1 /***************************************************************************
3 * Open \______ \ ____ ____ | | _\_ |__ _______ ___
4 * Source | _// _ \_/ ___\| |/ /| __ \ / _ \ \/ /
5 * Jukebox | | ( <_> ) \___| < | \_\ ( <_> > < <
6 * Firmware |____|_ /\____/ \___ >__|_ \|___ /\____/__/\_ \
10 * Copyright (C) 2006 Albert Veli
12 * This program is free software; you can redistribute it and/or
13 * modify it under the terms of the GNU General Public License
14 * as published by the Free Software Foundation; either version 2
15 * of the License, or (at your option) any later version.
17 * This software is distributed on an "AS IS" basis, WITHOUT WARRANTY OF ANY
18 * KIND, either express or implied.
20 ****************************************************************************/
22 /* Improvised creds goes to:
24 * - Anders Clausen for ingeniously inventing the name Invadrox.
25 * - Linus Nielsen-Feltzing for patiently answering n00b questions.
29 #include "lib/highscore.h"
30 #include "lib/helper.h"
33 #include "pluginbitmaps/invadrox_background.h"
35 /* get dimensions for later use from the bitmaps */
36 #include "pluginbitmaps/invadrox_aliens.h"
37 #include "pluginbitmaps/invadrox_ships.h"
38 #include "pluginbitmaps/invadrox_bombs.h"
39 #include "pluginbitmaps/invadrox_alien_explode.h"
40 #include "pluginbitmaps/invadrox_shield.h"
41 #include "pluginbitmaps/invadrox_ufo.h"
42 #include "pluginbitmaps/invadrox_ufo_explode.h"
43 #include "pluginbitmaps/invadrox_numbers.h"
44 #include "pluginbitmaps/invadrox_fire.h"
45 #define ALIEN_WIDTH (BMPWIDTH_invadrox_aliens/2)
46 #define ALIEN_HEIGHT (BMPHEIGHT_invadrox_aliens/3)
47 #define SHIP_WIDTH BMPWIDTH_invadrox_ships
48 #define SHIP_HEIGHT (BMPHEIGHT_invadrox_ships/3)
49 #define BOMB_WIDTH (BMPWIDTH_invadrox_bombs/3)
50 #define BOMB_HEIGHT (BMPHEIGHT_invadrox_bombs/6)
51 #define ALIEN_EXPLODE_WIDTH BMPWIDTH_invadrox_alien_explode
52 #define ALIEN_EXPLODE_HEIGHT BMPHEIGHT_invadrox_alien_explode
53 #define SHIELD_WIDTH BMPWIDTH_invadrox_shield
54 #define SHIELD_HEIGHT BMPHEIGHT_invadrox_shield
55 #define UFO_WIDTH BMPWIDTH_invadrox_ufo
56 #define UFO_HEIGHT BMPHEIGHT_invadrox_ufo
57 #define UFO_EXPLODE_WIDTH BMPWIDTH_invadrox_ufo_explode
58 #define UFO_EXPLODE_HEIGHT BMPHEIGHT_invadrox_ufo_explode
59 #define NUMBERS_WIDTH (BMPWIDTH_invadrox_numbers/10)
60 #define FONT_HEIGHT BMPHEIGHT_invadrox_numbers
61 #define FIRE_WIDTH BMPWIDTH_invadrox_fire
62 #define FIRE_HEIGHT BMPHEIGHT_invadrox_fire
66 /* Original graphics is only 1bpp so it should be portable
67 * to most targets. But for now, only support the simple ones.
69 #ifndef HAVE_LCD_BITMAP
70 #error INVADROX: Unsupported LCD
74 #error INVADROX: Unsupported LCD
79 #define DBG(format, arg...) { DEBUGF("%s: " format, __FUNCTION__, ## arg); }
81 #define DBG(format, arg...) {}
85 #define ABS(a) (((a) < 0) ? -(a) : (a))
88 #if CONFIG_KEYPAD == IRIVER_H100_PAD
90 #define QUIT BUTTON_OFF
91 #define LEFT BUTTON_LEFT
92 #define RIGHT BUTTON_RIGHT
93 #define FIRE BUTTON_ON
95 #elif CONFIG_KEYPAD == IRIVER_H300_PAD
97 #define QUIT BUTTON_OFF
98 #define LEFT BUTTON_LEFT
99 #define RIGHT BUTTON_RIGHT
100 #define FIRE BUTTON_SELECT
102 #elif (CONFIG_KEYPAD == IRIVER_H10_PAD)
104 #define QUIT BUTTON_POWER
105 #define LEFT BUTTON_LEFT
106 #define RIGHT BUTTON_RIGHT
107 #define FIRE BUTTON_PLAY
109 #elif (CONFIG_KEYPAD == IPOD_4G_PAD) || \
110 (CONFIG_KEYPAD == IPOD_3G_PAD) || \
111 (CONFIG_KEYPAD == IPOD_1G2G_PAD)
113 #define QUIT BUTTON_MENU
114 #define LEFT BUTTON_LEFT
115 #define RIGHT BUTTON_RIGHT
116 #define FIRE BUTTON_SELECT
118 #elif CONFIG_KEYPAD == IAUDIO_X5M5_PAD
120 #define QUIT BUTTON_POWER
121 #define LEFT BUTTON_LEFT
122 #define RIGHT BUTTON_RIGHT
123 #define FIRE BUTTON_SELECT
125 #elif CONFIG_KEYPAD == GIGABEAT_PAD
127 #define QUIT BUTTON_POWER
128 #define LEFT BUTTON_LEFT
129 #define RIGHT BUTTON_RIGHT
130 #define FIRE BUTTON_SELECT
132 #elif CONFIG_KEYPAD == SANSA_E200_PAD
134 #define QUIT BUTTON_POWER
135 #define LEFT BUTTON_LEFT
136 #define RIGHT BUTTON_RIGHT
137 #define FIRE BUTTON_SELECT
139 #elif CONFIG_KEYPAD == SANSA_FUZE_PAD
141 #define QUIT (BUTTON_HOME|BUTTON_REPEAT)
142 #define LEFT BUTTON_LEFT
143 #define RIGHT BUTTON_RIGHT
144 #define FIRE BUTTON_SELECT
146 #elif CONFIG_KEYPAD == TATUNG_TPJ1022_PAD
148 /* TODO: Figure out which buttons to use for Tatung Elio TPJ-1022 */
149 #define QUIT BUTTON_AB
150 #define LEFT BUTTON_LEFT
151 #define RIGHT BUTTON_RIGHT
152 #define FIRE BUTTON_MENU
154 #elif CONFIG_KEYPAD == GIGABEAT_S_PAD
156 #define QUIT BUTTON_BACK
157 #define LEFT BUTTON_LEFT
158 #define RIGHT BUTTON_RIGHT
159 #define FIRE BUTTON_SELECT
161 #elif CONFIG_KEYPAD == COWON_D2_PAD
163 #define QUIT BUTTON_POWER
164 #define LEFT BUTTON_MINUS
165 #define RIGHT BUTTON_PLUS
166 #define FIRE BUTTON_MENU
168 #elif CONFIG_KEYPAD == IAUDIO67_PAD
170 #define QUIT BUTTON_POWER
171 #define LEFT BUTTON_LEFT
172 #define RIGHT BUTTON_RIGHT
173 #define FIRE BUTTON_PLAY
175 #elif CONFIG_KEYPAD == CREATIVEZVM_PAD
177 #define QUIT BUTTON_BACK
178 #define LEFT BUTTON_LEFT
179 #define RIGHT BUTTON_RIGHT
180 #define FIRE BUTTON_SELECT
182 #elif CONFIG_KEYPAD == PHILIPS_HDD6330_PAD
184 #define QUIT BUTTON_POWER
185 #define LEFT BUTTON_LEFT
186 #define RIGHT BUTTON_RIGHT
187 #define FIRE BUTTON_PLAY
189 #elif CONFIG_KEYPAD == PHILIPS_SA9200_PAD
191 #define QUIT BUTTON_POWER
192 #define LEFT BUTTON_PREV
193 #define RIGHT BUTTON_NEXT
194 #define FIRE BUTTON_PLAY
196 #elif CONFIG_KEYPAD == ONDAVX747_PAD || \
197 CONFIG_KEYPAD == ONDAVX777_PAD || \
198 CONFIG_KEYPAD == MROBE500_PAD
200 #define QUIT BUTTON_POWER
202 #elif CONFIG_KEYPAD == SAMSUNG_YH_PAD
204 #define QUIT BUTTON_REC
205 #define LEFT BUTTON_LEFT
206 #define RIGHT BUTTON_RIGHT
207 #define FIRE BUTTON_PLAY
209 #elif CONFIG_KEYPAD == PBELL_VIBE500_PAD
211 #define QUIT BUTTON_REC
212 #define LEFT BUTTON_PREV
213 #define RIGHT BUTTON_NEXT
214 #define FIRE BUTTON_OK
216 #elif CONFIG_KEYPAD == MPIO_HD300_PAD
218 #define QUIT BUTTON_REC
219 #define LEFT BUTTON_MENU
220 #define RIGHT BUTTON_ENTER
221 #define FIRE BUTTON_PLAY
224 #error INVADROX: Unsupported keypad
231 #ifdef HAVE_TOUCHSCREEN
246 #define TOUCHSCREEN_QUIT BUTTON_TOPLEFT
247 #define TOUCHSCREEN_LEFT (BUTTON_MIDLEFT | BUTTON_BOTTOMLEFT)
248 #define TOUCHSCREEN_RIGHT (BUTTON_MIDRIGHT | BUTTON_BOTTOMRIGHT)
249 #define TOUCHSCREEN_FIRE (BUTTON_CENTER | BUTTON_BOTTOMMIDDLE)
251 #define ACTION_QUIT (QUIT | TOUCHSCREEN_QUIT | RC_QUIT)
252 #define ACTION_LEFT (LEFT | TOUCHSCREEN_LEFT)
253 #define ACTION_RIGHT (RIGHT | TOUCHSCREEN_RIGHT)
254 #define ACTION_FIRE (FIRE | TOUCHSCREEN_FIRE)
256 #else /* HAVE_TOUCHSCREEN */
258 #define ACTION_QUIT (QUIT | RC_QUIT)
259 #define ACTION_LEFT LEFT
260 #define ACTION_RIGHT RIGHT
261 #define ACTION_FIRE FIRE
266 #define UNUSED __attribute__ ((unused))
269 /* Defines common to all models */
270 #define UFO_Y (SCORENUM_Y + FONT_HEIGHT + ALIEN_HEIGHT)
271 #define PLAYFIELD_Y (LCD_HEIGHT - SHIP_HEIGHT - 2)
272 #define PLAYFIELD_WIDTH (LCD_WIDTH - 2 * PLAYFIELD_X)
273 #define LEVEL_X (LCD_WIDTH - PLAYFIELD_X - LIVES_X - 2 * NUMBERS_WIDTH - 3 * NUM_SPACING)
274 #define SHIP_MIN_X (PLAYFIELD_X + PLAYFIELD_WIDTH / 5 - SHIELD_WIDTH / 2 - SHIP_WIDTH)
275 #define SHIP_MAX_X (PLAYFIELD_X + 4 * PLAYFIELD_WIDTH / 5 + SHIELD_WIDTH / 2)
276 /* SCORE_Y = 0 for most targets. Gigabeat redefines it later. */
281 /* m:robe 500 defines */
282 #if ((LCD_WIDTH == 640) && (LCD_HEIGHT == 480)) || \
283 ((LCD_WIDTH == 480) && (LCD_HEIGHT == 640))
285 /* Original arcade game size 224x240, 1bpp with
286 * red overlay at top and green overlay at bottom.
288 * M:Robe 500: 640x480x16
289 * ======================
292 #define ARCADISH_GRAPHICS
293 #define PLAYFIELD_X 48
294 #define SHIP_Y (PLAYFIELD_Y - 2 * SHIP_HEIGHT)
295 #define ALIEN_START_Y (UFO_Y + ALIEN_HEIGHT)
296 #define SCORENUM_X (PLAYFIELD_X + NUMBERS_WIDTH)
297 #define SCORENUM_Y (SCORE_Y + FONT_HEIGHT + 2)
298 #define HISCORENUM_X (LCD_WIDTH - PLAYFIELD_X - 1 - 6 * NUMBERS_WIDTH - 5 * NUM_SPACING)
299 #define SHIELD_Y (PLAYFIELD_Y - 5 * SHIP_HEIGHT)
303 /* iPod Video defines */
304 #elif (LCD_WIDTH == 320) && (LCD_HEIGHT == 240)
306 /* Original arcade game size 224x240, 1bpp with
307 * red overlay at top and green overlay at bottom.
309 * iPod Video: 320x240x16
310 * ======================
311 * X: 48p padding at left/right gives 224p playfield in middle.
312 * 10p "border" gives 204p actual playfield. UFO use full 224p.
315 * MAX_X = (204 - 12) / 2 - 1 = 95
322 * 2 Space Aliens start at 32 + 3 * 8 = 56
324 * space ~7*8 128 | 18.75 aliens space between
325 * shield 2*8 182 | first alien and ship.
326 * space 8 198 | MAX_Y = 18
329 * hline 1 230 - PLAYFIELD_Y
330 * bottom border 10 240
331 * Lives and Level goes inside bottom border
334 #define ARCADISH_GRAPHICS
335 #define PLAYFIELD_X 48
336 #define SHIP_Y (PLAYFIELD_Y - 3 * SHIP_HEIGHT)
337 #define ALIEN_START_Y (UFO_Y + 3 * ALIEN_HEIGHT)
338 #define SCORENUM_X (PLAYFIELD_X + NUMBERS_WIDTH)
339 #define SCORENUM_Y SCORE_Y + (2 * (FONT_HEIGHT + 1) + 1)
340 #define HISCORENUM_X (LCD_WIDTH - PLAYFIELD_X - 1 - 6 * NUMBERS_WIDTH - 5 * NUM_SPACING)
341 #define SHIELD_Y (PLAYFIELD_Y - 6 * SHIP_HEIGHT)
345 #elif (LCD_WIDTH == 176) && (LCD_HEIGHT == 220)
347 /* Sandisk Sansa e200: 176x220x16
348 * ==============================
349 * X: No padding. 8p border -> 160p playfield.
351 * 8p Aliens with 3p spacing -> 88 + 30 = 118p aliens block.
352 * (160 - 118) / 2 = 21 rounds for whole block (more than original)
353 * MAX_X = (160 - 8) / 2 - 1 = 75 rounds for single alien (less than original)
363 * space ~7*5 155 | 18.6 aliens space between
364 * shield 2*5 188 | first alien and ship.
365 * space 5 198 | MAX_Y = 18
368 * hline 1 213 PLAYFIELD_Y
371 * Lives and Level goes inside bottom border
374 #define SMALL_GRAPHICS
375 #define PLAYFIELD_X 0
376 #define SHIP_Y (PLAYFIELD_Y - 2 * SHIP_HEIGHT)
377 #define SHIELD_Y (SHIP_Y - SHIP_HEIGHT - SHIELD_HEIGHT)
378 #define ALIEN_START_Y (UFO_Y + 3 * SHIP_HEIGHT)
379 /* Redefine SCORE_Y */
382 #define SCORENUM_X (PLAYFIELD_X + NUMBERS_WIDTH)
383 #define SCORENUM_Y (SCORE_Y + 2 * FONT_HEIGHT)
384 #define HISCORENUM_X (LCD_WIDTH - PLAYFIELD_X - 1 - 6 * NUMBERS_WIDTH - 5 * NUM_SPACING)
389 #elif (LCD_WIDTH == 176) && (LCD_HEIGHT == 132)
391 /* iPod Nano: 176x132x16
392 * ======================
393 * X: No padding. 8p border -> 160p playfield.
408 * ALIEN_START_Y (UFO_Y + 12)
410 * 8p Aliens with 3p spacing -> 88 + 30 = 118p aliens block.
411 * (160 - 118) / 2 = 21 rounds for whole block (more than original)
412 * MAX_X = (160 - 8) / 2 - 1 = 75 rounds for single alien (less than original)
414 * Y: Scoreline 5 0 (combine scoretext and numbers on same line)
419 * space ~7*5 67 | Just above 18 aliens space between
420 * shield 2*5 100 | first alien and ship.
421 * space 5 110 | MAX_Y = 18
424 * hline 1 125 PLAYFIELD_Y
425 * bottom border 6 126
427 * Lives and Level goes inside bottom border
430 #define SMALL_GRAPHICS
431 #define PLAYFIELD_X 0
432 #define SHIP_Y (PLAYFIELD_Y - 2 * SHIP_HEIGHT)
433 #define ALIEN_START_Y (UFO_Y + 12)
434 #define SCORENUM_X (PLAYFIELD_X + 6 * NUMBERS_WIDTH + 5 * NUM_SPACING)
435 #define SCORENUM_Y SCORE_Y
436 #define HISCORENUM_X (LCD_WIDTH - PLAYFIELD_X - 4 * NUMBERS_WIDTH - 3 * NUM_SPACING)
437 #define SHIELD_Y (SHIP_Y - SHIP_HEIGHT - SHIELD_HEIGHT)
441 #elif (LCD_WIDTH == 160) && (LCD_HEIGHT == 128)
443 /* iAudio X5, iRiver H10 20Gb, iPod 3g/4g, H100, M5: 160x128
444 * =========================================================
445 * X: No padding. No border -> 160p playfield.
460 * ALIEN_START_Y (UFO_Y + 10)
462 * 8p Aliens with 3p spacing -> 88 + 30 = 118p aliens block.
463 * (160 - 118) / 2 = 21 rounds for whole block (more than original)
464 * MAX_X = (160 - 8) / 2 - 1 = 75 rounds for single alien (less than original)
466 * Y: Scoreline 5 0 (combine scoretext and numbers on same line)
471 * space ~6*5 65 | Just above 18 aliens space between
472 * shield 2*5 96 | first alien and ship.
473 * space 5 106 | MAX_Y = 18
476 * hline 1 121 PLAYFIELD_Y
477 * bottom border 6 122
479 * Lives and Level goes inside bottom border
482 #define SMALL_GRAPHICS
483 #define PLAYFIELD_X 0
484 #define SHIP_Y (PLAYFIELD_Y - 2 * SHIP_HEIGHT)
485 #define ALIEN_START_Y (UFO_Y + 10)
486 #define SCORENUM_X (PLAYFIELD_X + 6 * NUMBERS_WIDTH + 5 * NUM_SPACING)
487 #define SCORENUM_Y SCORE_Y
488 #define HISCORENUM_X (LCD_WIDTH - PLAYFIELD_X - 4 * NUMBERS_WIDTH - 3 * NUM_SPACING)
489 #define SHIELD_Y (SHIP_Y - SHIP_HEIGHT - SHIELD_HEIGHT)
494 #elif (LCD_WIDTH == 240) && ((LCD_HEIGHT == 320) || (LCD_HEIGHT == 400))
496 /* Gigabeat: 240x320x16
497 * ======================
498 * X: 8p padding at left/right gives 224p playfield in middle.
499 * 10p "border" gives 204p actual playfield. UFO use full 224p.
500 * Y: Use bottom 240p for playfield and top 80 pixels for logo.
502 * MAX_X = (204 - 12) / 2 - 1 = 95
504 * Y: Score text 7 0 + 80
509 * 2 Space Aliens start at 32 + 3 * 8 = 56
511 * space ~7*8 128 | 18.75 aliens space between
512 * shield 2*8 182 | first alien and ship.
513 * space 8 198 | MAX_Y = 18
516 * hline 1 230 310 - PLAYFIELD_Y
517 * bottom border 10 240 320
518 * Lives and Level goes inside bottom border
521 #define ARCADISH_GRAPHICS
522 #define PLAYFIELD_X 8
523 #define SHIP_Y (PLAYFIELD_Y - 3 * SHIP_HEIGHT)
524 #define ALIEN_START_Y (UFO_Y + 3 * ALIEN_HEIGHT)
525 /* Redefine SCORE_Y */
528 #define SCORENUM_X (PLAYFIELD_X + NUMBERS_WIDTH)
529 #define SCORENUM_Y SCORE_Y + (2 * (FONT_HEIGHT + 1) + 1)
530 #define HISCORENUM_X (LCD_WIDTH - PLAYFIELD_X - 1 - 6 * NUMBERS_WIDTH - 5 * NUM_SPACING)
531 #define SHIELD_Y (PLAYFIELD_Y - 6 * SHIP_HEIGHT)
535 #elif (LCD_WIDTH == 220) && (LCD_HEIGHT == 176)
537 /* TPJ1022, H300, iPod Color: 220x176x16
538 * ============================
539 * X: 0p padding at left/right gives 220p playfield in middle.
540 * 8p "border" gives 204p actual playfield. UFO use full 220p.
541 * Y: Use full 176p for playfield.
543 * MAX_X = (204 - 12) / 2 - 1 = 95
548 * 7 Space Aliens start at 15 + 3 * 8 = 56
550 * space ~7*8 103 | 15.6 aliens space between
551 * shield 2*8 126 | first alien and ship.
552 * space 8 142 | MAX_Y = 15
555 * hline 1 166 - PLAYFIELD_Y
556 * bottom border 10 176
557 * Lives and Level goes inside bottom border
560 #define ARCADISH_GRAPHICS
561 #define PLAYFIELD_X 0
562 #define SHIP_Y (PLAYFIELD_Y - 2 * SHIP_HEIGHT)
563 #define ALIEN_START_Y (UFO_Y + 10)
564 #define SCORENUM_Y SCORE_Y
565 #define SCORENUM_X (PLAYFIELD_X + 6 * NUMBERS_WIDTH + 6 * NUM_SPACING)
566 #define HISCORENUM_X (LCD_WIDTH - PLAYFIELD_X - 4 * NUMBERS_WIDTH - 3 * NUM_SPACING)
567 #define SHIELD_Y (PLAYFIELD_Y - 5 * SHIP_HEIGHT)
573 #error INVADROX: Unsupported LCD type
576 #define MAX_X ((LCD_WIDTH-LIVES_X*2-PLAYFIELD_X*2 - ALIEN_WIDTH)/2 - 1)
578 /* Defines common to each "graphic type" */
579 #ifdef ARCADISH_GRAPHICS
581 #define SHOT_HEIGHT 5
582 #define ALIEN_SPACING 4
583 #define ALIEN_SPEED 2
585 #define NUM_SPACING 3
590 #elif defined SMALL_GRAPHICS
592 #define SHOT_HEIGHT 4
593 #define ALIEN_SPACING 3
594 #define ALIEN_SPEED 2
596 #define NUM_SPACING 2
602 #error Graphic type not defined
608 #define SLIME_GREEN LCD_RGBPACK(31, 254, 31)
609 #define UFO_RED LCD_RGBPACK(254, 31, 31)
610 #elif (LCD_DEPTH == 2)
611 #define SLIME_GREEN LCD_LIGHTGRAY
612 #define UFO_RED LCD_LIGHTGRAY
614 #error LCD type not implemented yet
622 /* Fire/bomb/ufo states */
625 #define S_SHOWSCORE 2
628 /* Fire/bomb targets */
630 #define TARGET_SHIELD 1
631 #define TARGET_SHIP 2
632 #define TARGET_BOTTOM 3
635 #define HISCOREFILE PLUGIN_GAMES_DIR "/invadrox.high"
638 /* The time (in ms) for one iteration through the game loop - decrease this
639 * to speed up the game - note that current_tick is (currently) only accurate
645 /* Physical x is at PLAYFIELD_X + LIVES_X + x * ALIEN_SPEED
646 * Physical y is at y * ALIEN_HEIGHT
649 int x
; /* x-coordinate (0 - 95) */
650 int y
; /* y-coordinate (0 - 18) */
651 unsigned char type
; /* 0 (Kang), 1 (Kodos), 2 (Serak) */
652 unsigned char state
; /* Dead, alive or bomber */
655 /* Aliens box 5 rows * ALIENS aliens in each row */
656 struct alien aliens
[5 * ALIENS
];
662 unsigned char frame
; /* Current animation frame */
663 unsigned char frames
; /* Number of frames in animation */
664 unsigned char target
; /* Remember target during explosion frames */
665 int state
; /* 0 (IDLE) = inactive, 1 (FIRE) or negative, exploding */
667 struct bomb bombs
[MAX_BOMBS
];
668 /* Increase max_bombs at higher levels */
671 /* Raw framebuffer value of shield/ship green color */
672 fb_data screen_green
, screen_white
;
674 /* For optimization, precalculate startoffset of each scanline */
675 unsigned int ytab
[LCD_HEIGHT
];
679 int scores
[3] = { 30, 20, 10 };
681 struct highscore hiscore
;
682 bool game_over
= false;
683 int ship_x
, old_ship_x
, ship_dir
, ship_acc
, max_ship_speed
;
684 int ship_frame
, ship_frame_counter
;
686 int fire
, fire_target
, fire_x
, fire_y
;
687 int curr_alien
, aliens_paralyzed
, gamespeed
;
688 int ufo_state
, ufo_x
;
690 bool aliens_down
, aliens_right
, hit_left_border
, hit_right_border
;
693 /* No standard get_pixel function yet, use this hack instead */
696 #if defined(LCD_STRIDEFORMAT) && LCD_STRIDEFORMAT == VERTICAL_STRIDE
697 static inline fb_data
get_pixel(int x
, int y
)
699 return rb
->lcd_framebuffer
[x
*LCD_HEIGHT
+y
];
702 static inline fb_data
get_pixel(int x
, int y
)
704 return rb
->lcd_framebuffer
[ytab
[y
] + x
];
708 #elif (LCD_DEPTH == 2)
710 #if (LCD_PIXELFORMAT == HORIZONTAL_PACKING)
711 static const unsigned char shifts
[4] = {
714 /* Horizontal packing */
715 static inline fb_data
get_pixel(int x
, int y
)
717 return (rb
->lcd_framebuffer
[ytab
[y
] + (x
>> 2)] >> shifts
[x
& 3]) & 3;
720 /* Vertical packing */
721 static const unsigned char shifts
[4] = {
724 static inline fb_data
get_pixel(int x
, int y
)
726 return (rb
->lcd_framebuffer
[ytab
[y
] + x
] >> shifts
[y
& 3]) & 3;
728 #endif /* Horizontal/Vertical packing */
731 #error get_pixel: pixelformat not implemented yet
735 /* Draw "digits" least significant digits of num at (x,y) */
736 void draw_number(int x
, int y
, int num
, int digits
)
741 for (i
= digits
- 1; i
>= 0; i
--) {
744 rb
->lcd_bitmap_part(invadrox_numbers
, d
* NUMBERS_WIDTH
, 0,
746 BMPWIDTH_invadrox_numbers
,
747 BMPHEIGHT_invadrox_numbers
),
748 x
+ i
* (NUMBERS_WIDTH
+ NUM_SPACING
), y
,
749 NUMBERS_WIDTH
, FONT_HEIGHT
);
752 rb
->lcd_update_rect(x
, y
, 4 * NUMBERS_WIDTH
+ 3 * NUM_SPACING
, FONT_HEIGHT
);
756 static inline void draw_score(void)
758 draw_number(SCORENUM_X
, SCORENUM_Y
, score
, 4);
759 if (score
> hiscore
.score
) {
760 /* Draw new hiscore (same as score) */
761 draw_number(HISCORENUM_X
, SCORENUM_Y
, score
, 4);
766 void draw_level(void)
768 draw_number(LEVEL_X
+ 2 * NUM_SPACING
, PLAYFIELD_Y
+ 2, level
, 2);
772 void draw_lives(void)
776 rb
->lcd_bitmap_part(invadrox_numbers
, lives
* NUMBERS_WIDTH
, 0,
778 BMPWIDTH_invadrox_numbers
,
779 BMPHEIGHT_invadrox_numbers
),
780 PLAYFIELD_X
+ LIVES_X
, PLAYFIELD_Y
+ 2,
781 NUMBERS_WIDTH
, FONT_HEIGHT
);
784 for (i
= 0; i
< (lives
- 1); i
++) {
785 rb
->lcd_bitmap_part(invadrox_ships
, 0, 0,
787 BMPWIDTH_invadrox_ships
,
788 BMPHEIGHT_invadrox_ships
),
789 PLAYFIELD_X
+ LIVES_X
+ SHIP_WIDTH
+ i
* (SHIP_WIDTH
+ NUM_SPACING
),
790 PLAYFIELD_Y
+ 1, SHIP_WIDTH
, SHIP_HEIGHT
);
793 /* Erase ship to the right (if less than MAX_LIVES) */
794 if (lives
< MAX_LIVES
) {
795 rb
->lcd_fillrect(PLAYFIELD_X
+ LIVES_X
+ SHIP_WIDTH
+ i
* (SHIP_WIDTH
+ NUM_SPACING
),
796 PLAYFIELD_Y
+ 1, SHIP_WIDTH
, SHIP_HEIGHT
);
798 /* Update lives (and level) part of screen */
799 rb
->lcd_update_rect(PLAYFIELD_X
+ LIVES_X
, PLAYFIELD_Y
+ 1,
800 PLAYFIELD_WIDTH
- 2 * LIVES_X
, MAX(FONT_HEIGHT
+ 1, SHIP_HEIGHT
+ 1));
804 static inline void draw_aliens(void)
808 for (i
= 0; i
< 5 * ALIENS
; i
++) {
809 rb
->lcd_bitmap_part(invadrox_aliens
, aliens
[i
].x
& 1 ? ALIEN_WIDTH
: 0,
810 aliens
[i
].type
* ALIEN_HEIGHT
,
812 BMPWIDTH_invadrox_aliens
,
813 BMPHEIGHT_invadrox_aliens
),
814 PLAYFIELD_X
+ LIVES_X
+ aliens
[i
].x
* ALIEN_SPEED
,
815 ALIEN_START_Y
+ aliens
[i
].y
* ALIEN_HEIGHT
,
816 ALIEN_WIDTH
, ALIEN_HEIGHT
);
821 /* Return false if there is no next alive alien (round is over) */
822 static inline bool next_alien(void)
828 if (curr_alien
% ALIENS
== 0) {
829 /* End of this row. Move up one row. */
830 curr_alien
-= 2 * ALIENS
;
831 if (curr_alien
< 0) {
832 /* No more aliens in this round. */
833 curr_alien
= 4 * ALIENS
;
837 } while (aliens
[curr_alien
].state
== DEAD
&& ret
);
840 /* No more alive aliens. Round finished. */
841 if (hit_right_border
) {
842 if (hit_left_border
) {
843 DBG("ERROR: both left and right borders are set (%d)\n", curr_alien
);
845 /* Move down-left next round */
846 aliens_right
= false;
848 hit_right_border
= false;
849 } else if (hit_left_border
) {
850 /* Move down-right next round */
853 hit_left_border
= false;
855 /* Not left nor right. Set down to false. */
864 /* All aliens have been moved.
865 * Set curr_alien to first alive.
866 * Return false if no-one is left alive.
868 bool first_alien(void)
872 for (y
= 4; y
>= 0; y
--) {
873 for (i
= y
* ALIENS
; i
< (y
+ 1) * ALIENS
; i
++) {
874 if (aliens
[i
].state
!= DEAD
) {
881 /* All aliens dead. */
882 level_finished
= true;
888 bool move_aliens(void)
890 int x
, y
, old_x
, old_y
;
892 /* Move current alien (curr_alien is pointing to a living alien) */
894 old_x
= aliens
[curr_alien
].x
;
895 old_y
= aliens
[curr_alien
].y
;
898 aliens
[curr_alien
].y
++;
899 if (aliens
[curr_alien
].y
== MAX_Y
) {
900 /* Alien is at bottom. Game Over. */
901 DBG("Alien %d is at bottom. Game Over.\n", curr_alien
);
909 if (aliens
[curr_alien
].x
< MAX_X
) {
910 aliens
[curr_alien
].x
++;
913 /* Now, after move, check if we hit the right border. */
914 if (aliens
[curr_alien
].x
== MAX_X
) {
915 hit_right_border
= true;
920 if (aliens
[curr_alien
].x
> 0) {
921 aliens
[curr_alien
].x
--;
924 /* Now, after move, check if we hit the left border. */
925 if (aliens
[curr_alien
].x
== 0) {
926 hit_left_border
= true;
930 /* Erase old position */
931 x
= PLAYFIELD_X
+ LIVES_X
+ old_x
* ALIEN_SPEED
;
932 y
= ALIEN_START_Y
+ old_y
* ALIEN_HEIGHT
;
933 if (aliens
[curr_alien
].y
!= old_y
) {
934 /* Moved in y-dir. Erase whole alien. */
935 rb
->lcd_fillrect(x
, y
, ALIEN_WIDTH
, ALIEN_HEIGHT
);
938 /* Erase left edge */
939 rb
->lcd_fillrect(x
, y
, ALIEN_SPEED
, ALIEN_HEIGHT
);
941 /* Erase right edge */
942 x
+= ALIEN_WIDTH
- ALIEN_SPEED
;
943 rb
->lcd_fillrect(x
, y
, ALIEN_SPEED
, ALIEN_HEIGHT
);
947 /* Draw alien at new pos */
948 x
= PLAYFIELD_X
+ LIVES_X
+ aliens
[curr_alien
].x
* ALIEN_SPEED
;
949 y
= ALIEN_START_Y
+ aliens
[curr_alien
].y
* ALIEN_HEIGHT
;
950 rb
->lcd_bitmap_part(invadrox_aliens
,
951 aliens
[curr_alien
].x
& 1 ? ALIEN_WIDTH
: 0,
952 aliens
[curr_alien
].type
* ALIEN_HEIGHT
,
954 BMPWIDTH_invadrox_aliens
,
955 BMPHEIGHT_invadrox_aliens
),
956 x
, y
, ALIEN_WIDTH
, ALIEN_HEIGHT
);
959 /* Round finished. Set curr_alien to first alive from bottom. */
960 if (!first_alien()) {
961 /* Should never happen. Taken care of in move_fire(). */
964 /* TODO: Play next background sound */
971 static inline void draw_ship(void)
974 if (old_ship_x
< ship_x
) {
975 /* Move right. Erase leftmost part of ship. */
976 rb
->lcd_fillrect(old_ship_x
, SHIP_Y
, ship_x
- old_ship_x
, SHIP_HEIGHT
);
977 } else if (old_ship_x
> ship_x
) {
978 /* Move left. Erase rightmost part of ship. */
979 rb
->lcd_fillrect(ship_x
+ SHIP_WIDTH
, SHIP_Y
, old_ship_x
- ship_x
, SHIP_HEIGHT
);
983 rb
->lcd_bitmap_part(invadrox_ships
, 0, ship_frame
* SHIP_HEIGHT
,
985 BMPWIDTH_invadrox_ships
,
986 BMPHEIGHT_invadrox_ships
),
987 ship_x
, SHIP_Y
, SHIP_WIDTH
, SHIP_HEIGHT
);
989 /* Alternate between frame 1 and 2 during hit */
990 ship_frame_counter
++;
991 if (ship_frame_counter
> 2) {
992 ship_frame_counter
= 0;
994 if (ship_frame
> 2) {
1000 /* Save ship_x for next time */
1001 old_ship_x
= ship_x
;
1005 static inline void fire_alpha(int xc
, int yc
, fb_data color
)
1007 int oldmode
= rb
->lcd_get_drawmode();
1009 rb
->lcd_set_foreground(color
);
1010 rb
->lcd_set_drawmode(DRMODE_FG
);
1012 rb
->lcd_mono_bitmap(invadrox_fire
, xc
- (FIRE_WIDTH
/2), yc
, FIRE_WIDTH
, FIRE_HEIGHT
);
1014 rb
->lcd_set_foreground(LCD_BLACK
);
1015 rb
->lcd_set_drawmode(oldmode
);
1019 void move_fire(void)
1021 bool hit_green
= false;
1022 bool hit_white
= false;
1024 static int exploding_alien
= -1;
1027 if (fire
== S_IDLE
) {
1031 /* Alien hit. Wait until explosion is finished. */
1032 if (aliens_paralyzed
< 0) {
1034 if (aliens_paralyzed
== 0) {
1035 /* Erase exploding_alien */
1036 rb
->lcd_fillrect(PLAYFIELD_X
+ LIVES_X
+ aliens
[exploding_alien
].x
* ALIEN_SPEED
,
1037 ALIEN_START_Y
+ aliens
[exploding_alien
].y
* ALIEN_HEIGHT
,
1038 ALIEN_EXPLODE_WIDTH
, ALIEN_HEIGHT
);
1040 /* Special case. We killed curr_alien. */
1041 if (exploding_alien
== curr_alien
) {
1042 if (!next_alien()) {
1043 /* Round finished. Set curr_alien to first alive from bottom. */
1051 if (fire
== S_ACTIVE
) {
1054 rb
->lcd_vline(fire_x
, fire_y
, fire_y
+ SHOT_HEIGHT
);
1057 if (fire_y
<= SCORENUM_Y
+ FONT_HEIGHT
+ 4) {
1059 /* TODO: Play explode sound */
1062 fire_target
= TARGET_TOP
;
1063 fire_alpha(fire_x
, fire_y
, UFO_RED
);
1068 fire_y
-= FIRE_SPEED
;
1071 if (ufo_state
== S_ACTIVE
) {
1072 if ((ABS(ufo_x
+ UFO_WIDTH
/ 2 - fire_x
) <= UFO_WIDTH
/ 2) &&
1073 (fire_y
<= UFO_Y
+ UFO_HEIGHT
)) {
1074 ufo_state
= S_EXPLODE
;
1076 fire_target
= TARGET_UFO
;
1077 /* Center explosion */
1078 ufo_x
-= (UFO_EXPLODE_WIDTH
- UFO_WIDTH
) / 2;
1079 rb
->lcd_bitmap(invadrox_ufo_explode
, ufo_x
, UFO_Y
- 1,
1080 UFO_EXPLODE_WIDTH
, UFO_EXPLODE_HEIGHT
);
1085 /* Hit bomb? (check position, not pixel value) */
1086 for (i
= 0; i
< max_bombs
; i
++) {
1087 if (bombs
[i
].state
== S_ACTIVE
) {
1088 /* Count as hit if within BOMB_WIDTH pixels */
1089 if ((ABS(bombs
[i
].x
- fire_x
) < BOMB_WIDTH
) &&
1090 (fire_y
- bombs
[i
].y
< BOMB_HEIGHT
)) {
1092 rb
->lcd_fillrect(bombs
[i
].x
, bombs
[i
].y
, BOMB_WIDTH
, BOMB_HEIGHT
);
1093 bombs
[i
].state
= S_IDLE
;
1094 /* Explode ship fire */
1096 fire_target
= TARGET_SHIELD
;
1097 fire_alpha(fire_x
, fire_y
, LCD_WHITE
);
1104 for (i
= FIRE_SPEED
; i
>= 0; i
--) {
1105 pix
= get_pixel(fire_x
, fire_y
+ i
);
1106 if(pix
== screen_white
) {
1111 if(pix
== screen_green
) {
1121 /* TODO: Play explode sound */
1124 fire_target
= TARGET_SHIELD
;
1125 /* Center explosion around hit pixel */
1126 fire_y
-= FIRE_HEIGHT
/ 2;
1127 fire_alpha(fire_x
, fire_y
, SLIME_GREEN
);
1134 for (i
= 0; i
< 5 * ALIENS
; i
++) {
1135 if (aliens
[i
].state
!= DEAD
&&
1136 (ABS(fire_x
- (PLAYFIELD_X
+ LIVES_X
+ aliens
[i
].x
* ALIEN_SPEED
+
1137 ALIEN_WIDTH
/ 2)) <= ALIEN_WIDTH
/ 2) &&
1138 (ABS(fire_y
- (ALIEN_START_Y
+ aliens
[i
].y
* ALIEN_HEIGHT
+
1139 ALIEN_HEIGHT
/ 2)) <= ALIEN_HEIGHT
/ 2)) {
1141 /* TODO: play alien hit sound */
1143 if (aliens
[i
].state
== BOMBER
) {
1144 /* Set (possible) alien above to bomber */
1145 for (j
= i
- ALIENS
; j
>= 0; j
-= ALIENS
) {
1146 if (aliens
[j
].state
!= DEAD
) {
1147 /* printf("New bomber (%d, %d)\n", j % ALIENS, j / ALIENS); */
1148 aliens
[j
].state
= BOMBER
;
1153 aliens
[i
].state
= DEAD
;
1154 exploding_alien
= i
;
1155 score
+= scores
[aliens
[i
].type
];
1157 /* Update score part of screen */
1158 rb
->lcd_update_rect(SCORENUM_X
, SCORENUM_Y
,
1159 PLAYFIELD_WIDTH
- 2 * NUMBERS_WIDTH
, FONT_HEIGHT
);
1161 /* Paralyze aliens S_EXPLODE frames */
1162 aliens_paralyzed
= S_EXPLODE
;
1163 rb
->lcd_bitmap(invadrox_alien_explode
,
1164 PLAYFIELD_X
+ LIVES_X
+ aliens
[i
].x
* ALIEN_SPEED
,
1165 ALIEN_START_Y
+ aliens
[i
].y
* ALIEN_HEIGHT
,
1166 ALIEN_EXPLODE_WIDTH
, ALIEN_EXPLODE_HEIGHT
);
1167 /* Since alien is 1 pixel taller than explosion sprite, erase bottom line */
1168 rb
->lcd_hline(PLAYFIELD_X
+ LIVES_X
+ aliens
[i
].x
* ALIEN_SPEED
,
1169 PLAYFIELD_X
+ LIVES_X
+ aliens
[i
].x
* ALIEN_SPEED
+ ALIEN_WIDTH
,
1170 ALIEN_START_Y
+ (aliens
[i
].y
+ 1) * ALIEN_HEIGHT
- 1);
1177 rb
->lcd_set_foreground(LCD_WHITE
);
1178 rb
->lcd_vline(fire_x
, fire_y
, fire_y
+ SHOT_HEIGHT
);
1179 rb
->lcd_set_foreground(LCD_BLACK
);
1180 } else if (fire
< S_IDLE
) {
1181 /* Count up towards S_IDLE, then erase explosion */
1183 if (fire
== S_IDLE
) {
1184 /* Erase explosion */
1185 if (fire_target
== TARGET_TOP
) {
1186 rb
->lcd_fillrect(fire_x
- (FIRE_WIDTH
/ 2), fire_y
, FIRE_WIDTH
, FIRE_HEIGHT
);
1187 } else if (fire_target
== TARGET_SHIELD
) {
1188 /* Draw explosion with black pixels */
1189 fire_alpha(fire_x
, fire_y
, LCD_BLACK
);
1196 /* Return a BOMBER alien */
1197 static inline int random_bomber(void)
1201 /* TODO: Weigh higher probability near ship */
1202 col
= rb
->rand() % ALIENS
;
1203 for (i
= col
+ 4 * ALIENS
; i
>= 0; i
-= ALIENS
) {
1204 if (aliens
[i
].state
== BOMBER
) {
1209 /* No BOMBER found in this col */
1211 for (i
= 0; i
< 5 * ALIENS
; i
++) {
1212 if (aliens
[i
].state
== BOMBER
) {
1217 /* No BOMBER found at all (error?) */
1223 static inline void draw_bomb(int i
)
1225 rb
->lcd_bitmap_part(invadrox_bombs
, bombs
[i
].type
* BOMB_WIDTH
,
1226 bombs
[i
].frame
* BOMB_HEIGHT
,
1227 STRIDE( SCREEN_MAIN
,
1228 BMPWIDTH_invadrox_bombs
,
1229 BMPHEIGHT_invadrox_bombs
),
1230 bombs
[i
].x
, bombs
[i
].y
,
1231 BOMB_WIDTH
, BOMB_HEIGHT
);
1234 if (bombs
[i
].frame
== bombs
[i
].frames
) {
1240 void move_bombs(void)
1245 for (i
= 0; i
< max_bombs
; i
++) {
1247 switch (bombs
[i
].state
) {
1253 bomber
= random_bomber();
1255 DBG("ERROR: No bomber available\n");
1259 bombs
[i
].x
= PLAYFIELD_X
+ LIVES_X
+ aliens
[bomber
].x
* ALIEN_SPEED
+ ALIEN_WIDTH
/ 2;
1260 bombs
[i
].y
= ALIEN_START_Y
+ (aliens
[bomber
].y
+ 1) * ALIEN_HEIGHT
;
1262 /* Check for duplets in x and y direction */
1264 for (j
= i
- 1; j
>= 0; j
--) {
1265 if ((bombs
[j
].state
== S_ACTIVE
) &&
1266 ((bombs
[i
].x
== bombs
[j
].x
) || (bombs
[i
].y
== bombs
[j
].y
))) {
1272 /* Skip this one, continue with next bomb */
1273 /* printf("Bomb %d duplet of %d\n", i, j); */
1277 /* Passed, set type */
1278 bombs
[i
].type
= rb
->rand() % 3;
1280 if (bombs
[i
].type
== 0) {
1281 bombs
[i
].frames
= 3;
1282 } else if (bombs
[i
].type
== 1) {
1283 bombs
[i
].frames
= 4;
1285 bombs
[i
].frames
= 6;
1289 bombs
[i
].state
= S_ACTIVE
;
1296 /* Erase old position */
1297 rb
->lcd_fillrect(bombs
[i
].x
, bombs
[i
].y
, BOMB_WIDTH
, BOMB_HEIGHT
);
1300 bombs
[i
].y
+= BOMB_SPEED
;
1302 /* Check if bottom hit */
1303 if (bombs
[i
].y
+ BOMB_HEIGHT
>= PLAYFIELD_Y
) {
1304 bombs
[i
].y
= PLAYFIELD_Y
- FIRE_HEIGHT
+ 1;
1305 fire_alpha(bombs
[i
].x
, bombs
[i
].y
, LCD_WHITE
);
1306 bombs
[i
].state
= S_EXPLODE
;
1307 bombs
[i
].target
= TARGET_BOTTOM
;
1311 /* Check for green (ship or shield) */
1312 for (j
= BOMB_HEIGHT
; j
>= BOMB_HEIGHT
- BOMB_SPEED
; j
--) {
1313 bombs
[i
].target
= 0;
1314 if(get_pixel(bombs
[i
].x
+ BOMB_WIDTH
/ 2, bombs
[i
].y
+ j
) == screen_green
) {
1315 /* Move to hit pixel */
1316 bombs
[i
].x
+= BOMB_WIDTH
/ 2;
1319 /* Check if ship is hit */
1320 if (bombs
[i
].y
> SHIELD_Y
+ SHIELD_HEIGHT
&& bombs
[i
].y
< PLAYFIELD_Y
) {
1322 /* TODO: play ship hit sound */
1326 ship_frame_counter
= 0;
1327 bombs
[i
].state
= S_EXPLODE
* 4;
1328 bombs
[i
].target
= TARGET_SHIP
;
1329 rb
->lcd_bitmap_part(invadrox_ships
, 0, 1 * SHIP_HEIGHT
,
1330 STRIDE( SCREEN_MAIN
,
1331 BMPWIDTH_invadrox_ships
,
1332 BMPHEIGHT_invadrox_ships
),
1334 SHIP_WIDTH
, SHIP_HEIGHT
);
1338 bombs
[i
].state
= S_EXPLODE
;
1339 bombs
[i
].target
= TARGET_SHIELD
;
1340 /* Center explosion around hit pixel in shield */
1341 bombs
[i
].y
-= FIRE_HEIGHT
/ 2;
1342 fire_alpha(bombs
[i
].x
, bombs
[i
].y
, SLIME_GREEN
);
1347 if (bombs
[i
].target
!= 0) {
1348 /* Hit ship or shield, continue */
1356 /* If we get here state should be < 0, exploding */
1358 if (bombs
[i
].state
== S_IDLE
) {
1360 /* Erase explosion */
1361 rb
->lcd_fillrect(ship_x
, SHIP_Y
, SHIP_WIDTH
, SHIP_HEIGHT
);
1362 rb
->lcd_update_rect(ship_x
, SHIP_Y
, SHIP_WIDTH
, SHIP_HEIGHT
);
1365 ship_x
= PLAYFIELD_X
+ 2 * LIVES_X
;
1372 /* Sleep 1s to give player time to examine lives left */
1375 /* Erase explosion (even if ship hit, might be another bomb) */
1376 fire_alpha(bombs
[i
].x
, bombs
[i
].y
, LCD_BLACK
);
1384 static inline void move_ship(void)
1386 ship_dir
+= ship_acc
;
1387 if (ship_dir
> max_ship_speed
) {
1388 ship_dir
= max_ship_speed
;
1390 if (ship_dir
< -max_ship_speed
) {
1391 ship_dir
= -max_ship_speed
;
1394 if (ship_x
< SHIP_MIN_X
) {
1395 ship_x
= SHIP_MIN_X
;
1397 if (ship_x
> SHIP_MAX_X
) {
1398 ship_x
= SHIP_MAX_X
;
1405 /* Unidentified Flying Object */
1408 static int ufo_speed
;
1412 switch (ufo_state
) {
1416 if (rb
->rand() % 500 == 0) {
1417 /* Uh-oh, it's time to launch a mystery UFO */
1419 /* TODO: Play UFO sound */
1421 if (rb
->rand() % 2) {
1422 ufo_speed
= UFO_SPEED
;
1423 ufo_x
= PLAYFIELD_X
;
1425 ufo_speed
= -UFO_SPEED
;
1426 ufo_x
= LCD_WIDTH
- PLAYFIELD_X
- UFO_WIDTH
;
1428 ufo_state
= S_ACTIVE
;
1429 /* UFO will be drawn next frame */
1435 rb
->lcd_fillrect(ufo_x
, UFO_Y
, UFO_WIDTH
, UFO_HEIGHT
);
1439 if (ufo_x
< PLAYFIELD_X
|| ufo_x
> LCD_WIDTH
- PLAYFIELD_X
- UFO_WIDTH
) {
1444 rb
->lcd_bitmap(invadrox_ufo
, ufo_x
, UFO_Y
, UFO_WIDTH
, UFO_HEIGHT
);
1449 if (counter
== S_IDLE
) {
1450 /* Erase mystery number */
1451 rb
->lcd_fillrect(ufo_x
, UFO_Y
, 3 * NUMBERS_WIDTH
+ 2 * NUM_SPACING
, FONT_HEIGHT
);
1459 if (ufo_state
== S_IDLE
) {
1460 /* Erase explosion */
1461 rb
->lcd_fillrect(ufo_x
, UFO_Y
- 1, UFO_EXPLODE_WIDTH
, UFO_EXPLODE_HEIGHT
);
1462 ufo_state
= S_SHOWSCORE
;
1463 counter
= S_EXPLODE
* 4;
1464 /* Draw mystery_score, sleep, increase score and continue */
1465 mystery_score
= 50 + (rb
->rand() % 6) * 50;
1466 if (mystery_score
< 100) {
1467 draw_number(ufo_x
, UFO_Y
, mystery_score
, 2);
1469 draw_number(ufo_x
, UFO_Y
, mystery_score
, 3);
1471 score
+= mystery_score
;
1479 void draw_background(void)
1482 rb
->lcd_bitmap(invadrox_background
, 0, 0, LCD_WIDTH
, LCD_HEIGHT
);
1487 void new_level(void)
1492 /* Give an extra life for each new level */
1493 if (lives
< MAX_LIVES
) {
1500 draw_number(HISCORENUM_X
, SCORENUM_Y
, hiscore
.score
, 4);
1504 level_finished
= false;
1508 /* Init alien positions and states */
1509 for (i
= 0; i
< 4 * ALIENS
; i
++) {
1510 aliens
[i
].x
= 0 + (i
% ALIENS
) * ((ALIEN_WIDTH
+ ALIEN_SPACING
) / ALIEN_SPEED
);
1511 aliens
[i
].y
= 2 * (i
/ ALIENS
);
1512 aliens
[i
].state
= ALIVE
;
1514 /* Last row, bombers */
1515 for (i
= 4 * ALIENS
; i
< 5 * ALIENS
; i
++) {
1516 aliens
[i
].x
= 0 + (i
% ALIENS
) * ((ALIEN_WIDTH
+ ALIEN_SPACING
) / ALIEN_SPEED
);
1517 aliens
[i
].y
= 2 * (i
/ ALIENS
);
1518 aliens
[i
].state
= BOMBER
;
1521 /* Init bombs to inactive (S_IDLE) */
1522 for (i
= 0; i
< MAX_BOMBS
; i
++) {
1523 bombs
[i
].state
= S_IDLE
;
1526 /* Start aliens closer to earth from level 2 */
1527 for (i
= 0; i
< 5 * ALIENS
; i
++) {
1529 aliens
[i
].y
+= level
- 1;
1535 /* Max concurrent bombs */
1544 /* Increase speed */
1553 /* Increase speed more */
1563 for (i
= 1; i
<= 4; i
++) {
1564 rb
->lcd_bitmap(invadrox_shield
,
1565 PLAYFIELD_X
+ i
* PLAYFIELD_WIDTH
/ 5 - SHIELD_WIDTH
/ 2,
1566 SHIELD_Y
, SHIELD_WIDTH
, SHIELD_HEIGHT
);
1570 rb
->lcd_set_foreground(SLIME_GREEN
);
1571 rb
->lcd_hline(PLAYFIELD_X
, LCD_WIDTH
- PLAYFIELD_X
, PLAYFIELD_Y
);
1572 /* Restore foreground to black (for fast erase later). */
1573 rb
->lcd_set_foreground(LCD_BLACK
);
1575 ship_x
= PLAYFIELD_X
+ 2 * LIVES_X
;
1577 old_ship_x
= ship_x
;
1584 /* Start moving the bottom row left to right */
1585 curr_alien
= 4 * ALIENS
;
1586 aliens_paralyzed
= 0;
1587 aliens_right
= true;
1588 aliens_down
= false;
1589 hit_left_border
= false;
1590 hit_right_border
= false;
1591 /* TODO: Change max_ship_speed to 3 at higher levels */
1600 void init_invadrox(void)
1604 /* Seed random number generator with a "random" number */
1605 rb
->srand(rb
->get_time()->tm_sec
+ rb
->get_time()->tm_min
* 60);
1607 /* Precalculate start of each scanline */
1608 for (i
= 0; i
< LCD_HEIGHT
; i
++) {
1609 #if (LCD_DEPTH >= 8)
1610 ytab
[i
] = i
* LCD_WIDTH
;
1611 #elif (LCD_DEPTH == 2) && (LCD_PIXELFORMAT == HORIZONTAL_PACKING)
1612 ytab
[i
] = i
* (LCD_WIDTH
/ 4);
1613 #elif (LCD_DEPTH == 2) && (LCD_PIXELFORMAT == VERTICAL_PACKING)
1614 ytab
[i
] = (i
/ 4) * LCD_WIDTH
;
1616 #error pixelformat not implemented yet
1620 rb
->lcd_set_background(LCD_BLACK
);
1621 rb
->lcd_set_foreground(LCD_BLACK
);
1623 if (highscore_load(HISCOREFILE
, &hiscore
, 1) < 0) {
1624 /* Init hiscore to 0 */
1625 rb
->strlcpy(hiscore
.name
, "Invader", sizeof(hiscore
.name
));
1630 /* Init alien types in aliens array */
1631 for (i
= 0; i
< 1 * ALIENS
; i
++) {
1632 aliens
[i
].type
= 0; /* Kang */
1634 for (; i
< 3 * ALIENS
; i
++) {
1635 aliens
[i
].type
= 1; /* Kodos */
1637 for (; i
< 5 * ALIENS
; i
++) {
1638 aliens
[i
].type
= 2; /* Serak */
1642 /* Save screen white color */
1643 rb
->lcd_set_foreground(LCD_WHITE
);
1644 rb
->lcd_drawpixel(0, 0);
1645 rb
->lcd_update_rect(0, 0, 1, 1);
1646 screen_white
= get_pixel(0, 0);
1648 /* Save screen green color */
1649 rb
->lcd_set_foreground(SLIME_GREEN
);
1650 rb
->lcd_drawpixel(0, 0);
1651 rb
->lcd_update_rect(0, 0, 1, 1);
1652 screen_green
= get_pixel(0, 0);
1654 /* Restore black foreground */
1655 rb
->lcd_set_foreground(LCD_BLACK
);
1659 /* Flash score at start */
1660 for (i
= 0; i
< 5; i
++) {
1661 rb
->lcd_fillrect(SCORENUM_X
, SCORENUM_Y
,
1662 4 * NUMBERS_WIDTH
+ 3 * NUM_SPACING
,
1664 rb
->lcd_update_rect(SCORENUM_X
, SCORENUM_Y
,
1665 4 * NUMBERS_WIDTH
+ 3 * NUM_SPACING
,
1668 draw_number(SCORENUM_X
, SCORENUM_Y
, score
, 4);
1674 static inline bool handle_buttons(void)
1676 static unsigned int oldbuttonstate
= 0;
1678 unsigned int released
, pressed
, newbuttonstate
;
1681 /* Don't allow ship movement during explosion */
1684 newbuttonstate
= rb
->button_status();
1686 if(newbuttonstate
== oldbuttonstate
) {
1687 if (newbuttonstate
== 0) {
1688 /* No button pressed. Stop ship. */
1700 released
= ~newbuttonstate
& oldbuttonstate
;
1701 pressed
= newbuttonstate
& ~oldbuttonstate
;
1702 oldbuttonstate
= newbuttonstate
;
1704 if (pressed
& ACTION_LEFT
) {
1705 if (ship_acc
> -1) {
1709 if (pressed
& ACTION_RIGHT
) {
1714 if (pressed
& ACTION_FIRE
) {
1715 if (fire
== S_IDLE
) {
1717 fire_x
= ship_x
+ SHIP_WIDTH
/ 2;
1718 fire_y
= SHIP_Y
- SHOT_HEIGHT
;
1720 /* TODO: play fire sound */
1723 if (pressed
& ACTION_QUIT
) {
1724 rb
->splash(HZ
* 1, "Quit");
1729 if ((released
& ACTION_LEFT
)) {
1734 if ((released
& ACTION_RIGHT
)) {
1735 if (ship_acc
> -1) {
1743 /* Quit if USB is connected */
1744 if (rb
->button_get(false) == SYS_USB_CONNECTED
) {
1752 void game_loop(void)
1756 /* Print dimensions (just for debugging) */
1757 DBG("%03dx%03dx%02d\n", LCD_WIDTH
, LCD_HEIGHT
, LCD_DEPTH
);
1763 /* Convert CYCLETIME (in ms) to HZ */
1764 end
= *rb
->current_tick
+ (CYCLETIME
* HZ
) / 1000;
1766 if (handle_buttons()) {
1774 /* Check if level is finished (marked by move_fire) */
1775 if (level_finished
) {
1776 /* TODO: Play level finished sound */
1783 if (!aliens_paralyzed
&& !ship_hit
) {
1784 for (i
= 0; i
< gamespeed
; i
++) {
1785 if (!move_aliens()) {
1793 /* Move alien bombs */
1799 /* Update "playfield" rect */
1800 rb
->lcd_update_rect(PLAYFIELD_X
, SCORENUM_Y
+ FONT_HEIGHT
,
1802 PLAYFIELD_Y
+ 1 - SCORENUM_Y
- FONT_HEIGHT
);
1804 /* Wait until next frame */
1805 DBG("%ld (%d)\n", end
- *rb
->current_tick
, (CYCLETIME
* HZ
) / 1000);
1806 if (TIME_BEFORE(*rb
->current_tick
, end
)) {
1807 rb
->sleep(end
- *rb
->current_tick
);
1816 /* this is the plugin entry point */
1817 enum plugin_status
plugin_start(UNUSED
const void* parameter
)
1819 rb
->lcd_setfont(FONT_SYSFIXED
);
1820 /* Turn off backlight timeout */
1821 backlight_force_on(); /* backlight control in lib/helper.c */
1823 /* now go ahead and have fun! */
1827 /* TODO: Play game over sound */
1828 rb
->splash(HZ
* 2, "Game Over");
1829 if (score
> hiscore
.score
) {
1830 /* Save new hiscore */
1831 highscore_update(score
, level
, "Invader", &hiscore
, 1);
1832 highscore_save(HISCOREFILE
, &hiscore
, 1);
1835 /* Restore user's original backlight setting */
1836 rb
->lcd_setfont(FONT_UI
);
1837 /* Turn on backlight timeout (revert to settings) */
1838 backlight_use_settings(); /* backlight control in lib/helper.c */
1846 * GNU Emacs settings: Kernighan & Richie coding style with
1847 * 4 spaces indent and no tabs.
1849 * c-file-style: "k&r"
1851 * indent-tabs-mode: nil