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@ -26,6 +26,28 @@
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#include "game.h"
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#define CANNON_W 11
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#define CANNON_H 8
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#define CANNON_VEL 4
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#define CANNON_Y (LCD_PIXEL_HEIGHT - 1 - CANNON_H)
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#define INVADER_VEL 3
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#define INVADER_TOP MENU_FONT_ASCENT
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#define INVADERS_WIDE ((INVADER_COL_W) * (INVADER_COLS))
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#define INVADERS_HIGH ((INVADER_ROW_H) * (INVADER_ROWS))
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#define UFO_H 5
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#define UFO_W 13
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#define LASER_H 4
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#define SHOT_H 3
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#define EXPL_W 11
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#define LIFE_W 8
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#define LIFE_H 5
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#define INVADER_RIGHT ((INVADER_COLS) * (INVADER_COL_W))
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// 11x8
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const unsigned char invader[3][2][16] PROGMEM = {
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{ { B00000110,B00000000,
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@ -120,20 +142,6 @@ const unsigned char ufo[] PROGMEM = {
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B01111111,B11110000
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};
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#define INVASION_SIZE 3
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#if INVASION_SIZE == 3
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#define INVADER_COLS 5
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#elif INVASION_SIZE == 4
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#define INVADER_COLS 6
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#else
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#define INVADER_COLS 8
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#undef INVASION_SIZE
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#define INVASION_SIZE 5
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#endif
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#define INVADER_ROWS INVASION_SIZE
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constexpr uint8_t inv_type[] = {
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#if INVADER_ROWS == 5
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0, 1, 1, 2, 2
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@ -146,107 +154,74 @@ constexpr uint8_t inv_type[] = {
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#endif
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};
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#define INVADER_RIGHT ((INVADER_COLS) * (COL_W))
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invaders_data_t &idat = marlin_game_data.invaders;
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#define CANNON_W 11
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#define CANNON_H 8
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#define CANNON_VEL 4
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#define CANNON_Y (LCD_PIXEL_HEIGHT - 1 - CANNON_H)
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#define COL_W 14
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#define INVADER_H 8
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#define ROW_H (INVADER_H + 2)
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#define INVADER_VEL 3
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#define INVADER_TOP MENU_FONT_ASCENT
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#define INVADERS_WIDE ((COL_W) * (INVADER_COLS))
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#define INVADERS_HIGH ((ROW_H) * (INVADER_ROWS))
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#define UFO_H 5
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#define UFO_W 13
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#define LASER_H 4
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#define SHOT_H 3
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#define EXPL_W 11
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#define LIFE_W 8
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#define LIFE_H 5
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#define INVADER_COL(X) ((X - invaders_x) / (COL_W))
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#define INVADER_ROW(Y) ((Y - invaders_y + 2) / (ROW_H))
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#define INV_X_LEFT(C,T) (invaders_x + (C) * (COL_W) + inv_off[T])
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#define INV_X_LEFT(C,T) (idat.pos.x + (C) * (INVADER_COL_W) + inv_off[T])
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#define INV_X_CTR(C,T) (INV_X_LEFT(C,T) + inv_wide[T] / 2)
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#define INV_Y_BOT(R) (invaders_y + (R + 1) * (ROW_H) - 2)
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typedef struct { int8_t x, y, v; } laser_t;
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#define INV_Y_BOT(R) (idat.pos.y + (R + 1) * (INVADER_ROW_H) - 2)
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uint8_t cannons_left;
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int8_t cannon_x;
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laser_t explod, laser, bullet[10];
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constexpr uint8_t inv_off[] = { 2, 1, 0 }, inv_wide[] = { 8, 11, 12 };
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int8_t invaders_x, invaders_y, invaders_dir, leftmost, rightmost, botmost;
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uint8_t invader_count, quit_count, bugs[INVADER_ROWS], shooters[(INVADER_ROWS) * (INVADER_COLS)];
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inline void update_invader_data() {
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uint8_t inv_mask = 0;
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// Get a list of all active invaders
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uint8_t sc = 0;
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LOOP_L_N(y, INVADER_ROWS) {
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uint8_t m = bugs[y];
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if (m) botmost = y + 1;
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uint8_t m = idat.bugs[y];
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if (m) idat.botmost = y + 1;
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inv_mask |= m;
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for (uint8_t x = 0; x < INVADER_COLS; ++x)
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if (TEST(m, x)) shooters[sc++] = (y << 4) | x;
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if (TEST(m, x)) idat.shooters[sc++] = (y << 4) | x;
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}
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leftmost = 0;
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LOOP_L_N(i, INVADER_COLS) { if (TEST(inv_mask, i)) break; leftmost -= COL_W; }
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rightmost = LCD_PIXEL_WIDTH - (INVADERS_WIDE);
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for (uint8_t i = INVADER_COLS; i--;) { if (TEST(inv_mask, i)) break; rightmost += COL_W; }
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if (invader_count == 2) invaders_dir = invaders_dir > 0 ? INVADER_VEL + 1 : -(INVADER_VEL + 1);
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idat.leftmost = 0;
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LOOP_L_N(i, INVADER_COLS) { if (TEST(inv_mask, i)) break; idat.leftmost -= INVADER_COL_W; }
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idat.rightmost = LCD_PIXEL_WIDTH - (INVADERS_WIDE);
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for (uint8_t i = INVADER_COLS; i--;) { if (TEST(inv_mask, i)) break; idat.rightmost += INVADER_COL_W; }
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if (idat.count == 2) idat.dir = idat.dir > 0 ? INVADER_VEL + 1 : -(INVADER_VEL + 1);
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}
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inline void reset_bullets() {
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LOOP_L_N(i, COUNT(bullet)) bullet[i].v = 0;
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LOOP_L_N(i, COUNT(idat.bullet)) idat.bullet[i].v = 0;
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}
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inline void reset_invaders() {
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invaders_x = 0; invaders_y = INVADER_TOP;
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invaders_dir = INVADER_VEL;
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invader_count = (INVADER_COLS) * (INVADER_ROWS);
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LOOP_L_N(i, INVADER_ROWS) bugs[i] = _BV(INVADER_COLS) - 1;
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idat.pos.x = 0; idat.pos.y = INVADER_TOP;
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idat.dir = INVADER_VEL;
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idat.count = (INVADER_COLS) * (INVADER_ROWS);
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LOOP_L_N(i, INVADER_ROWS) idat.bugs[i] = _BV(INVADER_COLS) - 1;
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update_invader_data();
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reset_bullets();
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}
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int8_t ufox, ufov;
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inline void spawn_ufo() {
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ufov = random(0, 2) ? 1 : -1;
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ufox = ufov > 0 ? -(UFO_W) : LCD_PIXEL_WIDTH - 1;
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idat.ufov = random(0, 2) ? 1 : -1;
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idat.ufox = idat.ufov > 0 ? -(UFO_W) : LCD_PIXEL_WIDTH - 1;
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}
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inline void reset_player() {
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cannon_x = 0;
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idat.cannon_x = 0;
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ui.encoderPosition = 0;
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}
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inline void fire_cannon() {
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laser.x = cannon_x + CANNON_W / 2;
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laser.y = LCD_PIXEL_HEIGHT - CANNON_H - (LASER_H);
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laser.v = -(LASER_H);
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idat.laser.x = idat.cannon_x + CANNON_W / 2;
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idat.laser.y = LCD_PIXEL_HEIGHT - CANNON_H - (LASER_H);
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idat.laser.v = -(LASER_H);
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}
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inline void explode(const int8_t x, const int8_t y, const int8_t v=4) {
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explod.x = x - (EXPL_W) / 2;
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explod.y = y;
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explod.v = v;
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idat.explod.x = x - (EXPL_W) / 2;
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idat.explod.y = y;
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idat.explod.v = v;
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}
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inline void kill_cannon(uint8_t &game_state, const uint8_t st) {
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reset_bullets();
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explode(cannon_x + (CANNON_W) / 2, CANNON_Y, 6);
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explode(idat.cannon_x + (CANNON_W) / 2, CANNON_Y, 6);
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_BUZZ(1000, 10);
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if (--cannons_left) {
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laser.v = 0;
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if (--idat.cannons_left) {
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idat.laser.v = 0;
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game_state = st;
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reset_player();
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}
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@ -255,8 +230,6 @@ inline void kill_cannon(uint8_t &game_state, const uint8_t st) {
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}
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void InvadersGame::game_screen() {
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static bool game_blink;
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ui.refresh(LCDVIEW_CALL_NO_REDRAW); // Call as often as possible
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// Run game logic once per full screen
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@ -267,46 +240,45 @@ void InvadersGame::game_screen() {
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ui.encoderPosition = ep;
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ep *= (CANNON_VEL);
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if (ep > cannon_x) { cannon_x += CANNON_VEL - 1; if (ep - cannon_x < 2) cannon_x = ep; }
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if (ep < cannon_x) { cannon_x -= CANNON_VEL - 1; if (cannon_x - ep < 2) cannon_x = ep; }
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if (ep > idat.cannon_x) { idat.cannon_x += CANNON_VEL - 1; if (ep - idat.cannon_x < 2) idat.cannon_x = ep; }
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if (ep < idat.cannon_x) { idat.cannon_x -= CANNON_VEL - 1; if (idat.cannon_x - ep < 2) idat.cannon_x = ep; }
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// Run the game logic
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if (game_state) do {
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// Move the UFO, if any
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if (ufov) { ufox += ufov; if (!WITHIN(ufox, -(UFO_W), LCD_PIXEL_WIDTH - 1)) ufov = 0; }
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if (idat.ufov) { idat.ufox += idat.ufov; if (!WITHIN(idat.ufox, -(UFO_W), LCD_PIXEL_WIDTH - 1)) idat.ufov = 0; }
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if (game_state > 1) { if (--game_state == 2) { reset_invaders(); } else if (game_state == 100) { game_state = 1; } break; }
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static uint8_t blink_count;
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const bool did_blink = (++blink_count > invader_count >> 1);
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const bool did_blink = (++idat.blink_count > idat.count >> 1);
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if (did_blink) {
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game_blink = !game_blink;
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blink_count = 0;
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idat.game_blink = !idat.game_blink;
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idat.blink_count = 0;
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}
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if (invader_count && did_blink) {
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const int8_t newx = invaders_x + invaders_dir;
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if (!WITHIN(newx, leftmost, rightmost)) { // Invaders reached the edge?
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invaders_dir *= -1; // Invaders change direction
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invaders_y += (ROW_H) / 2; // Invaders move down
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invaders_x -= invaders_dir; // ...and only move down this time.
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if (invaders_y + botmost * (ROW_H) - 2 >= CANNON_Y) // Invaders reached the bottom?
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if (idat.count && did_blink) {
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const int8_t newx = idat.pos.x + idat.dir;
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if (!WITHIN(newx, idat.leftmost, idat.rightmost)) { // Invaders reached the edge?
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idat.dir *= -1; // Invaders change direction
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idat.pos.y += (INVADER_ROW_H) / 2; // Invaders move down
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idat.pos.x -= idat.dir; // ...and only move down this time.
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if (idat.pos.y + idat.botmost * (INVADER_ROW_H) - 2 >= CANNON_Y) // Invaders reached the bottom?
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kill_cannon(game_state, 20); // Kill the cannon. Reset invaders.
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}
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invaders_x += invaders_dir; // Invaders take one step left/right
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idat.pos.x += idat.dir; // Invaders take one step left/right
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// Randomly shoot if invaders are listed
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if (invader_count && !random(0, 20)) {
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if (idat.count && !random(0, 20)) {
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// Find a free bullet
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laser_t *b = nullptr;
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LOOP_L_N(i, COUNT(bullet)) if (!bullet[i].v) { b = &bullet[i]; break; }
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LOOP_L_N(i, COUNT(idat.bullet)) if (!idat.bullet[i].v) { b = &idat.bullet[i]; break; }
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if (b) {
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// Pick a random shooter and update the bullet
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//SERIAL_ECHOLNPGM("free bullet found");
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const uint8_t inv = shooters[random(0, invader_count + 1)], col = inv & 0x0F, row = inv >> 4, type = inv_type[row];
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const uint8_t inv = idat.shooters[random(0, idat.count + 1)], col = inv & 0x0F, row = inv >> 4, type = inv_type[row];
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b->x = INV_X_CTR(col, type);
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b->y = INV_Y_BOT(row);
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b->v = 2 + random(0, 2);
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@ -315,34 +287,34 @@ void InvadersGame::game_screen() {
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}
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// Update the laser position
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if (laser.v) {
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laser.y += laser.v;
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if (laser.y < 0) laser.v = 0;
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if (idat.laser.v) {
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idat.laser.y += idat.laser.v;
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if (idat.laser.y < 0) idat.laser.v = 0;
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}
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// Did the laser collide with an invader?
|
|
|
|
|
if (laser.v && WITHIN(laser.y, invaders_y, invaders_y + INVADERS_HIGH - 1)) {
|
|
|
|
|
const int8_t col = INVADER_COL(laser.x);
|
|
|
|
|
if (idat.laser.v && WITHIN(idat.laser.y, idat.pos.y, idat.pos.y + INVADERS_HIGH - 1)) {
|
|
|
|
|
const int8_t col = idat.laser_col();
|
|
|
|
|
if (WITHIN(col, 0, INVADER_COLS - 1)) {
|
|
|
|
|
const int8_t row = INVADER_ROW(laser.y);
|
|
|
|
|
const int8_t row = idat.laser_row();
|
|
|
|
|
if (WITHIN(row, 0, INVADER_ROWS - 1)) {
|
|
|
|
|
const uint8_t mask = _BV(col);
|
|
|
|
|
if (bugs[row] & mask) {
|
|
|
|
|
if (idat.bugs[row] & mask) {
|
|
|
|
|
const uint8_t type = inv_type[row];
|
|
|
|
|
const int8_t invx = INV_X_LEFT(col, type);
|
|
|
|
|
if (WITHIN(laser.x, invx, invx + inv_wide[type] - 1)) {
|
|
|
|
|
if (WITHIN(idat.laser.x, invx, invx + inv_wide[type] - 1)) {
|
|
|
|
|
// Turn off laser
|
|
|
|
|
laser.v = 0;
|
|
|
|
|
idat.laser.v = 0;
|
|
|
|
|
// Remove the invader!
|
|
|
|
|
bugs[row] &= ~mask;
|
|
|
|
|
idat.bugs[row] &= ~mask;
|
|
|
|
|
// Score!
|
|
|
|
|
score += INVADER_ROWS - row;
|
|
|
|
|
// Explode sound!
|
|
|
|
|
_BUZZ(40, 10);
|
|
|
|
|
// Explosion bitmap!
|
|
|
|
|
explode(invx + inv_wide[type] / 2, invaders_y + row * (ROW_H));
|
|
|
|
|
explode(invx + inv_wide[type] / 2, idat.pos.y + row * (INVADER_ROW_H));
|
|
|
|
|
// If invaders are gone, go to reset invaders state
|
|
|
|
|
if (--invader_count) update_invader_data(); else { game_state = 20; reset_bullets(); }
|
|
|
|
|
if (--idat.count) update_invader_data(); else { game_state = 20; reset_bullets(); }
|
|
|
|
|
} // laser x hit
|
|
|
|
|
} // invader exists
|
|
|
|
|
} // good row
|
|
|
|
@ -350,31 +322,31 @@ void InvadersGame::game_screen() {
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|
|
|
} // laser in invader zone
|
|
|
|
|
|
|
|
|
|
// Handle alien bullets
|
|
|
|
|
LOOP_L_N(s, COUNT(bullet)) {
|
|
|
|
|
laser_t *b = &bullet[s];
|
|
|
|
|
LOOP_L_N(s, COUNT(idat.bullet)) {
|
|
|
|
|
laser_t *b = &idat.bullet[s];
|
|
|
|
|
if (b->v) {
|
|
|
|
|
// Update alien bullet position
|
|
|
|
|
b->y += b->v;
|
|
|
|
|
if (b->y >= LCD_PIXEL_HEIGHT)
|
|
|
|
|
b->v = 0; // Offscreen
|
|
|
|
|
else if (b->y >= CANNON_Y && WITHIN(b->x, cannon_x, cannon_x + CANNON_W - 1))
|
|
|
|
|
else if (b->y >= CANNON_Y && WITHIN(b->x, idat.cannon_x, idat.cannon_x + CANNON_W - 1))
|
|
|
|
|
kill_cannon(game_state, 120); // Hit the cannon
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// Randomly spawn a UFO
|
|
|
|
|
if (!ufov && !random(0,500)) spawn_ufo();
|
|
|
|
|
if (!idat.ufov && !random(0,500)) spawn_ufo();
|
|
|
|
|
|
|
|
|
|
// Did the laser hit a ufo?
|
|
|
|
|
if (laser.v && ufov && laser.y < UFO_H + 2 && WITHIN(laser.x, ufox, ufox + UFO_W - 1)) {
|
|
|
|
|
if (idat.laser.v && idat.ufov && idat.laser.y < UFO_H + 2 && WITHIN(idat.laser.x, idat.ufox, idat.ufox + UFO_W - 1)) {
|
|
|
|
|
// Turn off laser and UFO
|
|
|
|
|
laser.v = ufov = 0;
|
|
|
|
|
idat.laser.v = idat.ufov = 0;
|
|
|
|
|
// Score!
|
|
|
|
|
score += 10;
|
|
|
|
|
// Explode!
|
|
|
|
|
_BUZZ(40, 10);
|
|
|
|
|
// Explosion bitmap
|
|
|
|
|
explode(ufox + (UFO_W) / 2, 1);
|
|
|
|
|
explode(idat.ufox + (UFO_W) / 2, 1);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
} while (false);
|
|
|
|
@ -382,59 +354,59 @@ void InvadersGame::game_screen() {
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// Click-and-hold to abort
|
|
|
|
|
if (ui.button_pressed()) --quit_count; else quit_count = 10;
|
|
|
|
|
if (ui.button_pressed()) --idat.quit_count; else idat.quit_count = 10;
|
|
|
|
|
|
|
|
|
|
// Click to fire or exit
|
|
|
|
|
if (ui.use_click()) {
|
|
|
|
|
if (!game_state)
|
|
|
|
|
quit_count = 0;
|
|
|
|
|
else if (game_state == 1 && !laser.v)
|
|
|
|
|
idat.quit_count = 0;
|
|
|
|
|
else if (game_state == 1 && !idat.laser.v)
|
|
|
|
|
fire_cannon();
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if (!quit_count) exit_game();
|
|
|
|
|
if (!idat.quit_count) exit_game();
|
|
|
|
|
|
|
|
|
|
u8g.setColorIndex(1);
|
|
|
|
|
|
|
|
|
|
// Draw invaders
|
|
|
|
|
if (PAGE_CONTAINS(invaders_y, invaders_y + botmost * (ROW_H) - 2 - 1)) {
|
|
|
|
|
int8_t yy = invaders_y;
|
|
|
|
|
if (PAGE_CONTAINS(idat.pos.y, idat.pos.y + idat.botmost * (INVADER_ROW_H) - 2 - 1)) {
|
|
|
|
|
int8_t yy = idat.pos.y;
|
|
|
|
|
for (uint8_t y = 0; y < INVADER_ROWS; ++y) {
|
|
|
|
|
const uint8_t type = inv_type[y];
|
|
|
|
|
if (PAGE_CONTAINS(yy, yy + INVADER_H - 1)) {
|
|
|
|
|
int8_t xx = invaders_x;
|
|
|
|
|
int8_t xx = idat.pos.x;
|
|
|
|
|
for (uint8_t x = 0; x < INVADER_COLS; ++x) {
|
|
|
|
|
if (TEST(bugs[y], x))
|
|
|
|
|
u8g.drawBitmapP(xx, yy, 2, INVADER_H, invader[type][game_blink]);
|
|
|
|
|
xx += COL_W;
|
|
|
|
|
if (TEST(idat.bugs[y], x))
|
|
|
|
|
u8g.drawBitmapP(xx, yy, 2, INVADER_H, invader[type][idat.game_blink]);
|
|
|
|
|
xx += INVADER_COL_W;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
yy += ROW_H;
|
|
|
|
|
yy += INVADER_ROW_H;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// Draw UFO
|
|
|
|
|
if (ufov && PAGE_UNDER(UFO_H + 2))
|
|
|
|
|
u8g.drawBitmapP(ufox, 2, 2, UFO_H, ufo);
|
|
|
|
|
if (idat.ufov && PAGE_UNDER(UFO_H + 2))
|
|
|
|
|
u8g.drawBitmapP(idat.ufox, 2, 2, UFO_H, ufo);
|
|
|
|
|
|
|
|
|
|
// Draw cannon
|
|
|
|
|
if (game_state && PAGE_CONTAINS(CANNON_Y, CANNON_Y + CANNON_H - 1) && (game_state < 2 || (game_state & 0x02)))
|
|
|
|
|
u8g.drawBitmapP(cannon_x, CANNON_Y, 2, CANNON_H, cannon);
|
|
|
|
|
u8g.drawBitmapP(idat.cannon_x, CANNON_Y, 2, CANNON_H, cannon);
|
|
|
|
|
|
|
|
|
|
// Draw laser
|
|
|
|
|
if (laser.v && PAGE_CONTAINS(laser.y, laser.y + LASER_H - 1))
|
|
|
|
|
u8g.drawVLine(laser.x, laser.y, LASER_H);
|
|
|
|
|
if (idat.laser.v && PAGE_CONTAINS(idat.laser.y, idat.laser.y + LASER_H - 1))
|
|
|
|
|
u8g.drawVLine(idat.laser.x, idat.laser.y, LASER_H);
|
|
|
|
|
|
|
|
|
|
// Draw invader bullets
|
|
|
|
|
LOOP_L_N (i, COUNT(bullet)) {
|
|
|
|
|
if (bullet[i].v && PAGE_CONTAINS(bullet[i].y - (SHOT_H - 1), bullet[i].y))
|
|
|
|
|
u8g.drawVLine(bullet[i].x, bullet[i].y - (SHOT_H - 1), SHOT_H);
|
|
|
|
|
LOOP_L_N (i, COUNT(idat.bullet)) {
|
|
|
|
|
if (idat.bullet[i].v && PAGE_CONTAINS(idat.bullet[i].y - (SHOT_H - 1), idat.bullet[i].y))
|
|
|
|
|
u8g.drawVLine(idat.bullet[i].x, idat.bullet[i].y - (SHOT_H - 1), SHOT_H);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// Draw explosion
|
|
|
|
|
if (explod.v && PAGE_CONTAINS(explod.y, explod.y + 7 - 1)) {
|
|
|
|
|
u8g.drawBitmapP(explod.x, explod.y, 2, 7, explosion);
|
|
|
|
|
--explod.v;
|
|
|
|
|
if (idat.explod.v && PAGE_CONTAINS(idat.explod.y, idat.explod.y + 7 - 1)) {
|
|
|
|
|
u8g.drawBitmapP(idat.explod.x, idat.explod.y, 2, 7, explosion);
|
|
|
|
|
--idat.explod.v;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// Blink GAME OVER when game is over
|
|
|
|
@ -448,8 +420,8 @@ void InvadersGame::game_screen() {
|
|
|
|
|
lcd_put_int(score);
|
|
|
|
|
|
|
|
|
|
// Draw lives
|
|
|
|
|
if (cannons_left)
|
|
|
|
|
for (uint8_t i = 1; i <= cannons_left; ++i)
|
|
|
|
|
if (idat.cannons_left)
|
|
|
|
|
for (uint8_t i = 1; i <= idat.cannons_left; ++i)
|
|
|
|
|
u8g.drawBitmapP(LCD_PIXEL_WIDTH - i * (LIFE_W), 6 - (LIFE_H), 1, LIFE_H, life);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
@ -457,9 +429,9 @@ void InvadersGame::game_screen() {
|
|
|
|
|
|
|
|
|
|
void InvadersGame::enter_game() {
|
|
|
|
|
init_game(20, game_screen); // countdown to reset invaders
|
|
|
|
|
cannons_left = 3;
|
|
|
|
|
quit_count = 10;
|
|
|
|
|
laser.v = 0;
|
|
|
|
|
idat.cannons_left = 3;
|
|
|
|
|
idat.quit_count = 10;
|
|
|
|
|
idat.laser.v = 0;
|
|
|
|
|
reset_invaders();
|
|
|
|
|
reset_player();
|
|
|
|
|
}
|
|
|
|
|