rockbox/apps/plugins/boomshine.lua
William Wilgus cdd4708326 lua rewrite boomshine
rewrite the logic of boomshine to make it more difficult
 especially small screens

rewrite of the game engine to make memory usage more consistent
 throught the level and decrease overall memory usage
 this also removes most of the stuttering in play

Add test of device speed this should improve very slow devices
 but the threshold might still need tweaked

Change-Id: I49f5269c69405f6b6060ab18f52c96e3f69ebb14
2019-01-24 05:39:38 +01:00

596 lines
18 KiB
Lua

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