rockbox/apps/plugins/spacerocks.c
Tom Ross 080e10da88 Remove an old hack that is no longer required. Ships in the corner are once again drawn vertically.
git-svn-id: svn://svn.rockbox.org/rockbox/trunk@12080 a1c6a512-1295-4272-9138-f99709370657
2007-01-20 01:01:46 +00:00

1960 lines
55 KiB
C

/***************************************************************************
* __________ __ ___.
* Open \______ \ ____ ____ | | _\_ |__ _______ ___
* Source | _// _ \_/ ___\| |/ /| __ \ / _ \ \/ /
* Jukebox | | ( <_> ) \___| < | \_\ ( <_> > < <
* Firmware |____|_ /\____/ \___ >__|_ \|___ /\____/__/\_ \
* \/ \/ \/ \/ \/
* $Id$
*
* Copyright (C) 2006 by Mat Holton
*
* All files in this archive are subject to the GNU General Public License.
* See the file COPYING in the source tree root for full license agreement.
*
* This software is distributed on an "AS IS" basis, WITHOUT WARRANTY OF ANY
* KIND, either express or implied.
*
****************************************************************************/
#include "plugin.h"
#include "math.h"
#include "stdio.h"
PLUGIN_HEADER
/******************************* Globals ***********************************/
static struct plugin_api* rb; /* global api struct pointer */
/* variable button definitions */
#if CONFIG_KEYPAD == RECORDER_PAD
#define AST_PAUSE BUTTON_ON
#define AST_QUIT BUTTON_OFF
#define AST_THRUST_REP BUTTON_UP | BUTTON_REPEAT
#define AST_THRUST BUTTON_UP
#define AST_HYPERSPACE BUTTON_DOWN
#define AST_LEFT BUTTON_LEFT
#define AST_LEFT_REP BUTTON_LEFT | BUTTON_REPEAT
#define AST_RIGHT BUTTON_RIGHT
#define AST_RIGHT_REP (BUTTON_RIGHT | BUTTON_REPEAT)
#define AST_FIRE BUTTON_PLAY
#define AST_FIRE_REP BUTTON_PLAY | BUTTON_REPEAT
#elif CONFIG_KEYPAD == ARCHOS_AV300_PAD
#define AST_PAUSE BUTTON_ON
#define AST_QUIT BUTTON_OFF
#define AST_THRUST_REP BUTTON_UP | BUTTON_REPEAT
#define AST_THRUST BUTTON_UP
#define AST_HYPERSPACE BUTTON_DOWN
#define AST_LEFT BUTTON_LEFT
#define AST_LEFT_REP BUTTON_LEFT | BUTTON_REPEAT
#define AST_RIGHT BUTTON_RIGHT
#define AST_RIGHT_REP (BUTTON_RIGHT | BUTTON_REPEAT)
#define AST_FIRE BUTTON_SELECT
#define AST_FIRE_REP BUTTON_SELECT | BUTTON_REPEAT
#elif CONFIG_KEYPAD == ONDIO_PAD
#define AST_PAUSE (BUTTON_MENU | BUTTON_OFF)
#define AST_QUIT BUTTON_OFF
#define AST_THRUST BUTTON_UP
#define AST_THRUST_REP BUTTON_UP | BUTTON_REPEAT
#define AST_HYPERSPACE BUTTON_DOWN
#define AST_LEFT BUTTON_LEFT
#define AST_LEFT_REP BUTTON_LEFT | BUTTON_REPEAT
#define AST_RIGHT BUTTON_RIGHT
#define AST_RIGHT_REP (BUTTON_RIGHT | BUTTON_REPEAT)
#define AST_FIRE BUTTON_MENU
#define AST_FIRE_REP BUTTON_MENU | BUTTON_REPEAT
#elif (CONFIG_KEYPAD == IRIVER_H100_PAD) || \
(CONFIG_KEYPAD == IRIVER_H300_PAD)
#define AST_PAUSE BUTTON_REC
#define AST_QUIT BUTTON_OFF
#define AST_THRUST_REP BUTTON_UP | BUTTON_REPEAT
#define AST_THRUST BUTTON_UP
#define AST_HYPERSPACE BUTTON_DOWN
#define AST_LEFT BUTTON_LEFT
#define AST_LEFT_REP BUTTON_LEFT | BUTTON_REPEAT
#define AST_RIGHT BUTTON_RIGHT
#define AST_RIGHT_REP (BUTTON_RIGHT | BUTTON_REPEAT)
#define AST_FIRE BUTTON_SELECT
#define AST_FIRE_REP BUTTON_SELECT | BUTTON_REPEAT
#define AST_RC_QUIT BUTTON_RC_STOP
#elif (CONFIG_KEYPAD == IAUDIO_X5_PAD)
#define AST_PAUSE BUTTON_PLAY
#define AST_QUIT BUTTON_POWER
#define AST_THRUST_REP BUTTON_UP | BUTTON_REPEAT
#define AST_THRUST BUTTON_UP
#define AST_HYPERSPACE BUTTON_DOWN
#define AST_LEFT BUTTON_LEFT
#define AST_LEFT_REP BUTTON_LEFT | BUTTON_REPEAT
#define AST_RIGHT BUTTON_RIGHT
#define AST_RIGHT_REP (BUTTON_RIGHT | BUTTON_REPEAT)
#define AST_FIRE BUTTON_SELECT
#define AST_FIRE_REP BUTTON_SELECT | BUTTON_REPEAT
#elif (CONFIG_KEYPAD == IPOD_3G_PAD) || (CONFIG_KEYPAD == IPOD_4G_PAD)
#define AST_PAUSE (BUTTON_SELECT | BUTTON_PLAY)
#define AST_QUIT (BUTTON_SELECT | BUTTON_MENU)
#define AST_THRUST BUTTON_MENU
#define AST_THRUST_REP (BUTTON_MENU | BUTTON_REPEAT)
#define AST_HYPERSPACE BUTTON_PLAY
#define AST_LEFT BUTTON_SCROLL_BACK
#define AST_LEFT_REP (BUTTON_SCROLL_BACK | BUTTON_REPEAT)
#define AST_RIGHT BUTTON_SCROLL_FWD
#define AST_RIGHT_REP (BUTTON_SCROLL_FWD | BUTTON_REPEAT)
#define AST_FIRE BUTTON_SELECT
#define AST_FIRE_REP (BUTTON_SELECT | BUTTON_REPEAT)
#elif (CONFIG_KEYPAD == GIGABEAT_PAD)
#define AST_PAUSE BUTTON_POWER
#define AST_QUIT BUTTON_A
#define AST_THRUST_REP BUTTON_UP | BUTTON_REPEAT
#define AST_THRUST BUTTON_UP
#define AST_HYPERSPACE BUTTON_DOWN
#define AST_LEFT BUTTON_LEFT
#define AST_LEFT_REP BUTTON_LEFT | BUTTON_REPEAT
#define AST_RIGHT BUTTON_RIGHT
#define AST_RIGHT_REP (BUTTON_RIGHT | BUTTON_REPEAT)
#define AST_FIRE BUTTON_SELECT
#define AST_FIRE_REP BUTTON_SELECT | BUTTON_REPEAT
#elif (CONFIG_KEYPAD == SANSA_E200_PAD)
#define AST_PAUSE BUTTON_REC
#define AST_QUIT BUTTON_POWER
#define AST_THRUST_REP (BUTTON_UP | BUTTON_REPEAT)
#define AST_THRUST BUTTON_UP
#define AST_HYPERSPACE BUTTON_DOWN
#define AST_LEFT BUTTON_LEFT
#define AST_LEFT_REP (BUTTON_LEFT | BUTTON_REPEAT)
#define AST_RIGHT BUTTON_RIGHT
#define AST_RIGHT_REP (BUTTON_RIGHT | BUTTON_REPEAT)
#define AST_FIRE BUTTON_SELECT
#define AST_FIRE_REP (BUTTON_SELECT | BUTTON_REPEAT)
#elif (CONFIG_KEYPAD == IRIVER_H10_PAD)
#define AST_PAUSE BUTTON_PLAY
#define AST_QUIT BUTTON_POWER
#define AST_THRUST_REP BUTTON_SCROLL_UP | BUTTON_REPEAT
#define AST_THRUST BUTTON_SCROLL_UP
#define AST_HYPERSPACE BUTTON_SCROLL_DOWN
#define AST_LEFT BUTTON_LEFT
#define AST_LEFT_REP BUTTON_LEFT | BUTTON_REPEAT
#define AST_RIGHT BUTTON_RIGHT
#define AST_RIGHT_REP (BUTTON_RIGHT | BUTTON_REPEAT)
#define AST_FIRE BUTTON_REW
#define AST_FIRE_REP BUTTON_REW | BUTTON_REPEAT
#endif
#define ABS(x) ((x)>0?(x):-(x))
#if CONFIG_KEYPAD == RECORDER_PAD || CONFIG_KEYPAD == ONDIO_PAD
#define ENEMY_MISSILE_SURVIVAL_LENGTH 65
#define MISSILE_SURVIVAL_LENGTH 40
#define ASTEROID_SPEED 5
#define LARGE_LCD 0
#elif (CONFIG_KEYPAD == IRIVER_H100_PAD) || \
(CONFIG_KEYPAD == IRIVER_H300_PAD) || \
(CONFIG_KEYPAD == IAUDIO_X5_PAD) || \
(CONFIG_KEYPAD == IPOD_3G_PAD) || \
(CONFIG_KEYPAD == IPOD_4G_PAD) || \
(CONFIG_KEYPAD == GIGABEAT_PAD)|| \
(CONFIG_KEYPAD == ARCHOS_AV300_PAD)|| \
(CONFIG_KEYPAD == IRIVER_H10_PAD)|| \
(CONFIG_KEYPAD == SANSA_E200_PAD)
#define ENEMY_MISSILE_SURVIVAL_LENGTH 140
#define MISSILE_SURVIVAL_LENGTH 40
#define ASTEROID_SPEED 15
#define LARGE_LCD 1
#endif
#define EXTRA_LIFE 250
#define SCALE 5000
#define MISSILE_SCALE 5000
#define WRAP_GAP 12
#define EXPLOSION_LENGTH 20
#define SHOW_COL 0
#define HISCORE_FILE PLUGIN_DIR "/astrorocks.hs"
#define POINT_SIZE 2
#define MAX_NUM_ASTEROIDS 25
#define MAX_NUM_MISSILES 6
#define ENEMY_BIG_PROBABILITY_START 10
#define ENEMY_APPEAR_PROBABILITY_START 35
#define ENEMY_APPEAR_TIMING_START 1800
#define LITTLE_SHIP 2
#define BIG_SHIP 1
#define SHOW_GAME_OVER_TIME 100
#define SHOW_LEVEL_TIME 50
#define START_LIVES 3
#define START_LEVEL 1
#define NUM_ASTEROID_VERTICES 10
#define NUM_SHIP_VERTICES 4
#define NUM_ENEMY_VERTICES 6
#define MAX_LEVEL MAX_NUM_ASTEROIDS
#define ENEMY_SPEED 4
#define ENEMY_START_X 0
#define ENEMY_START_Y 0
#define SIZE_ENEMY_COLLISION 5*SCALE
#define ATTRACT_FLIP_TIME 100
#define NUM_STARS 50
#define NUM_TRAIL_POINTS 70
#define NUM_ROTATIONS 16
#define SIN_COS_SCALE 10000
#define FAST_ROT_CW_SIN 873
#define FAST_ROT_CW_COS 9963
#define FAST_ROT_ACW_SIN -873
#define FAST_ROT_ACW_COS 9963
#define MEDIUM_ROT_CW_SIN 350
#define MEDIUM_ROT_CW_COS 9994
#define MEDIUM_ROT_ACW_SIN -350
#define MEDIUM_ROT_ACW_COS 9994
#define SLOW_ROT_CW_SIN 350
#define SLOW_ROT_CW_COS 9994
#define SLOW_ROT_ACW_SIN - 350
#define SLOW_ROT_ACW_COS 9994
#ifdef HAVE_LCD_COLOR
#define SHIP_ROT_CW_SIN 2419
#define SHIP_ROT_CW_COS 9702
#define SHIP_ROT_ACW_SIN -2419
#define SHIP_ROT_ACW_COS 9702
#else
#define SHIP_ROT_CW_SIN 3827
#define SHIP_ROT_CW_COS 9239
#define SHIP_ROT_ACW_SIN -3827
#define SHIP_ROT_ACW_COS 9239
#endif
#define SCALED_WIDTH (LCD_WIDTH*SCALE)
#define SCALED_HEIGHT (LCD_HEIGHT*SCALE)
#define CENTER_LCD_X (LCD_WIDTH/2)
#define CENTER_LCD_Y (LCD_HEIGHT/2)
#define SHIP_EXPLOSION_COLOUR 1
#define ASTEROID_EXPLOSION_COLOUR 2
#define ENEMY_EXPLOSION_COLOUR 3
#define THRUST_COLOUR 4
#define ASTEROID_R 230
#define ASTEROID_G 200
#define ASTEROID_B 100
#define SHIP_R 255
#define SHIP_G 255
#define SHIP_B 255
#define ENEMY_R 50
#define ENEMY_G 220
#define ENEMY_B 50
#define THRUST_R 200
#define THRUST_G 200
#define THRUST_B 0
#ifdef HAVE_LCD_COLOR
#define COL_MISSILE LCD_RGBPACK(200,0,0)
#define COL_PLAYER LCD_RGBPACK(200,200,200)
#define COL_STARS LCD_WHITE
#define COL_ASTEROID LCD_RGBPACK(ASTEROID_R,ASTEROID_G,ASTEROID_B)
#define COL_TEXT LCD_RGBPACK(200,200,255)
#define COL_ENEMY LCD_RGBPACK(ENEMY_R,ENEMY_G,ENEMY_B)
#define SET_FG rb->lcd_set_foreground
#define SET_BG rb->lcd_set_background
#else
#define SET_FG(x)
#define SET_BG(x)
#endif
/* The array of points that make up an asteroid */
static const short asteroid_one[NUM_ASTEROID_VERTICES*2] =
{
-2, -12,
4, -8,
8, -14,
16, -5,
14, 0,
20, 2,
12, 14,
-4, 14,
-10, 6,
-10, -8
};
/* The array of points that make up an asteroid */
static const short asteroid_two[NUM_ASTEROID_VERTICES*2] =
{
-2, -12,
4, -16,
6, -14,
16, -8,
14, 0,
20, 2,
12, 14,
-4, 14,
-10, 6,
-10, -8
};
/* The array of points that make up an asteroid */
static const short asteroid_three[NUM_ASTEROID_VERTICES*2] =
{
-2, -12,
4, -16,
6, -14,
2, -8,
14, 0,
20, 2,
12, 14,
-4, 14,
-16, 6,
-10, -8
};
/* The array od points the make up the ship */
static const short ship_vertices[NUM_SHIP_VERTICES*2] =
{
#if(LARGE_LCD)
0,-6,
4, 6,
0, 2,
-4, 6
#else
0,-4,
3, 4,
0, 1,
-3, 4
#endif
};
/* The array of points the make up the bad spaceship */
static const short enemy_vertices[NUM_ENEMY_VERTICES*2] =
{
#if(LARGE_LCD)
-8, 0,
-4, 4,
4, 4,
8, 0,
4, -4,
-4, -4
#else
-5, 0,
-2, 2,
2, 2,
5, 0,
2, -2,
-2, -2
#endif
};
enum asteroid_type
{
#if(LARGE_LCD)
SMALL = 2,
MEDIUM = 4,
LARGE = 6,
#else
SMALL = 1,
MEDIUM = 2,
LARGE = 3,
#endif
};
enum game_state
{
GAME_OVER,
ATTRACT_MODE,
SHOW_LEVEL,
PLAY_MODE,
PAUSE_MODE
};
struct Point
{
int x;
int y;
int dx;
int dy;
};
struct TrailPoint
{
int alive;
struct Point position;
short r;
short g;
short b;
short dec;
};
/* Asteroid structure, contains an array of points */
struct Asteroid
{
enum asteroid_type type;
bool exists;
struct Point position;
struct Point vertices[NUM_ASTEROID_VERTICES];
int radius;
long speed_cos;
long speed_sin;
int explode_countdown;
};
struct Ship
{
struct Point vertices[NUM_SHIP_VERTICES];
struct Point position;
bool waiting_for_space;
int explode_countdown;
};
struct Enemy
{
struct Point vertices[NUM_ENEMY_VERTICES];
struct Point position;
int explode_countdown;
long last_time_appeared;
short size_probability;
short appear_probability;
short appear_timing;
};
struct Missile
{
struct Point position;
struct Point oldpoint;
int survived;
};
static enum game_state game_state;
static int asteroid_count;
static int next_missile_count;
static int next_thrust_count;
static int num_lives;
static int extra_life;
static int show_level_timeout;
static int attract_flip_timeout;
static int show_game_over;
static int current_level;
static int current_score;
static int high_score;
static int space_check_size = 30*SCALE;
static bool enemy_on_screen;
static char phscore[30];
static struct Ship ship;
static struct Point stars[NUM_STARS];
static struct Asteroid asteroids_array[MAX_NUM_ASTEROIDS];
static struct Missile missiles_array[MAX_NUM_MISSILES];
static struct Missile enemy_missile;
static struct Enemy enemy;
static struct Point lives_points[NUM_SHIP_VERTICES];
static struct TrailPoint trailPoints[NUM_TRAIL_POINTS];
void draw_and_move_asteroids(void);
void initialise_game(int nStartNum);
bool is_asteroid_near_ship(struct Asteroid* asteroid);
bool is_point_within_asteroid(struct Asteroid* asteroid, struct Point* point);
void initialise_asteroid(struct Asteroid* asteroid, enum asteroid_type eType);
void draw_polygon(struct Point* vertices, int px, int py, int num_vertices);
void rotate_asteroid(struct Asteroid* asteroid);
void create_asteroid(enum asteroid_type type, int x, int y);
void create_stars(void);
void initialise_ship(void);
void draw_and_move_ship(void);
void rotate_ship(int s, int c);
void thrust_ship(void);
void initialise_missile(struct Missile* missile);
void draw_and_move_missiles(void);
void fire_missile(void);
void animate_and_draw_explosion(struct Point* point, int num_points, int xoffset, int yoffset);
void initialise_explosion(struct Point* point, int num_points);
void move_point(struct Point* point);
void hyperspace(void);
void check_collisions(void);
void initialise_enemy(void);
void draw_and_move_enemy(void);
void draw_lives(void);
void drawstars(void);
bool is_ship_within_asteroid(struct Asteroid* asteroid);
/*Hi-Score reading and writing to file - this needs moving to the hi-score plugin lib as
a 3rd function */
void iohiscore(void)
{
int fd;
int compare;
/* clear the buffer we're about to load the highscore data into */
rb->memset(phscore, 0, sizeof(phscore));
fd = rb->open(HISCORE_FILE,O_RDWR | O_CREAT);
/* highscore used to %d, is now %d\n
Deal with no file or bad file */
rb->read(fd,phscore, sizeof(phscore));
compare = rb->atoi(phscore);
if(high_score > compare){
rb->lseek(fd,0,SEEK_SET);
rb->fdprintf(fd, "%d\n", high_score);
}
else
high_score = compare;
rb->close(fd);
}
bool point_in_poly(struct Point* _point, int num_vertices, int x, int y)
{
struct Point* pi;
struct Point* pj;
int n;
bool c = false;
pi = _point;
pj = _point;
pj += num_vertices-1;
n = num_vertices;
while(n--)
{
if((((pi->y <= y) && (y < pj->y)) || ((pj->y <= y) && (y < pi->y))) &&
(x < (pj->x - pi->x) * (y - pi->y) / (pj->y - pi->y) + pi->x))
c = !c;
if(n == num_vertices - 1)
pj = _point;
else
pj++;
pi++;
}
return c;
}
void move_point(struct Point* point)
{
point->x += point->dx;
point->y += point->dy;
/*check bounds on the x-axis:*/
if(point->x >= SCALED_WIDTH)
point->x = 0;
else if(point->x <= 0)
point->x = SCALED_WIDTH;
/*Check bounds on the y-axis:*/
if(point->y >= SCALED_HEIGHT)
point->y = 0;
else if(point->y <= 0)
point->y = SCALED_HEIGHT;
}
void create_trail(struct TrailPoint* tpoint)
{
tpoint->position.dx = -( ship.vertices[0].x - ship.vertices[2].x )/10;
tpoint->position.dy = -( ship.vertices[0].y - ship.vertices[2].y )/10;
}
void create_explosion_trail(struct TrailPoint* tpoint)
{
tpoint->position.dx = (rb->rand()%5050)-2500;
tpoint->position.dy = (rb->rand()%5050)-2500;
}
void create_trail_blaze(int colour, struct Point* position)
{
int numtoadd;
struct TrailPoint* tpoint;
int n;
int xadd,yadd;
if(colour != SHIP_EXPLOSION_COLOUR)
{
numtoadd = NUM_TRAIL_POINTS/5;
xadd = position->x;
yadd = position->y;
}
else
{
numtoadd = NUM_TRAIL_POINTS/8;
xadd = ship.position.x;
yadd = ship.position.y;
}
/* give the point a random countdown timer, so they dissapears at different times */
tpoint = trailPoints;
n = NUM_TRAIL_POINTS;
while(--n)
{
if(tpoint->alive <= 0 && numtoadd)
{
numtoadd--;
/* take a random x point anywhere between bottom two points of ship. */
/* ship.position.x; */
tpoint->position.x = (ship.vertices[2].x + (rb->rand()%18000)-9000) + position->x;
tpoint->position.y = (ship.vertices[2].y + (rb->rand()%18000)-9000) + position->y;
switch(colour)
{
case SHIP_EXPLOSION_COLOUR:
tpoint->r = 255;
tpoint->g = 255;
tpoint->b = 255;
create_explosion_trail(tpoint);
tpoint->alive = 510;
tpoint->dec = 2;
break;
case ASTEROID_EXPLOSION_COLOUR:
tpoint->r = ASTEROID_R;
tpoint->g = ASTEROID_G;
tpoint->b = ASTEROID_B;
create_explosion_trail(tpoint);
tpoint->alive = 510;
tpoint->dec = 2;
break;
case ENEMY_EXPLOSION_COLOUR:
tpoint->r = ENEMY_R;
tpoint->g = ENEMY_G;
tpoint->b = ENEMY_B;
create_explosion_trail(tpoint);
tpoint->alive = 510;
tpoint->dec = 2;
break;
case THRUST_COLOUR:
tpoint->r = THRUST_R;
tpoint->g = THRUST_G;
tpoint->b = THRUST_B;
create_trail(tpoint);
tpoint->alive = 175;
tpoint->dec = 4;
break;
}
/* add a proportional bit to the x and y based on dx and dy */
/* give the points a speed based on direction of travel - i.e. opposite */
tpoint->position.dx += position->dx;
tpoint->position.dy += position->dy;
}
tpoint++;
}
/* find a space in the array of trail_points that is NULL or DEAD or whatever.
and place this one here. */
}
void draw_trail_blaze(void)
{
struct TrailPoint* tpoint;
/* loop through, if alive then move and draw.
when drawn, countdown it's timer.
if zero kill it! */
tpoint = trailPoints;
int n = NUM_TRAIL_POINTS;
while(--n)
{
if(tpoint->alive)
{
if(game_state != PAUSE_MODE)
{
tpoint->alive-=10;
move_point(&(tpoint->position));
}
#ifdef HAVE_LCD_COLOR
/* intensity = tpoint->alive/2; */
if(tpoint->r>0)tpoint->r-=tpoint->dec;
if(tpoint->g>0)tpoint->g-=tpoint->dec;
if(tpoint->b>0)tpoint->b-=tpoint->dec;
SET_FG(LCD_RGBPACK(tpoint->r, tpoint->g, tpoint->b));
#endif
rb->lcd_drawpixel(tpoint->position.x/SCALE , tpoint->position.y/SCALE);
}
tpoint++;
}
}
/*Check if point is within a rectangle*/
bool is_point_within_rectangle(struct Point* rect, struct Point* p, int size)
{
#if SHOW_COL
int aTLx = rect->x - size;
int aTLy = rect->y - size;
int aBRx = rect->x + size;
int aBRy = rect->y + size;
rb->lcd_drawline( aTLx/SCALE, aTLy/SCALE, aBRx/SCALE, aTLy/SCALE);
rb->lcd_drawline( aTLx/SCALE, aTLy/SCALE, aTLx/SCALE, aBRy/SCALE);
rb->lcd_drawline( aTLx/SCALE, aBRy/SCALE, aBRx/SCALE, aBRy/SCALE);
rb->lcd_drawline( aBRx/SCALE, aBRy/SCALE, aBRx/SCALE, aTLy/SCALE);
return (p->x > aTLx && p->x < aBRx && p->y > aTLy && p->y < aBRy);
#else
return (p->x > rect->x - size && p->x < rect->x + size &&
p->y > rect->y - size && p->y < rect->y + size);
#endif
}
/* Draw polygon */
void draw_polygon(struct Point* vertices, int px, int py, int num_vertices)
{
int n, t1, t2, oldX, oldY;
struct Point *p;
bool bDrawAll = px < WRAP_GAP || LCD_WIDTH - px < WRAP_GAP ||
py < WRAP_GAP || LCD_HEIGHT - py < WRAP_GAP;
p = vertices;
p += num_vertices-1;
oldX = p->x/SCALE + px;
oldY = p->y/SCALE + py;
p = vertices;
for(n = num_vertices+1; --n;)
{
t1 = p->x/SCALE + px;
t2 = p->y/SCALE + py;
rb->lcd_drawline(oldX, oldY, t1, t2);
if(bDrawAll)
{
rb->lcd_drawline(oldX - LCD_WIDTH, oldY, t1 - LCD_WIDTH, t2);
rb->lcd_drawline(oldX + LCD_WIDTH, oldY, t1 + LCD_WIDTH, t2);
rb->lcd_drawline(oldX - LCD_WIDTH, oldY + LCD_HEIGHT,
t1 - LCD_WIDTH, t2 + LCD_HEIGHT);
rb->lcd_drawline(oldX + LCD_WIDTH, oldY + LCD_HEIGHT,
t1 + LCD_WIDTH, t2 + LCD_HEIGHT);
rb->lcd_drawline(oldX, oldY - LCD_HEIGHT, t1, t2 - LCD_HEIGHT);
rb->lcd_drawline(oldX, oldY + LCD_HEIGHT, t1, t2 + LCD_HEIGHT);
rb->lcd_drawline(oldX - LCD_WIDTH, oldY - LCD_HEIGHT,
t1 - LCD_WIDTH, t2 - LCD_HEIGHT);
rb->lcd_drawline(oldX + LCD_WIDTH, oldY - LCD_HEIGHT,
t1 + LCD_WIDTH, t2 - LCD_HEIGHT);
}
oldX = t1;
oldY = t2;
p++;
}
}
void animate_and_draw_explosion(struct Point* point, int num_points,
int xoffset, int yoffset)
{
int n;
for(n = num_points; --n;)
{
if(game_state != PAUSE_MODE)
{
point->x += point->dx;
point->y += point->dy;
}
rb->lcd_fillrect( point->x/SCALE + xoffset, point->y/SCALE + yoffset,
POINT_SIZE, POINT_SIZE);
point++;
}
}
/*stop movement of ship, 'cos that's what happens when you go into hyperspace.*/
void hyperspace(void)
{
ship.position.dx = ship.position.dy = 0;
ship.position.x = (rb->rand()%SCALED_WIDTH);
ship.position.y = (rb->rand()%SCALED_HEIGHT);
}
void initialise_enemy(void)
{
struct Point* point;
int n;
int size;
if(rb->rand()%100 > enemy.size_probability)
{
size = BIG_SHIP;
enemy.size_probability++;
if(enemy.size_probability < 90)
{
enemy.size_probability = ENEMY_BIG_PROBABILITY_START;
}
}
else
{
size = LITTLE_SHIP;
}
enemy_missile.survived = 0;
enemy_on_screen = true;
enemy.explode_countdown = 0;
enemy.last_time_appeared = *rb->current_tick;
point = enemy.vertices;
for(n = 0; n < NUM_ENEMY_VERTICES+NUM_ENEMY_VERTICES; n+=2)
{
point->x = enemy_vertices[n];
point->y = enemy_vertices[n+1];
point->x *= SCALE/size;
point->y *= SCALE/size;
point++;
}
if(ship.position.x >= SCALED_WIDTH/2)
{
enemy.position.dx = ENEMY_SPEED;
enemy.position.x = 0;
}
else
{
enemy.position.dx = -ENEMY_SPEED;
enemy.position.x = SCALED_WIDTH;
}
if(ship.position.y >= SCALED_HEIGHT/2)
{
enemy.position.dy = ENEMY_SPEED;
enemy.position.y = 0;
}
else
{
enemy.position.dy = -ENEMY_SPEED;
enemy.position.y = SCALED_HEIGHT;
}
enemy.position.dx *= SCALE/10;
enemy.position.dy *= SCALE/10;
}
void draw_and_move_enemy(void)
{
int enemy_x, enemy_y;
struct Point *point;
SET_FG(COL_ENEMY);
if(enemy_on_screen)
{
enemy_x = enemy.position.x/SCALE;
enemy_y = enemy.position.y/SCALE;
if(!enemy.explode_countdown)
{
point = enemy.vertices;
draw_polygon(enemy.vertices, enemy_x, enemy_y, NUM_ENEMY_VERTICES);
rb->lcd_drawline(enemy.vertices[0].x/SCALE + enemy_x,
enemy.vertices[0].y/SCALE + enemy_y,
enemy.vertices[3].x/SCALE + enemy_x,
enemy.vertices[3].y/SCALE + enemy_y);
if(game_state != PAUSE_MODE)
{
enemy.position.x += enemy.position.dx;
enemy.position.y += enemy.position.dy;
}
if(enemy.position.x > SCALED_WIDTH || enemy.position.x < 0)
enemy_on_screen = false;
if(enemy.position.y > SCALED_HEIGHT)
enemy.position.y = 0;
else if(enemy.position.y < 0)
enemy.position.y = SCALED_HEIGHT;
if( (rb->rand()%1000) < 10)
enemy.position.dy = -enemy.position.dy;
}
else
{
/* animate_and_draw_explosion(enemy.vertices, NUM_ENEMY_VERTICES,
enemy_x, enemy.position.y/SCALE); */
if(game_state != PAUSE_MODE)
{
enemy.explode_countdown--;
if(!enemy.explode_countdown)
enemy_on_screen = false;
}
}
}
else
{
if( (*rb->current_tick - enemy.last_time_appeared) > enemy.appear_timing)
if(rb->rand()%100 > enemy.appear_probability) initialise_enemy();
}
if(!enemy_missile.survived && game_state != GAME_OVER)
{
/*if no missile and the enemy is here and not exploding..then shoot baby!*/
if( !enemy.explode_countdown && enemy_on_screen &&
!ship.waiting_for_space && (rb->rand()%10) > 5 )
{
enemy_missile.position.x = enemy.position.x;
enemy_missile.position.y = enemy.position.y;
/*lame, needs to be sorted - it's trying to shoot at the ship*/
if(ABS(enemy.position.y - ship.position.y) <= 5*SCALE)
{
enemy_missile.position.dy = 0;
}
else
{
if( enemy.position.y < ship.position.y)
enemy_missile.position.dy = 1;
else
enemy_missile.position.dy = -1;
}
if(ABS(enemy.position.x - ship.position.x) <= 5*SCALE)
enemy_missile.position.dx = 0;
else
{
if( enemy.position.x < ship.position.x)
enemy_missile.position.dx = 1;
else
enemy_missile.position.dx = -1;
}
if(enemy_missile.position.dx == 0 &&
enemy_missile.position.dy == 0)
enemy_missile.position.dx = enemy_missile.position.dy = -1;
enemy_missile.position.dx *= SCALE;
enemy_missile.position.dy *= SCALE;
enemy_missile.survived = ENEMY_MISSILE_SURVIVAL_LENGTH;
}
}
else
{
rb->lcd_fillrect( enemy_missile.position.x/SCALE,
enemy_missile.position.y/SCALE,
POINT_SIZE, POINT_SIZE);
if(game_state != PAUSE_MODE)
{
move_point(&enemy_missile.position);
enemy_missile.survived--;
}
}
}
/******************
* Lame method of collision
* detection. It's checking for collision
* between point and a big rectangle around the asteroid...
*******************/
bool is_point_within_asteroid(struct Asteroid* asteroid, struct Point* point)
{
if( !is_point_within_rectangle(&asteroid->position, point,
asteroid->radius+4*SCALE) )
return false;
if(point_in_poly(asteroid->vertices, NUM_ASTEROID_VERTICES,
point->x - asteroid->position.x,
point->y - asteroid->position.y))
{
switch(asteroid->type)
{
case(SMALL):
asteroid->explode_countdown = EXPLOSION_LENGTH;
create_trail_blaze(ASTEROID_EXPLOSION_COLOUR, &asteroid->position);
break;
case(LARGE):
create_asteroid(MEDIUM, asteroid->position.x,
asteroid->position.y);
create_asteroid(MEDIUM, asteroid->position.x,
asteroid->position.y);
break;
case(MEDIUM):
create_asteroid(SMALL, asteroid->position.x, asteroid->position.y);
create_asteroid(SMALL, asteroid->position.x, asteroid->position.y);
break;
}
current_score++;
if(current_score > extra_life)
{
num_lives++;
extra_life = current_score+EXTRA_LIFE;
}
asteroid_count--;
asteroid->exists = false;
return true;
}
else
return false;
}
bool is_point_within_enemy(struct Point* point)
{
if( is_point_within_rectangle(&enemy.position, point, 7*SCALE) )
{
current_score += 5;
/*enemy_missile.survived = 0;*/
enemy.explode_countdown = EXPLOSION_LENGTH;
/* initialise_explosion(enemy.vertices, NUM_ENEMY_VERTICES); */
create_trail_blaze(ENEMY_EXPLOSION_COLOUR, &enemy.position);
return true;
}
else
return false;
}
bool is_ship_within_asteroid(struct Asteroid* asteroid)
{
bool hit = false;
struct Point p;
p.x = ship.position.x + ship.vertices[0].x;
p.y = ship.position.y + ship.vertices[0].y;
hit |= is_point_within_asteroid(asteroid, &p);
if(!hit)
{
p.x = ship.position.x + ship.vertices[1].x;
p.y = ship.position.y + ship.vertices[1].y;
hit |= is_point_within_asteroid(asteroid, &p);
if(!hit)
{
p.x = ship.position.x + ship.vertices[3].x;
p.y = ship.position.y + ship.vertices[3].y;
hit |= is_point_within_asteroid(asteroid, &p);
}
}
return hit;
}
void initialise_explosion(struct Point* point, int num_points)
{
int n;
point->x += point->dx;
point->y += point->dy;
for(n = num_points; --n;)
{
point->dx = point->x;
point->dy = point->y;
point++;
}
}
/* Check for collsions between the missiles and the asteroids and the ship */
void check_collisions(void)
{
int m, n;
bool asteroids_onscreen = false;
struct Missile* missile;
struct Asteroid* asteroid;
bool ship_cant_be_placed = false;
asteroid = asteroids_array;
m = MAX_NUM_ASTEROIDS;
while(--m)
{
/*if the asteroids exists then test missile collision:*/
if(asteroid->exists)
{
missile = missiles_array;
n = MAX_NUM_MISSILES;
while(--n)
{
/*if the missiles exists:*/
if(missile->survived > 0)
{
/*has the missile hit the asteroid?*/
if(is_point_within_asteroid(asteroid, &missile->position)
|| is_point_within_asteroid(asteroid,
&missile->oldpoint))
{
missile->survived = 0;
break;
}
}
missile++;
}
/*now check collision with ship:*/
if(asteroid->exists && !ship.waiting_for_space && !ship.explode_countdown)
{
if(is_ship_within_asteroid(asteroid))
{
/*blow up ship*/
ship.explode_countdown = EXPLOSION_LENGTH;
/* initialise_explosion(ship.vertices, NUM_SHIP_VERTICES); */
create_trail_blaze(SHIP_EXPLOSION_COLOUR, &ship.position);
}
/*has the enemy missile blown something up?*/
if(asteroid->exists && enemy_missile.survived)
{
if(is_point_within_asteroid(asteroid, &enemy_missile.position))
{
/*take that score back then:*/
if(current_score > 0) current_score--;
enemy_missile.survived = 0;
}
/*if it still exists, check if ship is waiting for space:*/
if(asteroid->exists && ship.waiting_for_space)
ship_cant_be_placed |=
is_point_within_rectangle(&ship.position,
&asteroid->position,
space_check_size);
}
}
}
/*is an asteroid still exploding?*/
if(asteroid->explode_countdown)
asteroids_onscreen = true;
asteroid++;
}
/*now check collision between ship and enemy*/
if(enemy_on_screen && !ship.waiting_for_space &&
!ship.explode_countdown && !enemy.explode_countdown)
{
/*has the enemy collided with the ship?*/
if(is_point_within_enemy(&ship.position))
{
ship.explode_countdown = EXPLOSION_LENGTH;
/* initialise_explosion(ship.vertices, NUM_SHIP_VERTICES); */
create_trail_blaze(SHIP_EXPLOSION_COLOUR, &ship.position);
create_trail_blaze(ENEMY_EXPLOSION_COLOUR, &enemy.position);
}
/*Now see if the enemy has been shot at by the ships missiles:*/
missile = missiles_array;
n = MAX_NUM_MISSILES;
while(--n)
{
if(missile->survived > 0 &&
is_point_within_enemy(&missile->position))
{
missile->survived = 0;
break;
}
missile++;
}
}
/*test collision with enemy missile and ship:*/
if(!ship_cant_be_placed && enemy_missile.survived > 0 &&
point_in_poly(ship.vertices, NUM_SHIP_VERTICES,
enemy_missile.position.x - ship.position.x,
enemy_missile.position.y - ship.position.y))
{
ship.explode_countdown = EXPLOSION_LENGTH;
/* initialise_explosion(ship.vertices, NUM_SHIP_VERTICES); */
create_trail_blaze(SHIP_EXPLOSION_COLOUR, &ship.position);
enemy_missile.survived = 0;
enemy_missile.position.x = enemy_missile.position.y = 0;
}
if(!ship_cant_be_placed)
ship.waiting_for_space = false;
/*if all asteroids cleared then start again:*/
if(asteroid_count == 0 && !enemy_on_screen && !asteroids_onscreen)
{
current_level++;
game_state = SHOW_LEVEL;
enemy.appear_probability += 5;
enemy.appear_timing -= 200;
if( enemy.appear_probability > 100)
enemy.appear_probability = ENEMY_APPEAR_PROBABILITY_START;
show_level_timeout = SHOW_LEVEL_TIME;
}
}
/*************************************************
** Creates a new asteroid of the given 4type (size)
** and at the given location.
*************************************************/
void create_asteroid(enum asteroid_type type, int x, int y)
{
struct Asteroid* asteroid;
int n;
asteroid = asteroids_array;
n = MAX_NUM_ASTEROIDS;
while(--n)
{
if(!asteroid->exists && !asteroid->explode_countdown)
{
initialise_asteroid(asteroid, type);
asteroid->position.x = x;
asteroid->position.y = y;
break;
}
asteroid++;
}
}
/* Initialise a missile */
void initialise_missile(struct Missile* missile)
{
missile->position.x = ship.position.x + ship.vertices[0].x;
missile->position.y = ship.position.y + ship.vertices[0].y;
missile->position.dx = (ship.vertices[0].x - ship.vertices[2].x)/2;
missile->position.dy = (ship.vertices[0].y - ship.vertices[2].y)/2;
missile->survived = MISSILE_SURVIVAL_LENGTH;
missile->oldpoint.x = missile->position.x;
missile->oldpoint.y = missile->position.y;
}
/* Draw and Move all the missiles */
void draw_and_move_missiles(void)
{
int n;
int p1x, p1y;
int p2x, p2y;
struct Missile* missile;
missile = missiles_array;
SET_FG(COL_MISSILE);
n = MAX_NUM_MISSILES;
while(--n)
{
if(missile->survived)
{
if(missile->position.dx > 0)
{
if(missile->position.x >= missile->oldpoint.x)
{
p1x = missile->oldpoint.x;
p2x = missile->position.x;
}
else
{
p1x = 0;
p2x = missile->position.x;
}
}
else
{
if(missile->oldpoint.x >= missile->position.x)
{
p1x = missile->oldpoint.x;
p2x = missile->position.x;
}
else
{
p1x = missile->oldpoint.x;
p2x = LCD_WIDTH;
}
}
if(missile->position.dy > 0)
{
if(missile->position.y >= missile->oldpoint.y)
{
p1y = missile->oldpoint.y;
p2y = missile->position.y;
}
else
{
p1y = 0;
p2y = missile->position.y;
}
}
else
{
if(missile->oldpoint.y >= missile->position.y)
{
p1y = missile->oldpoint.y;
p2y = missile->position.y;
}
else
{
p1y = missile->oldpoint.y;
p2y = LCD_HEIGHT;
}
}
rb->lcd_drawline( p1x/SCALE, p1y/SCALE, p2x/SCALE, p2y/SCALE);
if(game_state != PAUSE_MODE)
{
missile->oldpoint.x = missile->position.x;
missile->oldpoint.y = missile->position.y;
move_point(&missile->position);
missile->survived--;
}
}
missile++;
}
}
void draw_lives(void)
{
int n;
int px = (LCD_WIDTH - num_lives*4 - 1);
#if(LARGE_LCD)
int py = (LCD_HEIGHT-6);
#else
int py = (LCD_HEIGHT-4);
#endif
SET_FG(COL_PLAYER);
n = num_lives;
while(--n)
{
draw_polygon(lives_points, px, py, NUM_SHIP_VERTICES);
#if(LARGE_LCD)
px += 8;
#else
px += 6;
#endif
}
}
/*Fire the next missile*/
void fire_missile(void)
{
int n;
struct Missile* missile;
if(!ship.explode_countdown && !ship.waiting_for_space)
{
missile = missiles_array;
n = MAX_NUM_MISSILES;
while(--n)
{
if(!missile->survived)
{
initialise_missile(missile);
break;
}
missile++;
}
}
}
/* Initialise the passed Asteroid */
void initialise_asteroid(struct Asteroid* asteroid, enum asteroid_type type)
{
int n;
bool b,b2;
struct Point* point;
asteroid->exists = true;
asteroid->type = type;
asteroid->explode_countdown = 0;
/*Set the radius of the asteroid:*/
asteroid->radius = (int)type*SCALE;
/*shall we move Clockwise and Fast*/
if((rb->rand()%100)>75)
{
asteroid->speed_cos = FAST_ROT_CW_COS;
asteroid->speed_sin = FAST_ROT_CW_SIN;
}
else if((rb->rand()%100)>75)
{
asteroid->speed_cos = FAST_ROT_ACW_COS;
asteroid->speed_sin = FAST_ROT_ACW_SIN;
}
else if((rb->rand()%100)>75)
{
asteroid->speed_cos = SLOW_ROT_ACW_COS;
asteroid->speed_sin = SLOW_ROT_ACW_SIN;
}
else
{
asteroid->speed_cos = SLOW_ROT_CW_COS;
asteroid->speed_sin = SLOW_ROT_CW_SIN;
}
b = (rb->rand()%100)>66;
b2 = (rb->rand()%100)>66;
point = asteroid->vertices;
for(n = 0; n < NUM_ASTEROID_VERTICES*2; n+=2)
{
if(b)
{
point->x = asteroid_one[n];
point->y = asteroid_one[n+1];
}
else if( b2 )
{
point->x = asteroid_two[n];
point->y = asteroid_two[n+1];
}
else
{
point->x = asteroid_three[n];
point->y = asteroid_three[n+1];
}
point->x *= asteroid->radius/6;
point->y *= asteroid->radius/6;
point++;
}
asteroid->radius += 6*SCALE;
if(asteroid->type == SMALL)
asteroid->radius /= 3;/*2*/
else if(asteroid->type == LARGE)
asteroid->radius += 3*SCALE;/*2*/
b = true;
while(b)
{
/*Set the position randomly:*/
asteroid->position.x = (rb->rand()%SCALED_WIDTH);
asteroid->position.y = (rb->rand()%SCALED_HEIGHT);
asteroid->position.dx = 0;
while(asteroid->position.dx == 0)
asteroid->position.dx = (rb->rand()%ASTEROID_SPEED)-ASTEROID_SPEED/2;
asteroid->position.dy = 0;
while(asteroid->position.dy == 0)
asteroid->position.dy = (rb->rand()%ASTEROID_SPEED)-ASTEROID_SPEED/2;
asteroid->position.dx *= SCALE/10;
asteroid->position.dy *= SCALE/10;
b = is_point_within_rectangle(&ship.position, &asteroid->position,
space_check_size);
}
/*Now rotate the asteroid a bit, so they all look a bit different*/
for(n=(rb->rand()%30) + 2;--n;)
rotate_asteroid(asteroid);
/*great, we've created an asteroid, don't forget to increment the total:*/
asteroid_count++;
}
/*Initialise the ship*/
void initialise_ship(void)
{
struct Point* point;
struct Point* lives_point;
int n;
ship.position.x = CENTER_LCD_X;
ship.position.y = CENTER_LCD_Y;
ship.position.x *= SCALE;
ship.position.y *= SCALE;
ship.position.dx = ship.position.dy = 0;
point = ship.vertices;
lives_point = lives_points;
for(n = 0; n < NUM_SHIP_VERTICES*2; n+=2)
{
point->x = ship_vertices[n];
point->y = ship_vertices[n+1];
point->x *= SCALE;
point->y *= SCALE;
point++;
lives_point++;
}
ship.position.dx = 0;
ship.position.dy = 0;
ship.explode_countdown = 0;
/*grab a copy of the ships points for the lives display:*/
point = ship.vertices;
lives_point = lives_points;
for(n = 0; n < NUM_SHIP_VERTICES*2; n+=2)
{
lives_point->x = point->x;
lives_point->y = point->y;
lives_point++;
point++;
}
}
void rotate_asteroid(struct Asteroid* asteroid)
{
struct Point* point;
int n;
long xtemp;
point = asteroid->vertices;
for(n = NUM_ASTEROID_VERTICES+1; --n;)
{
xtemp = point->x;
point->x = xtemp*asteroid->speed_cos/SIN_COS_SCALE -
point->y*asteroid->speed_sin/SIN_COS_SCALE;
point->y = point->y*asteroid->speed_cos/SIN_COS_SCALE +
xtemp*asteroid->speed_sin/SIN_COS_SCALE;
point++;
}
}
/*************************************************
** Draws the ship, moves the ship and creates a new
** one if it's finished exploding.
**************************************************/
void draw_and_move_ship(void)
{
int nxoffset = ship.position.x/SCALE;
int nyoffset = ship.position.y/SCALE;
SET_FG(COL_PLAYER);
if(!ship.explode_countdown)
{
if(!ship.waiting_for_space)
{
draw_polygon(ship.vertices, nxoffset, nyoffset, NUM_SHIP_VERTICES);
if(game_state != PAUSE_MODE && game_state != GAME_OVER)
{
move_point(&ship.position);
}
}
}
else
{
/* animate_and_draw_explosion(ship.vertices, NUM_SHIP_VERTICES,
ship.position.x/SCALE,
ship.position.y/SCALE); */
if(game_state != PAUSE_MODE)
{
ship.explode_countdown--;
if(!ship.explode_countdown)
{
num_lives--;
if(!num_lives)
{
show_game_over = SHOW_GAME_OVER_TIME;
game_state = GAME_OVER;
}
else
{
initialise_ship();
ship.waiting_for_space = true;
}
}
}
}
}
void thrust_ship(void)
{
if(!ship.waiting_for_space)
{
ship.position.dx += ( ship.vertices[0].x - ship.vertices[2].x )/20;
ship.position.dy += ( ship.vertices[0].y - ship.vertices[2].y )/20;
/*if dx and dy are below a certain threshold, then set 'em to 0
but to do this we need to ascertain if the spacehip as moved on screen
for more than a certain amount. */
create_trail_blaze(THRUST_COLOUR, &ship.position);
}
}
/**************************************************
** Rotate the ship using the passed sin & cos values
***************************************************/
void rotate_ship(int c, int s)
{
struct Point* point;
int n;
double xtemp;
if(!ship.waiting_for_space && !ship.explode_countdown)
{
point = ship.vertices;
for(n=NUM_SHIP_VERTICES+1;--n;)
{
xtemp = point->x;
point->x = xtemp*c/SIN_COS_SCALE - point->y*s/SIN_COS_SCALE;
point->y = point->y*c/SIN_COS_SCALE + xtemp*s/SIN_COS_SCALE;
point++;
}
}
}
void drawstars()
{
struct Point* p;
int n = NUM_STARS;
p = stars;
SET_FG(COL_STARS);
while(--n)
{
rb->lcd_drawpixel(p->x , p->y);
p++;
}
}
/*************************************************
** Draw And Move all Asteroids
*************************************************/
void draw_and_move_asteroids(void)
{
int n;
struct Asteroid* asteroid;
asteroid = asteroids_array;
SET_FG(COL_ASTEROID);
n = MAX_NUM_ASTEROIDS;
while(--n)
{
if(game_state != PAUSE_MODE)
{
if(asteroid->exists)
{
move_point(&asteroid->position);
rotate_asteroid(asteroid);
draw_polygon(asteroid->vertices, asteroid->position.x/SCALE,
asteroid->position.y/SCALE,
NUM_ASTEROID_VERTICES);
}
else if(asteroid->explode_countdown)
{
/* animate_and_draw_explosion(asteroid->vertices,
NUM_ASTEROID_VERTICES,
asteroid->position.x/SCALE,
asteroid->position.y/SCALE); */
asteroid->explode_countdown--;
}
}
else
{
if(asteroid->exists)
draw_polygon(asteroid->vertices,
asteroid->position.x/SCALE,
asteroid->position.y/SCALE,
NUM_ASTEROID_VERTICES);
}
asteroid++;
}
}
void create_stars(void)
{
struct TrailPoint* tpoint;
struct Point* p;
int n;
p = stars;
n = NUM_STARS;
while(--n)
{
p->x = (rb->rand()%LCD_WIDTH);
p->y = (rb->rand()%LCD_HEIGHT);
p++;
}
/* give the point a random countdown timer, so they dissapears at different
times */
tpoint = trailPoints;
n = NUM_TRAIL_POINTS;
while(--n)
{
tpoint->alive = 0;
tpoint++;
}
}
/*************************************************
** Creates start_num number of new asteroids of
** full size.
**************************************************/
void initialise_game(int start_num)
{
int n;
asteroid_count = next_missile_count = next_thrust_count = 0;
struct Asteroid* asteroid;
struct Missile* missile;
extra_life = EXTRA_LIFE;
/*no enemy*/
enemy_on_screen = 0;
enemy_missile.survived = 0;
/*clear asteroids*/
asteroid = asteroids_array;
n = MAX_NUM_ASTEROIDS;
while(--n)
{
asteroid->exists = false;
asteroid++;
}
/*make some LARGE asteroids*/
for(n = 0; n < start_num; n++)
initialise_asteroid(&asteroids_array[n], LARGE);
/*ensure all missiles are out of action: */
missile = missiles_array;
n = MAX_NUM_MISSILES;
while(--n)
{
missile->survived=0;
missile++;
}
}
void start_attract_mode(void)
{
enemy.appear_probability = ENEMY_APPEAR_PROBABILITY_START;
enemy.appear_timing = ENEMY_APPEAR_TIMING_START;
current_level = 5;
num_lives = START_LIVES;
current_score = 0;
attract_flip_timeout = ATTRACT_FLIP_TIME;
game_state = ATTRACT_MODE;
if(asteroid_count < 3)
initialise_game(current_level);
}
enum plugin_status start_game(void)
{
char s[20];
char level[10];
int button;
int end;
int CYCLETIME = 30;
/*create stars once, and once only:*/
create_stars();
SET_BG(LCD_BLACK);
while(true)
{
/*game starts with at level 1
with 1 asteroid.*/
start_attract_mode();
/*Main loop*/
while(true)
{
end = *rb->current_tick + (CYCLETIME * HZ) / 1000;
rb->lcd_clear_display();
SET_FG(COL_TEXT);
switch(game_state)
{
case(ATTRACT_MODE):
if(attract_flip_timeout < ATTRACT_FLIP_TIME/2)
{
rb->lcd_putsxy(CENTER_LCD_X - 39,
CENTER_LCD_Y + CENTER_LCD_Y/2 - 4,
"Fire to Start");
if(!attract_flip_timeout)
attract_flip_timeout = ATTRACT_FLIP_TIME;
}
else
{
rb->snprintf(s, sizeof(s), "Hi Score %d ", high_score);
rb->lcd_putsxy(CENTER_LCD_X - 30,
CENTER_LCD_Y + CENTER_LCD_Y/2 - 4, s);
}
attract_flip_timeout--;
break;
case(GAME_OVER):
rb->lcd_putsxy(CENTER_LCD_X - 25,
CENTER_LCD_Y + CENTER_LCD_Y/2 - 4, "Game Over");
rb->snprintf(s, sizeof(s), "score %d ", current_score);
rb->lcd_putsxy(1,LCD_HEIGHT-8, s);
show_game_over--;
if(!show_game_over)
start_attract_mode();
break;
case(PAUSE_MODE):
rb->snprintf(s, sizeof(s), "score %d ", current_score);
rb->lcd_putsxy(1,LCD_HEIGHT-8, s);
rb->lcd_putsxy(CENTER_LCD_X - 15,
CENTER_LCD_Y + CENTER_LCD_Y/2 - 4, "pause");
draw_and_move_missiles();
draw_lives();
draw_and_move_ship();
break;
case(PLAY_MODE):
rb->snprintf(s, sizeof(s), "score %d ", current_score);
rb->lcd_putsxy(1,LCD_HEIGHT-8, s);
draw_and_move_missiles();
draw_lives();
check_collisions();
draw_and_move_ship();
break;
case(SHOW_LEVEL):
show_level_timeout--;
rb->snprintf(s, sizeof(s), "score %d ", current_score);
rb->lcd_putsxy(1,LCD_HEIGHT-8, s);
rb->snprintf(level, sizeof(level), "stage %d ", current_level);
rb->lcd_putsxy(CENTER_LCD_X - 20,
CENTER_LCD_Y + CENTER_LCD_Y/2 - 4, level);
draw_and_move_ship();
draw_lives();
if(!show_level_timeout)
{
initialise_game(current_level);
game_state = PLAY_MODE;
draw_lives();
}
break;
}
draw_trail_blaze();
drawstars();
draw_and_move_asteroids();
draw_and_move_enemy();
rb->lcd_update();
button = rb->button_get(false);
#ifdef HAS_BUTTON_HOLD
if (rb->button_hold())
game_state = PAUSE_MODE;
#endif
switch(button)
{
case(AST_PAUSE):
if(game_state == PLAY_MODE)
game_state = PAUSE_MODE;
else if(game_state == PAUSE_MODE)
game_state = PLAY_MODE;
break;
#ifdef AST_RC_QUIT
case AST_RC_QUIT:
#endif
case(AST_QUIT):
if(game_state == ATTRACT_MODE)
return PLUGIN_OK;
else if(game_state == GAME_OVER)
{
start_attract_mode();
}
else
{
show_game_over = SHOW_GAME_OVER_TIME;
game_state = GAME_OVER;
}
break;
case (AST_LEFT_REP):
case (AST_LEFT):
if(game_state == PLAY_MODE || game_state == SHOW_LEVEL)
rotate_ship(SHIP_ROT_ACW_COS, SHIP_ROT_ACW_SIN);
break;
case (AST_RIGHT_REP):
case (AST_RIGHT):
if(game_state == PLAY_MODE || game_state == SHOW_LEVEL)
rotate_ship(SHIP_ROT_CW_COS, SHIP_ROT_CW_SIN);
break;
case (AST_THRUST_REP):
case (AST_THRUST):
if((game_state == PLAY_MODE || game_state == SHOW_LEVEL) && !next_thrust_count)
{
thrust_ship();
next_thrust_count = 5;
}
break;
case (AST_HYPERSPACE):
if(game_state == PLAY_MODE)
hyperspace();
/*maybe shield if it gets too hard */
break;
case (AST_FIRE_REP):
case (AST_FIRE):
if(game_state == ATTRACT_MODE)
{
current_level = START_LEVEL;
initialise_ship();
initialise_game(current_level);
show_level_timeout = SHOW_LEVEL_TIME;
game_state = PLAY_MODE;
}
else if(game_state == PLAY_MODE)
{
if(!next_missile_count)
{
fire_missile();
next_missile_count = 10;
}
}
else if(game_state == PAUSE_MODE)
{
game_state = PLAY_MODE;
}
break;
default:
if (rb->default_event_handler(button)==SYS_USB_CONNECTED)
return PLUGIN_USB_CONNECTED;
break;
}
if(!num_lives)
{
if(high_score < current_score)
high_score = current_score;
if(!show_game_over)
break;
}
if(next_missile_count)
next_missile_count--;
if(next_thrust_count)
next_thrust_count--;
if (end > *rb->current_tick)
rb->sleep(end-*rb->current_tick);
else
rb->yield();
}
}
}
enum plugin_status plugin_start(struct plugin_api* api, void* parameter)
{
enum plugin_status retval;
(void)(parameter);
rb = api;
game_state = ATTRACT_MODE;
/* universal font */
#if LCD_DEPTH > 1
rb->lcd_set_backdrop(NULL);
#endif
rb->lcd_setfont(FONT_SYSFIXED);
rb->backlight_set_timeout(1);
iohiscore();
retval = start_game();
iohiscore();
rb->lcd_setfont(FONT_UI);
/* restore normal backlight setting*/
rb->backlight_set_timeout(rb->global_settings->backlight_timeout);
return retval;
}