rockbox/apps/plugins/boomshine.lua
Maurus Cuelenaere 51d89e2594 Boomshine:
* simplify some things (no functional changes)
 * increase default and exploded ball size a bit to be more compliant with the original game (and make beating it on big screens a bit easier)
 * whitespace cleanups

git-svn-id: svn://svn.rockbox.org/rockbox/trunk@23876 a1c6a512-1295-4272-9138-f99709370657
2009-12-06 15:58:18 +00:00

368 lines
12 KiB
Lua

--[[
__________ __ ___.
Open \______ \ ____ ____ | | _\_ |__ _______ ___
Source | _// _ \_/ ___\| |/ /| __ \ / _ \ \/ /
Jukebox | | ( <_> ) \___| < | \_\ ( <_> > < <
Firmware |____|_ /\____/ \___ >__|_ \|___ /\____/__/\_ \
\/ \/ \/ \/ \/
$Id$
Port of Chain Reaction (which is based on Boomshine) to Rockbox in Lua.
See http://www.yvoschaap.com/chainrxn/ and http://www.k2xl.com/games/boomshine/
Copyright (C) 2009 by Maurus Cuelenaere
This program is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License
as published by the Free Software Foundation; either version 2
of the License, or (at your option) any later version.
This software is distributed on an "AS IS" basis, WITHOUT WARRANTY OF ANY
KIND, either express or implied.
]]--
require "actions"
local CYCLETIME = rb.HZ / 50
local HAS_TOUCHSCREEN = rb.action_get_touchscreen_press ~= nil
local DEFAULT_BALL_SIZE = rb.LCD_HEIGHT > rb.LCD_WIDTH and rb.LCD_WIDTH / 30
or rb.LCD_HEIGHT / 30
local MAX_BALL_SPEED = DEFAULT_BALL_SIZE / 2
local DEFAULT_FOREGROUND_COLOR = rb.lcd_get_foreground ~= nil
and rb.lcd_get_foreground()
or 0
local levels = {
-- {GOAL, TOTAL_BALLS},
{1, 5},
{2, 10},
{4, 15},
{6, 20},
{10, 25},
{15, 30},
{18, 35},
{22, 40},
{30, 45},
{37, 50},
{48, 55},
{55, 60}
}
local Ball = {
size = DEFAULT_BALL_SIZE,
exploded = false,
implosion = false
}
function Ball:new(o)
if o == nil then
o = {
x = math.random(self.size, rb.LCD_WIDTH - self.size),
y = math.random(self.size, rb.LCD_HEIGHT - self.size),
color = random_color(),
up_speed = Ball:generateSpeed(),
right_speed = Ball:generateSpeed(),
explosion_size = math.random(2*self.size, 4*self.size),
life_duration = math.random(rb.HZ, rb.HZ*5)
}
end
setmetatable(o, self)
self.__index = self
return o
end
function Ball:generateSpeed()
local speed = math.random(-MAX_BALL_SPEED, MAX_BALL_SPEED)
if speed == 0 then
speed = 1 -- Make sure all balls move
end
return speed
end
function Ball:draw()
--[[
I know these aren't circles, but as there's no current circle
implementation in Rockbox, rectangles will just do fine (drawing
circles from within Lua is far too slow).
]]--
set_foreground(self.color)
rb.lcd_fillrect(self.x, self.y, self.size, self.size)
end
function Ball:step()
if self.exploded then
if self.implosion and self.size > 0 then
self.size = self.size - 2
self.x = self.x + 1 -- We do this because we want to stay centered
self.y = self.y + 1
elseif self.size < self.explosion_size then
self.size = self.size + 2
self.x = self.x - 1 -- We do this for the same reasons as above
self.y = self.y - 1
end
return
end
self.x = self.x + self.right_speed
self.y = self.y + self.up_speed
if (self.x + self.size) >= rb.LCD_WIDTH or self.x <= self.size then
self.right_speed = self.right_speed * (-1)
elseif (self.y + self.size) >= rb.LCD_HEIGHT or self.y <= self.size then
self.up_speed = self.up_speed * (-1)
end
end
function Ball:checkHit(other)
local x_dist = math.abs(other.x - self.x)
local y_dist = math.abs(other.y - self.y)
local x_size = self.x > other.x and other.size or self.size
local y_size = self.y > other.y and other.size or self.size
if (x_dist <= x_size) and (y_dist <= y_size) then
assert(not self.exploded)
self.exploded = true
self.death_time = rb.current_tick() + self.life_duration
if not other.exploded then
other.exploded = true
other.death_time = rb.current_tick() + other.life_duration
end
return true
end
return false
end
local Cursor = {
size = DEFAULT_BALL_SIZE*2,
x = rb.LCD_WIDTH/2,
y = rb.LCD_HEIGHT/2
}
function Cursor:new()
return self
end
function Cursor:do_action(action)
if action == rb.actions.ACTION_TOUCHSCREEN and HAS_TOUCHSCREEN then
_, self.x, self.y = rb.action_get_touchscreen_press()
return true
elseif action == rb.actions.ACTION_KBD_SELECT then
return true
elseif (action == rb.actions.ACTION_KBD_RIGHT) then
self.x = self.x + self.size
elseif (action == rb.actions.ACTION_KBD_LEFT) then
self.x = self.x - self.size
elseif (action == rb.actions.ACTION_KBD_UP) then
self.y = self.y - self.size
elseif (action == rb.actions.ACTION_KBD_DOWN) then
self.y = self.y + self.size
end
if self.x > rb.LCD_WIDTH then
self.x = 0
elseif self.x < 0 then
self.x = rb.LCD_WIDTH
end
if self.y > rb.LCD_HEIGHT then
self.y = 0
elseif self.y < 0 then
self.y = rb.LCD_HEIGHT
end
return false
end
function Cursor:draw()
set_foreground(DEFAULT_FOREGROUND_COLOR)
rb.lcd_hline(self.x - self.size/2, self.x - self.size/4, self.y - self.size/2)
rb.lcd_hline(self.x + self.size/4, self.x + self.size/2, self.y - self.size/2)
rb.lcd_hline(self.x - self.size/2, self.x - self.size/4, self.y + self.size/2)
rb.lcd_hline(self.x + self.size/4, self.x + self.size/2, self.y + self.size/2)
rb.lcd_vline(self.x - self.size/2, self.y - self.size/2, self.y - self.size/4)
rb.lcd_vline(self.x - self.size/2, self.y + self.size/4, self.y + self.size/2)
rb.lcd_vline(self.x + self.size/2, self.y - self.size/2, self.y - self.size/4)
rb.lcd_vline(self.x + self.size/2, self.y + self.size/4, self.y + self.size/2)
rb.lcd_hline(self.x - self.size/4, self.x + self.size/4, self.y)
rb.lcd_vline(self.x, self.y - self.size/4, self.y + self.size/4)
end
function draw_positioned_string(bottom, right, str)
local _, w, h = rb.font_getstringsize(str, rb.FONT_UI)
rb.lcd_putsxy((rb.LCD_WIDTH-w)*right, (rb.LCD_HEIGHT-h)*bottom, str)
end
function set_foreground(color)
if rb.lcd_set_foreground ~= nil then
rb.lcd_set_foreground(color)
end
end
function random_color()
if rb.lcd_rgbpack ~= nil then --color target
return rb.lcd_rgbpack(math.random(1,255), math.random(1,255), math.random(1,255))
end
return math.random(1, rb.LCD_DEPTH)
end
function start_round(level, goal, nrBalls, total)
local player_added, score, exit, nrExpandedBalls = false, 0, false, 0
local balls, explodedBalls = {}, {}
local cursor = Cursor:new()
-- Initialize the balls
for _=1,nrBalls do
table.insert(balls, Ball:new())
end
-- Make sure there are no unwanted touchscreen presses
rb.button_clear_queue()
while true do
local endtick = rb.current_tick() + CYCLETIME
-- Check if the round is over
if #explodedBalls == 0 and player_added then
break
end
-- Check for actions
local action = rb.get_action(rb.contexts.CONTEXT_KEYBOARD, 0)
if(action == rb.actions.ACTION_KBD_ABORT) then
exit = true
break
end
if not player_added and cursor:do_action(action) then
local player = Ball:new({
x = cursor.x,
y = cursor.y,
color = DEFAULT_FOREGROUND_COLOR,
size = 10,
explosion_size = 3*DEFAULT_BALL_SIZE,
exploded = true,
death_time = rb.current_tick() + rb.HZ * 3
})
table.insert(explodedBalls, player)
player_added = true
end
-- Check for hits
for i, ball in ipairs(balls) do
for _, explodedBall in ipairs(explodedBalls) do
if ball:checkHit(explodedBall) then
score = score + 100*level
nrExpandedBalls = nrExpandedBalls + 1
table.insert(explodedBalls, ball)
table.remove(balls, i)
break
end
end
end
-- Check if we're dead yet
for i, explodedBall in ipairs(explodedBalls) do
if rb.current_tick() >= explodedBall.death_time then
if explodedBall.size > 0 then
explodedBall.implosion = true -- We should be dying
else
table.remove(explodedBalls, i) -- We're imploded!
end
end
end
-- Drawing phase
rb.lcd_clear_display()
set_foreground(DEFAULT_FOREGROUND_COLOR)
draw_positioned_string(0, 0, string.format("%d balls expanded", nrExpandedBalls))
draw_positioned_string(0, 1, string.format("Level %d", level))
draw_positioned_string(1, 1, string.format("%d level points", score))
draw_positioned_string(1, 0, string.format("%d total points", total+score))
for _, ball in ipairs(balls) do
ball:step()
ball:draw()
end
for _, explodedBall in ipairs(explodedBalls) do
explodedBall:step()
explodedBall:draw()
end
if not HAS_TOUCHSCREEN and not player_added then
cursor:draw()
end
-- Push framebuffer to the LCD
rb.lcd_update()
if rb.current_tick() < endtick then
rb.sleep(endtick - rb.current_tick())
else
rb.yield()
end
end
return exit, score, nrExpandedBalls
end
-- Helper function to display a message
function display_message(...)
local message = string.format(...)
local _, w, h = rb.font_getstringsize(message, rb.FONT_UI)
local x, y = (rb.LCD_WIDTH - w) / 2, (rb.LCD_HEIGHT - h) / 2
rb.lcd_clear_display()
set_foreground(DEFAULT_FOREGROUND_COLOR)
if w > rb.LCD_WIDTH then
rb.lcd_puts_scroll(x/w, y/h, message)
else
rb.lcd_putsxy(x, y, message)
end
rb.lcd_update()
rb.sleep(rb.HZ * 2)
rb.lcd_stop_scroll() -- Stop our scrolling message
end
if HAS_TOUCHSCREEN then
rb.touchscreen_set_mode(rb.TOUCHSCREEN_POINT)
end
rb.backlight_force_on()
local idx, highscore = 1, 0
while levels[idx] ~= nil do
local goal, nrBalls = levels[idx][1], levels[idx][2]
display_message("Level %d: get %d out of %d balls", idx, goal, nrBalls)
local exit, score, nrExpandedBalls = start_round(idx, goal, nrBalls, highscore)
if exit then
break -- Exiting..
else
if nrExpandedBalls >= goal then
display_message("You won!")
idx = idx + 1
highscore = highscore + score
else
display_message("You lost!")
end
end
end
if idx > #levels then
display_message("You finished the game with %d points!", highscore)
else
display_message("You made it till level %d with %d points!", idx, highscore)
end
-- Restore user backlight settings
rb.backlight_use_settings()