 2 + 1
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-- Ball states
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local B_DEAD, B_MOVE, B_EXPLODE, B_DIE, B_WAIT, B_IMPLODE = 5, 4, 3, 2, 1, 0
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local DEFAULT_FG_CLR = 1
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local DEFAULT_BG_CLR = 0
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if rb.lcd_get_foreground ~= nil then
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DEFAULT_FG_CLR = rb.lcd_get_foreground()
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DEFAULT_BG_CLR = rb.lcd_get_background()
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elseif rb.LCD_DEFAULT_FG ~= nil then
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DEFAULT_FG_CLR = rb.LCD_DEFAULT_FG
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DEFAULT_BG_CLR = rb.LCD_DEFAULT_BG
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end
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local FMT_EXPEND, FMT_LEVEL = "%d balls expended", "Level %d"
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local FMT_TOTPTS, FMT_LVPTS = "%d total points", "%d level points"
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local levels = {
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-- {GOAL, TOTAL_BALLS},
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{1, 5},
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{2, 10},
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{4, 15},
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{6, 20},
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{10, 25},
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{15, 30},
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{18, 35},
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{22, 40},
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{30, 45},
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{37, 50},
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{48, 55},
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{58, 60},
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{28, 30},
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{23, 25},
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{18, 20},
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{13, 15},
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{8, 10},
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{9, 10},
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{4, 5},
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{5, 5}
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}
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local function getstringsize(str)
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local _, w, h = rb.font_getstringsize(str, rb.FONT_UI)
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return w, h
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end
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local function set_foreground(color)
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if rb.lcd_set_foreground ~= nil then
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rb.lcd_set_foreground(color)
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end
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end
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local function random_color()
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if rb.lcd_rgbpack ~= nil then -- color target
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return rb.lcd_rgbpack(irand(1,255), irand(1,255), irand(1,255))
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end
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local color = irand(1, rb.LCD_DEPTH)
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color = (rb.LCD_DEPTH == 2) and (3 - color) or color -- invert for 2-bit screens
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return color
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end
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local Ball = {
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-- Ball defaults
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sz = DEFAULT_BALL_SZ,
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next_tick = 0,
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state = B_MOVE
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}
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function Ball:new(o, level)
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if o == nil then
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level = level or 1
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local maxdelay = (level <= 5) and 10 or level
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o = {
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x = irand(1, LCD_W - self.sz),
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y = irand(1, LCD_H - self.sz),
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color = random_color(),
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xi = Ball:genSpeed(),
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yi = Ball:genSpeed(),
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step_delay = irand(3, maxdelay / 2),
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explosion_sz = irand(2 * self.sz, 4 * self.sz),
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life_ticks = irand(rb.HZ / level, rb.HZ * (maxdelay / 5))
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}
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end
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o.life_ticks = o.life_ticks + DEFAULT_BALL_SZ -- extra time for larger screens
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setmetatable(o, self)
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self.__index = self
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return o
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end
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function Ball:genSpeed()
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local speed = irand(-MAX_BALL_SPEED, MAX_BALL_SPEED)
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return speed ~= 0 and speed or MAX_BALL_SPEED -- Make sure all balls move
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end
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function Ball:draw()
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_ellipse(_LCD, self.x, self.y,
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self.x + self.sz, self.y + self.sz , self.color, self.color, true)
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end
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function Ball:step(tick)
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self.next_tick = tick + self.step_delay
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self.x = self.x + self.xi
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self.y = self.y + self.yi
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if (self.x <= 0 or self.x >= (LCD_W - self.sz)) then
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self.xi = -self.xi
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self.x = self.x + self.xi
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end
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if (self.y <= 0 or self.y >= (LCD_H - self.sz)) then
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self.yi = -self.yi
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self.y = self.y + self.yi
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end
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end
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function Ball:checkHit(other)
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if (other.xi >= self.x) and (other.yi >= self.y) and
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(self.x + self.sz >= other.x) and (self.y + self.sz >= other.y) then
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self.state = B_EXPLODE
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-- x/y increment no longer needed it is now impact region
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self.xi = self.x + self.sz
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self.yi = self.y + self.sz
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if other.state < B_EXPLODE then -- add duration to the ball that got hit
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other.next_tick = other.next_tick + self.life_ticks
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end
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return true
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end
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return false
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end
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function Ball:draw_exploded()
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_ellipse(_LCD, self.x, self.y, self.xi, self.yi, self.color, nil, true)
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end
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function Ball:step_exploded(tick)
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-- exploding ball state machine
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-- B_EXPLODE >> B_DIE >> BWAIT >> B_IMPLODE >> B_DEAD
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if self.state == B_EXPLODE and self.sz < self.explosion_sz then
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self.sz = self.sz + 2
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self.x = self.x - 1 -- We do this because we want to stay centered
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self.y = self.y - 1
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elseif self.state == B_DIE then
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self.state = B_WAIT
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self.next_tick = tick + self.life_ticks
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return
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elseif self.state == B_IMPLODE and self.sz > 0 then
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self.sz = self.sz - 2
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self.x = self.x + 1 -- We do this because we want to stay centered
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self.y = self.y + 1
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elseif self.state <= B_IMPLODE then
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self.state = B_DEAD
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return
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elseif self.next_tick < tick then
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self.state = self.state - 1
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return
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end
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-- fell through, update next_tick and impact region
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self.next_tick = tick + self.step_delay
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self.xi = self.x + self.sz
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self.yi = self.y + self.sz
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end
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local Cursor = {
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sz = (DEFAULT_BALL_SZ * 2),
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x = (LCD_W / 2),
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y = (LCD_H / 2),
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color = DEFAULT_FG_CLR
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}
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function Cursor:new()
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if rb.LCD_DEPTH == 2 then -- invert for 2 - bit screens
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self.color = 3 - DEFAULT_FG_CLR
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end
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self:create_image(DEFAULT_BALL_SZ * 2)
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return self
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end
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function Cursor:create_image(sz)
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if not HAS_TOUCHSCREEN then
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sz = sz + 1
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local img = rb.new_image(sz, sz)
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local sz2 = (sz / 2) + 1
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local sz4 = (sz / 4)
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img:clear(0)
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img:line(1, 1, sz4 + 1, 1, 1)
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img:line(1, 1, 1, sz4 + 1, 1)
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img:line(1, sz, sz4 + 1, sz, 1)
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img:line(1, sz, 1, sz - sz4, 1)
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img:line(sz, sz, sz - sz4, sz, 1)
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img:line(sz, sz, sz, sz - sz4, 1)
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img:line(sz, 1, sz - sz4, 1, 1)
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img:line(sz, 1, sz, sz4 + 1, 1)
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-- crosshairs
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img:line(sz2 - sz4, sz2, sz2 + sz4, sz2, 1)
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img:line(sz2, sz2 - sz4, sz2, sz2 + sz4, 1)
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self.image = img
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end
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end
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local function clamp_roll(iVal, iMin, iMax)
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if iVal < iMin then
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iVal = iMax
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elseif iVal > iMax then
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iVal = iMin
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end
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return iVal
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end
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function Cursor:do_action(action)
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local xi, yi = 0, 0
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if HAS_TOUCHSCREEN and action == pla.ACTION_TOUCHSCREEN then
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_, self.x, self.y = rb.action_get_touchscreen_press()
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return true
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elseif action == pla.PLA_SELECT then
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return true
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elseif (action == pla.PLA_RIGHT or action == pla.PLA_RIGHT_REPEAT) then
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xi = self.sz
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elseif (action == pla.PLA_LEFT or action == pla.PLA_LEFT_REPEAT) then
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xi = -self.sz
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elseif (action == pla.PLA_UP or action == pla.PLA_UP_REPEAT) then
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yi = -self.sz
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elseif (action == pla.PLA_DOWN or action == pla.PLA_DOWN_REPEAT) then
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yi = self.sz
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end
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self.x = clamp_roll(self.x + xi, 1, LCD_W - self.sz)
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self.y = clamp_roll(self.y + yi, 1, LCD_H - self.sz)
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return false
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end
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function Cursor:draw()
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rocklib_image.copy(_LCD, self.image, self.x, self.y, _NIL, _NIL,
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_NIL, _NIL, true, BSAND, self.color)
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end
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local function calc_score(total, level, goal, expended)
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local score = (expended * level) * 100
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if expended < goal then
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score = -(score + (level * 100))
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end
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total = total + score
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return total
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end
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local function draw_pos_str(bottom, right, str)
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local w, h = getstringsize(str)
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local x = (right > 0) and ((LCD_W - w) * right - 1) or 1
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local y = (bottom > 0) and ((LCD_H - h) * bottom - 1) or 1
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rb.lcd_putsxy(x, y, str)
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end
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local function wait_anykey(to_secs)
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rb.sleep(rb.HZ / 2)
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rb.button_clear_queue()
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rb.button_get_w_tmo(rb.HZ * to_secs)
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end
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local function start_round(level, goal, nrBalls, total)
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local player_added, score = false, 0
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local last_expend, nrBalls_expend = 0, 0
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local balls_exploded = 1 -- keep looping when player_added == false
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local action = 0
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local Balls = {}
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local str_level = string.format(FMT_LEVEL, level) -- static
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local str_totpts = string.format(FMT_TOTPTS, total) -- static
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local str_expend, str_lvlpts
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local tick, cursor
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local test_spd = false
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local function update_stats()
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-- we only create a new string when a hit is detected
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str_expend = string.format(FMT_EXPEND, nrBalls_expend)
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str_lvlpts = string.format(FMT_LVPTS, score)
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end
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local function draw_stats()
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draw_pos_str(0, 0, str_expend)
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draw_pos_str(0, 1, str_level)
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draw_pos_str(1, 1, str_lvlpts)
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draw_pos_str(1, 0, str_totpts)
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end
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local function add_player()
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-- cursor becomes exploded ball
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local player = Ball:new({
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x = cursor.x,
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y = cursor.y,
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color = cursor.color,
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step_delay = 3,
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explosion_sz = (3 * DEFAULT_BALL_SZ),
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life_ticks = (test_time == true) and (100) or
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irand(rb.HZ * 2, rb.HZ * DEFAULT_BALL_SZ),
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sz = 10,
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state = B_EXPLODE
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})
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-- set x/y impact region
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player.xi = player.x + player.sz
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player.yi = player.y + player.sz
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table.insert(Balls, player)
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balls_exploded = 1
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player_added = true
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cursor = nil
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end
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if level < 1 then
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-- check speed of target
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set_foreground(DEFAULT_BG_CLR) --hide text during test
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local bkcolor = (rb.LCD_DEPTH == 2) and (3) or 0
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level = 1
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nrBalls = 20
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cursor = { x = LCD_W * 2, y = LCD_H * 2, color = bkcolor}
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table.insert(Balls, Ball:new({
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x = 1, y = 1, xi = 1, yi = 1,
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color = bkcolor, step_delay = 1,
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explosion_sz = 0, life_ticks = 0,
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step = function() test_spd = test_spd + 1 end
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})
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)
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add_player()
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test_spd = 0
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else
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set_foreground(DEFAULT_FG_CLR) -- color for text
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cursor = Cursor:new()
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end
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-- Initialize the balls
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for i=1, nrBalls do
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table.insert(Balls, Ball:new(nil, level))
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end
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-- Make sure there are no unwanted touchscreen presses
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rb.button_clear_queue()
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update_stats() -- load status strings
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-- Check if the round is over
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while balls_exploded > 0 do
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tick = rb.current_tick()
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if action ~= pla.ACTION_NONE and (action == pla.PLA_EXIT or
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action == pla.PLA_CANCEL) then
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action = pla.PLA_EXIT
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break
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end
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rb.lcd_clear_display()
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if not player_added then
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if action ~= pla.ACTION_NONE and cursor:do_action(action) then
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add_player()
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elseif not HAS_TOUCHSCREEN then
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cursor:draw()
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end
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end
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for _, Ball in ipairs(Balls) do
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if Ball.state == B_MOVE then
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if tick > Ball.next_tick then
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Ball:step(tick)
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for i = #Balls, 1, -1 do
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if Balls[i].state < B_MOVE and
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Ball:checkHit(Balls[i]) then -- exploded?
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balls_exploded = balls_exploded + 1
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nrBalls_expend = nrBalls_expend + 1
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break
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end
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end
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end
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-- check if state changed draw ball if still moving
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if Ball.state == B_MOVE then
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Ball:draw()
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end
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elseif Ball.state ~= B_DEAD then
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if tick > Ball.next_tick then
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Ball:step_exploded(tick)
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end
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if Ball.state ~= B_DEAD then
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Ball:draw_exploded()
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else
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balls_exploded = balls_exploded - 1
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end
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end
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end
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draw_stats() -- stats redrawn every frame
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rb.lcd_update() -- Push framebuffer to the LCD
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if nrBalls_expend ~= last_expend then -- hit detected?
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last_expend = nrBalls_expend
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score = (nrBalls_expend * level) * 100
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update_stats() -- only update stats when not current
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if nrBalls_expend == nrBalls then break end -- round is over?
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end
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rb.yield() -- yield to other tasks
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action = rb.get_plugin_action(0) -- Check for actions
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end
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if test_spd and test_spd > 0 then return test_spd end
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-- splash the final stats for a moment at end
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rb.lcd_clear_display()
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for _, Ball in ipairs(Balls) do
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-- move balls back to their initial exploded positions
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if Ball.state == B_DEAD then
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Ball.sz = Ball.explosion_sz + 2
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Ball.x = Ball.x - (Ball.explosion_sz / 2)
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Ball.y = Ball.y - (Ball.explosion_sz / 2)
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end
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Ball:draw()
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end
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if DEFAULT_BALL_SZ > 3 then
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_LCD:clear(nil, nil, nil, nil, nil, nil, 2, 2)
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end
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total = calc_score(total, level, goal, nrBalls_expend)
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str_totpts = string.format(FMT_TOTPTS, total)
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draw_stats()
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rb.lcd_update()
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wait_anykey(2)
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return action == pla.PLA_EXIT, score, nrBalls_expend
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end
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-- Helper function to display a message
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local function disp_msg(to, ...)
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local message = string.format(...)
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local w, h = getstringsize(message)
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local x, y = (LCD_W - w) / 2, (LCD_H - h) / 2
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rb.lcd_clear_display()
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set_foreground(DEFAULT_FG_CLR)
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if w > LCD_W then
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rb.lcd_puts_scroll(0, (y / h), message)
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else
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rb.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
|
|
rb.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
|
|
|
|
--[[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()
|
|
|
|
math.randomseed(os.time())
|
|
|
|
local idx, highscore = 1, 0
|
|
|
|
local test_spd = start_round(0, 0, 0, 0) -- test speed of target
|
|
|
|
if test_spd < 100 then
|
|
rb.splash(100, "Slow Target..")
|
|
|
|
if test_spd < 25 then
|
|
MAX_BALL_SPEED = MAX_BALL_SPEED + MAX_BALL_SPEED
|
|
elseif test_spd < 50 then
|
|
MAX_BALL_SPEED = MAX_BALL_SPEED + MAX_BALL_SPEED / 2
|
|
elseif test_spd < 100 then
|
|
MAX_BALL_SPEED = MAX_BALL_SPEED + MAX_BALL_SPEED / 4
|
|
end
|
|
end
|
|
|
|
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 exit, score, nrBalls_expend = start_round(idx, goal, nrBalls, highscore)
|
|
|
|
if exit then
|
|
break -- Exiting..
|
|
else
|
|
highscore = calc_score(highscore, idx, goal, nrBalls_expend)
|
|
if nrBalls_expend >= goal then
|
|
disp_msg(rb.HZ * 2, "You won!")
|
|
levels[idx] = nil
|
|
idx = idx + 1
|
|
else
|
|
disp_msg(rb.HZ * 2, "You lost %d points!", score + (idx * 100))
|
|
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()
|