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
34 #include "lib/highscore.h"
35 #include "lib/playback_control.h"
42 #if (LCD_WIDTH >= 160) && (LCD_HEIGHT >= 128)
43 #include "pluginbitmaps/snake2_header1.h"
44 #include "pluginbitmaps/snake2_header2.h"
45 #include "pluginbitmaps/snake2_left.h"
46 #include "pluginbitmaps/snake2_right.h"
47 #include "pluginbitmaps/snake2_bottom.h"
48 #define BMPHEIGHT_snake2_header BMPHEIGHT_snake2_header1
49 #define BMPWIDTH_snake2_header BMPWIDTH_snake2_header1
52 #if (LCD_WIDTH >= 640) && (LCD_HEIGHT >= 480)
53 #define MULTIPLIER 20 /*Modifier for porting on other screens*/
58 #define TOP_X1 68 /* x-coord of the upperleft item (game type) */
59 #define TOP_X2 562 /* x-coord of the upperright item (maze type) */
60 #define TOP_X3 84 /* x-coord of the lowerleft item (speed) */
61 #define TOP_X4 548 /* x-coord of the lowerright item (hi-score) */
62 #define TOP_Y1 8 /* y-coord of the top row of items */
63 #define TOP_Y2 50 /* y-coord of the bottom row of items */
64 #elif (LCD_WIDTH >= 320) && (LCD_HEIGHT >= 240)
65 #define MULTIPLIER 10 /*Modifier for porting on other screens*/
70 #define TOP_X1 34 /* x-coord of the upperleft item (game type) */
71 #define TOP_X2 281 /* x-coord of the upperright item (maze type) */
72 #define TOP_X3 42 /* x-coord of the lowerleft item (speed) */
73 #define TOP_X4 274 /* x-coord of the lowerright item (hi-score) */
74 #define TOP_Y1 4 /* y-coord of the top row of items */
75 #define TOP_Y2 25 /* y-coord of the bottom row of items */
76 #elif (LCD_WIDTH >= 240) && (LCD_HEIGHT >= 168)
88 #elif (LCD_WIDTH >= 220) && (LCD_HEIGHT >= 176)
100 #elif (LCD_WIDTH >= 176) && (LCD_HEIGHT >= 132)
112 #elif (LCD_WIDTH >= 160) && (LCD_HEIGHT >= 128)
133 /* variable button definitions */
134 #if CONFIG_KEYPAD == RECORDER_PAD
135 #define SNAKE2_LEFT BUTTON_LEFT
136 #define SNAKE2_RIGHT BUTTON_RIGHT
137 #define SNAKE2_UP BUTTON_UP
138 #define SNAKE2_DOWN BUTTON_DOWN
139 #define SNAKE2_QUIT BUTTON_OFF
140 #define SNAKE2_PLAYPAUSE BUTTON_PLAY
141 #define SNAKE2_PLAYPAUSE_TEXT "Play"
143 #elif CONFIG_KEYPAD == ARCHOS_AV300_PAD
144 #define SNAKE2_LEFT BUTTON_LEFT
145 #define SNAKE2_RIGHT BUTTON_RIGHT
146 #define SNAKE2_UP BUTTON_UP
147 #define SNAKE2_DOWN BUTTON_DOWN
148 #define SNAKE2_QUIT BUTTON_OFF
149 #define SNAKE2_PLAYPAUSE BUTTON_SELECT
150 #define SNAKE2_PLAYPAUSE_TEXT "Select"
152 #elif CONFIG_KEYPAD == ONDIO_PAD
153 #define SNAKE2_LEFT BUTTON_LEFT
154 #define SNAKE2_RIGHT BUTTON_RIGHT
155 #define SNAKE2_UP BUTTON_UP
156 #define SNAKE2_DOWN BUTTON_DOWN
157 #define SNAKE2_QUIT BUTTON_OFF
158 #define SNAKE2_PLAYPAUSE BUTTON_MENU
159 #define SNAKE2_PLAYPAUSE_TEXT "Menu"
161 #elif (CONFIG_KEYPAD == IRIVER_H100_PAD) || \
162 (CONFIG_KEYPAD == IRIVER_H300_PAD)
163 #define SNAKE2_LEFT BUTTON_LEFT
164 #define SNAKE2_RIGHT BUTTON_RIGHT
165 #define SNAKE2_UP BUTTON_UP
166 #define SNAKE2_DOWN BUTTON_DOWN
167 #define SNAKE2_QUIT BUTTON_OFF
168 #define SNAKE2_PLAYPAUSE BUTTON_ON
169 #define SNAKE2_PLAYPAUSE_TEXT "Play"
171 #define SNAKE2_RC_QUIT BUTTON_RC_STOP
173 #elif (CONFIG_KEYPAD == IPOD_4G_PAD) || \
174 (CONFIG_KEYPAD == IPOD_3G_PAD) || \
175 (CONFIG_KEYPAD == IPOD_1G2G_PAD)
176 #define SNAKE2_LEFT BUTTON_LEFT
177 #define SNAKE2_RIGHT BUTTON_RIGHT
178 #define SNAKE2_UP BUTTON_MENU
179 #define SNAKE2_DOWN BUTTON_PLAY
180 #define SNAKE2_QUIT (BUTTON_SELECT | BUTTON_MENU)
181 #define SNAKE2_PLAYPAUSE BUTTON_SELECT
182 #define SNAKE2_PLAYPAUSE_TEXT "Select"
184 #elif (CONFIG_KEYPAD == IAUDIO_X5M5_PAD)
185 #define SNAKE2_LEFT BUTTON_LEFT
186 #define SNAKE2_RIGHT BUTTON_RIGHT
187 #define SNAKE2_UP BUTTON_UP
188 #define SNAKE2_DOWN BUTTON_DOWN
189 #define SNAKE2_QUIT BUTTON_POWER
190 #define SNAKE2_PLAYPAUSE BUTTON_SELECT
191 #define SNAKE2_PLAYPAUSE_TEXT "Select"
193 #elif (CONFIG_KEYPAD == GIGABEAT_PAD)
194 #define SNAKE2_LEFT BUTTON_LEFT
195 #define SNAKE2_RIGHT BUTTON_RIGHT
196 #define SNAKE2_UP BUTTON_UP
197 #define SNAKE2_DOWN BUTTON_DOWN
198 #define SNAKE2_QUIT BUTTON_POWER
199 #define SNAKE2_PLAYPAUSE BUTTON_SELECT
200 #define SNAKE2_PLAYPAUSE_TEXT "Select"
202 #elif (CONFIG_KEYPAD == SANSA_E200_PAD) || \
203 (CONFIG_KEYPAD == SANSA_C200_PAD)
204 #define SNAKE2_LEFT BUTTON_LEFT
205 #define SNAKE2_RIGHT BUTTON_RIGHT
206 #define SNAKE2_UP BUTTON_UP
207 #define SNAKE2_DOWN BUTTON_DOWN
208 #define SNAKE2_QUIT BUTTON_POWER
209 #define SNAKE2_PLAYPAUSE BUTTON_SELECT
210 #define SNAKE2_PLAYPAUSE_TEXT "Select"
212 #elif (CONFIG_KEYPAD == SANSA_CLIP_PAD) || \
213 (CONFIG_KEYPAD == SANSA_M200_PAD)
214 #define SNAKE2_LEFT BUTTON_LEFT
215 #define SNAKE2_RIGHT BUTTON_RIGHT
216 #define SNAKE2_UP BUTTON_UP
217 #define SNAKE2_DOWN BUTTON_DOWN
218 #define SNAKE2_QUIT BUTTON_POWER
219 #define SNAKE2_PLAYPAUSE BUTTON_SELECT
220 #define SNAKE2_PLAYPAUSE_TEXT "Select"
222 #elif (CONFIG_KEYPAD == SANSA_FUZE_PAD)
223 #define SNAKE2_LEFT BUTTON_LEFT
224 #define SNAKE2_RIGHT BUTTON_RIGHT
225 #define SNAKE2_UP BUTTON_UP
226 #define SNAKE2_DOWN BUTTON_DOWN
227 #define SNAKE2_QUIT (BUTTON_HOME|BUTTON_REPEAT)
228 #define SNAKE2_PLAYPAUSE BUTTON_SELECT|BUTTON_REPEAT
229 #define SNAKE2_PLAYPAUSE_TEXT "Hold Select"
231 #elif (CONFIG_KEYPAD == IRIVER_H10_PAD)
232 #define SNAKE2_LEFT BUTTON_LEFT
233 #define SNAKE2_RIGHT BUTTON_RIGHT
234 #define SNAKE2_UP BUTTON_SCROLL_UP
235 #define SNAKE2_DOWN BUTTON_SCROLL_DOWN
236 #define SNAKE2_QUIT BUTTON_POWER
237 #define SNAKE2_PLAYPAUSE BUTTON_FF
238 #define SNAKE2_PLAYPAUSE_TEXT "FF"
240 #elif (CONFIG_KEYPAD == GIGABEAT_S_PAD)
241 #define SNAKE2_LEFT BUTTON_LEFT
242 #define SNAKE2_RIGHT BUTTON_RIGHT
243 #define SNAKE2_UP BUTTON_UP
244 #define SNAKE2_DOWN BUTTON_DOWN
245 #define SNAKE2_QUIT BUTTON_BACK
246 #define SNAKE2_PLAYPAUSE BUTTON_SELECT
247 #define SNAKE2_PLAYPAUSE_TEXT "Select"
249 #elif (CONFIG_KEYPAD == MROBE100_PAD)
250 #define SNAKE2_LEFT BUTTON_LEFT
251 #define SNAKE2_RIGHT BUTTON_RIGHT
252 #define SNAKE2_UP BUTTON_UP
253 #define SNAKE2_DOWN BUTTON_DOWN
254 #define SNAKE2_QUIT BUTTON_POWER
255 #define SNAKE2_PLAYPAUSE BUTTON_SELECT
256 #define SNAKE2_PLAYPAUSE_TEXT "Select"
258 #elif CONFIG_KEYPAD == IAUDIO_M3_PAD
259 #define SNAKE2_LEFT BUTTON_RC_REW
260 #define SNAKE2_RIGHT BUTTON_RC_FF
261 #define SNAKE2_UP BUTTON_RC_VOL_UP
262 #define SNAKE2_DOWN BUTTON_RC_VOL_DOWN
263 #define SNAKE2_QUIT BUTTON_RC_REC
264 #define SNAKE2_PLAYPAUSE BUTTON_RC_PLAY
265 #define SNAKE2_PLAYPAUSE_TEXT "Play"
267 #elif (CONFIG_KEYPAD == COWOND2_PAD)
268 #define SNAKE2_QUIT BUTTON_POWER
270 #elif CONFIG_KEYPAD == CREATIVEZVM_PAD
271 #define SNAKE2_LEFT BUTTON_LEFT
272 #define SNAKE2_RIGHT BUTTON_RIGHT
273 #define SNAKE2_UP BUTTON_UP
274 #define SNAKE2_DOWN BUTTON_DOWN
275 #define SNAKE2_QUIT BUTTON_BACK
276 #define SNAKE2_PLAYPAUSE BUTTON_PLAY
277 #define SNAKE2_PLAYPAUSE_TEXT "Play"
279 #elif CONFIG_KEYPAD == PHILIPS_HDD1630_PAD
280 #define SNAKE2_LEFT BUTTON_LEFT
281 #define SNAKE2_RIGHT BUTTON_RIGHT
282 #define SNAKE2_UP BUTTON_UP
283 #define SNAKE2_DOWN BUTTON_DOWN
284 #define SNAKE2_QUIT BUTTON_POWER
285 #define SNAKE2_PLAYPAUSE BUTTON_VIEW
286 #define SNAKE2_PLAYPAUSE_TEXT "View"
288 #elif (CONFIG_KEYPAD == ONDAVX747_PAD) || \
289 (CONFIG_KEYPAD == ONDAVX777_PAD) || \
290 CONFIG_KEYPAD == MROBE500_PAD
291 #define SNAKE2_QUIT BUTTON_POWER
293 #elif (CONFIG_KEYPAD == SAMSUNG_YH_PAD)
294 #define SNAKE2_LEFT BUTTON_LEFT
295 #define SNAKE2_RIGHT BUTTON_RIGHT
296 #define SNAKE2_UP BUTTON_UP
297 #define SNAKE2_DOWN BUTTON_DOWN
298 #define SNAKE2_QUIT BUTTON_REC
299 #define SNAKE2_PLAYPAUSE BUTTON_PLAY
300 #define SNAKE2_PLAYPAUSE_TEXT "Play"
303 #error No keymap defined!
306 #ifdef HAVE_TOUCHSCREEN
308 #define SNAKE2_LEFT BUTTON_MIDLEFT
311 #define SNAKE2_RIGHT BUTTON_MIDRIGHT
314 #define SNAKE2_UP BUTTON_TOPMIDDLE
317 #define SNAKE2_DOWN BUTTON_BOTTOMMIDDLE
320 #define SNAKE2_QUIT BUTTON_TOPLEFT
322 #ifndef SNAKE2_PLAYPAUSE
323 #define SNAKE2_PLAYPAUSE BUTTON_CENTER
325 #ifndef SNAKE2_PLAYPAUSE_TEXT
326 #define SNAKE2_PLAYPAUSE_TEXT "CENTER"
330 static int max_levels
= 0;
331 static char (*level_cache
)[HEIGHT
][WIDTH
];
333 /*Board itself - 2D int array*/
334 static int board
[WIDTH
][HEIGHT
];
336 Buffer for sorting movement (in case user presses two movements during a
339 static int ardirectionbuffer
[2];
346 static int level
= 4, speed
= 5,dead
= 0, quit
= 0;
347 static int sillydir
= 0, num_levels
= 0;
348 static int level_from_file
= 0;
349 static int headx
, heady
, tailx
, taily
, applecountdown
= 5;
350 static int game_type
= 0;
351 static int num_apples_to_get
=1;
352 static int num_apples_to_got
=0;
353 static int game_b_level
=0;
354 static int applecount
=0;
355 /* used for string width, height for orientation purposes */
356 static int strwdt
, strhgt
;
357 static char strbuf
[32];
360 static struct highscore highscores
[NUM_SCORES
];
368 #define EAST_NORTH 32
369 #define EAST_SOUTH 64
370 #define WEST_NORTH 128
371 #define WEST_SOUTH 256
373 #define NORTH_EAST 512
374 #define NORTH_WEST 1024
375 #define SOUTH_EAST 2048
376 #define SOUTH_WEST 4096
378 #define LEVELS_FILE PLUGIN_GAMES_DIR "/snake2.levels"
379 #define SCORE_FILE PLUGIN_GAMES_DIR "/snake2.score"
381 int load_all_levels(void)
386 char buf
[64]; /* Larger than WIDTH, to allow for whitespace after the
389 /* Init the level_cache pointer and
390 calculate how many levels that will fit */
391 level_cache
= rb
->plugin_get_buffer((size_t *)&size
);
392 max_levels
= size
/ (HEIGHT
*WIDTH
);
397 if ((fd
= rb
->open(LEVELS_FILE
, O_RDONLY
)) < 0)
402 while(rb
->read_line(fd
, buf
, 64) > 0)
404 if(rb
->strlen(buf
) == 0) /* Separator? */
407 if(num_levels
> max_levels
)
409 rb
->splash(HZ
, "Too many levels in file");
415 rb
->memcpy(level_cache
[num_levels
][linecnt
], buf
, WIDTH
);
417 if(linecnt
== HEIGHT
)
428 ** Completely clear the board of walls and/or snake
431 void clear_board( void)
435 for (x
= 0; x
< WIDTH
; x
++)
437 for (y
= 0; y
< HEIGHT
; y
++)
444 int load_level( int level_number
)
448 for(y
= 0;y
< HEIGHT
;y
++)
450 for(x
= 0;x
< WIDTH
;x
++)
452 switch(level_cache
[level_number
][y
][x
])
472 ** Gets the currently chosen direction from the first place
473 ** in the direction buffer. If there is something in the
474 ** next part of the buffer then that is moved to the first place
476 void get_direction( void )
478 /*if 1st place is empty*/
479 if(ardirectionbuffer
[0] != -1)
481 /*return this direction*/
482 dir
= ardirectionbuffer
[0];
483 ardirectionbuffer
[0]=-1;
484 /*now see if one needs moving:*/
485 if(ardirectionbuffer
[1] != -1)
487 /*there's a move waiting to be done
488 so move it into the space:*/
489 ardirectionbuffer
[0] = ardirectionbuffer
[1];
490 ardirectionbuffer
[1] = -1;
496 ** Sets the direction
498 void set_direction(int newdir
)
500 if(ardirectionbuffer
[0] != newdir
)
502 /*if 1st place is empty*/
503 if(ardirectionbuffer
[0] == -1)
506 ardirectionbuffer
[0] = newdir
;
511 if(ardirectionbuffer
[0] != newdir
) ardirectionbuffer
[1] = newdir
;
514 if(frames
< 0) ardirectionbuffer
[0] = newdir
;
518 void new_level(int level
)
522 ardirectionbuffer
[0] = -1;
523 ardirectionbuffer
[1] = -1;
530 /*Create a small snake to start off with*/
531 board
[headx
][heady
] = dir
;
532 board
[headx
-1][heady
] = dir
;
533 board
[headx
-2][heady
] = dir
;
534 board
[headx
-3][heady
] = dir
;
535 board
[headx
-4][heady
] = dir
;
539 void init_snake(void)
545 new_level(level_from_file
);
548 #if (LCD_WIDTH >= 160) && (LCD_HEIGHT >= 128)
549 void draw_frame_bitmap(int header_type
)
551 rb
->lcd_bitmap(header_type
==1? snake2_header1
: snake2_header2
, 0, 0,
552 BMPWIDTH_snake2_header
, BMPHEIGHT_snake2_header
);
553 rb
->lcd_bitmap(snake2_left
, 0, BMPHEIGHT_snake2_header
,
554 BMPWIDTH_snake2_left
, BMPHEIGHT_snake2_left
);
555 rb
->lcd_bitmap(snake2_right
,
556 LCD_WIDTH
- BMPWIDTH_snake2_right
, BMPHEIGHT_snake2_header
,
557 BMPWIDTH_snake2_right
, BMPHEIGHT_snake2_right
);
558 rb
->lcd_bitmap(snake2_bottom
,
559 0, BMPHEIGHT_snake2_header
+ BMPHEIGHT_snake2_left
,
560 BMPWIDTH_snake2_bottom
, BMPHEIGHT_snake2_bottom
);
565 ** Draws the apple. If it doesn't exist then
566 ** a new one get's created.
568 void draw_apple_bit(int x
, int y
)
570 rb
->lcd_fillrect((CENTER_X
+x
*MULTIPLIER
)+1, CENTER_Y
+y
*MULTIPLIER
,
571 MODIFIER_2
, MODIFIER_1
);
572 rb
->lcd_fillrect(CENTER_X
+x
*MULTIPLIER
, (CENTER_Y
+y
*MULTIPLIER
)+1,
573 MODIFIER_1
, MODIFIER_2
);
576 void draw_apple( void )
580 #if LCD_WIDTH >= 160 && LCD_HEIGHT >= 128
581 draw_frame_bitmap(2);
583 rb
->snprintf(strbuf
, sizeof(strbuf
), "%d", applecount
);
584 rb
->lcd_getstringsize(strbuf
, &strwdt
, &strhgt
);
585 rb
->lcd_putsxy(TOP_X3
- strwdt
/2, TOP_Y2
, strbuf
);
587 rb
->snprintf(strbuf
, sizeof(strbuf
), "%d", score
);
588 rb
->lcd_getstringsize(strbuf
, &strwdt
, &strhgt
);
589 rb
->lcd_putsxy(TOP_X4
- strwdt
/2, TOP_Y2
, strbuf
);
596 x
= (rb
->rand() % (WIDTH
-1))+1;
597 y
= (rb
->rand() % (HEIGHT
-1))+1;
598 } while (board
[x
][y
]);
601 applex
= x
;appley
= y
;
603 draw_apple_bit(applex
, appley
);
612 void draw_vertical_bit(int x
, int y
)
614 rb
->lcd_fillrect(CENTER_X
+x
*MULTIPLIER
+1, CENTER_Y
+y
*MULTIPLIER
,
615 MODIFIER_2
, MODIFIER_1
);
624 void draw_horizontal_bit(int x
, int y
)
626 rb
->lcd_fillrect(CENTER_X
+x
*MULTIPLIER
, CENTER_Y
+y
*MULTIPLIER
+1,
627 MODIFIER_1
, MODIFIER_2
);
636 void draw_n_to_e_bit(int x
, int y
)
638 rb
->lcd_fillrect(CENTER_X
+x
*MULTIPLIER
+1, CENTER_Y
+y
*MULTIPLIER
+2,
639 MODIFIER_2
, MODIFIER_2
);
640 rb
->lcd_fillrect(CENTER_X
+x
*MULTIPLIER
+2, CENTER_Y
+y
*MULTIPLIER
+1,
641 MODIFIER_2
, MODIFIER_2
);
650 void draw_w_to_s_bit(int x
, int y
)
652 draw_n_to_e_bit(x
,y
);
661 void draw_n_to_w_bit(int x
, int y
)
663 rb
->lcd_fillrect(CENTER_X
+x
*MULTIPLIER
, CENTER_Y
+y
*MULTIPLIER
+1,
664 MODIFIER_2
, MODIFIER_2
);
665 rb
->lcd_fillrect(CENTER_X
+x
*MULTIPLIER
+1, CENTER_Y
+y
*MULTIPLIER
+2,
666 MODIFIER_2
, MODIFIER_2
);
675 void draw_e_to_s_bit(int x
, int y
)
677 draw_n_to_w_bit(x
, y
);
686 void draw_s_to_e_bit(int x
, int y
)
688 rb
->lcd_fillrect(CENTER_X
+x
*MULTIPLIER
+1, CENTER_Y
+y
*MULTIPLIER
,
689 MODIFIER_2
, MODIFIER_2
);
690 rb
->lcd_fillrect(CENTER_X
+x
*MULTIPLIER
+2, CENTER_Y
+y
*MULTIPLIER
+1,
691 MODIFIER_2
, MODIFIER_2
);
700 void draw_w_to_n_bit(int x
, int y
)
702 draw_s_to_e_bit(x
,y
);
711 void draw_e_to_n_bit(int x
, int y
)
713 rb
->lcd_fillrect(CENTER_X
+x
*MULTIPLIER
+1, CENTER_Y
+y
*MULTIPLIER
,
714 MODIFIER_2
, MODIFIER_2
);
715 rb
->lcd_fillrect(CENTER_X
+x
*MULTIPLIER
, CENTER_Y
+y
*MULTIPLIER
+1,
716 MODIFIER_2
, MODIFIER_2
);
725 void draw_s_to_w_bit(int x
, int y
)
727 draw_e_to_n_bit(x
, y
);
730 void draw_head_bit(int x
, int y
)
732 rb
->lcd_fillrect(CENTER_X
+x
*MULTIPLIER
, CENTER_Y
+y
*MULTIPLIER
,
733 MODIFIER_1
, MODIFIER_1
);
737 ** Draws a wall/obsticals
739 void draw_boundary ( void )
743 /*TODO: Load levels from file!*/
745 /*top and bottom line*/
746 for(x
=0; x
< WIDTH
; x
++)
749 board
[x
][HEIGHT
-1] = WEST
;
752 /*left and right lines*/
753 for(y
=0; y
< HEIGHT
; y
++)
756 board
[WIDTH
-1][y
] = SOUTH
;
760 board
[0][0] = NORTH_EAST
;
761 board
[WIDTH
-1][0] = EAST_SOUTH
;
762 board
[0][HEIGHT
-1] = SOUTH_EAST
;
763 board
[WIDTH
-1][HEIGHT
-1] = EAST_NORTH
;
767 ** Redraw the entire board
773 #ifdef HAVE_LCD_COLOR
774 rb
->lcd_set_foreground(LCD_BLACK
);
775 rb
->lcd_set_background(LCD_WHITE
);
778 rb
->lcd_clear_display();
780 for (x
= 0; x
< WIDTH
; x
++)
782 for (y
= 0; y
< HEIGHT
; y
++)
787 draw_apple_bit(x
, y
);
794 draw_vertical_bit(x
,y
);
799 draw_horizontal_bit(x
,y
);
809 #if LCD_WIDTH >= 160 && LCD_HEIGHT >= 128
810 draw_frame_bitmap(2);
812 rb
->snprintf(strbuf
, sizeof(strbuf
), "%d", applecount
);
813 rb
->lcd_getstringsize(strbuf
, &strwdt
, &strhgt
);
814 rb
->lcd_putsxy(TOP_X3
- strwdt
/2, TOP_Y2
, strbuf
);
816 rb
->snprintf(strbuf
, sizeof(strbuf
), "%d", score
);
817 rb
->lcd_getstringsize(strbuf
, &strwdt
, &strhgt
);
818 rb
->lcd_putsxy(TOP_X4
- strwdt
/2, TOP_Y2
, strbuf
);
823 ** Draws the snake bit described by nCurrentBit at position x/y
824 ** deciding whether it's a corner bit by examing the nPrevious bit
826 void draw_snake_bit(int currentbit
, int previousbit
, int x
, int y
)
828 rb
->lcd_set_drawmode(DRMODE_SOLID
|DRMODE_INVERSEVID
);
830 rb
->lcd_set_drawmode(DRMODE_SOLID
);
839 draw_vertical_bit(x
,y
);
843 draw_e_to_n_bit(x
,y
);
847 draw_w_to_n_bit(x
,y
);
857 draw_horizontal_bit(x
,y
);
861 draw_n_to_e_bit(x
,y
);
865 draw_s_to_e_bit(x
,y
);
875 draw_vertical_bit(x
,y
);
879 draw_e_to_s_bit(x
,y
);
883 draw_w_to_s_bit(x
,y
);
893 draw_horizontal_bit(x
,y
);
897 draw_s_to_w_bit(x
,y
);
901 draw_n_to_w_bit(x
,y
);
908 void redraw_snake(void)
910 int x
= tailx
, y
= taily
;
911 int olddir
, newdir
= board
[x
][y
];
913 while (x
!= headx
|| y
!= heady
)
946 newdir
= board
[x
][y
];
948 draw_snake_bit(newdir
, olddir
, x
, y
);
953 ** Death 'sequence' and end game stuff.
960 rb
->splash(HZ
*2, "Oops!");
962 rb
->lcd_clear_display();
966 rb
->lcd_getstringsize("You died!",&strwdt
,&strhgt
);
967 rb
->lcd_putsxy((LCD_WIDTH
- strwdt
)/2,strhgt
,"You died!");
969 rb
->snprintf(strbuf
, sizeof(strbuf
), "Your score: %d", score
);
970 rb
->lcd_getstringsize(strbuf
, &strwdt
, &strhgt
);
971 rb
->lcd_putsxy((LCD_WIDTH
- strwdt
)/2, strhgt
* 2 + 2, strbuf
);
973 if (highscore_update(score
, level_from_file
, game_type
==0?"Type A":"Type B",
974 highscores
, NUM_SCORES
) == 0)
976 rb
->lcd_getstringsize("New high score!",&strwdt
,&strhgt
);
977 rb
->lcd_putsxy((LCD_WIDTH
- strwdt
)/2,strhgt
* 4 + 2,"New high score!");
981 rb
->snprintf(strbuf
, sizeof(strbuf
), "High score: %d", highscores
[0].score
);
982 rb
->lcd_getstringsize(strbuf
, &strwdt
, &strhgt
);
983 rb
->lcd_putsxy((LCD_WIDTH
- strwdt
)/2, strhgt
* 5, strbuf
);
986 rb
->snprintf(strbuf
, sizeof(strbuf
), "Press %s...", SNAKE2_PLAYPAUSE_TEXT
);
987 rb
->lcd_getstringsize(strbuf
, &strwdt
, &strhgt
);
988 rb
->lcd_putsxy((LCD_WIDTH
- strwdt
)/2, strhgt
* 7, strbuf
);
994 button
=rb
->button_get(true);
997 case SNAKE2_PLAYPAUSE
:
1007 ** Check for collision. TODO: Currently this
1008 ** sets of the death sequence. What we want is it to only return a true/false
1009 ** depending on whether a collision occured.
1011 void collision ( int x
, int y
)
1016 switch (board
[x
][y
])
1022 score
= score
+ (1 * level
);
1029 if(num_apples_to_get
== num_apples_to_got
)
1032 if(level_from_file
>= num_levels
)
1034 level_from_file
= 1;
1035 /*and increase the number of apples to pick up
1036 before level changes*/
1037 num_apples_to_get
+=2;
1040 rb
->splash(HZ
, "Level Completed!");
1041 new_level(level_from_file
);
1046 num_apples_to_got
++;
1065 /*this actually sets the dir variable.*/
1071 board
[headx
][heady
]=NORTH
;
1075 board
[headx
][heady
]=EAST
;
1079 board
[headx
][heady
]=SOUTH
;
1083 board
[headx
][heady
]=WEST
;
1098 draw_head_bit(headx
, heady
);
1101 if(applecountdown
<= 0)
1103 rb
->lcd_set_drawmode(DRMODE_SOLID
|DRMODE_INVERSEVID
);
1104 draw_head_bit(tailx
, taily
);
1105 rb
->lcd_set_drawmode(DRMODE_SOLID
);
1107 taildir
= board
[tailx
][taily
];
1108 board
[tailx
][taily
] = 0;
1145 int olddir
, noldx
, noldy
, temp
;
1152 if(heady
== HEIGHT
-1)
1157 olddir
= board
[headx
][temp
];
1166 olddir
= board
[temp
][heady
];
1175 olddir
= board
[headx
][temp
];
1179 if(headx
== WIDTH
-1)
1184 olddir
= board
[temp
][heady
];
1191 now redraw the bit that was
1192 the tail, to something snake-like:
1194 draw_snake_bit(dir
, olddir
, noldx
, noldy
);
1196 collision(headx
, heady
);
1201 void game_pause (void)
1205 rb
->lcd_clear_display();
1206 rb
->lcd_getstringsize("Paused",&strwdt
,&strhgt
);
1207 rb
->lcd_putsxy((LCD_WIDTH
- strwdt
)/2,LCD_HEIGHT
/2,"Paused");
1212 button
= rb
->button_get(true);
1215 case SNAKE2_PLAYPAUSE
:
1218 draw_head_bit(headx
, heady
);
1223 #ifdef SNAKE2_RC_QUIT
1224 case SNAKE2_RC_QUIT
:
1232 if (rb
->default_event_handler(button
)==SYS_USB_CONNECTED
) {
1254 if(frames
> 0) frames
= 0;
1268 /*it has, great set frames to a positive value again:*/
1278 rb
->sleep(HZ
/speed
);
1280 button
= rb
->button_get(false);
1282 #ifdef HAS_BUTTON_HOLD
1283 if (rb
->button_hold())
1284 button
= SNAKE2_PLAYPAUSE
;
1290 case SNAKE2_UP
| BUTTON_REPEAT
:
1291 if (dir
!= SOUTH
) set_direction(NORTH
);
1295 case SNAKE2_RIGHT
| BUTTON_REPEAT
:
1296 if (dir
!= WEST
) set_direction(EAST
);
1300 case SNAKE2_DOWN
| BUTTON_REPEAT
:
1301 if (dir
!= NORTH
) set_direction(SOUTH
);
1305 case SNAKE2_LEFT
| BUTTON_REPEAT
:
1306 if (dir
!= EAST
) set_direction(WEST
);
1309 #ifdef SNAKE2_RC_QUIT
1310 case SNAKE2_RC_QUIT
:
1316 case SNAKE2_PLAYPAUSE
:
1321 if (rb
->default_event_handler(button
)==SYS_USB_CONNECTED
) {
1331 void select_maze(void)
1336 load_level( level_from_file
);
1342 #if LCD_WIDTH >= 160 && LCD_HEIGHT >= 128
1343 draw_frame_bitmap(1);
1345 rb
->snprintf(strbuf
, sizeof(strbuf
), "%d", level
);
1346 rb
->lcd_getstringsize(strbuf
, &strwdt
, &strhgt
);
1347 rb
->lcd_putsxy(TOP_X3
- strwdt
/2, TOP_Y2
, strbuf
);
1349 rb
->snprintf(strbuf
, sizeof(strbuf
), "%d", level_from_file
);
1350 rb
->lcd_getstringsize(strbuf
, &strwdt
, &strhgt
);
1351 rb
->lcd_putsxy(TOP_X2
- strwdt
/2, TOP_Y1
, strbuf
);
1353 rb
->strcpy(strbuf
, game_type
==0? "A": "B");
1354 rb
->lcd_getstringsize(strbuf
, &strwdt
, &strhgt
);
1355 rb
->lcd_putsxy(TOP_X1
, TOP_Y1
, strbuf
);
1357 rb
->snprintf(strbuf
, sizeof(strbuf
), "%d", highscores
[0].score
);
1358 rb
->lcd_getstringsize(strbuf
, &strwdt
, &strhgt
);
1359 rb
->lcd_putsxy(TOP_X4
- strwdt
/2, TOP_Y2
, strbuf
);
1362 rb
->snprintf(strbuf
, sizeof(strbuf
), "Maze: %d", level_from_file
);
1363 rb
->lcd_getstringsize(strbuf
, &strwdt
, &strhgt
);
1364 rb
->lcd_putsxy((WIDTH
*MULTIPLIER
- strwdt
)/2,
1365 (HEIGHT
*MULTIPLIER
- strhgt
)/2, strbuf
);
1370 button
= rb
->button_get(true);
1374 case SNAKE2_PLAYPAUSE
:
1379 if(level_from_file
< num_levels
)
1382 level_from_file
= 0;
1383 load_level( level_from_file
);
1388 if(level_from_file
> 0)
1391 level_from_file
= num_levels
;
1392 load_level( level_from_file
);
1396 if (rb
->default_event_handler(button
)==SYS_USB_CONNECTED
) {
1406 void game_init(void)
1410 static const struct opt_items type_options
[] = {
1415 MENUITEM_STRINGLIST(menu
, "Snake2 Menu", NULL
,
1417 "Game Type", "Select Maze", "Speed",
1419 "Playback Control", "Quit");
1421 rb
->button_clear_queue();
1429 switch (rb
->do_menu(&menu
, &selection
, NULL
, false)) {
1434 rb
->set_option("Game Type", &game_type
, INT
,
1435 type_options
, 2, NULL
);
1442 rb
->set_int("Speed", "", UNIT_INT
, &level
,
1443 NULL
, 1, 1, 10, NULL
);
1446 highscore_show(NUM_SCORES
, highscores
, NUM_SCORES
, true);
1449 playback_control(NULL
);
1454 case MENU_ATTACHED_USB
:
1463 enum plugin_status
plugin_start(const void* parameter
)
1467 /* Lets use the default font */
1468 rb
->lcd_setfont(FONT_SYSFIXED
);
1470 rb
->lcd_set_backdrop(NULL
);
1475 if (num_levels
== 0) {
1476 rb
->splash(HZ
*2, "Failed loading levels!");
1480 highscore_load(SCORE_FILE
, highscores
, NUM_SCORES
);
1488 rb
->lcd_clear_display();
1497 highscore_save(SCORE_FILE
, highscores
, NUM_SCORES
);
1499 return (quit
==1) ? PLUGIN_OK
: PLUGIN_USB_CONNECTED
;