1 /***************************************************************************
3 * Open \______ \ ____ ____ | | _\_ |__ _______ ___
4 * Source | _// _ \_/ ___\| |/ /| __ \ / _ \ \/ /
5 * Jukebox | | ( <_> ) \___| < | \_\ ( <_> > < <
6 * Firmware |____|_ /\____/ \___ >__|_ \|___ /\____/__/\_ \
10 * Copyright (C) 2006 by Mat Holton
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 ****************************************************************************/
23 #include "lib/helper.h"
27 /******************************* Globals ***********************************/
28 /* variable button definitions */
29 #if CONFIG_KEYPAD == RECORDER_PAD
30 #define AST_PAUSE BUTTON_ON
31 #define AST_QUIT BUTTON_OFF
32 #define AST_THRUST_REP BUTTON_UP | BUTTON_REPEAT
33 #define AST_THRUST BUTTON_UP
34 #define AST_HYPERSPACE BUTTON_DOWN
35 #define AST_LEFT BUTTON_LEFT
36 #define AST_LEFT_REP BUTTON_LEFT | BUTTON_REPEAT
37 #define AST_RIGHT BUTTON_RIGHT
38 #define AST_RIGHT_REP (BUTTON_RIGHT | BUTTON_REPEAT)
39 #define AST_FIRE BUTTON_PLAY
40 #define AST_FIRE_REP BUTTON_PLAY | BUTTON_REPEAT
42 #elif CONFIG_KEYPAD == ARCHOS_AV300_PAD
43 #define AST_PAUSE BUTTON_ON
44 #define AST_QUIT BUTTON_OFF
45 #define AST_THRUST_REP BUTTON_UP | BUTTON_REPEAT
46 #define AST_THRUST BUTTON_UP
47 #define AST_HYPERSPACE BUTTON_DOWN
48 #define AST_LEFT BUTTON_LEFT
49 #define AST_LEFT_REP BUTTON_LEFT | BUTTON_REPEAT
50 #define AST_RIGHT BUTTON_RIGHT
51 #define AST_RIGHT_REP (BUTTON_RIGHT | BUTTON_REPEAT)
52 #define AST_FIRE BUTTON_SELECT
53 #define AST_FIRE_REP BUTTON_SELECT | BUTTON_REPEAT
55 #elif CONFIG_KEYPAD == ONDIO_PAD
56 #define AST_PAUSE (BUTTON_MENU | BUTTON_OFF)
57 #define AST_QUIT BUTTON_OFF
58 #define AST_THRUST BUTTON_UP
59 #define AST_THRUST_REP BUTTON_UP | BUTTON_REPEAT
60 #define AST_HYPERSPACE BUTTON_DOWN
61 #define AST_LEFT BUTTON_LEFT
62 #define AST_LEFT_REP BUTTON_LEFT | BUTTON_REPEAT
63 #define AST_RIGHT BUTTON_RIGHT
64 #define AST_RIGHT_REP (BUTTON_RIGHT | BUTTON_REPEAT)
65 #define AST_FIRE BUTTON_MENU
66 #define AST_FIRE_REP BUTTON_MENU | BUTTON_REPEAT
68 #elif (CONFIG_KEYPAD == IRIVER_H100_PAD) || \
69 (CONFIG_KEYPAD == IRIVER_H300_PAD)
70 #define AST_PAUSE BUTTON_REC
71 #define AST_QUIT BUTTON_OFF
72 #define AST_THRUST_REP BUTTON_UP | BUTTON_REPEAT
73 #define AST_THRUST BUTTON_UP
74 #define AST_HYPERSPACE BUTTON_DOWN
75 #define AST_LEFT BUTTON_LEFT
76 #define AST_LEFT_REP BUTTON_LEFT | BUTTON_REPEAT
77 #define AST_RIGHT BUTTON_RIGHT
78 #define AST_RIGHT_REP (BUTTON_RIGHT | BUTTON_REPEAT)
79 #define AST_FIRE BUTTON_SELECT
80 #define AST_FIRE_REP BUTTON_SELECT | BUTTON_REPEAT
82 #define AST_RC_QUIT BUTTON_RC_STOP
84 #elif (CONFIG_KEYPAD == IAUDIO_X5M5_PAD)
85 #define AST_PAUSE BUTTON_PLAY
86 #define AST_QUIT BUTTON_POWER
87 #define AST_THRUST_REP BUTTON_UP | BUTTON_REPEAT
88 #define AST_THRUST BUTTON_UP
89 #define AST_HYPERSPACE BUTTON_DOWN
90 #define AST_LEFT BUTTON_LEFT
91 #define AST_LEFT_REP BUTTON_LEFT | BUTTON_REPEAT
92 #define AST_RIGHT BUTTON_RIGHT
93 #define AST_RIGHT_REP (BUTTON_RIGHT | BUTTON_REPEAT)
94 #define AST_FIRE BUTTON_SELECT
95 #define AST_FIRE_REP BUTTON_SELECT | BUTTON_REPEAT
97 #elif (CONFIG_KEYPAD == IPOD_4G_PAD) || (CONFIG_KEYPAD == IPOD_3G_PAD) || \
98 (CONFIG_KEYPAD == IPOD_1G2G_PAD)
99 #define AST_PAUSE (BUTTON_SELECT | BUTTON_PLAY)
100 #define AST_QUIT (BUTTON_SELECT | BUTTON_MENU)
101 #define AST_THRUST BUTTON_MENU
102 #define AST_THRUST_REP (BUTTON_MENU | BUTTON_REPEAT)
103 #define AST_HYPERSPACE BUTTON_PLAY
104 #define AST_LEFT BUTTON_SCROLL_BACK
105 #define AST_LEFT_REP (BUTTON_SCROLL_BACK | BUTTON_REPEAT)
106 #define AST_RIGHT BUTTON_SCROLL_FWD
107 #define AST_RIGHT_REP (BUTTON_SCROLL_FWD | BUTTON_REPEAT)
108 #define AST_FIRE BUTTON_SELECT
109 #define AST_FIRE_REP (BUTTON_SELECT | BUTTON_REPEAT)
111 #elif (CONFIG_KEYPAD == GIGABEAT_PAD)
112 #define AST_PAUSE BUTTON_A
113 #define AST_QUIT BUTTON_POWER
114 #define AST_THRUST_REP BUTTON_UP | BUTTON_REPEAT
115 #define AST_THRUST BUTTON_UP
116 #define AST_HYPERSPACE BUTTON_DOWN
117 #define AST_LEFT BUTTON_LEFT
118 #define AST_LEFT_REP BUTTON_LEFT | BUTTON_REPEAT
119 #define AST_RIGHT BUTTON_RIGHT
120 #define AST_RIGHT_REP (BUTTON_RIGHT | BUTTON_REPEAT)
121 #define AST_FIRE BUTTON_SELECT
122 #define AST_FIRE_REP BUTTON_SELECT | BUTTON_REPEAT
124 #elif (CONFIG_KEYPAD == SANSA_E200_PAD)
125 #define AST_PAUSE BUTTON_REC
126 #define AST_QUIT BUTTON_POWER
127 #define AST_THRUST_REP (BUTTON_UP | BUTTON_REPEAT)
128 #define AST_THRUST BUTTON_UP
129 #define AST_HYPERSPACE BUTTON_DOWN
130 #define AST_LEFT BUTTON_SCROLL_BACK
131 #define AST_LEFT_REP (BUTTON_SCROLL_BACK | BUTTON_REPEAT)
132 #define AST_RIGHT BUTTON_SCROLL_FWD
133 #define AST_RIGHT_REP (BUTTON_SCROLL_FWD | BUTTON_REPEAT)
134 #define AST_FIRE BUTTON_SELECT
135 #define AST_FIRE_REP (BUTTON_SELECT | BUTTON_REPEAT)
137 #elif (CONFIG_KEYPAD == SANSA_FUZE_PAD)
138 #define AST_PAUSE BUTTON_HOME
139 #define AST_QUIT BUTTON_POWER
140 #define AST_THRUST_REP (BUTTON_UP | BUTTON_REPEAT)
141 #define AST_THRUST BUTTON_UP
142 #define AST_HYPERSPACE BUTTON_DOWN
143 #define AST_LEFT BUTTON_SCROLL_BACK
144 #define AST_LEFT_REP (BUTTON_SCROLL_BACK | BUTTON_REPEAT)
145 #define AST_RIGHT BUTTON_SCROLL_FWD
146 #define AST_RIGHT_REP (BUTTON_SCROLL_FWD | BUTTON_REPEAT)
147 #define AST_FIRE BUTTON_SELECT
148 #define AST_FIRE_REP (BUTTON_SELECT | BUTTON_REPEAT)
150 #elif (CONFIG_KEYPAD == SANSA_C200_PAD)
151 #define AST_PAUSE BUTTON_REC
152 #define AST_QUIT BUTTON_POWER
153 #define AST_THRUST_REP (BUTTON_UP | BUTTON_REPEAT)
154 #define AST_THRUST BUTTON_UP
155 #define AST_HYPERSPACE BUTTON_DOWN
156 #define AST_LEFT BUTTON_LEFT
157 #define AST_LEFT_REP (BUTTON_LEFT | BUTTON_REPEAT)
158 #define AST_RIGHT BUTTON_RIGHT
159 #define AST_RIGHT_REP (BUTTON_RIGHT | BUTTON_REPEAT)
160 #define AST_FIRE BUTTON_SELECT
161 #define AST_FIRE_REP (BUTTON_SELECT | BUTTON_REPEAT)
163 #elif (CONFIG_KEYPAD == SANSA_CLIP_PAD)
164 #define AST_PAUSE BUTTON_HOME
165 #define AST_QUIT BUTTON_POWER
166 #define AST_THRUST_REP (BUTTON_UP | BUTTON_REPEAT)
167 #define AST_THRUST BUTTON_UP
168 #define AST_HYPERSPACE BUTTON_DOWN
169 #define AST_LEFT BUTTON_LEFT
170 #define AST_LEFT_REP (BUTTON_LEFT | BUTTON_REPEAT)
171 #define AST_RIGHT BUTTON_RIGHT
172 #define AST_RIGHT_REP (BUTTON_RIGHT | BUTTON_REPEAT)
173 #define AST_FIRE BUTTON_SELECT
174 #define AST_FIRE_REP (BUTTON_SELECT | BUTTON_REPEAT)
176 #elif (CONFIG_KEYPAD == SANSA_M200_PAD)
177 #define AST_PAUSE (BUTTON_SELECT | BUTTON_UP)
178 #define AST_QUIT BUTTON_POWER
179 #define AST_THRUST_REP (BUTTON_UP | BUTTON_REPEAT)
180 #define AST_THRUST BUTTON_UP
181 #define AST_HYPERSPACE BUTTON_DOWN
182 #define AST_LEFT BUTTON_LEFT
183 #define AST_LEFT_REP (BUTTON_LEFT | BUTTON_REPEAT)
184 #define AST_RIGHT BUTTON_RIGHT
185 #define AST_RIGHT_REP (BUTTON_RIGHT | BUTTON_REPEAT)
186 #define AST_FIRE (BUTTON_SELECT | BUTTON_REL)
187 #define AST_FIRE_REP (BUTTON_SELECT | BUTTON_REPEAT)
189 #elif (CONFIG_KEYPAD == IRIVER_H10_PAD)
190 #define AST_PAUSE BUTTON_PLAY
191 #define AST_QUIT BUTTON_POWER
192 #define AST_THRUST_REP BUTTON_SCROLL_UP | BUTTON_REPEAT
193 #define AST_THRUST BUTTON_SCROLL_UP
194 #define AST_HYPERSPACE BUTTON_SCROLL_DOWN
195 #define AST_LEFT BUTTON_LEFT
196 #define AST_LEFT_REP BUTTON_LEFT | BUTTON_REPEAT
197 #define AST_RIGHT BUTTON_RIGHT
198 #define AST_RIGHT_REP (BUTTON_RIGHT | BUTTON_REPEAT)
199 #define AST_FIRE BUTTON_REW
200 #define AST_FIRE_REP BUTTON_REW | BUTTON_REPEAT
202 #elif (CONFIG_KEYPAD == GIGABEAT_S_PAD)
203 #define AST_PAUSE BUTTON_PLAY
204 #define AST_QUIT BUTTON_BACK
205 #define AST_THRUST_REP BUTTON_UP | BUTTON_REPEAT
206 #define AST_THRUST BUTTON_UP
207 #define AST_HYPERSPACE BUTTON_DOWN
208 #define AST_LEFT BUTTON_LEFT
209 #define AST_LEFT_REP BUTTON_LEFT | BUTTON_REPEAT
210 #define AST_RIGHT BUTTON_RIGHT
211 #define AST_RIGHT_REP (BUTTON_RIGHT | BUTTON_REPEAT)
212 #define AST_FIRE BUTTON_SELECT
213 #define AST_FIRE_REP BUTTON_SELECT | BUTTON_REPEAT
215 #elif (CONFIG_KEYPAD == MROBE100_PAD)
216 #define AST_PAUSE BUTTON_DISPLAY
217 #define AST_QUIT BUTTON_POWER
218 #define AST_THRUST_REP BUTTON_UP | BUTTON_REPEAT
219 #define AST_THRUST BUTTON_UP
220 #define AST_HYPERSPACE BUTTON_DOWN
221 #define AST_LEFT BUTTON_LEFT
222 #define AST_LEFT_REP BUTTON_LEFT | BUTTON_REPEAT
223 #define AST_RIGHT BUTTON_RIGHT
224 #define AST_RIGHT_REP (BUTTON_RIGHT | BUTTON_REPEAT)
225 #define AST_FIRE BUTTON_SELECT
226 #define AST_FIRE_REP BUTTON_SELECT | BUTTON_REPEAT
228 #elif CONFIG_KEYPAD == IAUDIO_M3_PAD
229 #define AST_PAUSE BUTTON_RC_PLAY
230 #define AST_QUIT BUTTON_RC_REC
231 #define AST_THRUST_REP BUTTON_RC_VOL_UP | BUTTON_REPEAT
232 #define AST_THRUST BUTTON_RC_VOL_UP
233 #define AST_HYPERSPACE BUTTON_RC_VOL_DOWN
234 #define AST_LEFT BUTTON_RC_REW
235 #define AST_LEFT_REP (BUTTON_RC_REW | BUTTON_REPEAT)
236 #define AST_RIGHT BUTTON_RC_FF
237 #define AST_RIGHT_REP (BUTTON_RC_FF | BUTTON_REPEAT)
238 #define AST_FIRE BUTTON_RC_MODE
239 #define AST_FIRE_REP (BUTTON_RC_MODE | BUTTON_REPEAT)
241 #elif (CONFIG_KEYPAD == COWOND2_PAD)
242 #define AST_QUIT BUTTON_POWER
244 #elif CONFIG_KEYPAD == CREATIVEZVM_PAD
245 #define AST_PAUSE BUTTON_PLAY
246 #define AST_QUIT BUTTON_BACK
247 #define AST_THRUST_REP (BUTTON_UP | BUTTON_REPEAT)
248 #define AST_THRUST BUTTON_UP
249 #define AST_HYPERSPACE BUTTON_DOWN
250 #define AST_LEFT BUTTON_LEFT
251 #define AST_LEFT_REP (BUTTON_LEFT | BUTTON_REPEAT)
252 #define AST_RIGHT BUTTON_RIGHT
253 #define AST_RIGHT_REP (BUTTON_RIGHT | BUTTON_REPEAT)
254 #define AST_FIRE BUTTON_SELECT
255 #define AST_FIRE_REP (BUTTON_SELECT | BUTTON_REPEAT)
257 #elif CONFIG_KEYPAD == PHILIPS_HDD1630_PAD
258 #define AST_PAUSE BUTTON_VIEW
259 #define AST_QUIT BUTTON_POWER
260 #define AST_THRUST_REP (BUTTON_UP | BUTTON_REPEAT)
261 #define AST_THRUST BUTTON_UP
262 #define AST_HYPERSPACE BUTTON_DOWN
263 #define AST_LEFT BUTTON_LEFT
264 #define AST_LEFT_REP (BUTTON_LEFT | BUTTON_REPEAT)
265 #define AST_RIGHT BUTTON_RIGHT
266 #define AST_RIGHT_REP (BUTTON_RIGHT | BUTTON_REPEAT)
267 #define AST_FIRE BUTTON_PLAYLIST
268 #define AST_FIRE_REP (BUTTON_PLAYLIST | BUTTON_REPEAT)
271 #error No keymap defined!
274 #ifdef HAVE_TOUCHSCREEN
276 #define AST_PAUSE BUTTON_CENTER
279 #define AST_QUIT BUTTON_TOPLEFT
281 #ifndef AST_THRUST_REP
282 #define AST_THRUST_REP (BUTTON_TOPMIDDLE | BUTTON_REPEAT)
285 #define AST_THRUST BUTTON_TOPMIDDLE
287 #ifndef AST_HYPERSPACE
288 #define AST_HYPERSPACE BUTTON_TOPRIGHT
291 #define AST_LEFT BUTTON_MIDLEFT
294 #define AST_LEFT_REP (BUTTON_MIDLEFT | BUTTON_REPEAT)
297 #define AST_RIGHT BUTTON_MIDRIGHT
299 #ifndef AST_RIGHT_REP
300 #define AST_RIGHT_REP (BUTTON_MIDRIGHT | BUTTON_REPEAT)
303 #define AST_FIRE BUTTON_BOTTOMMIDDLE
306 #define AST_FIRE_REP (BUTTON_BOTTOMMIDDLE | BUTTON_MENU)
310 #define ABS(x) ((x)>0?(x):-(x))
312 #define RES MAX(LCD_WIDTH, LCD_HEIGHT)
313 #define LARGE_LCD RES >= 200
314 #define ENEMY_MISSILE_SURVIVAL_LENGTH RES/2
315 #define ASTEROID_SPEED RES/20
316 #define MISSILE_SURVIVAL_LENGTH 40
318 #define EXTRA_LIFE 250
320 #define MISSILE_SCALE 5000
322 #define EXPLOSION_LENGTH 20
324 #define HISCORE_FILE PLUGIN_GAMES_DIR "/astrorocks.hs"
326 #define MAX_NUM_ASTEROIDS 25
327 #define MAX_NUM_MISSILES 6
328 #define ENEMY_BIG_PROBABILITY_START 10
329 #define ENEMY_APPEAR_PROBABILITY_START 35
330 #define ENEMY_APPEAR_TIMING_START 1800
331 #define LITTLE_SHIP 2
333 #define SHOW_GAME_OVER_TIME 100
334 #define SHOW_LEVEL_TIME 50
335 #define START_LIVES 3
336 #define START_LEVEL 1
337 #define NUM_ASTEROID_VERTICES 10
338 #define NUM_SHIP_VERTICES 4
339 #define NUM_ENEMY_VERTICES 6
340 #define MAX_LEVEL MAX_NUM_ASTEROIDS
341 #define ENEMY_SPEED 4
342 #define ENEMY_START_X 0
343 #define ENEMY_START_Y 0
344 #define SIZE_ENEMY_COLLISION 5*SCALE
345 #define ATTRACT_FLIP_TIME 100
347 #define NUM_TRAIL_POINTS 70
348 #define NUM_ROTATIONS 16
350 #define SIN_COS_SCALE 10000
352 #define FAST_ROT_CW_SIN 873
353 #define FAST_ROT_CW_COS 9963
354 #define FAST_ROT_ACW_SIN -873
355 #define FAST_ROT_ACW_COS 9963
357 #define MEDIUM_ROT_CW_SIN 350
358 #define MEDIUM_ROT_CW_COS 9994
359 #define MEDIUM_ROT_ACW_SIN -350
360 #define MEDIUM_ROT_ACW_COS 9994
362 #define SLOW_ROT_CW_SIN 350
363 #define SLOW_ROT_CW_COS 9994
364 #define SLOW_ROT_ACW_SIN - 350
365 #define SLOW_ROT_ACW_COS 9994
367 #ifdef HAVE_LCD_COLOR
368 #define SHIP_ROT_CW_SIN 2419
369 #define SHIP_ROT_CW_COS 9702
370 #define SHIP_ROT_ACW_SIN -2419
371 #define SHIP_ROT_ACW_COS 9702
373 #define SHIP_ROT_CW_SIN 3827
374 #define SHIP_ROT_CW_COS 9239
375 #define SHIP_ROT_ACW_SIN -3827
376 #define SHIP_ROT_ACW_COS 9239
380 #define SCALED_WIDTH (LCD_WIDTH*SCALE)
381 #define SCALED_HEIGHT (LCD_HEIGHT*SCALE)
382 #define CENTER_LCD_X (LCD_WIDTH/2)
383 #define CENTER_LCD_Y (LCD_HEIGHT/2)
385 #define SHIP_EXPLOSION_COLOUR 1
386 #define ASTEROID_EXPLOSION_COLOUR 2
387 #define ENEMY_EXPLOSION_COLOUR 3
388 #define THRUST_COLOUR 4
390 #define ASTEROID_R 230
391 #define ASTEROID_G 200
392 #define ASTEROID_B 100
403 #ifdef HAVE_LCD_COLOR
404 #define COL_MISSILE LCD_RGBPACK(200,0,0)
405 #define COL_PLAYER LCD_RGBPACK(200,200,200)
406 #define COL_STARS LCD_WHITE
407 #define COL_ASTEROID LCD_RGBPACK(ASTEROID_R,ASTEROID_G,ASTEROID_B)
408 #define COL_TEXT LCD_RGBPACK(200,200,255)
409 #define COL_ENEMY LCD_RGBPACK(ENEMY_R,ENEMY_G,ENEMY_B)
410 #define SET_FG rb->lcd_set_foreground
411 #define SET_BG rb->lcd_set_background
417 /* The array of points that make up an asteroid */
418 static const short asteroid_one
[NUM_ASTEROID_VERTICES
*2] =
432 /* The array of points that make up an asteroid */
433 static const short asteroid_two
[NUM_ASTEROID_VERTICES
*2] =
447 /* The array of points that make up an asteroid */
448 static const short asteroid_three
[NUM_ASTEROID_VERTICES
*2] =
462 /* The array od points the make up the ship */
463 static const short ship_vertices
[NUM_SHIP_VERTICES
*2] =
478 /* The array of points the make up the bad spaceship */
479 static const short enemy_vertices
[NUM_ENEMY_VERTICES
*2] =
533 struct Point position
;
540 /* Asteroid structure, contains an array of points */
543 enum asteroid_type type
;
545 struct Point position
;
546 struct Point vertices
[NUM_ASTEROID_VERTICES
];
550 int explode_countdown
;
555 struct Point vertices
[NUM_SHIP_VERTICES
];
556 struct Point position
;
557 bool waiting_for_space
;
558 int explode_countdown
;
563 struct Point vertices
[NUM_ENEMY_VERTICES
];
564 struct Point position
;
565 int explode_countdown
;
566 long last_time_appeared
;
567 short size_probability
;
568 short appear_probability
;
574 struct Point position
;
575 struct Point oldpoint
;
579 static enum game_state game_state
;
580 static int asteroid_count
;
581 static int next_missile_count
;
582 static int next_thrust_count
;
583 static int num_lives
;
584 static int extra_life
;
585 static int show_level_timeout
;
586 static int attract_flip_timeout
;
587 static int show_game_over
;
588 static int current_level
;
589 static int current_score
;
590 static int high_score
;
591 static int space_check_size
= 30*SCALE
;
593 static bool enemy_on_screen
;
594 static char phscore
[30];
595 static struct Ship ship
;
596 static struct Point stars
[NUM_STARS
];
597 static struct Asteroid asteroids_array
[MAX_NUM_ASTEROIDS
];
598 static struct Missile missiles_array
[MAX_NUM_MISSILES
];
599 static struct Missile enemy_missile
;
600 static struct Enemy enemy
;
601 static struct Point lives_points
[NUM_SHIP_VERTICES
];
602 static struct TrailPoint trailPoints
[NUM_TRAIL_POINTS
];
604 void draw_and_move_asteroids(void);
605 void initialise_game(int nStartNum
);
607 bool is_asteroid_near_ship(struct Asteroid
* asteroid
);
608 bool is_point_within_asteroid(struct Asteroid
* asteroid
, struct Point
* point
);
610 void initialise_asteroid(struct Asteroid
* asteroid
, enum asteroid_type eType
);
611 void draw_polygon(struct Point
* vertices
, int px
, int py
, int num_vertices
);
612 void rotate_asteroid(struct Asteroid
* asteroid
);
613 void create_asteroid(enum asteroid_type type
, int x
, int y
);
614 void create_stars(void);
616 void initialise_ship(void);
617 void draw_and_move_ship(void);
618 void rotate_ship(int s
, int c
);
619 void thrust_ship(void);
621 void initialise_missile(struct Missile
* missile
);
622 void draw_and_move_missiles(void);
623 void fire_missile(void);
625 void animate_and_draw_explosion(struct Point
* point
, int num_points
, int xoffset
, int yoffset
);
626 void initialise_explosion(struct Point
* point
, int num_points
);
628 void move_point(struct Point
* point
);
629 void hyperspace(void);
630 void check_collisions(void);
631 void initialise_enemy(void);
632 void draw_and_move_enemy(void);
633 void draw_lives(void);
634 void drawstars(void);
635 bool is_ship_within_asteroid(struct Asteroid
* asteroid
);
639 /*Hi-Score reading and writing to file - this needs moving to the hi-score plugin lib as
646 /* clear the buffer we're about to load the highscore data into */
647 rb
->memset(phscore
, 0, sizeof(phscore
));
649 fd
= rb
->open(HISCORE_FILE
,O_RDWR
| O_CREAT
);
652 rb
->splash(HZ
, "Highscore file read error");
656 /* highscore used to %d, is now %d\n
657 Deal with no file or bad file */
658 rb
->read(fd
,phscore
, sizeof(phscore
));
660 compare
= rb
->atoi(phscore
);
662 if(high_score
> compare
)
664 rb
->lseek(fd
,0,SEEK_SET
);
665 rb
->fdprintf(fd
, "%d\n", high_score
);
668 high_score
= compare
;
673 bool point_in_poly(struct Point
* _point
, int num_vertices
, int x
, int y
)
682 pj
+= num_vertices
-1;
687 if((((pi
->y
<= y
) && (y
< pj
->y
)) || ((pj
->y
<= y
) && (y
< pi
->y
))) &&
688 (x
< (pj
->x
- pi
->x
) * (y
- pi
->y
) / (pj
->y
- pi
->y
) + pi
->x
))
691 if(n
== num_vertices
- 1)
702 void move_point(struct Point
* point
)
704 point
->x
+= point
->dx
;
705 point
->y
+= point
->dy
;
707 /*check bounds on the x-axis:*/
708 if(point
->x
>= SCALED_WIDTH
)
710 else if(point
->x
<= 0)
711 point
->x
= SCALED_WIDTH
;
713 /*Check bounds on the y-axis:*/
714 if(point
->y
>= SCALED_HEIGHT
)
716 else if(point
->y
<= 0)
717 point
->y
= SCALED_HEIGHT
;
720 void create_trail(struct TrailPoint
* tpoint
)
722 tpoint
->position
.dx
= -( ship
.vertices
[0].x
- ship
.vertices
[2].x
)/10;
723 tpoint
->position
.dy
= -( ship
.vertices
[0].y
- ship
.vertices
[2].y
)/10;
726 void create_explosion_trail(struct TrailPoint
* tpoint
)
728 tpoint
->position
.dx
= (rb
->rand()%5050)-2500;
729 tpoint
->position
.dy
= (rb
->rand()%5050)-2500;
732 void create_trail_blaze(int colour
, struct Point
* position
)
735 struct TrailPoint
* tpoint
;
738 if(colour
!= SHIP_EXPLOSION_COLOUR
)
740 numtoadd
= NUM_TRAIL_POINTS
/5;
746 numtoadd
= NUM_TRAIL_POINTS
/8;
747 xadd
= ship
.position
.x
;
748 yadd
= ship
.position
.y
;
751 /* give the point a random countdown timer, so they dissapears at different times */
752 tpoint
= trailPoints
;
753 n
= NUM_TRAIL_POINTS
;
756 if(tpoint
->alive
<= 0 && numtoadd
)
759 /* take a random x point anywhere between bottom two points of ship. */
760 /* ship.position.x; */
761 tpoint
->position
.x
= (ship
.vertices
[2].x
+ (rb
->rand()%18000)-9000) + position
->x
;
762 tpoint
->position
.y
= (ship
.vertices
[2].y
+ (rb
->rand()%18000)-9000) + position
->y
;
766 case SHIP_EXPLOSION_COLOUR
:
770 create_explosion_trail(tpoint
);
774 case ASTEROID_EXPLOSION_COLOUR
:
775 tpoint
->r
= ASTEROID_R
;
776 tpoint
->g
= ASTEROID_G
;
777 tpoint
->b
= ASTEROID_B
;
778 create_explosion_trail(tpoint
);
782 case ENEMY_EXPLOSION_COLOUR
:
786 create_explosion_trail(tpoint
);
791 tpoint
->r
= THRUST_R
;
792 tpoint
->g
= THRUST_G
;
793 tpoint
->b
= THRUST_B
;
794 create_trail(tpoint
);
799 /* add a proportional bit to the x and y based on dx and dy */
801 /* give the points a speed based on direction of travel - i.e. opposite */
802 tpoint
->position
.dx
+= position
->dx
;
803 tpoint
->position
.dy
+= position
->dy
;
809 /* find a space in the array of trail_points that is NULL or DEAD or whatever.
810 and place this one here. */
814 void draw_trail_blaze(void)
816 struct TrailPoint
* tpoint
;
817 /* loop through, if alive then move and draw.
818 when drawn, countdown it's timer.
820 tpoint
= trailPoints
;
821 int n
= NUM_TRAIL_POINTS
;
827 if(game_state
!= PAUSE_MODE
)
830 move_point(&(tpoint
->position
));
832 #ifdef HAVE_LCD_COLOR
833 /* intensity = tpoint->alive/2; */
834 if(tpoint
->r
>0)tpoint
->r
-=tpoint
->dec
;
835 if(tpoint
->g
>0)tpoint
->g
-=tpoint
->dec
;
836 if(tpoint
->b
>0)tpoint
->b
-=tpoint
->dec
;
837 SET_FG(LCD_RGBPACK(tpoint
->r
, tpoint
->g
, tpoint
->b
));
839 rb
->lcd_drawpixel(tpoint
->position
.x
/SCALE
, tpoint
->position
.y
/SCALE
);
845 /*Check if point is within a rectangle*/
846 bool is_point_within_rectangle(struct Point
* rect
, struct Point
* p
, int size
)
849 int aTLx
= rect
->x
- size
;
850 int aTLy
= rect
->y
- size
;
851 int aBRx
= rect
->x
+ size
;
852 int aBRy
= rect
->y
+ size
;
853 rb
->lcd_hline( aTLx
/SCALE
, aBRx
/SCALE
, aTLy
/SCALE
);
854 rb
->lcd_vline( aTLx
/SCALE
, aTLy
/SCALE
, aBRy
/SCALE
);
855 rb
->lcd_hline( aTLx
/SCALE
, aBRx
/SCALE
, aBRy
/SCALE
);
856 rb
->lcd_vline( aBRx
/SCALE
, aBRy
/SCALE
, aTLy
/SCALE
);
857 return (p
->x
> aTLx
&& p
->x
< aBRx
&& p
->y
> aTLy
&& p
->y
< aBRy
);
859 return (p
->x
> rect
->x
- size
&& p
->x
< rect
->x
+ size
&&
860 p
->y
> rect
->y
- size
&& p
->y
< rect
->y
+ size
);
865 void draw_polygon(struct Point
* vertices
, int px
, int py
, int num_vertices
)
867 int n
, t1
, t2
, oldX
, oldY
;
869 bool bDrawAll
= px
< WRAP_GAP
|| LCD_WIDTH
- px
< WRAP_GAP
||
870 py
< WRAP_GAP
|| LCD_HEIGHT
- py
< WRAP_GAP
;
874 oldX
= p
->x
/SCALE
+ px
;
875 oldY
= p
->y
/SCALE
+ py
;
877 for(n
= num_vertices
+1; --n
;)
879 t1
= p
->x
/SCALE
+ px
;
880 t2
= p
->y
/SCALE
+ py
;
882 rb
->lcd_drawline(oldX
, oldY
, t1
, t2
);
886 rb
->lcd_drawline(oldX
- LCD_WIDTH
, oldY
, t1
- LCD_WIDTH
, t2
);
887 rb
->lcd_drawline(oldX
+ LCD_WIDTH
, oldY
, t1
+ LCD_WIDTH
, t2
);
888 rb
->lcd_drawline(oldX
- LCD_WIDTH
, oldY
+ LCD_HEIGHT
,
889 t1
- LCD_WIDTH
, t2
+ LCD_HEIGHT
);
890 rb
->lcd_drawline(oldX
+ LCD_WIDTH
, oldY
+ LCD_HEIGHT
,
891 t1
+ LCD_WIDTH
, t2
+ LCD_HEIGHT
);
893 rb
->lcd_drawline(oldX
, oldY
- LCD_HEIGHT
, t1
, t2
- LCD_HEIGHT
);
894 rb
->lcd_drawline(oldX
, oldY
+ LCD_HEIGHT
, t1
, t2
+ LCD_HEIGHT
);
895 rb
->lcd_drawline(oldX
- LCD_WIDTH
, oldY
- LCD_HEIGHT
,
896 t1
- LCD_WIDTH
, t2
- LCD_HEIGHT
);
897 rb
->lcd_drawline(oldX
+ LCD_WIDTH
, oldY
- LCD_HEIGHT
,
898 t1
+ LCD_WIDTH
, t2
- LCD_HEIGHT
);
906 void animate_and_draw_explosion(struct Point
* point
, int num_points
,
907 int xoffset
, int yoffset
)
910 for(n
= num_points
; --n
;)
912 if(game_state
!= PAUSE_MODE
)
914 point
->x
+= point
->dx
;
915 point
->y
+= point
->dy
;
917 rb
->lcd_fillrect( point
->x
/SCALE
+ xoffset
, point
->y
/SCALE
+ yoffset
,
918 POINT_SIZE
, POINT_SIZE
);
923 /*stop movement of ship, 'cos that's what happens when you go into hyperspace.*/
924 void hyperspace(void)
926 ship
.position
.dx
= ship
.position
.dy
= 0;
927 ship
.position
.x
= (rb
->rand()%SCALED_WIDTH
);
928 ship
.position
.y
= (rb
->rand()%SCALED_HEIGHT
);
931 void initialise_enemy(void)
937 if(rb
->rand()%100 > enemy
.size_probability
)
940 enemy
.size_probability
++;
941 if(enemy
.size_probability
< 90)
943 enemy
.size_probability
= ENEMY_BIG_PROBABILITY_START
;
951 enemy_missile
.survived
= 0;
952 enemy_on_screen
= true;
953 enemy
.explode_countdown
= 0;
954 enemy
.last_time_appeared
= *rb
->current_tick
;
955 point
= enemy
.vertices
;
956 for(n
= 0; n
< NUM_ENEMY_VERTICES
+NUM_ENEMY_VERTICES
; n
+=2)
958 point
->x
= enemy_vertices
[n
];
959 point
->y
= enemy_vertices
[n
+1];
960 point
->x
*= SCALE
/size
;
961 point
->y
*= SCALE
/size
;
965 if(ship
.position
.x
>= SCALED_WIDTH
/2)
967 enemy
.position
.dx
= ENEMY_SPEED
;
968 enemy
.position
.x
= 0;
972 enemy
.position
.dx
= -ENEMY_SPEED
;
973 enemy
.position
.x
= SCALED_WIDTH
;
976 if(ship
.position
.y
>= SCALED_HEIGHT
/2)
978 enemy
.position
.dy
= ENEMY_SPEED
;
979 enemy
.position
.y
= 0;
983 enemy
.position
.dy
= -ENEMY_SPEED
;
984 enemy
.position
.y
= SCALED_HEIGHT
;
987 enemy
.position
.dx
*= SCALE
/10;
988 enemy
.position
.dy
*= SCALE
/10;
991 void draw_and_move_enemy(void)
993 int enemy_x
, enemy_y
;
1000 enemy_x
= enemy
.position
.x
/SCALE
;
1001 enemy_y
= enemy
.position
.y
/SCALE
;
1002 if(!enemy
.explode_countdown
)
1004 point
= enemy
.vertices
;
1005 draw_polygon(enemy
.vertices
, enemy_x
, enemy_y
, NUM_ENEMY_VERTICES
);
1006 rb
->lcd_drawline(enemy
.vertices
[0].x
/SCALE
+ enemy_x
,
1007 enemy
.vertices
[0].y
/SCALE
+ enemy_y
,
1008 enemy
.vertices
[3].x
/SCALE
+ enemy_x
,
1009 enemy
.vertices
[3].y
/SCALE
+ enemy_y
);
1011 if(game_state
!= PAUSE_MODE
)
1013 enemy
.position
.x
+= enemy
.position
.dx
;
1014 enemy
.position
.y
+= enemy
.position
.dy
;
1017 if(enemy
.position
.x
> SCALED_WIDTH
|| enemy
.position
.x
< 0)
1018 enemy_on_screen
= false;
1020 if(enemy
.position
.y
> SCALED_HEIGHT
)
1021 enemy
.position
.y
= 0;
1022 else if(enemy
.position
.y
< 0)
1023 enemy
.position
.y
= SCALED_HEIGHT
;
1025 if( (rb
->rand()%1000) < 10)
1026 enemy
.position
.dy
= -enemy
.position
.dy
;
1031 /* animate_and_draw_explosion(enemy.vertices, NUM_ENEMY_VERTICES,
1032 enemy_x, enemy.position.y/SCALE); */
1033 if(game_state
!= PAUSE_MODE
)
1035 enemy
.explode_countdown
--;
1036 if(!enemy
.explode_countdown
)
1037 enemy_on_screen
= false;
1043 if( (*rb
->current_tick
- enemy
.last_time_appeared
) > enemy
.appear_timing
)
1044 if(rb
->rand()%100 > enemy
.appear_probability
) initialise_enemy();
1047 if(!enemy_missile
.survived
&& game_state
!= GAME_OVER
)
1049 /*if no missile and the enemy is here and not exploding..then shoot baby!*/
1050 if( !enemy
.explode_countdown
&& enemy_on_screen
&&
1051 !ship
.waiting_for_space
&& (rb
->rand()%10) > 5 )
1053 enemy_missile
.position
.x
= enemy
.position
.x
;
1054 enemy_missile
.position
.y
= enemy
.position
.y
;
1056 /*lame, needs to be sorted - it's trying to shoot at the ship*/
1057 if(ABS(enemy
.position
.y
- ship
.position
.y
) <= 5*SCALE
)
1059 enemy_missile
.position
.dy
= 0;
1063 if( enemy
.position
.y
< ship
.position
.y
)
1064 enemy_missile
.position
.dy
= 1;
1066 enemy_missile
.position
.dy
= -1;
1069 if(ABS(enemy
.position
.x
- ship
.position
.x
) <= 5*SCALE
)
1070 enemy_missile
.position
.dx
= 0;
1073 if( enemy
.position
.x
< ship
.position
.x
)
1074 enemy_missile
.position
.dx
= 1;
1076 enemy_missile
.position
.dx
= -1;
1079 if(enemy_missile
.position
.dx
== 0 &&
1080 enemy_missile
.position
.dy
== 0)
1081 enemy_missile
.position
.dx
= enemy_missile
.position
.dy
= -1;
1083 enemy_missile
.position
.dx
*= SCALE
;
1084 enemy_missile
.position
.dy
*= SCALE
;
1085 enemy_missile
.survived
= ENEMY_MISSILE_SURVIVAL_LENGTH
;
1091 rb
->lcd_fillrect( enemy_missile
.position
.x
/SCALE
,
1092 enemy_missile
.position
.y
/SCALE
,
1093 POINT_SIZE
, POINT_SIZE
);
1094 if(game_state
!= PAUSE_MODE
)
1096 move_point(&enemy_missile
.position
);
1097 enemy_missile
.survived
--;
1103 * Lame method of collision
1104 * detection. It's checking for collision
1105 * between point and a big rectangle around the asteroid...
1106 *******************/
1107 bool is_point_within_asteroid(struct Asteroid
* asteroid
, struct Point
* point
)
1109 if( !is_point_within_rectangle(&asteroid
->position
, point
,
1110 asteroid
->radius
+4*SCALE
) )
1113 if(point_in_poly(asteroid
->vertices
, NUM_ASTEROID_VERTICES
,
1114 point
->x
- asteroid
->position
.x
,
1115 point
->y
- asteroid
->position
.y
))
1117 switch(asteroid
->type
)
1120 asteroid
->explode_countdown
= EXPLOSION_LENGTH
;
1121 create_trail_blaze(ASTEROID_EXPLOSION_COLOUR
, &asteroid
->position
);
1125 create_asteroid(MEDIUM
, asteroid
->position
.x
,
1126 asteroid
->position
.y
);
1127 create_asteroid(MEDIUM
, asteroid
->position
.x
,
1128 asteroid
->position
.y
);
1132 create_asteroid(SMALL
, asteroid
->position
.x
, asteroid
->position
.y
);
1133 create_asteroid(SMALL
, asteroid
->position
.x
, asteroid
->position
.y
);
1138 if(current_score
> extra_life
)
1141 extra_life
= current_score
+EXTRA_LIFE
;
1144 asteroid
->exists
= false;
1151 bool is_point_within_enemy(struct Point
* point
)
1153 if( is_point_within_rectangle(&enemy
.position
, point
, 7*SCALE
) )
1156 /*enemy_missile.survived = 0;*/
1157 enemy
.explode_countdown
= EXPLOSION_LENGTH
;
1158 /* initialise_explosion(enemy.vertices, NUM_ENEMY_VERTICES); */
1159 create_trail_blaze(ENEMY_EXPLOSION_COLOUR
, &enemy
.position
);
1166 bool is_ship_within_asteroid(struct Asteroid
* asteroid
)
1171 p
.x
= ship
.position
.x
+ ship
.vertices
[0].x
;
1172 p
.y
= ship
.position
.y
+ ship
.vertices
[0].y
;
1173 hit
|= is_point_within_asteroid(asteroid
, &p
);
1177 p
.x
= ship
.position
.x
+ ship
.vertices
[1].x
;
1178 p
.y
= ship
.position
.y
+ ship
.vertices
[1].y
;
1179 hit
|= is_point_within_asteroid(asteroid
, &p
);
1182 p
.x
= ship
.position
.x
+ ship
.vertices
[3].x
;
1183 p
.y
= ship
.position
.y
+ ship
.vertices
[3].y
;
1184 hit
|= is_point_within_asteroid(asteroid
, &p
);
1191 void initialise_explosion(struct Point
* point
, int num_points
)
1195 point
->x
+= point
->dx
;
1196 point
->y
+= point
->dy
;
1197 for(n
= num_points
; --n
;)
1199 point
->dx
= point
->x
;
1200 point
->dy
= point
->y
;
1206 /* Check for collsions between the missiles and the asteroids and the ship */
1207 void check_collisions(void)
1210 bool asteroids_onscreen
= false;
1211 struct Missile
* missile
;
1212 struct Asteroid
* asteroid
;
1213 bool ship_cant_be_placed
= false;
1215 asteroid
= asteroids_array
;
1216 m
= MAX_NUM_ASTEROIDS
;
1219 /*if the asteroids exists then test missile collision:*/
1220 if(asteroid
->exists
)
1222 missile
= missiles_array
;
1223 n
= MAX_NUM_MISSILES
;
1226 /*if the missiles exists:*/
1227 if(missile
->survived
> 0)
1229 /*has the missile hit the asteroid?*/
1230 if(is_point_within_asteroid(asteroid
, &missile
->position
)
1231 || is_point_within_asteroid(asteroid
,
1232 &missile
->oldpoint
))
1234 missile
->survived
= 0;
1241 /*now check collision with ship:*/
1242 if(asteroid
->exists
&& !ship
.waiting_for_space
&& !ship
.explode_countdown
)
1244 if(is_ship_within_asteroid(asteroid
))
1247 ship
.explode_countdown
= EXPLOSION_LENGTH
;
1248 /* initialise_explosion(ship.vertices, NUM_SHIP_VERTICES); */
1249 create_trail_blaze(SHIP_EXPLOSION_COLOUR
, &ship
.position
);
1252 /*has the enemy missile blown something up?*/
1253 if(asteroid
->exists
&& enemy_missile
.survived
)
1255 if(is_point_within_asteroid(asteroid
, &enemy_missile
.position
))
1257 /*take that score back then:*/
1258 if(current_score
> 0) current_score
--;
1259 enemy_missile
.survived
= 0;
1262 /*if it still exists, check if ship is waiting for space:*/
1263 if(asteroid
->exists
&& ship
.waiting_for_space
)
1264 ship_cant_be_placed
|=
1265 is_point_within_rectangle(&ship
.position
,
1266 &asteroid
->position
,
1271 /*is an asteroid still exploding?*/
1272 if(asteroid
->explode_countdown
)
1273 asteroids_onscreen
= true;
1278 /*now check collision between ship and enemy*/
1279 if(enemy_on_screen
&& !ship
.waiting_for_space
&&
1280 !ship
.explode_countdown
&& !enemy
.explode_countdown
)
1282 /*has the enemy collided with the ship?*/
1283 if(is_point_within_enemy(&ship
.position
))
1285 ship
.explode_countdown
= EXPLOSION_LENGTH
;
1286 /* initialise_explosion(ship.vertices, NUM_SHIP_VERTICES); */
1287 create_trail_blaze(SHIP_EXPLOSION_COLOUR
, &ship
.position
);
1288 create_trail_blaze(ENEMY_EXPLOSION_COLOUR
, &enemy
.position
);
1291 /*Now see if the enemy has been shot at by the ships missiles:*/
1292 missile
= missiles_array
;
1293 n
= MAX_NUM_MISSILES
;
1296 if(missile
->survived
> 0 &&
1297 is_point_within_enemy(&missile
->position
))
1299 missile
->survived
= 0;
1306 /*test collision with enemy missile and ship:*/
1307 if(!ship_cant_be_placed
&& enemy_missile
.survived
> 0 &&
1308 point_in_poly(ship
.vertices
, NUM_SHIP_VERTICES
,
1309 enemy_missile
.position
.x
- ship
.position
.x
,
1310 enemy_missile
.position
.y
- ship
.position
.y
))
1312 ship
.explode_countdown
= EXPLOSION_LENGTH
;
1313 /* initialise_explosion(ship.vertices, NUM_SHIP_VERTICES); */
1314 create_trail_blaze(SHIP_EXPLOSION_COLOUR
, &ship
.position
);
1315 enemy_missile
.survived
= 0;
1316 enemy_missile
.position
.x
= enemy_missile
.position
.y
= 0;
1319 if(!ship_cant_be_placed
)
1320 ship
.waiting_for_space
= false;
1322 /*if all asteroids cleared then start again:*/
1323 if(asteroid_count
== 0 && !enemy_on_screen
&& !asteroids_onscreen
)
1326 game_state
= SHOW_LEVEL
;
1327 enemy
.appear_probability
+= 5;
1328 enemy
.appear_timing
-= 200;
1329 if( enemy
.appear_probability
> 100)
1330 enemy
.appear_probability
= ENEMY_APPEAR_PROBABILITY_START
;
1331 show_level_timeout
= SHOW_LEVEL_TIME
;
1335 /*************************************************
1336 ** Creates a new asteroid of the given 4type (size)
1337 ** and at the given location.
1338 *************************************************/
1339 void create_asteroid(enum asteroid_type type
, int x
, int y
)
1341 struct Asteroid
* asteroid
;
1344 asteroid
= asteroids_array
;
1345 n
= MAX_NUM_ASTEROIDS
;
1348 if(!asteroid
->exists
&& !asteroid
->explode_countdown
)
1350 initialise_asteroid(asteroid
, type
);
1351 asteroid
->position
.x
= x
;
1352 asteroid
->position
.y
= y
;
1359 /* Initialise a missile */
1360 void initialise_missile(struct Missile
* missile
)
1362 missile
->position
.x
= ship
.position
.x
+ ship
.vertices
[0].x
;
1363 missile
->position
.y
= ship
.position
.y
+ ship
.vertices
[0].y
;
1364 missile
->position
.dx
= (ship
.vertices
[0].x
- ship
.vertices
[2].x
)/2;
1365 missile
->position
.dy
= (ship
.vertices
[0].y
- ship
.vertices
[2].y
)/2;
1366 missile
->survived
= MISSILE_SURVIVAL_LENGTH
;
1367 missile
->oldpoint
.x
= missile
->position
.x
;
1368 missile
->oldpoint
.y
= missile
->position
.y
;
1371 /* Draw and Move all the missiles */
1372 void draw_and_move_missiles(void)
1378 struct Missile
* missile
;
1379 missile
= missiles_array
;
1381 SET_FG(COL_MISSILE
);
1383 n
= MAX_NUM_MISSILES
;
1386 if(missile
->survived
)
1388 if(missile
->position
.dx
> 0)
1390 if(missile
->position
.x
>= missile
->oldpoint
.x
)
1392 p1x
= missile
->oldpoint
.x
;
1393 p2x
= missile
->position
.x
;
1398 p2x
= missile
->position
.x
;
1403 if(missile
->oldpoint
.x
>= missile
->position
.x
)
1405 p1x
= missile
->oldpoint
.x
;
1406 p2x
= missile
->position
.x
;
1410 p1x
= missile
->oldpoint
.x
;
1415 if(missile
->position
.dy
> 0)
1417 if(missile
->position
.y
>= missile
->oldpoint
.y
)
1419 p1y
= missile
->oldpoint
.y
;
1420 p2y
= missile
->position
.y
;
1425 p2y
= missile
->position
.y
;
1430 if(missile
->oldpoint
.y
>= missile
->position
.y
)
1432 p1y
= missile
->oldpoint
.y
;
1433 p2y
= missile
->position
.y
;
1437 p1y
= missile
->oldpoint
.y
;
1442 rb
->lcd_drawline( p1x
/SCALE
, p1y
/SCALE
, p2x
/SCALE
, p2y
/SCALE
);
1444 if(game_state
!= PAUSE_MODE
)
1446 missile
->oldpoint
.x
= missile
->position
.x
;
1447 missile
->oldpoint
.y
= missile
->position
.y
;
1448 move_point(&missile
->position
);
1449 missile
->survived
--;
1456 void draw_lives(void)
1459 int px
= (LCD_WIDTH
- num_lives
*4 - 1);
1461 int py
= (LCD_HEIGHT
-6);
1463 int py
= (LCD_HEIGHT
-4);
1471 draw_polygon(lives_points
, px
, py
, NUM_SHIP_VERTICES
);
1480 /*Fire the next missile*/
1481 void fire_missile(void)
1484 struct Missile
* missile
;
1486 if(!ship
.explode_countdown
&& !ship
.waiting_for_space
)
1488 missile
= missiles_array
;
1489 n
= MAX_NUM_MISSILES
;
1492 if(!missile
->survived
)
1494 initialise_missile(missile
);
1502 /* Initialise the passed Asteroid */
1503 void initialise_asteroid(struct Asteroid
* asteroid
, enum asteroid_type type
)
1507 struct Point
* point
;
1508 asteroid
->exists
= true;
1509 asteroid
->type
= type
;
1510 asteroid
->explode_countdown
= 0;
1512 /*Set the radius of the asteroid:*/
1513 asteroid
->radius
= (int)type
*SCALE
;
1515 /*shall we move Clockwise and Fast*/
1516 if((rb
->rand()%100)>75)
1518 asteroid
->speed_cos
= FAST_ROT_CW_COS
;
1519 asteroid
->speed_sin
= FAST_ROT_CW_SIN
;
1521 else if((rb
->rand()%100)>75)
1523 asteroid
->speed_cos
= FAST_ROT_ACW_COS
;
1524 asteroid
->speed_sin
= FAST_ROT_ACW_SIN
;
1526 else if((rb
->rand()%100)>75)
1528 asteroid
->speed_cos
= SLOW_ROT_ACW_COS
;
1529 asteroid
->speed_sin
= SLOW_ROT_ACW_SIN
;
1533 asteroid
->speed_cos
= SLOW_ROT_CW_COS
;
1534 asteroid
->speed_sin
= SLOW_ROT_CW_SIN
;
1537 b
= (rb
->rand()%100)>66;
1538 b2
= (rb
->rand()%100)>66;
1539 point
= asteroid
->vertices
;
1540 for(n
= 0; n
< NUM_ASTEROID_VERTICES
*2; n
+=2)
1544 point
->x
= asteroid_one
[n
];
1545 point
->y
= asteroid_one
[n
+1];
1549 point
->x
= asteroid_two
[n
];
1550 point
->y
= asteroid_two
[n
+1];
1554 point
->x
= asteroid_three
[n
];
1555 point
->y
= asteroid_three
[n
+1];
1558 point
->x
*= asteroid
->radius
/6;
1559 point
->y
*= asteroid
->radius
/6;
1564 asteroid
->radius
+= 6*SCALE
;
1565 if(asteroid
->type
== SMALL
)
1566 asteroid
->radius
/= 3;/*2*/
1567 else if(asteroid
->type
== LARGE
)
1568 asteroid
->radius
+= 3*SCALE
;/*2*/
1572 /*Set the position randomly:*/
1573 asteroid
->position
.x
= (rb
->rand()%SCALED_WIDTH
);
1574 asteroid
->position
.y
= (rb
->rand()%SCALED_HEIGHT
);
1576 asteroid
->position
.dx
= 0;
1577 while(asteroid
->position
.dx
== 0)
1578 asteroid
->position
.dx
= (rb
->rand()%ASTEROID_SPEED
)-ASTEROID_SPEED
/2;
1580 asteroid
->position
.dy
= 0;
1581 while(asteroid
->position
.dy
== 0)
1582 asteroid
->position
.dy
= (rb
->rand()%ASTEROID_SPEED
)-ASTEROID_SPEED
/2;
1584 asteroid
->position
.dx
*= SCALE
/10;
1585 asteroid
->position
.dy
*= SCALE
/10;
1587 b
= is_point_within_rectangle(&ship
.position
, &asteroid
->position
,
1591 /*Now rotate the asteroid a bit, so they all look a bit different*/
1592 for(n
=(rb
->rand()%30) + 2;--n
;)
1593 rotate_asteroid(asteroid
);
1595 /*great, we've created an asteroid, don't forget to increment the total:*/
1599 /*Initialise the ship*/
1600 void initialise_ship(void)
1602 struct Point
* point
;
1603 struct Point
* lives_point
;
1606 ship
.position
.x
= CENTER_LCD_X
;
1607 ship
.position
.y
= CENTER_LCD_Y
;
1608 ship
.position
.x
*= SCALE
;
1609 ship
.position
.y
*= SCALE
;
1610 ship
.position
.dx
= ship
.position
.dy
= 0;
1612 point
= ship
.vertices
;
1613 lives_point
= lives_points
;
1614 for(n
= 0; n
< NUM_SHIP_VERTICES
*2; n
+=2)
1616 point
->x
= ship_vertices
[n
];
1617 point
->y
= ship_vertices
[n
+1];
1624 ship
.position
.dx
= 0;
1625 ship
.position
.dy
= 0;
1626 ship
.explode_countdown
= 0;
1628 /*grab a copy of the ships points for the lives display:*/
1629 point
= ship
.vertices
;
1630 lives_point
= lives_points
;
1631 for(n
= 0; n
< NUM_SHIP_VERTICES
*2; n
+=2)
1633 lives_point
->x
= point
->x
;
1634 lives_point
->y
= point
->y
;
1640 void rotate_asteroid(struct Asteroid
* asteroid
)
1642 struct Point
* point
;
1646 point
= asteroid
->vertices
;
1647 for(n
= NUM_ASTEROID_VERTICES
+1; --n
;)
1650 point
->x
= xtemp
*asteroid
->speed_cos
/SIN_COS_SCALE
-
1651 point
->y
*asteroid
->speed_sin
/SIN_COS_SCALE
;
1652 point
->y
= point
->y
*asteroid
->speed_cos
/SIN_COS_SCALE
+
1653 xtemp
*asteroid
->speed_sin
/SIN_COS_SCALE
;
1658 /*************************************************
1659 ** Draws the ship, moves the ship and creates a new
1660 ** one if it's finished exploding.
1661 **************************************************/
1662 void draw_and_move_ship(void)
1664 int nxoffset
= ship
.position
.x
/SCALE
;
1665 int nyoffset
= ship
.position
.y
/SCALE
;
1667 if(!ship
.explode_countdown
)
1669 if(!ship
.waiting_for_space
)
1671 draw_polygon(ship
.vertices
, nxoffset
, nyoffset
, NUM_SHIP_VERTICES
);
1672 if(game_state
!= PAUSE_MODE
&& game_state
!= GAME_OVER
)
1674 move_point(&ship
.position
);
1680 /* animate_and_draw_explosion(ship.vertices, NUM_SHIP_VERTICES,
1681 ship.position.x/SCALE,
1682 ship.position.y/SCALE); */
1683 if(game_state
!= PAUSE_MODE
)
1685 ship
.explode_countdown
--;
1686 if(!ship
.explode_countdown
)
1691 show_game_over
= SHOW_GAME_OVER_TIME
;
1692 game_state
= GAME_OVER
;
1697 ship
.waiting_for_space
= true;
1704 void thrust_ship(void)
1706 if(!ship
.waiting_for_space
)
1708 ship
.position
.dx
+= ( ship
.vertices
[0].x
- ship
.vertices
[2].x
)/20;
1709 ship
.position
.dy
+= ( ship
.vertices
[0].y
- ship
.vertices
[2].y
)/20;
1710 /*if dx and dy are below a certain threshold, then set 'em to 0
1711 but to do this we need to ascertain if the spacehip as moved on screen
1712 for more than a certain amount. */
1714 create_trail_blaze(THRUST_COLOUR
, &ship
.position
);
1718 /**************************************************
1719 ** Rotate the ship using the passed sin & cos values
1720 ***************************************************/
1721 void rotate_ship(int c
, int s
)
1723 struct Point
* point
;
1727 if(!ship
.waiting_for_space
&& !ship
.explode_countdown
)
1729 point
= ship
.vertices
;
1730 for(n
=NUM_SHIP_VERTICES
+1;--n
;)
1733 point
->x
= xtemp
*c
/SIN_COS_SCALE
- point
->y
*s
/SIN_COS_SCALE
;
1734 point
->y
= point
->y
*c
/SIN_COS_SCALE
+ xtemp
*s
/SIN_COS_SCALE
;
1750 rb
->lcd_drawpixel(p
->x
, p
->y
);
1755 /*************************************************
1756 ** Draw And Move all Asteroids
1757 *************************************************/
1758 void draw_and_move_asteroids(void)
1761 struct Asteroid
* asteroid
;
1763 asteroid
= asteroids_array
;
1764 SET_FG(COL_ASTEROID
);
1766 n
= MAX_NUM_ASTEROIDS
;
1769 if(game_state
!= PAUSE_MODE
)
1771 if(asteroid
->exists
)
1773 move_point(&asteroid
->position
);
1774 rotate_asteroid(asteroid
);
1775 draw_polygon(asteroid
->vertices
, asteroid
->position
.x
/SCALE
,
1776 asteroid
->position
.y
/SCALE
,
1777 NUM_ASTEROID_VERTICES
);
1779 else if(asteroid
->explode_countdown
)
1781 /* animate_and_draw_explosion(asteroid->vertices,
1782 NUM_ASTEROID_VERTICES,
1783 asteroid->position.x/SCALE,
1784 asteroid->position.y/SCALE); */
1785 asteroid
->explode_countdown
--;
1790 if(asteroid
->exists
)
1791 draw_polygon(asteroid
->vertices
,
1792 asteroid
->position
.x
/SCALE
,
1793 asteroid
->position
.y
/SCALE
,
1794 NUM_ASTEROID_VERTICES
);
1800 void create_stars(void)
1802 struct TrailPoint
* tpoint
;
1810 p
->x
= (rb
->rand()%LCD_WIDTH
);
1811 p
->y
= (rb
->rand()%LCD_HEIGHT
);
1816 /* give the point a random countdown timer, so they dissapears at different
1818 tpoint
= trailPoints
;
1819 n
= NUM_TRAIL_POINTS
;
1827 /*************************************************
1828 ** Creates start_num number of new asteroids of
1830 **************************************************/
1831 void initialise_game(int start_num
)
1834 asteroid_count
= next_missile_count
= next_thrust_count
= 0;
1835 struct Asteroid
* asteroid
;
1836 struct Missile
* missile
;
1837 extra_life
= EXTRA_LIFE
;
1840 enemy_on_screen
= 0;
1841 enemy_missile
.survived
= 0;
1844 asteroid
= asteroids_array
;
1845 n
= MAX_NUM_ASTEROIDS
;
1848 asteroid
->exists
= false;
1852 /*make some LARGE asteroids*/
1853 for(n
= 0; n
< start_num
; n
++)
1854 initialise_asteroid(&asteroids_array
[n
], LARGE
);
1856 /*ensure all missiles are out of action: */
1857 missile
= missiles_array
;
1858 n
= MAX_NUM_MISSILES
;
1861 missile
->survived
=0;
1866 void start_attract_mode(void)
1868 enemy
.appear_probability
= ENEMY_APPEAR_PROBABILITY_START
;
1869 enemy
.appear_timing
= ENEMY_APPEAR_TIMING_START
;
1871 num_lives
= START_LIVES
;
1873 attract_flip_timeout
= ATTRACT_FLIP_TIME
;
1874 game_state
= ATTRACT_MODE
;
1875 if(asteroid_count
< 3)
1876 initialise_game(current_level
);
1879 enum plugin_status
start_game(void)
1887 /*create stars once, and once only:*/
1894 /*game starts with at level 1
1896 start_attract_mode();
1901 end
= *rb
->current_tick
+ (CYCLETIME
* HZ
) / 1000;
1902 rb
->lcd_clear_display();
1907 if(attract_flip_timeout
< ATTRACT_FLIP_TIME
/2)
1909 rb
->lcd_putsxy(CENTER_LCD_X
- 39,
1910 CENTER_LCD_Y
+ CENTER_LCD_Y
/2 - 4,
1912 if(!attract_flip_timeout
)
1913 attract_flip_timeout
= ATTRACT_FLIP_TIME
;
1917 rb
->snprintf(s
, sizeof(s
), "Hi Score %d ", high_score
);
1918 rb
->lcd_putsxy(CENTER_LCD_X
- 30,
1919 CENTER_LCD_Y
+ CENTER_LCD_Y
/2 - 4, s
);
1921 attract_flip_timeout
--;
1925 rb
->lcd_putsxy(CENTER_LCD_X
- 25,
1926 CENTER_LCD_Y
+ CENTER_LCD_Y
/2 - 4, "Game Over");
1927 rb
->snprintf(s
, sizeof(s
), "score %d ", current_score
);
1928 rb
->lcd_putsxy(1,LCD_HEIGHT
-8, s
);
1931 start_attract_mode();
1935 rb
->snprintf(s
, sizeof(s
), "score %d ", current_score
);
1936 rb
->lcd_putsxy(1,LCD_HEIGHT
-8, s
);
1937 rb
->lcd_putsxy(CENTER_LCD_X
- 15,
1938 CENTER_LCD_Y
+ CENTER_LCD_Y
/2 - 4, "pause");
1939 draw_and_move_missiles();
1941 draw_and_move_ship();
1945 rb
->snprintf(s
, sizeof(s
), "score %d ", current_score
);
1946 rb
->lcd_putsxy(1,LCD_HEIGHT
-8, s
);
1947 draw_and_move_missiles();
1950 draw_and_move_ship();
1954 show_level_timeout
--;
1955 rb
->snprintf(s
, sizeof(s
), "score %d ", current_score
);
1956 rb
->lcd_putsxy(1,LCD_HEIGHT
-8, s
);
1957 rb
->snprintf(level
, sizeof(level
), "stage %d ", current_level
);
1958 rb
->lcd_putsxy(CENTER_LCD_X
- 20,
1959 CENTER_LCD_Y
+ CENTER_LCD_Y
/2 - 4, level
);
1960 draw_and_move_ship();
1962 if(!show_level_timeout
)
1964 initialise_game(current_level
);
1965 game_state
= PLAY_MODE
;
1972 draw_and_move_asteroids();
1973 draw_and_move_enemy();
1976 button
= rb
->button_get(false);
1978 #ifdef HAS_BUTTON_HOLD
1979 if (rb
->button_hold())
1980 game_state
= PAUSE_MODE
;
1986 if(game_state
== PLAY_MODE
)
1987 game_state
= PAUSE_MODE
;
1988 else if(game_state
== PAUSE_MODE
)
1989 game_state
= PLAY_MODE
;
1996 if(game_state
== ATTRACT_MODE
)
1998 else if(game_state
== GAME_OVER
)
2000 start_attract_mode();
2004 show_game_over
= SHOW_GAME_OVER_TIME
;
2005 game_state
= GAME_OVER
;
2009 case (AST_LEFT_REP
):
2011 if(game_state
== PLAY_MODE
|| game_state
== SHOW_LEVEL
)
2012 rotate_ship(SHIP_ROT_ACW_COS
, SHIP_ROT_ACW_SIN
);
2015 case (AST_RIGHT_REP
):
2017 if(game_state
== PLAY_MODE
|| game_state
== SHOW_LEVEL
)
2018 rotate_ship(SHIP_ROT_CW_COS
, SHIP_ROT_CW_SIN
);
2021 case (AST_THRUST_REP
):
2023 if((game_state
== PLAY_MODE
|| game_state
== SHOW_LEVEL
) && !next_thrust_count
)
2026 next_thrust_count
= 5;
2030 case (AST_HYPERSPACE
):
2031 if(game_state
== PLAY_MODE
)
2033 /*maybe shield if it gets too hard */
2036 case (AST_FIRE_REP
):
2038 if(game_state
== ATTRACT_MODE
)
2040 current_level
= START_LEVEL
;
2042 initialise_game(current_level
);
2043 show_level_timeout
= SHOW_LEVEL_TIME
;
2044 game_state
= PLAY_MODE
;
2046 else if(game_state
== PLAY_MODE
)
2048 if(!next_missile_count
)
2051 next_missile_count
= 10;
2054 else if(game_state
== PAUSE_MODE
)
2056 game_state
= PLAY_MODE
;
2061 if (rb
->default_event_handler(button
)==SYS_USB_CONNECTED
)
2062 return PLUGIN_USB_CONNECTED
;
2068 if(high_score
< current_score
)
2069 high_score
= current_score
;
2074 if(next_missile_count
)
2075 next_missile_count
--;
2077 if(next_thrust_count
)
2078 next_thrust_count
--;
2080 if (end
> *rb
->current_tick
)
2081 rb
->sleep(end
-*rb
->current_tick
);
2089 enum plugin_status
plugin_start(const void* parameter
)
2091 enum plugin_status retval
;
2094 game_state
= ATTRACT_MODE
;
2097 rb
->lcd_set_backdrop(NULL
);
2099 /* universal font */
2100 rb
->lcd_setfont(FONT_SYSFIXED
);
2101 /* Turn off backlight timeout */
2102 backlight_force_on(); /* backlight control in lib/helper.c */
2104 retval
= start_game();
2106 rb
->lcd_setfont(FONT_UI
);
2107 /* Turn on backlight timeout (revert to settings) */
2108 backlight_use_settings(); /* backlight control in lib/helper.c */