85079483c5
added a few more levels and increased difficulty based on level Rliimage allows us to use circles in boomshine Optimized some of the code to exceed the speed of the original Change-Id: I68eb74f8b68fcdc8a9d022cd172374744425f15d
493 lines
15 KiB
Lua
493 lines
15 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, blit cursor, 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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actions_pla = {}
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for key, val in pairs(rb.actions) do
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for _, v in ipairs({"PLA_", "TOUCHSCREEN"}) do
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if string.find (key, v) then
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actions_pla[key] = val
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break
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end
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end
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end
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rb.actions = nil
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rb.contexts = nil
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-------------------------------------
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local _LCD = rb.lcd_framebuffer()
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local BSAND = 0x8
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local rocklib_image = getmetatable(rb.lcd_framebuffer())
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local _ellipse = rocklib_image.ellipse
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local CYCLETIME = rb.HZ / 50
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local HAS_TOUCHSCREEN = rb.action_get_touchscreen_press ~= nil
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local DEFAULT_BALL_SIZE = rb.LCD_HEIGHT > rb.LCD_WIDTH and rb.LCD_WIDTH / 30
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or rb.LCD_HEIGHT / 30
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local MAX_BALL_SPEED = DEFAULT_BALL_SIZE / 2
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local DEC_BALL_SPEED = DEFAULT_BALL_SIZE / 8
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local DEFAULT_FOREGROUND_COLOR = rb.lcd_get_foreground ~= nil
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and rb.lcd_get_foreground()
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or 0
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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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{59, 60},
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{29, 30},
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{24, 25},
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{19, 20},
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{14, 15},
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{9, 10},
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{10, 10},
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{4, 5},
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{5, 5}
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}
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local Ball = {
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size = DEFAULT_BALL_SIZE,
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exploded = false,
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implosion = false
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}
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local function create_cursor(size)
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local cursor
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if not HAS_TOUCHSCREEN then
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cursor = rb.new_image(size, size)
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cursor:clear(0)
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local sz2 = size / 2
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local sz4 = size / 4
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cursor:line(1, 1, sz4, 1, 1)
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cursor:line(1, 1, 1, sz4, 1)
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cursor:line(1, size, sz4, size, 1)
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cursor:line(1, size, 1, size - sz4, 1)
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cursor:line(size, size, size - sz4, size, 1)
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cursor:line(size, size, size, size - sz4, 1)
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cursor:line(size, 1, size - sz4, 1, 1)
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cursor:line(size, 1, size, sz4, 1)
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--crosshairs
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cursor:line(sz2 - sz4, sz2, sz2 + sz4, sz2, 1)
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cursor:line(sz2, sz2 - sz4, sz2, sz2 + sz4, 1)
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end
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return cursor
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end
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function Ball:new(o, level)
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level = level or 1
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if o == nil then
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o = {
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x = math.random(0, rb.LCD_WIDTH - self.size),
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y = math.random(0, rb.LCD_HEIGHT - self.size),
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color = random_color(),
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up_speed = Ball:generateSpeed(level),
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right_speed = Ball:generateSpeed(level),
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explosion_size = math.random(2*self.size, 4*self.size),
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life_duration = math.random(rb.HZ / level, rb.HZ*5),
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}
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end
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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:generateSpeed(level)
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local ballspeed = MAX_BALL_SPEED - (DEC_BALL_SPEED * (level - 1))
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if ballspeed < 2 then ballspeed = 2 end
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local speed = math.random(-ballspeed, ballspeed)
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if speed == 0 then
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speed = 1 -- Make sure all balls move
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end
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return speed
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end
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function Ball:draw_exploded()
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--[[
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--set_foreground(self.color)
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--rb.lcd_fillrect(self.x, self.y, self.size, self.size)
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]]
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_ellipse(_LCD, self.x, self.y,
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self.x + self.size, self.y + self.size , self.color, nil, true)
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end
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function Ball:draw()
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--[[
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--set_foreground(self.color)
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--rb.lcd_fillrect(self.x, self.y, self.size, self.size)
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]]
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_ellipse(_LCD, self.x, self.y,
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self.x + self.size, self.y + self.size , self.color, self.color, true)
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end
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function Ball:step_exploded()
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if self.implosion and self.size > 0 then
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self.size = self.size - 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.size < self.explosion_size then
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self.size = self.size + 2
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self.x = self.x - 1 -- We do this for the same reasons as above
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self.y = self.y - 1
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end
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end
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function Ball:step()
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self.x = self.x + self.right_speed
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self.y = self.y + self.up_speed
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if (self.x <= 0 or self.x >= rb.LCD_WIDTH - self.size) then
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self.right_speed = -self.right_speed
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self.x = self.x + self.right_speed
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end
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if (self.y <= 0 or self.y >= rb.LCD_HEIGHT - self.size ) then
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self.up_speed = -self.up_speed
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self.y = self.y + self.up_speed
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end
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end
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function Ball:checkHit(other)
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if (other.x + other.size >= self.x) and (self.x + self.size >= other.x) and
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(other.y + other.size >= self.y) and (self.y + self.size >= other.y) then
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assert(not self.exploded)
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self.exploded = true
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self.death_time = rb.current_tick() + self.life_duration
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if not other.exploded then
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other.exploded = true
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other.death_time = rb.current_tick() + other.life_duration
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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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local Cursor = {
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size = DEFAULT_BALL_SIZE*2,
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x = rb.LCD_WIDTH/2,
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y = rb.LCD_HEIGHT/2,
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image = create_cursor(DEFAULT_BALL_SIZE*2)
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}
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function Cursor:new()
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return self
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end
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function Cursor:do_action(action)
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if action == actions_pla.ACTION_TOUCHSCREEN and HAS_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 == actions_pla.PLA_SELECT then
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return true
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elseif (action == actions_pla.PLA_RIGHT or action == actions_pla.PLA_RIGHT_REPEAT) then
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self.x = self.x + self.size
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elseif (action == actions_pla.PLA_LEFT or action == actions_pla.PLA_LEFT_REPEAT) then
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self.x = self.x - self.size
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elseif (action == actions_pla.PLA_UP or action == actions_pla.PLA_UP_REPEAT) then
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self.y = self.y - self.size
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elseif (action == actions_pla.PLA_DOWN or action == actions_pla.PLA_DOWN_REPEAT) then
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self.y = self.y + self.size
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end
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if self.x > rb.LCD_WIDTH then
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self.x = 0
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elseif self.x < 0 then
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self.x = rb.LCD_WIDTH
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end
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if self.y > rb.LCD_HEIGHT then
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self.y = 0
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elseif self.y < 0 then
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self.y = rb.LCD_HEIGHT
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end
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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.size/2, self.y - self.size/2,
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_NIL, _NIL, _NIL, _NIL, true, BSAND, DEFAULT_FOREGROUND_COLOR)
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end
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function draw_positioned_string(bottom, right, str)
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local _, w, h = rb.font_getstringsize(str, rb.FONT_UI)
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local x = not right or (rb.LCD_WIDTH-w)*right - 1
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local y = not bottom or (rb.LCD_HEIGHT-h)*bottom - 1
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rb.lcd_putsxy(x, y, str)
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end
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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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function random_color()
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if rb.lcd_rgbpack ~= nil then --color target
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return rb.lcd_rgbpack(math.random(1,255), math.random(1,255), math.random(1,255))
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end
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return math.random(1, rb.LCD_DEPTH)
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end
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function start_round(level, goal, nrBalls, total)
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local player_added, score, exit, nrExpendedBalls = false, 0, false, 0
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local Balls, explodedBalls = {}, {}
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local ball_ct, ball_el
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local tick, endtick
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local action = 0
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local hit_detected = false
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local cursor = Cursor:new()
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-- Initialize the balls
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for _=1,nrBalls do
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table.insert(Balls, Ball:new(nil, level))
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end
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local function draw_stats()
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draw_positioned_string(0, 0, string.format("%d balls expended", nrExpendedBalls))
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draw_positioned_string(0, 1, string.format("Level %d", level))
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draw_positioned_string(1, 1, string.format("%d level points", score))
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draw_positioned_string(1, 0, string.format("%d total points", total + score))
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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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set_foreground(DEFAULT_FOREGROUND_COLOR) -- color for text
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while true do
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endtick = rb.current_tick() + CYCLETIME
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-- Check if the round is over
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if player_added and #explodedBalls == 0 then
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break
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end
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if action == actions_pla.PLA_EXIT or action == actions_pla.PLA_CANCEL then
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exit = true
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break
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end
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if not player_added and cursor:do_action(action) then
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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 = DEFAULT_FOREGROUND_COLOR,
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size = 10,
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explosion_size = 3*DEFAULT_BALL_SIZE,
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exploded = true,
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death_time = rb.current_tick() + rb.HZ * 3
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})
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explodedBalls[1] = player
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player_added = true
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cursor = nil
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end
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-- Check for hits
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for i, Ball in ipairs(Balls) do
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for _, explodedBall in ipairs(explodedBalls) do
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if Ball:checkHit(explodedBall) then
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explodedBalls[#explodedBalls + 1] = Ball
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--table.remove(Balls, i)
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Balls[i] = false
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hit_detected = true
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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 we're dead yet
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tick = rb.current_tick()
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for i, explodedBall in ipairs(explodedBalls) do
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if explodedBall.death_time < tick then
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if explodedBall.size > 0 then
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explodedBall.implosion = true -- We should be dying
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else
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table.remove(explodedBalls, i) -- We're imploded!
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end
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end
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end
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-- Drawing phase
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if hit_detected then
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hit_detected = false
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-- same as table.remove(Balls, i) but more efficient
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ball_el = 1
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ball_ct = #Balls
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for i = 1, ball_ct do
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if Balls[i] then
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Balls[ball_el] = Balls[i]
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ball_el = ball_el + 1
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end
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end
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-- remove any remaining exploded balls
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for i = ball_el, ball_ct do
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Balls[i] = nil
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end
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-- Calculate score
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nrExpendedBalls = nrBalls - ball_el + 1
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score = nrExpendedBalls * level * 100
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end
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rb.lcd_clear_display()
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draw_stats()
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if not (player_added or HAS_TOUCHSCREEN) then
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cursor:draw()
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end
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for _, Ball in ipairs(Balls) do
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Ball:step()
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Ball:draw()
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end
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for _, explodedBall in ipairs(explodedBalls) do
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explodedBall:step_exploded()
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explodedBall:draw_exploded()
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end
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-- Push framebuffer to the LCD
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rb.lcd_update()
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-- Check for actions
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if rb.current_tick() < endtick then
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action = rb.get_plugin_action(endtick - rb.current_tick())
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else
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rb.yield()
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action = rb.get_plugin_action(0)
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end
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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 Ball:draw() end
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_LCD:clear(nil, nil, nil, nil, nil, nil, 2, 2)
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draw_stats()
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rb.lcd_update()
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rb.sleep(rb.HZ * 2)
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return exit, score, nrExpendedBalls
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end
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-- Helper function to display a message
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function display_message(to, ...)
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local message = string.format(...)
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local _, w, h = rb.font_getstringsize(message, rb.FONT_UI)
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local x, y = (rb.LCD_WIDTH - w) / 2, (rb.LCD_HEIGHT - h) / 2
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rb.lcd_clear_display()
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set_foreground(DEFAULT_FOREGROUND_COLOR)
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if w > rb.LCD_WIDTH 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)
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end
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if to == -1 then
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local msg = "Press button to exit"
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w = rb.font_getstringsize(msg, rb.FONT_UI)
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x = (rb.LCD_WIDTH - w) / 2
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if x < 0 then
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rb.lcd_puts_scroll(0, y/h + 1, msg)
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else
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rb.lcd_putsxy(x, y + h, msg)
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end
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end
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rb.lcd_update()
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if to == -1 then
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rb.sleep(rb.HZ/2)
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rb.button_clear_queue()
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rb.button_get(rb.HZ * 60)
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else
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rb.sleep(to)
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end
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rb.lcd_scroll_stop() -- Stop our scrolling message
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end
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if HAS_TOUCHSCREEN then
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rb.touchscreen_set_mode(rb.TOUCHSCREEN_POINT)
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end
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--[[MAIN PROGRAM]]
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rb.backlight_force_on()
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math.randomseed(os.time())
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local idx, highscore = 1, 0
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while levels[idx] ~= nil do
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local goal, nrBalls = levels[idx][1], levels[idx][2]
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collectgarbage("collect") --run gc now to hopefully prevent interruption later
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display_message(rb.HZ*2, "Level %d: get %d out of %d balls", idx, goal, nrBalls)
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local exit, score, nrExpendedBalls = start_round(idx, goal, nrBalls, highscore)
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if exit then
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break -- Exiting..
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else
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if nrExpendedBalls >= goal then
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display_message(rb.HZ*2, "You won!")
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idx = idx + 1
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highscore = highscore + score
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else
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display_message(rb.HZ*2, "You lost!")
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highscore = highscore - score - idx * 100
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if highscore < 0 then break end
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end
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end
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end
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if highscore <= 0 then
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display_message(-1, "You lost at level %d", idx)
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elseif idx > #levels then
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display_message(-1, "You finished the game with %d points!", highscore)
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else
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display_message(-1, "You made it till level %d with %d points!", idx, highscore)
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end
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-- Restore user backlight settings
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rb.backlight_use_settings()
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