1 /***************************************************************************
3 * Open \______ \ ____ ____ | | _\_ |__ _______ ___
4 * Source | _// _ \_/ ___\| |/ /| __ \ / _ \ \/ /
5 * Jukebox | | ( <_> ) \___| < | \_\ ( <_> > < <
6 * Firmware |____|_ /\____/ \___ >__|_ \|___ /\____/__/\_ \
10 * Copyright (C) 2003 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 ****************************************************************************/
25 Board consists of a WIDTHxHEIGHT grid. If board element is 0 then nothing is
26 there otherwise it is part of the snake or a wall.
28 Head and Tail are stored
33 #ifdef HAVE_LCD_BITMAP
40 #if (LCD_WIDTH >= 160) && (LCD_HEIGHT >= 128) && (LCD_DEPTH >= 1)
41 #include "pluginbitmaps/snake2_header1.h"
42 #include "pluginbitmaps/snake2_header2.h"
43 #include "pluginbitmaps/snake2_left.h"
44 #include "pluginbitmaps/snake2_right.h"
45 #include "pluginbitmaps/snake2_bottom.h"
46 #define BMPHEIGHT_snake2_header BMPHEIGHT_snake2_header1
47 #define BMPWIDTH_snake2_header BMPWIDTH_snake2_header1
51 #if (LCD_WIDTH >= 320) && (LCD_HEIGHT >= 240)
52 #define MULTIPLIER 10 /*Modifier for porting on other screens*/
57 #define TOP_X1 34 /* x-coord of the upperleft item (game type) */
58 #define TOP_X2 281 /* x-coord of the upperright item (maze type) */
59 #define TOP_X3 42 /* x-coord of the lowerleft item (speed) */
60 #define TOP_X4 274 /* x-coord of the lowerright item (hi-score) */
61 #define TOP_Y1 4 /* y-coord of the top row of items */
62 #define TOP_Y2 25 /* y-coord of the bottom row of items */
63 #elif (LCD_WIDTH >= 240) && (LCD_HEIGHT >= 168)
75 #elif (LCD_WIDTH >= 220) && (LCD_HEIGHT >= 176)
87 #elif (LCD_WIDTH >= 176) && (LCD_HEIGHT >= 132)
99 #elif (LCD_WIDTH >= 160) && (LCD_HEIGHT >= 128)
120 /* variable button definitions */
121 #if CONFIG_KEYPAD == RECORDER_PAD
122 #define SNAKE2_LEFT BUTTON_LEFT
123 #define SNAKE2_RIGHT BUTTON_RIGHT
124 #define SNAKE2_UP BUTTON_UP
125 #define SNAKE2_DOWN BUTTON_DOWN
126 #define SNAKE2_QUIT BUTTON_OFF
127 #define SNAKE2_LEVEL_UP BUTTON_UP
128 #define SNAKE2_LEVEL_DOWN BUTTON_DOWN
129 #define SNAKE2_MAZE_NEXT BUTTON_RIGHT
130 #define SNAKE2_MAZE_LAST BUTTON_LEFT
131 #define SNAKE2_SELECT_TYPE BUTTON_F3
132 #define SNAKE2_PLAYPAUSE BUTTON_PLAY
133 #define SNAKE2_PLAYPAUSE_TEXT "Play"
135 #elif CONFIG_KEYPAD == ARCHOS_AV300_PAD
136 #define SNAKE2_LEFT BUTTON_LEFT
137 #define SNAKE2_RIGHT BUTTON_RIGHT
138 #define SNAKE2_UP BUTTON_UP
139 #define SNAKE2_DOWN BUTTON_DOWN
140 #define SNAKE2_QUIT BUTTON_OFF
141 #define SNAKE2_LEVEL_UP BUTTON_UP
142 #define SNAKE2_LEVEL_DOWN BUTTON_DOWN
143 #define SNAKE2_MAZE_NEXT BUTTON_RIGHT
144 #define SNAKE2_MAZE_LAST BUTTON_LEFT
145 #define SNAKE2_SELECT_TYPE BUTTON_F3
146 #define SNAKE2_PLAYPAUSE BUTTON_SELECT
147 #define SNAKE2_PLAYPAUSE_TEXT "Select"
149 #elif CONFIG_KEYPAD == ONDIO_PAD
150 #define SNAKE2_LEFT BUTTON_LEFT
151 #define SNAKE2_RIGHT BUTTON_RIGHT
152 #define SNAKE2_UP BUTTON_UP
153 #define SNAKE2_DOWN BUTTON_DOWN
154 #define SNAKE2_QUIT BUTTON_OFF
155 #define SNAKE2_LEVEL_UP BUTTON_UP
156 #define SNAKE2_LEVEL_DOWN BUTTON_DOWN
157 #define SNAKE2_MAZE_NEXT BUTTON_RIGHT
158 #define SNAKE2_SELECT_TYPE BUTTON_LEFT
159 #define SNAKE2_PLAYPAUSE BUTTON_MENU
160 #define SNAKE2_PLAYPAUSE_TEXT "Menu"
162 #elif (CONFIG_KEYPAD == IRIVER_H100_PAD) || \
163 (CONFIG_KEYPAD == IRIVER_H300_PAD)
164 #define SNAKE2_LEFT BUTTON_LEFT
165 #define SNAKE2_RIGHT BUTTON_RIGHT
166 #define SNAKE2_UP BUTTON_UP
167 #define SNAKE2_DOWN BUTTON_DOWN
168 #define SNAKE2_QUIT BUTTON_OFF
169 #define SNAKE2_LEVEL_UP BUTTON_UP
170 #define SNAKE2_LEVEL_DOWN BUTTON_DOWN
171 #define SNAKE2_MAZE_NEXT BUTTON_RIGHT
172 #define SNAKE2_MAZE_LAST BUTTON_LEFT
173 #define SNAKE2_SELECT_TYPE BUTTON_MODE
174 #define SNAKE2_PLAYPAUSE BUTTON_ON
175 #define SNAKE2_PLAYPAUSE_TEXT "Play"
177 #define SNAKE2_RC_QUIT BUTTON_RC_STOP
178 #elif (CONFIG_KEYPAD == IPOD_4G_PAD) || \
179 (CONFIG_KEYPAD == IPOD_3G_PAD) || \
180 (CONFIG_KEYPAD == IPOD_1G2G_PAD)
181 #define SNAKE2_LEFT BUTTON_LEFT
182 #define SNAKE2_RIGHT BUTTON_RIGHT
183 #define SNAKE2_UP BUTTON_MENU
184 #define SNAKE2_DOWN BUTTON_PLAY
185 #define SNAKE2_QUIT (BUTTON_SELECT | BUTTON_MENU)
186 #define SNAKE2_LEVEL_UP BUTTON_SCROLL_FWD
187 #define SNAKE2_LEVEL_DOWN BUTTON_SCROLL_BACK
188 #define SNAKE2_MAZE_NEXT BUTTON_RIGHT
189 #define SNAKE2_MAZE_LAST BUTTON_LEFT
190 #define SNAKE2_SELECT_TYPE BUTTON_PLAY
191 #define SNAKE2_PLAYPAUSE BUTTON_SELECT
192 #define SNAKE2_PLAYPAUSE_TEXT "Select"
194 #elif (CONFIG_KEYPAD == IAUDIO_X5M5_PAD)
195 #define SNAKE2_LEFT BUTTON_LEFT
196 #define SNAKE2_RIGHT BUTTON_RIGHT
197 #define SNAKE2_UP BUTTON_UP
198 #define SNAKE2_DOWN BUTTON_DOWN
199 #define SNAKE2_QUIT BUTTON_POWER
200 #define SNAKE2_LEVEL_UP BUTTON_UP
201 #define SNAKE2_LEVEL_DOWN BUTTON_DOWN
202 #define SNAKE2_MAZE_NEXT BUTTON_RIGHT
203 #define SNAKE2_MAZE_LAST BUTTON_LEFT
204 #define SNAKE2_SELECT_TYPE BUTTON_PLAY
205 #define SNAKE2_PLAYPAUSE BUTTON_SELECT
206 #define SNAKE2_PLAYPAUSE_TEXT "Select"
208 #elif (CONFIG_KEYPAD == GIGABEAT_PAD)
209 #define SNAKE2_LEFT BUTTON_LEFT
210 #define SNAKE2_RIGHT BUTTON_RIGHT
211 #define SNAKE2_UP BUTTON_UP
212 #define SNAKE2_DOWN BUTTON_DOWN
213 #define SNAKE2_QUIT BUTTON_POWER
214 #define SNAKE2_LEVEL_UP BUTTON_UP
215 #define SNAKE2_LEVEL_DOWN BUTTON_DOWN
216 #define SNAKE2_MAZE_NEXT BUTTON_RIGHT
217 #define SNAKE2_MAZE_LAST BUTTON_LEFT
218 #define SNAKE2_SELECT_TYPE BUTTON_MENU
219 #define SNAKE2_PLAYPAUSE BUTTON_SELECT
220 #define SNAKE2_PLAYPAUSE_TEXT "Select"
222 #elif (CONFIG_KEYPAD == SANSA_E200_PAD) || \
223 (CONFIG_KEYPAD == SANSA_C200_PAD)
224 #define SNAKE2_LEFT BUTTON_LEFT
225 #define SNAKE2_RIGHT BUTTON_RIGHT
226 #define SNAKE2_UP BUTTON_UP
227 #define SNAKE2_DOWN BUTTON_DOWN
228 #define SNAKE2_QUIT BUTTON_POWER
229 #define SNAKE2_LEVEL_UP BUTTON_UP
230 #define SNAKE2_LEVEL_DOWN BUTTON_DOWN
231 #define SNAKE2_MAZE_NEXT BUTTON_RIGHT
232 #define SNAKE2_MAZE_LAST BUTTON_LEFT
233 #define SNAKE2_SELECT_TYPE BUTTON_REC
234 #define SNAKE2_PLAYPAUSE BUTTON_SELECT
235 #define SNAKE2_PLAYPAUSE_TEXT "Select"
237 #elif (CONFIG_KEYPAD == SANSA_CLIP_PAD) || \
238 (CONFIG_KEYPAD == SANSA_M200_PAD)
239 #define SNAKE2_LEFT BUTTON_LEFT
240 #define SNAKE2_RIGHT BUTTON_RIGHT
241 #define SNAKE2_UP BUTTON_UP
242 #define SNAKE2_DOWN BUTTON_DOWN
243 #define SNAKE2_QUIT BUTTON_POWER
244 #define SNAKE2_LEVEL_UP BUTTON_UP
245 #define SNAKE2_LEVEL_DOWN BUTTON_DOWN
246 #define SNAKE2_MAZE_NEXT BUTTON_RIGHT
247 #define SNAKE2_MAZE_LAST BUTTON_LEFT
248 #define SNAKE2_SELECT_TYPE BUTTON_VOL_UP
249 #define SNAKE2_PLAYPAUSE BUTTON_SELECT
250 #define SNAKE2_PLAYPAUSE_TEXT "Select"
252 #elif (CONFIG_KEYPAD == SANSA_FUZE_PAD)
253 #define SNAKE2_LEFT BUTTON_LEFT
254 #define SNAKE2_RIGHT BUTTON_RIGHT
255 #define SNAKE2_UP BUTTON_UP
256 #define SNAKE2_DOWN BUTTON_DOWN
257 #define SNAKE2_QUIT BUTTON_POWER
258 #define SNAKE2_LEVEL_UP BUTTON_UP
259 #define SNAKE2_LEVEL_DOWN BUTTON_DOWN
260 #define SNAKE2_MAZE_NEXT BUTTON_RIGHT
261 #define SNAKE2_MAZE_LAST BUTTON_LEFT
262 #define SNAKE2_SELECT_TYPE BUTTON_SELECT|BUTTON_REL
263 #define SNAKE2_PLAYPAUSE BUTTON_SELECT|BUTTON_REPEAT
264 #define SNAKE2_PLAYPAUSE_TEXT "Hold Select"
266 #elif (CONFIG_KEYPAD == IRIVER_H10_PAD)
267 #define SNAKE2_LEFT BUTTON_LEFT
268 #define SNAKE2_RIGHT BUTTON_RIGHT
269 #define SNAKE2_UP BUTTON_SCROLL_UP
270 #define SNAKE2_DOWN BUTTON_SCROLL_DOWN
271 #define SNAKE2_QUIT BUTTON_POWER
272 #define SNAKE2_LEVEL_UP BUTTON_SCROLL_UP
273 #define SNAKE2_LEVEL_DOWN BUTTON_SCROLL_DOWN
274 #define SNAKE2_MAZE_NEXT BUTTON_RIGHT
275 #define SNAKE2_MAZE_LAST BUTTON_LEFT
276 #define SNAKE2_SELECT_TYPE BUTTON_PLAY
277 #define SNAKE2_PLAYPAUSE BUTTON_FF
278 #define SNAKE2_PLAYPAUSE_TEXT "FF"
280 #elif (CONFIG_KEYPAD == GIGABEAT_S_PAD)
281 #define SNAKE2_LEFT BUTTON_LEFT
282 #define SNAKE2_RIGHT BUTTON_RIGHT
283 #define SNAKE2_UP BUTTON_UP
284 #define SNAKE2_DOWN BUTTON_DOWN
285 #define SNAKE2_QUIT BUTTON_BACK
286 #define SNAKE2_LEVEL_UP BUTTON_UP
287 #define SNAKE2_LEVEL_DOWN BUTTON_DOWN
288 #define SNAKE2_MAZE_NEXT BUTTON_RIGHT
289 #define SNAKE2_MAZE_LAST BUTTON_LEFT
290 #define SNAKE2_SELECT_TYPE BUTTON_MENU
291 #define SNAKE2_PLAYPAUSE BUTTON_SELECT
292 #define SNAKE2_PLAYPAUSE_TEXT "Select"
294 #elif (CONFIG_KEYPAD == MROBE100_PAD)
295 #define SNAKE2_LEFT BUTTON_LEFT
296 #define SNAKE2_RIGHT BUTTON_RIGHT
297 #define SNAKE2_UP BUTTON_UP
298 #define SNAKE2_DOWN BUTTON_DOWN
299 #define SNAKE2_QUIT BUTTON_POWER
300 #define SNAKE2_LEVEL_UP BUTTON_UP
301 #define SNAKE2_LEVEL_DOWN BUTTON_DOWN
302 #define SNAKE2_MAZE_NEXT BUTTON_RIGHT
303 #define SNAKE2_MAZE_LAST BUTTON_LEFT
304 #define SNAKE2_SELECT_TYPE BUTTON_MENU
305 #define SNAKE2_PLAYPAUSE BUTTON_SELECT
306 #define SNAKE2_PLAYPAUSE_TEXT "Select"
308 #elif CONFIG_KEYPAD == IAUDIO_M3_PAD
309 #define SNAKE2_LEFT BUTTON_RC_REW
310 #define SNAKE2_RIGHT BUTTON_RC_FF
311 #define SNAKE2_UP BUTTON_RC_VOL_UP
312 #define SNAKE2_DOWN BUTTON_RC_VOL_DOWN
313 #define SNAKE2_QUIT BUTTON_RC_REC
314 #define SNAKE2_LEVEL_UP BUTTON_RC_VOL_UP
315 #define SNAKE2_LEVEL_DOWN BUTTON_RC_VOL_DOWN
316 #define SNAKE2_MAZE_NEXT BUTTON_RC_FF
317 #define SNAKE2_MAZE_LAST BUTTON_RC_REW
318 #define SNAKE2_SELECT_TYPE BUTTON_RC_MODE
319 #define SNAKE2_PLAYPAUSE BUTTON_RC_PLAY
320 #define SNAKE2_PLAYPAUSE_TEXT "Play"
322 #elif (CONFIG_KEYPAD == COWOND2_PAD)
323 #define SNAKE2_QUIT BUTTON_POWER
325 #elif CONFIG_KEYPAD == CREATIVEZVM_PAD
326 #define SNAKE2_LEFT BUTTON_LEFT
327 #define SNAKE2_RIGHT BUTTON_RIGHT
328 #define SNAKE2_UP BUTTON_UP
329 #define SNAKE2_DOWN BUTTON_DOWN
330 #define SNAKE2_QUIT BUTTON_BACK
331 #define SNAKE2_LEVEL_UP BUTTON_UP
332 #define SNAKE2_LEVEL_DOWN BUTTON_DOWN
333 #define SNAKE2_MAZE_NEXT BUTTON_RIGHT
334 #define SNAKE2_MAZE_LAST BUTTON_LEFT
335 #define SNAKE2_SELECT_TYPE BUTTON_MENU
336 #define SNAKE2_PLAYPAUSE BUTTON_PLAY
337 #define SNAKE2_PLAYPAUSE_TEXT "Play"
339 #elif CONFIG_KEYPAD == PHILIPS_HDD1630_PAD
340 #define SNAKE2_LEFT BUTTON_LEFT
341 #define SNAKE2_RIGHT BUTTON_RIGHT
342 #define SNAKE2_UP BUTTON_UP
343 #define SNAKE2_DOWN BUTTON_DOWN
344 #define SNAKE2_QUIT BUTTON_POWER
345 #define SNAKE2_LEVEL_UP BUTTON_UP
346 #define SNAKE2_LEVEL_DOWN BUTTON_DOWN
347 #define SNAKE2_MAZE_NEXT BUTTON_RIGHT
348 #define SNAKE2_MAZE_LAST BUTTON_LEFT
349 #define SNAKE2_SELECT_TYPE BUTTON_MENU
350 #define SNAKE2_PLAYPAUSE BUTTON_VIEW
351 #define SNAKE2_PLAYPAUSE_TEXT "View"
354 #error No keymap defined!
357 #ifdef HAVE_TOUCHSCREEN
359 #define SNAKE2_LEFT BUTTON_MIDLEFT
362 #define SNAKE2_RIGHT BUTTON_MIDRIGHT
365 #define SNAKE2_UP BUTTON_TOPMIDDLE
368 #define SNAKE2_DOWN BUTTON_BOTTOMMIDDLE
371 #define SNAKE2_QUIT BUTTON_TOPLEFT
373 #ifndef SNAKE2_LEVEL_UP
374 #define SNAKE2_LEVEL_UP BUTTON_TOPRIGHT
376 #ifndef SNAKE2_LEVEL_DOWN
377 #define SNAKE2_LEVEL_DOWN BUTTON_TOPLEFT
379 #ifndef SNAKE2_MAZE_NEXT
380 #define SNAKE2_MAZE_NEXT BUTTON_TOPMIDDLE
382 #ifndef SNAKE2_MAZE_LAST
383 #define SNAKE2_MAZE_LAST BUTTON_BOTTOMMIDDLE
385 #ifndef SNAKE2_SELECT_TYPE
386 #define SNAKE2_SELECT_TYPE BUTTON_BOTTOMLEFT
388 #ifndef SNAKE2_PLAYPAUSE
389 #define SNAKE2_PLAYPAUSE BUTTON_CENTER
391 #ifndef SNAKE2_PLAYPAUSE_TEXT
392 #define SNAKE2_PLAYPAUSE_TEXT "CENTER"
396 static int max_levels
= 0;
397 static char (*level_cache
)[HEIGHT
][WIDTH
];
399 /*Board itself - 2D int array*/
400 static int board
[WIDTH
][HEIGHT
];
402 Buffer for sorting movement (in case user presses two movements during a
405 static int ardirectionbuffer
[2];
406 static unsigned int score
, hiscore
= 0;
409 static int strwdt
,strhgt
; /*used for string width, height for orientation purposes*/
413 static int level
= 4, speed
= 5,dead
= 0, quit
= 0;
414 static int sillydir
= 0, num_levels
= 0;
415 static int level_from_file
= 0;
416 static int headx
, heady
, tailx
, taily
, applecountdown
= 5;
417 static int game_type
= 0;
418 static int num_apples_to_get
=1;
419 static int num_apples_to_got
=0;
420 static int game_b_level
=0;
421 static int applecount
=0;
422 static char phscore
[30];
430 #define EAST_NORTH 32
431 #define EAST_SOUTH 64
432 #define WEST_NORTH 128
433 #define WEST_SOUTH 256
435 #define NORTH_EAST 512
436 #define NORTH_WEST 1024
437 #define SOUTH_EAST 2048
438 #define SOUTH_WEST 4096
440 #define LEVELS_FILE PLUGIN_GAMES_DIR "/snake2.levels"
441 #define HISCORE_FILE PLUGIN_GAMES_DIR "/snake2.hs"
443 int load_all_levels(void)
448 char buf
[64]; /* Larger than WIDTH, to allow for whitespace after the
451 /* Init the level_cache pointer and
452 calculate how many levels that will fit */
453 level_cache
= rb
->plugin_get_buffer((size_t *)&size
);
454 max_levels
= size
/ (HEIGHT
*WIDTH
);
459 if ((fd
= rb
->open(LEVELS_FILE
, O_RDONLY
)) < 0)
464 while(rb
->read_line(fd
, buf
, 64))
466 if(rb
->strlen(buf
) == 0) /* Separator? */
469 if(num_levels
> max_levels
)
471 rb
->splash(HZ
, "Too many levels in file");
477 rb
->memcpy(level_cache
[num_levels
][linecnt
], buf
, WIDTH
);
479 if(linecnt
== HEIGHT
)
489 /*Hi-Score reading and writing to file "/.rockbox/rocks/games/snake2.levels" function */
493 unsigned int compare
;
495 /* clear the buffer we're about to load the highscore data into */
496 rb
->memset(phscore
, 0, sizeof(phscore
));
498 fd
= rb
->open(HISCORE_FILE
,O_RDWR
| O_CREAT
);
500 /* highscore used to %d, is now %d\n
501 Deal with no file or bad file */
502 rb
->read(fd
,phscore
, sizeof(phscore
));
504 compare
= rb
->atoi(phscore
);
506 if(hiscore
> compare
){
507 rb
->lseek(fd
,0,SEEK_SET
);
508 rb
->fdprintf(fd
, "%d\n", hiscore
);
518 ** Completely clear the board of walls and/or snake */
520 void clear_board( void)
524 for (x
= 0; x
< WIDTH
; x
++)
526 for (y
= 0; y
< HEIGHT
; y
++)
533 int load_level( int level_number
)
537 for(y
= 0;y
< HEIGHT
;y
++)
539 for(x
= 0;x
< WIDTH
;x
++)
541 switch(level_cache
[level_number
][y
][x
])
561 ** Gets the currently chosen direction from the first place
562 ** in the direction buffer. If there is something in the
563 ** next part of the buffer then that is moved to the first place
565 void get_direction( void )
567 /*if 1st place is empty*/
568 if(ardirectionbuffer
[0] != -1)
570 /*return this direction*/
571 dir
= ardirectionbuffer
[0];
572 ardirectionbuffer
[0]=-1;
573 /*now see if one needs moving:*/
574 if(ardirectionbuffer
[1] != -1)
576 /*there's a move waiting to be done
577 so move it into the space:*/
578 ardirectionbuffer
[0] = ardirectionbuffer
[1];
579 ardirectionbuffer
[1] = -1;
585 ** Sets the direction
587 void set_direction(int newdir
)
589 if(ardirectionbuffer
[0] != newdir
)
591 /*if 1st place is empty*/
592 if(ardirectionbuffer
[0] == -1)
595 ardirectionbuffer
[0] = newdir
;
600 if(ardirectionbuffer
[0] != newdir
) ardirectionbuffer
[1] = newdir
;
603 if(frames
< 0) ardirectionbuffer
[0] = newdir
;
607 void new_level(int level
)
611 ardirectionbuffer
[0] = -1;
612 ardirectionbuffer
[1] = -1;
619 /*Create a small snake to start off with*/
620 board
[headx
][heady
] = dir
;
621 board
[headx
-1][heady
] = dir
;
622 board
[headx
-2][heady
] = dir
;
623 board
[headx
-3][heady
] = dir
;
624 board
[headx
-4][heady
] = dir
;
628 void init_snake(void)
634 new_level(level_from_file
);
638 ** Draws the apple. If it doesn't exist then
639 ** a new one get's created.
641 void draw_apple( void )
645 #if LCD_WIDTH >= 160 && LCD_HEIGHT >= 128
646 char pscore
[5], counter
[4];
648 rb
->lcd_bitmap(snake2_header2
,0,0,BMPWIDTH_snake2_header
, BMPHEIGHT_snake2_header
);
649 rb
->lcd_bitmap(snake2_left
,0,BMPHEIGHT_snake2_header
,BMPWIDTH_snake2_left
, BMPHEIGHT_snake2_left
);
650 rb
->lcd_bitmap(snake2_right
,LCD_WIDTH
-BMPWIDTH_snake2_right
,BMPHEIGHT_snake2_header
,BMPWIDTH_snake2_right
, BMPHEIGHT_snake2_right
);
651 rb
->lcd_bitmap(snake2_bottom
,0,BMPHEIGHT_snake2_header
+BMPHEIGHT_snake2_left
,BMPWIDTH_snake2_bottom
, BMPHEIGHT_snake2_bottom
);
653 rb
->snprintf(counter
,sizeof(counter
),"%d",applecount
);
654 rb
->lcd_getstringsize(counter
,&strwdt
,&strhgt
);
655 rb
->lcd_putsxy(TOP_X3
-strwdt
/2,TOP_Y2
,counter
);
657 rb
->snprintf(pscore
,sizeof(pscore
),"%d",score
);
658 rb
->lcd_getstringsize(pscore
,&strwdt
,&strhgt
);
659 rb
->lcd_putsxy(TOP_X4
-strwdt
/2,TOP_Y2
,pscore
);
666 x
= (rb
->rand() % (WIDTH
-1))+1;
667 y
= (rb
->rand() % (HEIGHT
-1))+1;
668 } while (board
[x
][y
]);
671 applex
= x
;appley
= y
;
673 rb
->lcd_fillrect((CENTER_X
+applex
*MULTIPLIER
)+1,CENTER_Y
+appley
*MULTIPLIER
,MODIFIER_2
,MODIFIER_1
);
674 rb
->lcd_fillrect(CENTER_X
+applex
*MULTIPLIER
,(CENTER_Y
+appley
*MULTIPLIER
)+1,MODIFIER_1
,MODIFIER_2
);
683 void draw_vertical_bit(int x
, int y
)
685 rb
->lcd_fillrect(CENTER_X
+x
*MULTIPLIER
+1,CENTER_Y
+y
*MULTIPLIER
,MODIFIER_2
,MODIFIER_1
);
694 void draw_horizontal_bit(int x
, int y
)
696 rb
->lcd_fillrect(CENTER_X
+x
*MULTIPLIER
,CENTER_Y
+y
*MULTIPLIER
+1,MODIFIER_1
,MODIFIER_2
);
705 void draw_n_to_e_bit(int x
, int y
)
707 rb
->lcd_fillrect(CENTER_X
+x
*MULTIPLIER
+1,CENTER_Y
+y
*MULTIPLIER
+2,MODIFIER_2
,MODIFIER_2
);
708 rb
->lcd_fillrect(CENTER_X
+x
*MULTIPLIER
+2,CENTER_Y
+y
*MULTIPLIER
+1,MODIFIER_2
,MODIFIER_2
);
717 void draw_w_to_s_bit(int x
, int y
)
719 draw_n_to_e_bit(x
,y
);
728 void draw_n_to_w_bit(int x
, int y
)
730 rb
->lcd_fillrect(CENTER_X
+x
*MULTIPLIER
,CENTER_Y
+y
*MULTIPLIER
+1,MODIFIER_2
,MODIFIER_2
);
731 rb
->lcd_fillrect(CENTER_X
+x
*MULTIPLIER
+1,CENTER_Y
+y
*MULTIPLIER
+2,MODIFIER_2
,MODIFIER_2
);
740 void draw_e_to_s_bit(int x
, int y
)
742 draw_n_to_w_bit(x
, y
);
751 void draw_s_to_e_bit(int x
, int y
)
753 rb
->lcd_fillrect(CENTER_X
+x
*MULTIPLIER
+1,CENTER_Y
+y
*MULTIPLIER
,MODIFIER_2
,MODIFIER_2
);
754 rb
->lcd_fillrect(CENTER_X
+x
*MULTIPLIER
+2,CENTER_Y
+y
*MULTIPLIER
+1,MODIFIER_2
,MODIFIER_2
);
763 void draw_w_to_n_bit(int x
, int y
)
765 draw_s_to_e_bit(x
,y
);
774 void draw_e_to_n_bit(int x
, int y
)
776 rb
->lcd_fillrect(CENTER_X
+x
*MULTIPLIER
+1,CENTER_Y
+y
*MULTIPLIER
,MODIFIER_2
,MODIFIER_2
);
777 rb
->lcd_fillrect(CENTER_X
+x
*MULTIPLIER
,CENTER_Y
+y
*MULTIPLIER
+1,MODIFIER_2
,MODIFIER_2
);
786 void draw_s_to_w_bit(int x
, int y
)
788 draw_e_to_n_bit(x
, y
);
792 ** Draws a wall/obsticals
794 void draw_boundary ( void )
798 /*TODO: Load levels from file!*/
800 /*top and bottom line*/
801 for(x
=0; x
< WIDTH
; x
++)
804 board
[x
][HEIGHT
-1] = WEST
;
807 /*left and right lines*/
808 for(y
=0; y
< HEIGHT
; y
++)
811 board
[WIDTH
-1][y
] = SOUTH
;
815 board
[0][0] = NORTH_EAST
;
816 board
[WIDTH
-1][0] = EAST_SOUTH
;
817 board
[0][HEIGHT
-1] = SOUTH_EAST
;
818 board
[WIDTH
-1][HEIGHT
-1] = EAST_NORTH
;
822 ** Redraw the entire board
828 for (x
= 0; x
< WIDTH
; x
++)
830 for (y
= 0; y
< HEIGHT
; y
++)
835 rb
->lcd_fillrect((CENTER_X
+x
*MULTIPLIER
)+1,CENTER_Y
+y
*MULTIPLIER
,MODIFIER_2
,MODIFIER_1
);
836 rb
->lcd_fillrect(CENTER_X
+x
*MULTIPLIER
,(CENTER_Y
+y
*MULTIPLIER
)+1,MODIFIER_1
,MODIFIER_2
);
843 draw_vertical_bit(x
,y
);
848 draw_horizontal_bit(x
,y
);
852 rb
->lcd_fillrect(CENTER_X
+x
*MULTIPLIER
,CENTER_Y
+y
*MULTIPLIER
,MODIFIER_1
,MODIFIER_1
);
860 ** Draws the snake bit described by nCurrentBit at position x/y
861 ** deciding whether it's a corner bit by examing the nPrevious bit
863 void draw_snake_bit(int currentbit
, int previousbit
, int x
, int y
)
865 rb
->lcd_set_drawmode(DRMODE_SOLID
|DRMODE_INVERSEVID
);
866 rb
->lcd_fillrect(CENTER_X
+x
*MULTIPLIER
,CENTER_Y
+y
*MULTIPLIER
,MODIFIER_1
,MODIFIER_1
);
867 rb
->lcd_set_drawmode(DRMODE_SOLID
);
876 draw_vertical_bit(x
,y
);
880 draw_e_to_n_bit(x
,y
);
884 draw_w_to_n_bit(x
,y
);
894 draw_horizontal_bit(x
,y
);
898 draw_n_to_e_bit(x
,y
);
902 draw_s_to_e_bit(x
,y
);
912 draw_vertical_bit(x
,y
);
916 draw_e_to_s_bit(x
,y
);
920 draw_w_to_s_bit(x
,y
);
930 draw_horizontal_bit(x
,y
);
934 draw_s_to_w_bit(x
,y
);
938 draw_n_to_w_bit(x
,y
);
946 ** Death 'sequence' and end game stuff.
954 rb
->splash(HZ
*2, "Oops!");
956 rb
->lcd_clear_display();
960 rb
->lcd_getstringsize("You died!",&strwdt
,&strhgt
);
961 rb
->lcd_putsxy((LCD_WIDTH
- strwdt
)/2,strhgt
,"You died!");
963 rb
->snprintf(pscore
,sizeof(pscore
),"Your score: %d",score
);
964 rb
->lcd_getstringsize(pscore
,&strwdt
,&strhgt
);
965 rb
->lcd_putsxy((LCD_WIDTH
- strwdt
)/2,strhgt
* 2 + 2,pscore
);
970 rb
->lcd_getstringsize("New high score!",&strwdt
,&strhgt
);
971 rb
->lcd_putsxy((LCD_WIDTH
- strwdt
)/2,strhgt
* 4 + 2,"New high score!");
975 rb
->snprintf(phscore
,sizeof(phscore
),"High score: %d",hiscore
);
976 rb
->lcd_getstringsize(phscore
,&strwdt
,&strhgt
);
977 rb
->lcd_putsxy((LCD_WIDTH
- strwdt
)/2,strhgt
* 5,phscore
);
980 rb
->snprintf(phscore
,sizeof(phscore
),"Press %s...",SNAKE2_PLAYPAUSE_TEXT
);
981 rb
->lcd_getstringsize(phscore
,&strwdt
,&strhgt
);
982 rb
->lcd_putsxy((LCD_WIDTH
- strwdt
)/2,strhgt
* 7,phscore
);
988 button
=rb
->button_get(true);
991 case SNAKE2_PLAYPAUSE
:
1001 ** Check for collision. TODO: Currently this
1002 ** sets of the death sequence. What we want is it to only return a true/false
1003 ** depending on whether a collision occured.
1005 void collision ( int x
, int y
)
1010 switch (board
[x
][y
])
1016 score
= score
+ (1 * level
);
1023 if(num_apples_to_get
== num_apples_to_got
)
1026 if(level_from_file
>= num_levels
)
1028 level_from_file
= 1;
1029 /*and increase the number of apples to pick up
1030 before level changes*/
1031 num_apples_to_get
+=2;
1034 rb
->splash(HZ
, "Level Completed!");
1035 rb
->lcd_clear_display();
1036 new_level(level_from_file
);
1037 rb
->lcd_clear_display();
1042 num_apples_to_got
++;
1061 /*this actually sets the dir variable.*/
1067 board
[headx
][heady
]=NORTH
;
1071 board
[headx
][heady
]=EAST
;
1075 board
[headx
][heady
]=SOUTH
;
1079 board
[headx
][heady
]=WEST
;
1094 rb
->lcd_fillrect(CENTER_X
+headx
*MULTIPLIER
,CENTER_Y
+heady
*MULTIPLIER
,MODIFIER_1
,MODIFIER_1
);
1097 if(applecountdown
<= 0)
1099 rb
->lcd_set_drawmode(DRMODE_SOLID
|DRMODE_INVERSEVID
);
1100 rb
->lcd_fillrect(CENTER_X
+tailx
*MULTIPLIER
,CENTER_Y
+taily
*MULTIPLIER
,MODIFIER_1
,MODIFIER_1
);
1101 rb
->lcd_set_drawmode(DRMODE_SOLID
);
1103 taildir
= board
[tailx
][taily
];
1104 board
[tailx
][taily
] = 0;
1141 int olddir
, noldx
, noldy
, temp
;
1148 if(heady
== HEIGHT
-1)
1153 olddir
= board
[headx
][temp
];
1162 olddir
= board
[temp
][heady
];
1171 olddir
= board
[headx
][temp
];
1175 if(headx
== WIDTH
-1)
1180 olddir
= board
[temp
][heady
];
1187 now redraw the bit that was
1188 the tail, to something snake-like:
1190 draw_snake_bit(dir
, olddir
, noldx
, noldy
);
1192 collision(headx
, heady
);
1197 void game_pause (void)
1201 rb
->lcd_clear_display();
1202 rb
->lcd_getstringsize("Paused",&strwdt
,&strhgt
);
1203 rb
->lcd_putsxy((LCD_WIDTH
- strwdt
)/2,LCD_HEIGHT
/2,"Paused");
1208 button
= rb
->button_get(true);
1211 case SNAKE2_PLAYPAUSE
:
1212 rb
->lcd_clear_display();
1218 #ifdef SNAKE2_RC_QUIT
1219 case SNAKE2_RC_QUIT
:
1227 if (rb
->default_event_handler(button
)==SYS_USB_CONNECTED
) {
1241 rb
->lcd_clear_display();
1250 if(frames
>0) frames
=0;
1264 /*it has, great set frames to a positive value again:*/
1274 rb
->sleep(HZ
/speed
);
1276 button
= rb
->button_get(false);
1278 #ifdef HAS_BUTTON_HOLD
1279 if (rb
->button_hold())
1280 button
= SNAKE2_PLAYPAUSE
;
1286 case SNAKE2_UP
| BUTTON_REPEAT
:
1287 if (dir
!= SOUTH
) set_direction(NORTH
);
1291 case SNAKE2_RIGHT
| BUTTON_REPEAT
:
1292 if (dir
!= WEST
) set_direction(EAST
);
1296 case SNAKE2_DOWN
| BUTTON_REPEAT
:
1297 if (dir
!= NORTH
) set_direction(SOUTH
);
1301 case SNAKE2_LEFT
| BUTTON_REPEAT
:
1302 if (dir
!= EAST
) set_direction(WEST
);
1305 #ifdef SNAKE2_RC_QUIT
1306 case SNAKE2_RC_QUIT
:
1312 case SNAKE2_PLAYPAUSE
:
1317 if (rb
->default_event_handler(button
)==SYS_USB_CONNECTED
) {
1327 void game_init(void)
1338 load_level( level_from_file
);
1339 rb
->lcd_clear_display();
1345 #if LCD_WIDTH >= 160 && LCD_HEIGHT >= 128
1347 rb
->lcd_bitmap(snake2_header1
,0,0,BMPWIDTH_snake2_header
, BMPHEIGHT_snake2_header
);
1348 rb
->lcd_bitmap(snake2_left
,0,BMPHEIGHT_snake2_header
,BMPWIDTH_snake2_left
, BMPHEIGHT_snake2_left
);
1349 rb
->lcd_bitmap(snake2_right
,LCD_WIDTH
-BMPWIDTH_snake2_right
,BMPHEIGHT_snake2_header
,BMPWIDTH_snake2_right
, BMPHEIGHT_snake2_right
);
1350 rb
->lcd_bitmap(snake2_bottom
,0,BMPHEIGHT_snake2_header
+BMPHEIGHT_snake2_left
,BMPWIDTH_snake2_bottom
, BMPHEIGHT_snake2_bottom
);
1352 rb
->snprintf(plevel
,sizeof(plevel
),"%d",level
);
1353 rb
->lcd_getstringsize(plevel
,&strwdt
,&strhgt
);
1354 rb
->lcd_putsxy(TOP_X3
-strwdt
/2,TOP_Y2
, plevel
);
1356 rb
->snprintf(plevel
,sizeof(plevel
),"%d",level_from_file
);
1357 rb
->lcd_getstringsize(plevel
,&strwdt
,&strhgt
);
1358 rb
->lcd_putsxy(TOP_X2
-strwdt
/2,TOP_Y1
, plevel
);
1361 rb
->lcd_getstringsize("A",&strwdt
,&strhgt
);
1362 rb
->lcd_putsxy(TOP_X1
,TOP_Y1
,"A");
1365 rb
->lcd_getstringsize("B",&strwdt
,&strhgt
);
1366 rb
->lcd_putsxy(TOP_X1
,TOP_Y1
,"B");
1369 rb
->snprintf(phscore
,sizeof(phscore
),"%d",hiscore
);
1370 rb
->lcd_getstringsize(phscore
,&strwdt
,&strhgt
);
1371 rb
->lcd_putsxy(TOP_X4
-strwdt
/2,TOP_Y2
, phscore
);
1374 rb
->snprintf(plevel
,sizeof(plevel
),"Speed: %02d",level
);
1375 rb
->lcd_getstringsize("Speed: 00",&strwdt
,&strhgt
);
1376 rb
->lcd_putsxy((LCD_WIDTH
- strwdt
)/2,strhgt
+4, plevel
);
1378 rb
->snprintf(plevel
,sizeof(plevel
),"Maze: %d",level_from_file
);
1379 rb
->lcd_getstringsize(plevel
,&strwdt
,&strhgt
);
1380 rb
->lcd_putsxy((LCD_WIDTH
- strwdt
)/2,strhgt
*2+4, plevel
);
1383 rb
->lcd_getstringsize("Game Type: A ",&strwdt
,&strhgt
);
1384 rb
->lcd_putsxy((LCD_WIDTH
- strwdt
)/2,strhgt
*3+4,"Game Type: A");
1387 rb
->lcd_getstringsize("Game Type: B ",&strwdt
,&strhgt
);
1388 rb
->lcd_putsxy((LCD_WIDTH
- strwdt
)/2,strhgt
*3+4,"Game Type: B");
1391 rb
->snprintf(phscore
,sizeof(phscore
),"Hi Score: %d",hiscore
);
1392 rb
->lcd_getstringsize(phscore
,&strwdt
,&strhgt
);
1393 rb
->lcd_putsxy((LCD_WIDTH
- strwdt
)/2,strhgt
*4+4, phscore
);
1398 button
=rb
->button_get(true);
1401 case SNAKE2_LEVEL_UP
:
1402 case SNAKE2_LEVEL_UP
|BUTTON_REPEAT
:
1406 case SNAKE2_LEVEL_DOWN
:
1407 case SNAKE2_LEVEL_DOWN
|BUTTON_REPEAT
:
1415 case SNAKE2_PLAYPAUSE
:
1419 case SNAKE2_SELECT_TYPE
:
1420 if(game_type
==0)game_type
=1; else game_type
=0;
1422 case SNAKE2_MAZE_NEXT
:
1423 rb
->lcd_set_drawmode(DRMODE_BG
|DRMODE_INVERSEVID
);
1424 rb
->lcd_fillrect(CENTER_X
, CENTER_Y
, CENTER_X
+WIDTH
*MULTIPLIER
,
1425 CENTER_Y
+HEIGHT
*MULTIPLIER
);
1426 rb
->lcd_set_drawmode(DRMODE_SOLID
);
1427 if(level_from_file
< num_levels
)
1430 level_from_file
= 0;
1431 load_level( level_from_file
);
1434 #ifdef SNAKE2_MAZE_LAST
1435 case SNAKE2_MAZE_LAST
:
1436 rb
->lcd_set_drawmode(DRMODE_BG
|DRMODE_INVERSEVID
);
1437 rb
->lcd_fillrect(CENTER_X
, CENTER_Y
, CENTER_X
+WIDTH
*MULTIPLIER
,
1438 CENTER_Y
+HEIGHT
*MULTIPLIER
);
1439 rb
->lcd_set_drawmode(DRMODE_SOLID
);
1440 if(level_from_file
> 0)
1443 level_from_file
= num_levels
;
1444 load_level( level_from_file
);
1449 if (rb
->default_event_handler(button
)==SYS_USB_CONNECTED
) {
1459 enum plugin_status
plugin_start(const void* parameter
)
1463 /* Lets use the default font */
1464 rb
->lcd_setfont(FONT_SYSFIXED
);
1466 rb
->lcd_set_backdrop(NULL
);
1468 #ifdef HAVE_LCD_COLOR
1469 rb
->lcd_set_foreground(LCD_BLACK
);
1470 rb
->lcd_set_background(LCD_WHITE
);
1475 if (num_levels
== 0) {
1476 rb
->splash(HZ
*2, "Failed loading levels!");
1485 rb
->lcd_clear_display();
1498 return (quit
==1) ? PLUGIN_OK
: PLUGIN_USB_CONNECTED
;