forked from len0rd/rockbox
Pong! * adapt to FS#4761 * add pause button for non-holdswitch players *
better gameplay (no wait for BUTTON_REPEAT) * a few bugfixes * H300 new keypad (should credit & close 2822) git-svn-id: svn://svn.rockbox.org/rockbox/trunk@10472 a1c6a512-1295-4272-9138-f99709370657
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1 changed files with 52 additions and 12 deletions
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@ -25,7 +25,7 @@ PLUGIN_HEADER
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#define PAD_HEIGHT LCD_HEIGHT / 6 /* Recorder: 10 iRiver: 21 */
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#define PAD_WIDTH LCD_WIDTH / 50 /* Recorder: 2 iRiver: 2 */
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#define BALL_HEIGTH LCD_HEIGHT / 32 /* Recorder: 2 iRiver: 4 */
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#define BALL_HEIGHT LCD_HEIGHT / 32 /* Recorder: 2 iRiver: 4 */
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#define BALL_WIDTH LCD_HEIGHT / 32 /* We want a square ball */
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#define SPEEDX ( LCD_WIDTH * 3 ) / 2 /* Recorder: 168 iRiver: 240 */
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@ -38,6 +38,7 @@ PLUGIN_HEADER
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/* variable button definitions */
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#if CONFIG_KEYPAD == RECORDER_PAD
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#define PONG_QUIT BUTTON_OFF
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#define PONG_PAUSE BUTTON_ON
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#define PONG_LEFT_UP BUTTON_F1
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#define PONG_LEFT_DOWN BUTTON_LEFT
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#define PONG_RIGHT_UP BUTTON_F3
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@ -45,13 +46,13 @@ PLUGIN_HEADER
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#elif CONFIG_KEYPAD == ONDIO_PAD
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#define PONG_QUIT BUTTON_OFF
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#define PONG_PAUSE BUTTON_RIGHT
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#define PONG_LEFT_UP BUTTON_LEFT
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#define PONG_LEFT_DOWN BUTTON_MENU
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#define PONG_RIGHT_UP BUTTON_UP
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#define PONG_RIGHT_DOWN BUTTON_DOWN
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#elif (CONFIG_KEYPAD == IRIVER_H100_PAD) || \
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(CONFIG_KEYPAD == IRIVER_H300_PAD)
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#elif CONFIG_KEYPAD == IRIVER_H100_PAD
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#define PONG_QUIT BUTTON_OFF
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#define PONG_LEFT_UP BUTTON_UP
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#define PONG_LEFT_DOWN BUTTON_DOWN
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@ -59,6 +60,14 @@ PLUGIN_HEADER
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#define PONG_RIGHT_DOWN BUTTON_MODE
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#define PONG_RC_QUIT BUTTON_RC_STOP
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#elif CONFIG_KEYPAD == IRIVER_H300_PAD
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#define PONG_QUIT BUTTON_OFF
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#define PONG_LEFT_UP BUTTON_UP
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#define PONG_LEFT_DOWN BUTTON_DOWN
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#define PONG_RIGHT_UP BUTTON_REC
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#define PONG_RIGHT_DOWN BUTTON_MODE
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#define PONG_RC_QUIT BUTTON_RC_STOP
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#elif (CONFIG_KEYPAD == IPOD_4G_PAD) || \
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(CONFIG_KEYPAD == IPOD_3G_PAD)
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#define PONG_QUIT BUTTON_SELECT
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@ -76,6 +85,7 @@ PLUGIN_HEADER
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#elif (CONFIG_KEYPAD == GIGABEAT_PAD)
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#define PONG_QUIT BUTTON_A
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#define PONG_PAUSE BUTTON_MENU
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#define PONG_LEFT_UP BUTTON_UP
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#define PONG_LEFT_DOWN BUTTON_DOWN
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#define PONG_RIGHT_UP BUTTON_POWER
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@ -154,7 +164,7 @@ bool padcollide(struct pong *p, int pad, int *info)
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int y = p->bally/RES;
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if((y < (p->e_pad[pad]+PAD_HEIGHT)) &&
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(y + BALL_HEIGTH > p->e_pad[pad])) {
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(y + BALL_HEIGHT > p->e_pad[pad])) {
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/* Y seems likely right */
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/* store the delta between ball-middle MINUS pad-middle, so
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@ -166,15 +176,15 @@ bool padcollide(struct pong *p, int pad, int *info)
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max number is +- PAD_HEIGHT/2
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*/
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*info = (y+BALL_HEIGTH/2) - (p->e_pad[pad] + PAD_HEIGHT/2);
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*info = (y+BALL_HEIGHT/2) - (p->e_pad[pad] + PAD_HEIGHT/2);
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if(pad) {
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/* right-side */
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if((x + BALL_WIDTH) > (LCD_WIDTH - PAD_WIDTH))
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if((x + BALL_WIDTH) >= (LCD_WIDTH - PAD_WIDTH))
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return true; /* phump */
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}
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else {
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if(x <= 0)
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if(x <= PAD_WIDTH)
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return true;
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}
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}
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@ -225,7 +235,11 @@ void score(struct pong *p, int pad)
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/* then move the X-speed of the ball and give it a random Y position */
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p->ballspeedx = -p->ballspeedx;
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p->bally = rb->rand()%(LCD_HEIGHT-BALL_HEIGTH);
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p->bally = rb->rand()%(LCD_HEIGHT*RES - BALL_HEIGHT);
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/* avoid hitting the pad with the new ball */
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p->ballx = (p->ballx < 0) ?
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(RES * PAD_WIDTH) : (RES * (LCD_WIDTH - PAD_WIDTH - BALL_WIDTH));
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/* restore Y-speed to default */
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p->ballspeedy = (p->ballspeedy > 0) ? SPEEDY : -SPEEDY;
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@ -254,10 +268,10 @@ void ball(struct pong *p)
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newy = p->bally/RES;
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/* detect if ball hits a wall */
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if(newy + BALL_HEIGTH > LCD_HEIGHT) {
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if(newy + BALL_HEIGHT > LCD_HEIGHT) {
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/* hit floor, bounce */
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p->ballspeedy = -p->ballspeedy;
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newy = LCD_HEIGHT - BALL_HEIGTH;
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newy = LCD_HEIGHT - BALL_HEIGHT;
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p->bally = newy * RES;
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}
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else if(newy < 0) {
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@ -277,13 +291,16 @@ void ball(struct pong *p)
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else if(wallcollide(p, 1))
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score(p, 0);
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newx = p->ballx/RES;
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newy = p->bally/RES;
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/* clear old position */
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rb->lcd_set_drawmode(DRMODE_SOLID|DRMODE_INVERSEVID);
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rb->lcd_fillrect(x, y, BALL_WIDTH, BALL_HEIGTH);
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rb->lcd_fillrect(x, y, BALL_WIDTH, BALL_HEIGHT);
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rb->lcd_set_drawmode(DRMODE_SOLID);
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/* draw the new ball position */
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rb->lcd_fillrect(newx, newy, BALL_WIDTH, BALL_HEIGTH);
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rb->lcd_fillrect(newx, newy, BALL_WIDTH, BALL_HEIGHT);
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}
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void padmove(int *pos, int dir)
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@ -298,6 +315,9 @@ void padmove(int *pos, int dir)
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int keys(struct pong *p)
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{
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int key;
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#ifdef PONG_PAUSE
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static bool pause = false;
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#endif
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int time = 4; /* number of ticks this function will loop reading keys */
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int start = *rb->current_tick;
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@ -306,6 +326,11 @@ int keys(struct pong *p)
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while(end > *rb->current_tick) {
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key = rb->button_get_w_tmo(end - *rb->current_tick);
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#ifdef HAS_BUTTON_HOLD
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if (rb->button_hold())
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return 2; /* Pause game */
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#endif
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if(key & PONG_QUIT
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#ifdef PONG_RC_QUIT
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|| key & PONG_RC_QUIT
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@ -313,6 +338,15 @@ int keys(struct pong *p)
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)
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return 0; /* exit game NOW */
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#ifdef PONG_PAUSE
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if(key == PONG_PAUSE)
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pause = !pause;
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if(pause)
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return 2; /* Pause game */
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#endif
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key = rb->button_status(); /* ignore BUTTON_REPEAT */
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if(key & PONG_LEFT_DOWN) /* player left goes down */
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padmove(&p->w_pad[0], MOVE_STEP);
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@ -373,6 +407,12 @@ enum plugin_status plugin_start(struct plugin_api* api, void* parameter)
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/* go go go */
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while(game > 0) {
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if (game == 2) { /* Game Paused */
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rb->splash(0, true, "PAUSED");
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while(game == 2)
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game = keys(&pong); /* short circuit */
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rb->lcd_clear_display();
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}
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showscore(&pong);
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pad(&pong, 0); /* draw left pad */
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pad(&pong, 1); /* draw right pad */
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