1 /***************************************************************************
3 * Open \______ \ ____ ____ | | _\_ |__ _______ ___
4 * Source | _// _ \_/ ___\| |/ /| __ \ / _ \ \/ /
5 * Jukebox | | ( <_> ) \___| < | \_\ ( <_> > < <
6 * Firmware |____|_ /\____/ \___ >__|_ \|___ /\____/__/\_ \
10 * Copyright (C) 2006 Albert Veli
12 * This program is free software; you can redistribute it and/or
13 * modify it under the terms of the GNU General Public License
14 * as published by the Free Software Foundation; either version 2
15 * of the License, or (at your option) any later version.
17 * This software is distributed on an "AS IS" basis, WITHOUT WARRANTY OF ANY
18 * KIND, either express or implied.
20 ****************************************************************************/
22 /* Improvised creds goes to:
24 * - Anders Clausen for ingeniously inventing the name Invadrox.
25 * - Linus Nielsen-Feltzing for patiently answering n00b questions.
29 #include "lib/highscore.h"
30 #include "lib/helper.h"
33 #include "pluginbitmaps/invadrox_background.h"
35 /* get dimensions for later use from the bitmaps */
36 #include "pluginbitmaps/invadrox_aliens.h"
37 #include "pluginbitmaps/invadrox_ships.h"
38 #include "pluginbitmaps/invadrox_bombs.h"
39 #include "pluginbitmaps/invadrox_alien_explode.h"
40 #include "pluginbitmaps/invadrox_shield.h"
41 #include "pluginbitmaps/invadrox_ufo.h"
42 #include "pluginbitmaps/invadrox_ufo_explode.h"
43 #include "pluginbitmaps/invadrox_numbers.h"
44 #include "pluginbitmaps/invadrox_fire.h"
45 #define ALIEN_WIDTH (BMPWIDTH_invadrox_aliens/2)
46 #define ALIEN_HEIGHT (BMPHEIGHT_invadrox_aliens/3)
47 #define SHIP_WIDTH BMPWIDTH_invadrox_ships
48 #define SHIP_HEIGHT (BMPHEIGHT_invadrox_ships/3)
49 #define BOMB_WIDTH (BMPWIDTH_invadrox_bombs/3)
50 #define BOMB_HEIGHT (BMPHEIGHT_invadrox_bombs/6)
51 #define ALIEN_EXPLODE_WIDTH BMPWIDTH_invadrox_alien_explode
52 #define ALIEN_EXPLODE_HEIGHT BMPHEIGHT_invadrox_alien_explode
53 #define SHIELD_WIDTH BMPWIDTH_invadrox_shield
54 #define SHIELD_HEIGHT BMPHEIGHT_invadrox_shield
55 #define UFO_WIDTH BMPWIDTH_invadrox_ufo
56 #define UFO_HEIGHT BMPHEIGHT_invadrox_ufo
57 #define UFO_EXPLODE_WIDTH BMPWIDTH_invadrox_ufo_explode
58 #define UFO_EXPLODE_HEIGHT BMPHEIGHT_invadrox_ufo_explode
59 #define NUMBERS_WIDTH (BMPWIDTH_invadrox_numbers/10)
60 #define FONT_HEIGHT BMPHEIGHT_invadrox_numbers
61 #define FIRE_WIDTH BMPWIDTH_invadrox_fire
62 #define FIRE_HEIGHT BMPHEIGHT_invadrox_fire
66 /* Original graphics is only 1bpp so it should be portable
67 * to most targets. But for now, only support the simple ones.
69 #ifndef HAVE_LCD_BITMAP
70 #error INVADROX: Unsupported LCD
74 #error INVADROX: Unsupported LCD
79 #define DBG(format, arg...) { DEBUGF("%s: " format, __FUNCTION__, ## arg); }
81 #define DBG(format, arg...) {}
85 #define ABS(a) (((a) < 0) ? -(a) : (a))
88 #if CONFIG_KEYPAD == IRIVER_H100_PAD
90 #define QUIT BUTTON_OFF
91 #define LEFT BUTTON_LEFT
92 #define RIGHT BUTTON_RIGHT
93 #define FIRE BUTTON_ON
95 #elif CONFIG_KEYPAD == IRIVER_H300_PAD
97 #define QUIT BUTTON_OFF
98 #define LEFT BUTTON_LEFT
99 #define RIGHT BUTTON_RIGHT
100 #define FIRE BUTTON_SELECT
102 #elif (CONFIG_KEYPAD == IRIVER_H10_PAD)
104 #define QUIT BUTTON_POWER
105 #define LEFT BUTTON_LEFT
106 #define RIGHT BUTTON_RIGHT
107 #define FIRE BUTTON_PLAY
109 #elif (CONFIG_KEYPAD == IPOD_4G_PAD) || \
110 (CONFIG_KEYPAD == IPOD_3G_PAD) || \
111 (CONFIG_KEYPAD == IPOD_1G2G_PAD)
113 #define QUIT BUTTON_MENU
114 #define LEFT BUTTON_LEFT
115 #define RIGHT BUTTON_RIGHT
116 #define FIRE BUTTON_SELECT
118 #elif CONFIG_KEYPAD == IAUDIO_X5M5_PAD
120 #define QUIT BUTTON_POWER
121 #define LEFT BUTTON_LEFT
122 #define RIGHT BUTTON_RIGHT
123 #define FIRE BUTTON_SELECT
125 #elif CONFIG_KEYPAD == GIGABEAT_PAD \
126 || CONFIG_KEYPAD == SAMSUNG_YPR0_PAD
128 #define QUIT BUTTON_POWER
129 #define LEFT BUTTON_LEFT
130 #define RIGHT BUTTON_RIGHT
131 #define FIRE BUTTON_SELECT
133 #elif (CONFIG_KEYPAD == SANSA_E200_PAD) || \
134 (CONFIG_KEYPAD == SANSA_CONNECT_PAD)
136 #define QUIT BUTTON_POWER
137 #define LEFT BUTTON_LEFT
138 #define RIGHT BUTTON_RIGHT
139 #define FIRE BUTTON_SELECT
141 #elif CONFIG_KEYPAD == SANSA_FUZE_PAD
143 #define QUIT (BUTTON_HOME|BUTTON_REPEAT)
144 #define LEFT BUTTON_LEFT
145 #define RIGHT BUTTON_RIGHT
146 #define FIRE BUTTON_SELECT
148 #elif CONFIG_KEYPAD == TATUNG_TPJ1022_PAD
150 /* TODO: Figure out which buttons to use for Tatung Elio TPJ-1022 */
151 #define QUIT BUTTON_AB
152 #define LEFT BUTTON_LEFT
153 #define RIGHT BUTTON_RIGHT
154 #define FIRE BUTTON_MENU
156 #elif CONFIG_KEYPAD == GIGABEAT_S_PAD
158 #define QUIT BUTTON_BACK
159 #define LEFT BUTTON_LEFT
160 #define RIGHT BUTTON_RIGHT
161 #define FIRE BUTTON_SELECT
163 #elif CONFIG_KEYPAD == COWON_D2_PAD
165 #define QUIT BUTTON_POWER
166 #define LEFT BUTTON_MINUS
167 #define RIGHT BUTTON_PLUS
168 #define FIRE BUTTON_MENU
170 #elif CONFIG_KEYPAD == IAUDIO67_PAD
172 #define QUIT BUTTON_POWER
173 #define LEFT BUTTON_LEFT
174 #define RIGHT BUTTON_RIGHT
175 #define FIRE BUTTON_PLAY
177 #elif CONFIG_KEYPAD == CREATIVEZVM_PAD
179 #define QUIT BUTTON_BACK
180 #define LEFT BUTTON_LEFT
181 #define RIGHT BUTTON_RIGHT
182 #define FIRE BUTTON_SELECT
184 #elif CONFIG_KEYPAD == PHILIPS_HDD6330_PAD
186 #define QUIT BUTTON_POWER
187 #define LEFT BUTTON_LEFT
188 #define RIGHT BUTTON_RIGHT
189 #define FIRE BUTTON_PLAY
191 #elif CONFIG_KEYPAD == PHILIPS_SA9200_PAD
193 #define QUIT BUTTON_POWER
194 #define LEFT BUTTON_PREV
195 #define RIGHT BUTTON_NEXT
196 #define FIRE BUTTON_PLAY
198 #elif CONFIG_KEYPAD == ONDAVX747_PAD || \
199 CONFIG_KEYPAD == ONDAVX777_PAD || \
200 CONFIG_KEYPAD == MROBE500_PAD
202 #define QUIT BUTTON_POWER
204 #elif CONFIG_KEYPAD == SAMSUNG_YH_PAD
206 #define QUIT BUTTON_REC
207 #define LEFT BUTTON_LEFT
208 #define RIGHT BUTTON_RIGHT
209 #define FIRE BUTTON_PLAY
211 #elif CONFIG_KEYPAD == PBELL_VIBE500_PAD
213 #define QUIT BUTTON_REC
214 #define LEFT BUTTON_PREV
215 #define RIGHT BUTTON_NEXT
216 #define FIRE BUTTON_OK
218 #elif CONFIG_KEYPAD == MPIO_HD300_PAD
220 #define QUIT BUTTON_MENU
221 #define LEFT BUTTON_REW
222 #define RIGHT BUTTON_FF
223 #define FIRE BUTTON_ENTER
225 #elif CONFIG_KEYPAD == SANSA_FUZEPLUS_PAD
227 #define QUIT BUTTON_POWER
228 #define LEFT BUTTON_LEFT
229 #define RIGHT BUTTON_RIGHT
230 #define FIRE BUTTON_SELECT
232 #elif (CONFIG_KEYPAD == HM60X_PAD) || \
233 (CONFIG_KEYPAD == HM801_PAD)
235 #define QUIT BUTTON_POWER
236 #define LEFT BUTTON_LEFT
237 #define RIGHT BUTTON_RIGHT
238 #define FIRE BUTTON_SELECT
241 #error INVADROX: Unsupported keypad
248 #ifdef HAVE_TOUCHSCREEN
263 #define TOUCHSCREEN_QUIT BUTTON_TOPLEFT
264 #define TOUCHSCREEN_LEFT (BUTTON_MIDLEFT | BUTTON_BOTTOMLEFT)
265 #define TOUCHSCREEN_RIGHT (BUTTON_MIDRIGHT | BUTTON_BOTTOMRIGHT)
266 #define TOUCHSCREEN_FIRE (BUTTON_CENTER | BUTTON_BOTTOMMIDDLE)
268 #define ACTION_QUIT (QUIT | TOUCHSCREEN_QUIT | RC_QUIT)
269 #define ACTION_LEFT (LEFT | TOUCHSCREEN_LEFT)
270 #define ACTION_RIGHT (RIGHT | TOUCHSCREEN_RIGHT)
271 #define ACTION_FIRE (FIRE | TOUCHSCREEN_FIRE)
273 #else /* HAVE_TOUCHSCREEN */
275 #define ACTION_QUIT (QUIT | RC_QUIT)
276 #define ACTION_LEFT LEFT
277 #define ACTION_RIGHT RIGHT
278 #define ACTION_FIRE FIRE
283 #define UNUSED __attribute__ ((unused))
286 /* Defines common to all models */
287 #define UFO_Y (SCORENUM_Y + FONT_HEIGHT + ALIEN_HEIGHT)
288 #define PLAYFIELD_Y (LCD_HEIGHT - SHIP_HEIGHT - 2)
289 #define PLAYFIELD_WIDTH (LCD_WIDTH - 2 * PLAYFIELD_X)
290 #define LEVEL_X (LCD_WIDTH - PLAYFIELD_X - LIVES_X - 2 * NUMBERS_WIDTH - 3 * NUM_SPACING)
291 #define SHIP_MIN_X (PLAYFIELD_X + PLAYFIELD_WIDTH / 5 - SHIELD_WIDTH / 2 - SHIP_WIDTH)
292 #define SHIP_MAX_X (PLAYFIELD_X + 4 * PLAYFIELD_WIDTH / 5 + SHIELD_WIDTH / 2)
293 /* SCORE_Y = 0 for most targets. Gigabeat redefines it later. */
298 /* m:robe 500 defines */
299 #if ((LCD_WIDTH == 640) && (LCD_HEIGHT == 480)) || \
300 ((LCD_WIDTH == 480) && (LCD_HEIGHT == 640))
302 /* Original arcade game size 224x240, 1bpp with
303 * red overlay at top and green overlay at bottom.
305 * M:Robe 500: 640x480x16
306 * ======================
309 #define ARCADISH_GRAPHICS
310 #define PLAYFIELD_X 48
311 #define SHIP_Y (PLAYFIELD_Y - 2 * SHIP_HEIGHT)
312 #define ALIEN_START_Y (UFO_Y + ALIEN_HEIGHT)
313 #define SCORENUM_X (PLAYFIELD_X + NUMBERS_WIDTH)
314 #define SCORENUM_Y (SCORE_Y + FONT_HEIGHT + 2)
315 #define HISCORENUM_X (LCD_WIDTH - PLAYFIELD_X - 1 - 6 * NUMBERS_WIDTH - 5 * NUM_SPACING)
316 #define SHIELD_Y (PLAYFIELD_Y - 5 * SHIP_HEIGHT)
320 /* iPod Video defines */
321 #elif (LCD_WIDTH == 320) && (LCD_HEIGHT == 240)
323 /* Original arcade game size 224x240, 1bpp with
324 * red overlay at top and green overlay at bottom.
326 * iPod Video: 320x240x16
327 * ======================
328 * X: 48p padding at left/right gives 224p playfield in middle.
329 * 10p "border" gives 204p actual playfield. UFO use full 224p.
332 * MAX_X = (204 - 12) / 2 - 1 = 95
339 * 2 Space Aliens start at 32 + 3 * 8 = 56
341 * space ~7*8 128 | 18.75 aliens space between
342 * shield 2*8 182 | first alien and ship.
343 * space 8 198 | MAX_Y = 18
346 * hline 1 230 - PLAYFIELD_Y
347 * bottom border 10 240
348 * Lives and Level goes inside bottom border
351 #define ARCADISH_GRAPHICS
352 #define PLAYFIELD_X 48
353 #define SHIP_Y (PLAYFIELD_Y - 3 * SHIP_HEIGHT)
354 #define ALIEN_START_Y (UFO_Y + 3 * ALIEN_HEIGHT)
355 #define SCORENUM_X (PLAYFIELD_X + NUMBERS_WIDTH)
356 #define SCORENUM_Y SCORE_Y + (2 * (FONT_HEIGHT + 1) + 1)
357 #define HISCORENUM_X (LCD_WIDTH - PLAYFIELD_X - 1 - 6 * NUMBERS_WIDTH - 5 * NUM_SPACING)
358 #define SHIELD_Y (PLAYFIELD_Y - 6 * SHIP_HEIGHT)
362 #elif (LCD_WIDTH == 176) && (LCD_HEIGHT == 220)
364 /* Sandisk Sansa e200: 176x220x16
365 * ==============================
366 * X: No padding. 8p border -> 160p playfield.
368 * 8p Aliens with 3p spacing -> 88 + 30 = 118p aliens block.
369 * (160 - 118) / 2 = 21 rounds for whole block (more than original)
370 * MAX_X = (160 - 8) / 2 - 1 = 75 rounds for single alien (less than original)
380 * space ~7*5 155 | 18.6 aliens space between
381 * shield 2*5 188 | first alien and ship.
382 * space 5 198 | MAX_Y = 18
385 * hline 1 213 PLAYFIELD_Y
388 * Lives and Level goes inside bottom border
391 #define SMALL_GRAPHICS
392 #define PLAYFIELD_X 0
393 #define SHIP_Y (PLAYFIELD_Y - 2 * SHIP_HEIGHT)
394 #define SHIELD_Y (SHIP_Y - SHIP_HEIGHT - SHIELD_HEIGHT)
395 #define ALIEN_START_Y (UFO_Y + 3 * SHIP_HEIGHT)
396 /* Redefine SCORE_Y */
399 #define SCORENUM_X (PLAYFIELD_X + NUMBERS_WIDTH)
400 #define SCORENUM_Y (SCORE_Y + 2 * FONT_HEIGHT)
401 #define HISCORENUM_X (LCD_WIDTH - PLAYFIELD_X - 1 - 6 * NUMBERS_WIDTH - 5 * NUM_SPACING)
406 #elif (LCD_WIDTH == 176) && (LCD_HEIGHT == 132)
408 /* iPod Nano: 176x132x16
409 * ======================
410 * X: No padding. 8p border -> 160p playfield.
425 * ALIEN_START_Y (UFO_Y + 12)
427 * 8p Aliens with 3p spacing -> 88 + 30 = 118p aliens block.
428 * (160 - 118) / 2 = 21 rounds for whole block (more than original)
429 * MAX_X = (160 - 8) / 2 - 1 = 75 rounds for single alien (less than original)
431 * Y: Scoreline 5 0 (combine scoretext and numbers on same line)
436 * space ~7*5 67 | Just above 18 aliens space between
437 * shield 2*5 100 | first alien and ship.
438 * space 5 110 | MAX_Y = 18
441 * hline 1 125 PLAYFIELD_Y
442 * bottom border 6 126
444 * Lives and Level goes inside bottom border
447 #define SMALL_GRAPHICS
448 #define PLAYFIELD_X 0
449 #define SHIP_Y (PLAYFIELD_Y - 2 * SHIP_HEIGHT)
450 #define ALIEN_START_Y (UFO_Y + 12)
451 #define SCORENUM_X (PLAYFIELD_X + 6 * NUMBERS_WIDTH + 5 * NUM_SPACING)
452 #define SCORENUM_Y SCORE_Y
453 #define HISCORENUM_X (LCD_WIDTH - PLAYFIELD_X - 4 * NUMBERS_WIDTH - 3 * NUM_SPACING)
454 #define SHIELD_Y (SHIP_Y - SHIP_HEIGHT - SHIELD_HEIGHT)
458 #elif (LCD_WIDTH == 160) && (LCD_HEIGHT == 128)
460 /* iAudio X5, iRiver H10 20Gb, iPod 3g/4g, H100, M5: 160x128
461 * =========================================================
462 * X: No padding. No border -> 160p playfield.
477 * ALIEN_START_Y (UFO_Y + 10)
479 * 8p Aliens with 3p spacing -> 88 + 30 = 118p aliens block.
480 * (160 - 118) / 2 = 21 rounds for whole block (more than original)
481 * MAX_X = (160 - 8) / 2 - 1 = 75 rounds for single alien (less than original)
483 * Y: Scoreline 5 0 (combine scoretext and numbers on same line)
488 * space ~6*5 65 | Just above 18 aliens space between
489 * shield 2*5 96 | first alien and ship.
490 * space 5 106 | MAX_Y = 18
493 * hline 1 121 PLAYFIELD_Y
494 * bottom border 6 122
496 * Lives and Level goes inside bottom border
499 #define SMALL_GRAPHICS
500 #define PLAYFIELD_X 0
501 #define SHIP_Y (PLAYFIELD_Y - 2 * SHIP_HEIGHT)
502 #define ALIEN_START_Y (UFO_Y + 10)
503 #define SCORENUM_X (PLAYFIELD_X + 6 * NUMBERS_WIDTH + 5 * NUM_SPACING)
504 #define SCORENUM_Y SCORE_Y
505 #define HISCORENUM_X (LCD_WIDTH - PLAYFIELD_X - 4 * NUMBERS_WIDTH - 3 * NUM_SPACING)
506 #define SHIELD_Y (SHIP_Y - SHIP_HEIGHT - SHIELD_HEIGHT)
511 #elif (LCD_WIDTH == 240) && ((LCD_HEIGHT == 320) || (LCD_HEIGHT == 400))
513 /* Gigabeat: 240x320x16
514 * ======================
515 * X: 8p padding at left/right gives 224p playfield in middle.
516 * 10p "border" gives 204p actual playfield. UFO use full 224p.
517 * Y: Use bottom 240p for playfield and top 80 pixels for logo.
519 * MAX_X = (204 - 12) / 2 - 1 = 95
521 * Y: Score text 7 0 + 80
526 * 2 Space Aliens start at 32 + 3 * 8 = 56
528 * space ~7*8 128 | 18.75 aliens space between
529 * shield 2*8 182 | first alien and ship.
530 * space 8 198 | MAX_Y = 18
533 * hline 1 230 310 - PLAYFIELD_Y
534 * bottom border 10 240 320
535 * Lives and Level goes inside bottom border
538 #define ARCADISH_GRAPHICS
539 #define PLAYFIELD_X 8
540 #define SHIP_Y (PLAYFIELD_Y - 3 * SHIP_HEIGHT)
541 #define ALIEN_START_Y (UFO_Y + 3 * ALIEN_HEIGHT)
542 /* Redefine SCORE_Y */
545 #define SCORENUM_X (PLAYFIELD_X + NUMBERS_WIDTH)
546 #define SCORENUM_Y SCORE_Y + (2 * (FONT_HEIGHT + 1) + 1)
547 #define HISCORENUM_X (LCD_WIDTH - PLAYFIELD_X - 1 - 6 * NUMBERS_WIDTH - 5 * NUM_SPACING)
548 #define SHIELD_Y (PLAYFIELD_Y - 6 * SHIP_HEIGHT)
552 #elif (LCD_WIDTH == 220) && (LCD_HEIGHT == 176)
554 /* TPJ1022, H300, iPod Color: 220x176x16
555 * ============================
556 * X: 0p padding at left/right gives 220p playfield in middle.
557 * 8p "border" gives 204p actual playfield. UFO use full 220p.
558 * Y: Use full 176p for playfield.
560 * MAX_X = (204 - 12) / 2 - 1 = 95
565 * 7 Space Aliens start at 15 + 3 * 8 = 56
567 * space ~7*8 103 | 15.6 aliens space between
568 * shield 2*8 126 | first alien and ship.
569 * space 8 142 | MAX_Y = 15
572 * hline 1 166 - PLAYFIELD_Y
573 * bottom border 10 176
574 * Lives and Level goes inside bottom border
577 #define ARCADISH_GRAPHICS
578 #define PLAYFIELD_X 0
579 #define SHIP_Y (PLAYFIELD_Y - 2 * SHIP_HEIGHT)
580 #define ALIEN_START_Y (UFO_Y + 10)
581 #define SCORENUM_Y SCORE_Y
582 #define SCORENUM_X (PLAYFIELD_X + 6 * NUMBERS_WIDTH + 6 * NUM_SPACING)
583 #define HISCORENUM_X (LCD_WIDTH - PLAYFIELD_X - 4 * NUMBERS_WIDTH - 3 * NUM_SPACING)
584 #define SHIELD_Y (PLAYFIELD_Y - 5 * SHIP_HEIGHT)
590 #error INVADROX: Unsupported LCD type
593 #define MAX_X ((LCD_WIDTH-LIVES_X*2-PLAYFIELD_X*2 - ALIEN_WIDTH)/2 - 1)
595 /* Defines common to each "graphic type" */
596 #ifdef ARCADISH_GRAPHICS
598 #define SHOT_HEIGHT 5
599 #define ALIEN_SPACING 4
600 #define ALIEN_SPEED 2
602 #define NUM_SPACING 3
607 #elif defined SMALL_GRAPHICS
609 #define SHOT_HEIGHT 4
610 #define ALIEN_SPACING 3
611 #define ALIEN_SPEED 2
613 #define NUM_SPACING 2
619 #error Graphic type not defined
625 #define SLIME_GREEN LCD_RGBPACK(31, 254, 31)
626 #define UFO_RED LCD_RGBPACK(254, 31, 31)
627 #elif (LCD_DEPTH == 2)
628 #define SLIME_GREEN LCD_LIGHTGRAY
629 #define UFO_RED LCD_LIGHTGRAY
631 #error LCD type not implemented yet
639 /* Fire/bomb/ufo states */
642 #define S_SHOWSCORE 2
645 /* Fire/bomb targets */
647 #define TARGET_SHIELD 1
648 #define TARGET_SHIP 2
649 #define TARGET_BOTTOM 3
652 #define HISCOREFILE PLUGIN_GAMES_DATA_DIR "/invadrox.high"
655 /* The time (in ms) for one iteration through the game loop - decrease this
656 * to speed up the game - note that current_tick is (currently) only accurate
662 /* Physical x is at PLAYFIELD_X + LIVES_X + x * ALIEN_SPEED
663 * Physical y is at y * ALIEN_HEIGHT
666 int x
; /* x-coordinate (0 - 95) */
667 int y
; /* y-coordinate (0 - 18) */
668 unsigned char type
; /* 0 (Kang), 1 (Kodos), 2 (Serak) */
669 unsigned char state
; /* Dead, alive or bomber */
672 /* Aliens box 5 rows * ALIENS aliens in each row */
673 struct alien aliens
[5 * ALIENS
];
679 unsigned char frame
; /* Current animation frame */
680 unsigned char frames
; /* Number of frames in animation */
681 unsigned char target
; /* Remember target during explosion frames */
682 int state
; /* 0 (IDLE) = inactive, 1 (FIRE) or negative, exploding */
684 struct bomb bombs
[MAX_BOMBS
];
685 /* Increase max_bombs at higher levels */
688 /* Raw framebuffer value of shield/ship green color */
689 fb_data screen_green
, screen_white
;
691 /* For optimization, precalculate startoffset of each scanline */
692 unsigned int ytab
[LCD_HEIGHT
];
696 int scores
[3] = { 30, 20, 10 };
698 struct highscore hiscore
;
699 bool game_over
= false;
700 int ship_x
, old_ship_x
, ship_dir
, ship_acc
, max_ship_speed
;
701 int ship_frame
, ship_frame_counter
;
703 int fire
, fire_target
, fire_x
, fire_y
;
704 int curr_alien
, aliens_paralyzed
, gamespeed
;
705 int ufo_state
, ufo_x
;
707 bool aliens_down
, aliens_right
, hit_left_border
, hit_right_border
;
710 /* No standard get_pixel function yet, use this hack instead */
713 #if defined(LCD_STRIDEFORMAT) && LCD_STRIDEFORMAT == VERTICAL_STRIDE
714 static inline fb_data
get_pixel(int x
, int y
)
716 return rb
->lcd_framebuffer
[x
*LCD_HEIGHT
+y
];
719 static inline fb_data
get_pixel(int x
, int y
)
721 return rb
->lcd_framebuffer
[ytab
[y
] + x
];
725 #elif (LCD_DEPTH == 2)
727 #if (LCD_PIXELFORMAT == HORIZONTAL_PACKING)
728 static const unsigned char shifts
[4] = {
731 /* Horizontal packing */
732 static inline fb_data
get_pixel(int x
, int y
)
734 return (rb
->lcd_framebuffer
[ytab
[y
] + (x
>> 2)] >> shifts
[x
& 3]) & 3;
737 /* Vertical packing */
738 static const unsigned char shifts
[4] = {
741 static inline fb_data
get_pixel(int x
, int y
)
743 return (rb
->lcd_framebuffer
[ytab
[y
] + x
] >> shifts
[y
& 3]) & 3;
745 #endif /* Horizontal/Vertical packing */
748 #error get_pixel: pixelformat not implemented yet
752 /* Draw "digits" least significant digits of num at (x,y) */
753 static void draw_number(int x
, int y
, int num
, int digits
)
758 for (i
= digits
- 1; i
>= 0; i
--) {
761 rb
->lcd_bitmap_part(invadrox_numbers
, d
* NUMBERS_WIDTH
, 0,
763 BMPWIDTH_invadrox_numbers
,
764 BMPHEIGHT_invadrox_numbers
),
765 x
+ i
* (NUMBERS_WIDTH
+ NUM_SPACING
), y
,
766 NUMBERS_WIDTH
, FONT_HEIGHT
);
769 rb
->lcd_update_rect(x
, y
, 4 * NUMBERS_WIDTH
+ 3 * NUM_SPACING
, FONT_HEIGHT
);
773 static inline void draw_score(void)
775 draw_number(SCORENUM_X
, SCORENUM_Y
, score
, 4);
776 if (score
> hiscore
.score
) {
777 /* Draw new hiscore (same as score) */
778 draw_number(HISCORENUM_X
, SCORENUM_Y
, score
, 4);
783 static void draw_level(void)
785 draw_number(LEVEL_X
+ 2 * NUM_SPACING
, PLAYFIELD_Y
+ 2, level
, 2);
789 static void draw_lives(void)
793 rb
->lcd_bitmap_part(invadrox_numbers
, lives
* NUMBERS_WIDTH
, 0,
795 BMPWIDTH_invadrox_numbers
,
796 BMPHEIGHT_invadrox_numbers
),
797 PLAYFIELD_X
+ LIVES_X
, PLAYFIELD_Y
+ 2,
798 NUMBERS_WIDTH
, FONT_HEIGHT
);
801 for (i
= 0; i
< (lives
- 1); i
++) {
802 rb
->lcd_bitmap_part(invadrox_ships
, 0, 0,
804 BMPWIDTH_invadrox_ships
,
805 BMPHEIGHT_invadrox_ships
),
806 PLAYFIELD_X
+ LIVES_X
+ SHIP_WIDTH
+ i
* (SHIP_WIDTH
+ NUM_SPACING
),
807 PLAYFIELD_Y
+ 1, SHIP_WIDTH
, SHIP_HEIGHT
);
810 /* Erase ship to the right (if less than MAX_LIVES) */
811 if (lives
< MAX_LIVES
) {
812 rb
->lcd_fillrect(PLAYFIELD_X
+ LIVES_X
+ SHIP_WIDTH
+ i
* (SHIP_WIDTH
+ NUM_SPACING
),
813 PLAYFIELD_Y
+ 1, SHIP_WIDTH
, SHIP_HEIGHT
);
815 /* Update lives (and level) part of screen */
816 rb
->lcd_update_rect(PLAYFIELD_X
+ LIVES_X
, PLAYFIELD_Y
+ 1,
817 PLAYFIELD_WIDTH
- 2 * LIVES_X
, MAX(FONT_HEIGHT
+ 1, SHIP_HEIGHT
+ 1));
821 static inline void draw_aliens(void)
825 for (i
= 0; i
< 5 * ALIENS
; i
++) {
826 rb
->lcd_bitmap_part(invadrox_aliens
, aliens
[i
].x
& 1 ? ALIEN_WIDTH
: 0,
827 aliens
[i
].type
* ALIEN_HEIGHT
,
829 BMPWIDTH_invadrox_aliens
,
830 BMPHEIGHT_invadrox_aliens
),
831 PLAYFIELD_X
+ LIVES_X
+ aliens
[i
].x
* ALIEN_SPEED
,
832 ALIEN_START_Y
+ aliens
[i
].y
* ALIEN_HEIGHT
,
833 ALIEN_WIDTH
, ALIEN_HEIGHT
);
838 /* Return false if there is no next alive alien (round is over) */
839 static inline bool next_alien(void)
845 if (curr_alien
% ALIENS
== 0) {
846 /* End of this row. Move up one row. */
847 curr_alien
-= 2 * ALIENS
;
848 if (curr_alien
< 0) {
849 /* No more aliens in this round. */
850 curr_alien
= 4 * ALIENS
;
854 } while (aliens
[curr_alien
].state
== DEAD
&& ret
);
857 /* No more alive aliens. Round finished. */
858 if (hit_right_border
) {
859 if (hit_left_border
) {
860 DBG("ERROR: both left and right borders are set (%d)\n", curr_alien
);
862 /* Move down-left next round */
863 aliens_right
= false;
865 hit_right_border
= false;
866 } else if (hit_left_border
) {
867 /* Move down-right next round */
870 hit_left_border
= false;
872 /* Not left nor right. Set down to false. */
881 /* All aliens have been moved.
882 * Set curr_alien to first alive.
883 * Return false if no-one is left alive.
885 static bool first_alien(void)
889 for (y
= 4; y
>= 0; y
--) {
890 for (i
= y
* ALIENS
; i
< (y
+ 1) * ALIENS
; i
++) {
891 if (aliens
[i
].state
!= DEAD
) {
898 /* All aliens dead. */
899 level_finished
= true;
905 static bool move_aliens(void)
907 int x
, y
, old_x
, old_y
;
909 /* Move current alien (curr_alien is pointing to a living alien) */
911 old_x
= aliens
[curr_alien
].x
;
912 old_y
= aliens
[curr_alien
].y
;
915 aliens
[curr_alien
].y
++;
916 if (aliens
[curr_alien
].y
== MAX_Y
) {
917 /* Alien is at bottom. Game Over. */
918 DBG("Alien %d is at bottom. Game Over.\n", curr_alien
);
926 if (aliens
[curr_alien
].x
< MAX_X
) {
927 aliens
[curr_alien
].x
++;
930 /* Now, after move, check if we hit the right border. */
931 if (aliens
[curr_alien
].x
== MAX_X
) {
932 hit_right_border
= true;
937 if (aliens
[curr_alien
].x
> 0) {
938 aliens
[curr_alien
].x
--;
941 /* Now, after move, check if we hit the left border. */
942 if (aliens
[curr_alien
].x
== 0) {
943 hit_left_border
= true;
947 /* Erase old position */
948 x
= PLAYFIELD_X
+ LIVES_X
+ old_x
* ALIEN_SPEED
;
949 y
= ALIEN_START_Y
+ old_y
* ALIEN_HEIGHT
;
950 if (aliens
[curr_alien
].y
!= old_y
) {
951 /* Moved in y-dir. Erase whole alien. */
952 rb
->lcd_fillrect(x
, y
, ALIEN_WIDTH
, ALIEN_HEIGHT
);
955 /* Erase left edge */
956 rb
->lcd_fillrect(x
, y
, ALIEN_SPEED
, ALIEN_HEIGHT
);
958 /* Erase right edge */
959 x
+= ALIEN_WIDTH
- ALIEN_SPEED
;
960 rb
->lcd_fillrect(x
, y
, ALIEN_SPEED
, ALIEN_HEIGHT
);
964 /* Draw alien at new pos */
965 x
= PLAYFIELD_X
+ LIVES_X
+ aliens
[curr_alien
].x
* ALIEN_SPEED
;
966 y
= ALIEN_START_Y
+ aliens
[curr_alien
].y
* ALIEN_HEIGHT
;
967 rb
->lcd_bitmap_part(invadrox_aliens
,
968 aliens
[curr_alien
].x
& 1 ? ALIEN_WIDTH
: 0,
969 aliens
[curr_alien
].type
* ALIEN_HEIGHT
,
971 BMPWIDTH_invadrox_aliens
,
972 BMPHEIGHT_invadrox_aliens
),
973 x
, y
, ALIEN_WIDTH
, ALIEN_HEIGHT
);
976 /* Round finished. Set curr_alien to first alive from bottom. */
977 if (!first_alien()) {
978 /* Should never happen. Taken care of in move_fire(). */
981 /* TODO: Play next background sound */
988 static inline void draw_ship(void)
991 if (old_ship_x
< ship_x
) {
992 /* Move right. Erase leftmost part of ship. */
993 rb
->lcd_fillrect(old_ship_x
, SHIP_Y
, ship_x
- old_ship_x
, SHIP_HEIGHT
);
994 } else if (old_ship_x
> ship_x
) {
995 /* Move left. Erase rightmost part of ship. */
996 rb
->lcd_fillrect(ship_x
+ SHIP_WIDTH
, SHIP_Y
, old_ship_x
- ship_x
, SHIP_HEIGHT
);
1000 rb
->lcd_bitmap_part(invadrox_ships
, 0, ship_frame
* SHIP_HEIGHT
,
1001 STRIDE( SCREEN_MAIN
,
1002 BMPWIDTH_invadrox_ships
,
1003 BMPHEIGHT_invadrox_ships
),
1004 ship_x
, SHIP_Y
, SHIP_WIDTH
, SHIP_HEIGHT
);
1006 /* Alternate between frame 1 and 2 during hit */
1007 ship_frame_counter
++;
1008 if (ship_frame_counter
> 2) {
1009 ship_frame_counter
= 0;
1011 if (ship_frame
> 2) {
1017 /* Save ship_x for next time */
1018 old_ship_x
= ship_x
;
1022 static inline void fire_alpha(int xc
, int yc
, fb_data color
)
1024 int oldmode
= rb
->lcd_get_drawmode();
1026 rb
->lcd_set_foreground(color
);
1027 rb
->lcd_set_drawmode(DRMODE_FG
);
1029 rb
->lcd_mono_bitmap(invadrox_fire
, xc
- (FIRE_WIDTH
/2), yc
, FIRE_WIDTH
, FIRE_HEIGHT
);
1031 rb
->lcd_set_foreground(LCD_BLACK
);
1032 rb
->lcd_set_drawmode(oldmode
);
1036 static void move_fire(void)
1038 bool hit_green
= false;
1039 bool hit_white
= false;
1041 static int exploding_alien
= -1;
1044 if (fire
== S_IDLE
) {
1048 /* Alien hit. Wait until explosion is finished. */
1049 if (aliens_paralyzed
< 0) {
1051 if (aliens_paralyzed
== 0) {
1052 /* Erase exploding_alien */
1053 rb
->lcd_fillrect(PLAYFIELD_X
+ LIVES_X
+ aliens
[exploding_alien
].x
* ALIEN_SPEED
,
1054 ALIEN_START_Y
+ aliens
[exploding_alien
].y
* ALIEN_HEIGHT
,
1055 ALIEN_EXPLODE_WIDTH
, ALIEN_HEIGHT
);
1057 /* Special case. We killed curr_alien. */
1058 if (exploding_alien
== curr_alien
) {
1059 if (!next_alien()) {
1060 /* Round finished. Set curr_alien to first alive from bottom. */
1068 if (fire
== S_ACTIVE
) {
1071 rb
->lcd_vline(fire_x
, fire_y
, fire_y
+ SHOT_HEIGHT
);
1074 if (fire_y
<= SCORENUM_Y
+ FONT_HEIGHT
+ 4) {
1076 /* TODO: Play explode sound */
1079 fire_target
= TARGET_TOP
;
1080 fire_alpha(fire_x
, fire_y
, UFO_RED
);
1085 fire_y
-= FIRE_SPEED
;
1088 if (ufo_state
== S_ACTIVE
) {
1089 if ((ABS(ufo_x
+ UFO_WIDTH
/ 2 - fire_x
) <= UFO_WIDTH
/ 2) &&
1090 (fire_y
<= UFO_Y
+ UFO_HEIGHT
)) {
1091 ufo_state
= S_EXPLODE
;
1093 fire_target
= TARGET_UFO
;
1094 /* Center explosion */
1095 ufo_x
-= (UFO_EXPLODE_WIDTH
- UFO_WIDTH
) / 2;
1096 rb
->lcd_bitmap(invadrox_ufo_explode
, ufo_x
, UFO_Y
- 1,
1097 UFO_EXPLODE_WIDTH
, UFO_EXPLODE_HEIGHT
);
1102 /* Hit bomb? (check position, not pixel value) */
1103 for (i
= 0; i
< max_bombs
; i
++) {
1104 if (bombs
[i
].state
== S_ACTIVE
) {
1105 /* Count as hit if within BOMB_WIDTH pixels */
1106 if ((ABS(bombs
[i
].x
- fire_x
) < BOMB_WIDTH
) &&
1107 (fire_y
- bombs
[i
].y
< BOMB_HEIGHT
)) {
1109 rb
->lcd_fillrect(bombs
[i
].x
, bombs
[i
].y
, BOMB_WIDTH
, BOMB_HEIGHT
);
1110 bombs
[i
].state
= S_IDLE
;
1111 /* Explode ship fire */
1113 fire_target
= TARGET_SHIELD
;
1114 fire_alpha(fire_x
, fire_y
, LCD_WHITE
);
1121 for (i
= FIRE_SPEED
; i
>= 0; i
--) {
1122 pix
= get_pixel(fire_x
, fire_y
+ i
);
1123 if(pix
== screen_white
) {
1128 if(pix
== screen_green
) {
1138 /* TODO: Play explode sound */
1141 fire_target
= TARGET_SHIELD
;
1142 /* Center explosion around hit pixel */
1143 fire_y
-= FIRE_HEIGHT
/ 2;
1144 fire_alpha(fire_x
, fire_y
, SLIME_GREEN
);
1151 for (i
= 0; i
< 5 * ALIENS
; i
++) {
1152 if (aliens
[i
].state
!= DEAD
&&
1153 (ABS(fire_x
- (PLAYFIELD_X
+ LIVES_X
+ aliens
[i
].x
* ALIEN_SPEED
+
1154 ALIEN_WIDTH
/ 2)) <= ALIEN_WIDTH
/ 2) &&
1155 (ABS(fire_y
- (ALIEN_START_Y
+ aliens
[i
].y
* ALIEN_HEIGHT
+
1156 ALIEN_HEIGHT
/ 2)) <= ALIEN_HEIGHT
/ 2)) {
1158 /* TODO: play alien hit sound */
1160 if (aliens
[i
].state
== BOMBER
) {
1161 /* Set (possible) alien above to bomber */
1162 for (j
= i
- ALIENS
; j
>= 0; j
-= ALIENS
) {
1163 if (aliens
[j
].state
!= DEAD
) {
1164 /* printf("New bomber (%d, %d)\n", j % ALIENS, j / ALIENS); */
1165 aliens
[j
].state
= BOMBER
;
1170 aliens
[i
].state
= DEAD
;
1171 exploding_alien
= i
;
1172 score
+= scores
[aliens
[i
].type
];
1174 /* Update score part of screen */
1175 rb
->lcd_update_rect(SCORENUM_X
, SCORENUM_Y
,
1176 PLAYFIELD_WIDTH
- 2 * NUMBERS_WIDTH
, FONT_HEIGHT
);
1178 /* Paralyze aliens S_EXPLODE frames */
1179 aliens_paralyzed
= S_EXPLODE
;
1180 rb
->lcd_bitmap(invadrox_alien_explode
,
1181 PLAYFIELD_X
+ LIVES_X
+ aliens
[i
].x
* ALIEN_SPEED
,
1182 ALIEN_START_Y
+ aliens
[i
].y
* ALIEN_HEIGHT
,
1183 ALIEN_EXPLODE_WIDTH
, ALIEN_EXPLODE_HEIGHT
);
1184 /* Since alien is 1 pixel taller than explosion sprite, erase bottom line */
1185 rb
->lcd_hline(PLAYFIELD_X
+ LIVES_X
+ aliens
[i
].x
* ALIEN_SPEED
,
1186 PLAYFIELD_X
+ LIVES_X
+ aliens
[i
].x
* ALIEN_SPEED
+ ALIEN_WIDTH
,
1187 ALIEN_START_Y
+ (aliens
[i
].y
+ 1) * ALIEN_HEIGHT
- 1);
1194 rb
->lcd_set_foreground(LCD_WHITE
);
1195 rb
->lcd_vline(fire_x
, fire_y
, fire_y
+ SHOT_HEIGHT
);
1196 rb
->lcd_set_foreground(LCD_BLACK
);
1197 } else if (fire
< S_IDLE
) {
1198 /* Count up towards S_IDLE, then erase explosion */
1200 if (fire
== S_IDLE
) {
1201 /* Erase explosion */
1202 if (fire_target
== TARGET_TOP
) {
1203 rb
->lcd_fillrect(fire_x
- (FIRE_WIDTH
/ 2), fire_y
, FIRE_WIDTH
, FIRE_HEIGHT
);
1204 } else if (fire_target
== TARGET_SHIELD
) {
1205 /* Draw explosion with black pixels */
1206 fire_alpha(fire_x
, fire_y
, LCD_BLACK
);
1213 /* Return a BOMBER alien */
1214 static inline int random_bomber(void)
1218 /* TODO: Weigh higher probability near ship */
1219 col
= rb
->rand() % ALIENS
;
1220 for (i
= col
+ 4 * ALIENS
; i
>= 0; i
-= ALIENS
) {
1221 if (aliens
[i
].state
== BOMBER
) {
1226 /* No BOMBER found in this col */
1228 for (i
= 0; i
< 5 * ALIENS
; i
++) {
1229 if (aliens
[i
].state
== BOMBER
) {
1234 /* No BOMBER found at all (error?) */
1240 static inline void draw_bomb(int i
)
1242 rb
->lcd_bitmap_part(invadrox_bombs
, bombs
[i
].type
* BOMB_WIDTH
,
1243 bombs
[i
].frame
* BOMB_HEIGHT
,
1244 STRIDE( SCREEN_MAIN
,
1245 BMPWIDTH_invadrox_bombs
,
1246 BMPHEIGHT_invadrox_bombs
),
1247 bombs
[i
].x
, bombs
[i
].y
,
1248 BOMB_WIDTH
, BOMB_HEIGHT
);
1251 if (bombs
[i
].frame
== bombs
[i
].frames
) {
1257 static void move_bombs(void)
1262 for (i
= 0; i
< max_bombs
; i
++) {
1264 switch (bombs
[i
].state
) {
1270 bomber
= random_bomber();
1272 DBG("ERROR: No bomber available\n");
1276 bombs
[i
].x
= PLAYFIELD_X
+ LIVES_X
+ aliens
[bomber
].x
* ALIEN_SPEED
+ ALIEN_WIDTH
/ 2;
1277 bombs
[i
].y
= ALIEN_START_Y
+ (aliens
[bomber
].y
+ 1) * ALIEN_HEIGHT
;
1279 /* Check for duplets in x and y direction */
1281 for (j
= i
- 1; j
>= 0; j
--) {
1282 if ((bombs
[j
].state
== S_ACTIVE
) &&
1283 ((bombs
[i
].x
== bombs
[j
].x
) || (bombs
[i
].y
== bombs
[j
].y
))) {
1289 /* Skip this one, continue with next bomb */
1290 /* printf("Bomb %d duplet of %d\n", i, j); */
1294 /* Passed, set type */
1295 bombs
[i
].type
= rb
->rand() % 3;
1297 if (bombs
[i
].type
== 0) {
1298 bombs
[i
].frames
= 3;
1299 } else if (bombs
[i
].type
== 1) {
1300 bombs
[i
].frames
= 4;
1302 bombs
[i
].frames
= 6;
1306 bombs
[i
].state
= S_ACTIVE
;
1313 /* Erase old position */
1314 rb
->lcd_fillrect(bombs
[i
].x
, bombs
[i
].y
, BOMB_WIDTH
, BOMB_HEIGHT
);
1317 bombs
[i
].y
+= BOMB_SPEED
;
1319 /* Check if bottom hit */
1320 if (bombs
[i
].y
+ BOMB_HEIGHT
>= PLAYFIELD_Y
) {
1321 bombs
[i
].y
= PLAYFIELD_Y
- FIRE_HEIGHT
+ 1;
1322 fire_alpha(bombs
[i
].x
, bombs
[i
].y
, LCD_WHITE
);
1323 bombs
[i
].state
= S_EXPLODE
;
1324 bombs
[i
].target
= TARGET_BOTTOM
;
1328 /* Check for green (ship or shield) */
1329 for (j
= BOMB_HEIGHT
; j
>= BOMB_HEIGHT
- BOMB_SPEED
; j
--) {
1330 bombs
[i
].target
= 0;
1331 if(get_pixel(bombs
[i
].x
+ BOMB_WIDTH
/ 2, bombs
[i
].y
+ j
) == screen_green
) {
1332 /* Move to hit pixel */
1333 bombs
[i
].x
+= BOMB_WIDTH
/ 2;
1336 /* Check if ship is hit */
1337 if (bombs
[i
].y
> SHIELD_Y
+ SHIELD_HEIGHT
&& bombs
[i
].y
< PLAYFIELD_Y
) {
1339 /* TODO: play ship hit sound */
1343 ship_frame_counter
= 0;
1344 bombs
[i
].state
= S_EXPLODE
* 4;
1345 bombs
[i
].target
= TARGET_SHIP
;
1346 rb
->lcd_bitmap_part(invadrox_ships
, 0, 1 * SHIP_HEIGHT
,
1347 STRIDE( SCREEN_MAIN
,
1348 BMPWIDTH_invadrox_ships
,
1349 BMPHEIGHT_invadrox_ships
),
1351 SHIP_WIDTH
, SHIP_HEIGHT
);
1355 bombs
[i
].state
= S_EXPLODE
;
1356 bombs
[i
].target
= TARGET_SHIELD
;
1357 /* Center explosion around hit pixel in shield */
1358 bombs
[i
].y
-= FIRE_HEIGHT
/ 2;
1359 fire_alpha(bombs
[i
].x
, bombs
[i
].y
, SLIME_GREEN
);
1364 if (bombs
[i
].target
!= 0) {
1365 /* Hit ship or shield, continue */
1373 /* If we get here state should be < 0, exploding */
1375 if (bombs
[i
].state
== S_IDLE
) {
1377 /* Erase explosion */
1378 rb
->lcd_fillrect(ship_x
, SHIP_Y
, SHIP_WIDTH
, SHIP_HEIGHT
);
1379 rb
->lcd_update_rect(ship_x
, SHIP_Y
, SHIP_WIDTH
, SHIP_HEIGHT
);
1382 ship_x
= PLAYFIELD_X
+ 2 * LIVES_X
;
1389 /* Sleep 1s to give player time to examine lives left */
1392 /* Erase explosion (even if ship hit, might be another bomb) */
1393 fire_alpha(bombs
[i
].x
, bombs
[i
].y
, LCD_BLACK
);
1401 static inline void move_ship(void)
1403 ship_dir
+= ship_acc
;
1404 if (ship_dir
> max_ship_speed
) {
1405 ship_dir
= max_ship_speed
;
1407 if (ship_dir
< -max_ship_speed
) {
1408 ship_dir
= -max_ship_speed
;
1411 if (ship_x
< SHIP_MIN_X
) {
1412 ship_x
= SHIP_MIN_X
;
1414 if (ship_x
> SHIP_MAX_X
) {
1415 ship_x
= SHIP_MAX_X
;
1422 /* Unidentified Flying Object */
1423 static void move_ufo(void)
1425 static int ufo_speed
;
1429 switch (ufo_state
) {
1433 if (rb
->rand() % 500 == 0) {
1434 /* Uh-oh, it's time to launch a mystery UFO */
1436 /* TODO: Play UFO sound */
1438 if (rb
->rand() % 2) {
1439 ufo_speed
= UFO_SPEED
;
1440 ufo_x
= PLAYFIELD_X
;
1442 ufo_speed
= -UFO_SPEED
;
1443 ufo_x
= LCD_WIDTH
- PLAYFIELD_X
- UFO_WIDTH
;
1445 ufo_state
= S_ACTIVE
;
1446 /* UFO will be drawn next frame */
1452 rb
->lcd_fillrect(ufo_x
, UFO_Y
, UFO_WIDTH
, UFO_HEIGHT
);
1456 if (ufo_x
< PLAYFIELD_X
|| ufo_x
> LCD_WIDTH
- PLAYFIELD_X
- UFO_WIDTH
) {
1461 rb
->lcd_bitmap(invadrox_ufo
, ufo_x
, UFO_Y
, UFO_WIDTH
, UFO_HEIGHT
);
1466 if (counter
== S_IDLE
) {
1467 /* Erase mystery number */
1468 rb
->lcd_fillrect(ufo_x
, UFO_Y
, 3 * NUMBERS_WIDTH
+ 2 * NUM_SPACING
, FONT_HEIGHT
);
1476 if (ufo_state
== S_IDLE
) {
1477 /* Erase explosion */
1478 rb
->lcd_fillrect(ufo_x
, UFO_Y
- 1, UFO_EXPLODE_WIDTH
, UFO_EXPLODE_HEIGHT
);
1479 ufo_state
= S_SHOWSCORE
;
1480 counter
= S_EXPLODE
* 4;
1481 /* Draw mystery_score, sleep, increase score and continue */
1482 mystery_score
= 50 + (rb
->rand() % 6) * 50;
1483 if (mystery_score
< 100) {
1484 draw_number(ufo_x
, UFO_Y
, mystery_score
, 2);
1486 draw_number(ufo_x
, UFO_Y
, mystery_score
, 3);
1488 score
+= mystery_score
;
1496 static void draw_background(void)
1499 rb
->lcd_bitmap(invadrox_background
, 0, 0, LCD_WIDTH
, LCD_HEIGHT
);
1504 static void new_level(void)
1509 /* Give an extra life for each new level */
1510 if (lives
< MAX_LIVES
) {
1517 draw_number(HISCORENUM_X
, SCORENUM_Y
, hiscore
.score
, 4);
1521 level_finished
= false;
1525 /* Init alien positions and states */
1526 for (i
= 0; i
< 4 * ALIENS
; i
++) {
1527 aliens
[i
].x
= 0 + (i
% ALIENS
) * ((ALIEN_WIDTH
+ ALIEN_SPACING
) / ALIEN_SPEED
);
1528 aliens
[i
].y
= 2 * (i
/ ALIENS
);
1529 aliens
[i
].state
= ALIVE
;
1531 /* Last row, bombers */
1532 for (i
= 4 * ALIENS
; i
< 5 * ALIENS
; i
++) {
1533 aliens
[i
].x
= 0 + (i
% ALIENS
) * ((ALIEN_WIDTH
+ ALIEN_SPACING
) / ALIEN_SPEED
);
1534 aliens
[i
].y
= 2 * (i
/ ALIENS
);
1535 aliens
[i
].state
= BOMBER
;
1538 /* Init bombs to inactive (S_IDLE) */
1539 for (i
= 0; i
< MAX_BOMBS
; i
++) {
1540 bombs
[i
].state
= S_IDLE
;
1543 /* Start aliens closer to earth from level 2 */
1544 for (i
= 0; i
< 5 * ALIENS
; i
++) {
1546 aliens
[i
].y
+= level
- 1;
1552 /* Max concurrent bombs */
1561 /* Increase speed */
1570 /* Increase speed more */
1580 for (i
= 1; i
<= 4; i
++) {
1581 rb
->lcd_bitmap(invadrox_shield
,
1582 PLAYFIELD_X
+ i
* PLAYFIELD_WIDTH
/ 5 - SHIELD_WIDTH
/ 2,
1583 SHIELD_Y
, SHIELD_WIDTH
, SHIELD_HEIGHT
);
1587 rb
->lcd_set_foreground(SLIME_GREEN
);
1588 rb
->lcd_hline(PLAYFIELD_X
, LCD_WIDTH
- PLAYFIELD_X
, PLAYFIELD_Y
);
1589 /* Restore foreground to black (for fast erase later). */
1590 rb
->lcd_set_foreground(LCD_BLACK
);
1592 ship_x
= PLAYFIELD_X
+ 2 * LIVES_X
;
1594 old_ship_x
= ship_x
;
1601 /* Start moving the bottom row left to right */
1602 curr_alien
= 4 * ALIENS
;
1603 aliens_paralyzed
= 0;
1604 aliens_right
= true;
1605 aliens_down
= false;
1606 hit_left_border
= false;
1607 hit_right_border
= false;
1608 /* TODO: Change max_ship_speed to 3 at higher levels */
1617 static void init_invadrox(void)
1621 /* Seed random number generator with a "random" number */
1622 rb
->srand(rb
->get_time()->tm_sec
+ rb
->get_time()->tm_min
* 60);
1624 /* Precalculate start of each scanline */
1625 for (i
= 0; i
< LCD_HEIGHT
; i
++) {
1626 #if (LCD_DEPTH >= 8)
1627 ytab
[i
] = i
* LCD_WIDTH
;
1628 #elif (LCD_DEPTH == 2) && (LCD_PIXELFORMAT == HORIZONTAL_PACKING)
1629 ytab
[i
] = i
* (LCD_WIDTH
/ 4);
1630 #elif (LCD_DEPTH == 2) && (LCD_PIXELFORMAT == VERTICAL_PACKING)
1631 ytab
[i
] = (i
/ 4) * LCD_WIDTH
;
1633 #error pixelformat not implemented yet
1637 rb
->lcd_set_background(LCD_BLACK
);
1638 rb
->lcd_set_foreground(LCD_BLACK
);
1640 if (highscore_load(HISCOREFILE
, &hiscore
, 1) < 0) {
1641 /* Init hiscore to 0 */
1642 rb
->strlcpy(hiscore
.name
, "Invader", sizeof(hiscore
.name
));
1647 /* Init alien types in aliens array */
1648 for (i
= 0; i
< 1 * ALIENS
; i
++) {
1649 aliens
[i
].type
= 0; /* Kang */
1651 for (; i
< 3 * ALIENS
; i
++) {
1652 aliens
[i
].type
= 1; /* Kodos */
1654 for (; i
< 5 * ALIENS
; i
++) {
1655 aliens
[i
].type
= 2; /* Serak */
1659 /* Save screen white color */
1660 rb
->lcd_set_foreground(LCD_WHITE
);
1661 rb
->lcd_drawpixel(0, 0);
1662 rb
->lcd_update_rect(0, 0, 1, 1);
1663 screen_white
= get_pixel(0, 0);
1665 /* Save screen green color */
1666 rb
->lcd_set_foreground(SLIME_GREEN
);
1667 rb
->lcd_drawpixel(0, 0);
1668 rb
->lcd_update_rect(0, 0, 1, 1);
1669 screen_green
= get_pixel(0, 0);
1671 /* Restore black foreground */
1672 rb
->lcd_set_foreground(LCD_BLACK
);
1676 /* Flash score at start */
1677 for (i
= 0; i
< 5; i
++) {
1678 rb
->lcd_fillrect(SCORENUM_X
, SCORENUM_Y
,
1679 4 * NUMBERS_WIDTH
+ 3 * NUM_SPACING
,
1681 rb
->lcd_update_rect(SCORENUM_X
, SCORENUM_Y
,
1682 4 * NUMBERS_WIDTH
+ 3 * NUM_SPACING
,
1685 draw_number(SCORENUM_X
, SCORENUM_Y
, score
, 4);
1691 static inline bool handle_buttons(void)
1693 static unsigned int oldbuttonstate
= 0;
1695 unsigned int released
, pressed
, newbuttonstate
;
1698 /* Don't allow ship movement during explosion */
1701 newbuttonstate
= rb
->button_status();
1703 if(newbuttonstate
== oldbuttonstate
) {
1704 if (newbuttonstate
== 0) {
1705 /* No button pressed. Stop ship. */
1717 released
= ~newbuttonstate
& oldbuttonstate
;
1718 pressed
= newbuttonstate
& ~oldbuttonstate
;
1719 oldbuttonstate
= newbuttonstate
;
1721 if (pressed
& ACTION_LEFT
) {
1722 if (ship_acc
> -1) {
1726 if (pressed
& ACTION_RIGHT
) {
1731 if (pressed
& ACTION_FIRE
) {
1732 if (fire
== S_IDLE
) {
1734 fire_x
= ship_x
+ SHIP_WIDTH
/ 2;
1735 fire_y
= SHIP_Y
- SHOT_HEIGHT
;
1737 /* TODO: play fire sound */
1740 if (pressed
& ACTION_QUIT
) {
1741 rb
->splash(HZ
* 1, "Quit");
1746 if ((released
& ACTION_LEFT
)) {
1751 if ((released
& ACTION_RIGHT
)) {
1752 if (ship_acc
> -1) {
1760 /* Quit if USB is connected */
1761 if (rb
->button_get(false) == SYS_USB_CONNECTED
) {
1769 static void game_loop(void)
1773 /* Print dimensions (just for debugging) */
1774 DBG("%03dx%03dx%02d\n", LCD_WIDTH
, LCD_HEIGHT
, LCD_DEPTH
);
1780 /* Convert CYCLETIME (in ms) to HZ */
1781 end
= *rb
->current_tick
+ (CYCLETIME
* HZ
) / 1000;
1783 if (handle_buttons()) {
1791 /* Check if level is finished (marked by move_fire) */
1792 if (level_finished
) {
1793 /* TODO: Play level finished sound */
1800 if (!aliens_paralyzed
&& !ship_hit
) {
1801 for (i
= 0; i
< gamespeed
; i
++) {
1802 if (!move_aliens()) {
1810 /* Move alien bombs */
1816 /* Update "playfield" rect */
1817 rb
->lcd_update_rect(PLAYFIELD_X
, SCORENUM_Y
+ FONT_HEIGHT
,
1819 PLAYFIELD_Y
+ 1 - SCORENUM_Y
- FONT_HEIGHT
);
1821 /* Wait until next frame */
1822 DBG("%ld (%d)\n", end
- *rb
->current_tick
, (CYCLETIME
* HZ
) / 1000);
1823 if (TIME_BEFORE(*rb
->current_tick
, end
)) {
1824 rb
->sleep(end
- *rb
->current_tick
);
1833 /* this is the plugin entry point */
1834 enum plugin_status
plugin_start(UNUSED
const void* parameter
)
1836 rb
->lcd_setfont(FONT_SYSFIXED
);
1837 /* Turn off backlight timeout */
1838 backlight_ignore_timeout();
1840 /* now go ahead and have fun! */
1844 /* TODO: Play game over sound */
1845 rb
->splash(HZ
* 2, "Game Over");
1846 if (score
> hiscore
.score
) {
1847 /* Save new hiscore */
1848 highscore_update(score
, level
, "Invader", &hiscore
, 1);
1849 highscore_save(HISCOREFILE
, &hiscore
, 1);
1852 /* Restore user's original backlight setting */
1853 rb
->lcd_setfont(FONT_UI
);
1854 /* Turn on backlight timeout (revert to settings) */
1855 backlight_use_settings();
1863 * GNU Emacs settings: Kernighan & Richie coding style with
1864 * 4 spaces indent and no tabs.
1866 * c-file-style: "k&r"
1868 * indent-tabs-mode: nil