forked from len0rd/rockbox
Patch #5916 by Mat Holton - some Spacerocks improvements. Larger ship and asteroids, fixed collision detection bug, ship thruster effect and improved explosion effect.
git-svn-id: svn://svn.rockbox.org/rockbox/trunk@11881 a1c6a512-1295-4272-9138-f99709370657
This commit is contained in:
parent
ec529a1556
commit
f8fcbafd12
1 changed files with 410 additions and 162 deletions
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@ -134,21 +134,13 @@ static struct plugin_api* rb; /* global api struct pointer */
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#endif
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#define SHOW_COL 0
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#define HISCORE_FILE PLUGIN_DIR "/astrorocks.hs"
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#define POINT_SIZE 2
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#define MAX_NUM_ASTEROIDS 25
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#define MAX_NUM_MISSILES 6
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#define ABS(x) ((x)>0?(x):-(x))
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#define SCALE 5000
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#define MISSILE_SCALE 5000
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#define WRAP_GAP 12
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#define EXPLOSION_LENGTH 35
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#if CONFIG_KEYPAD == RECORDER_PAD || CONFIG_KEYPAD == ONDIO_PAD
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#define ENEMY_MISSILE_SURVIVAL_LENGTH 65
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#define MISSILE_SURVIVAL_LENGTH 40
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#define ASTEROID_SPEED 5
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#define LARGE_LCD 0
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#elif (CONFIG_KEYPAD == IRIVER_H100_PAD) || \
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(CONFIG_KEYPAD == IRIVER_H300_PAD) || \
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(CONFIG_KEYPAD == IAUDIO_X5_PAD) || \
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@ -156,10 +148,27 @@ static struct plugin_api* rb; /* global api struct pointer */
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(CONFIG_KEYPAD == IPOD_4G_PAD) || \
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(CONFIG_KEYPAD == GIGABEAT_PAD)|| \
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(CONFIG_KEYPAD == IRIVER_H10_PAD)
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#define ENEMY_MISSILE_SURVIVAL_LENGTH 120
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#define MISSILE_SURVIVAL_LENGTH 80
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#define ENEMY_MISSILE_SURVIVAL_LENGTH 140
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#define MISSILE_SURVIVAL_LENGTH 40
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#define ASTEROID_SPEED 15
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#define LARGE_LCD 1
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#endif
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#define EXTRA_LIFE 250
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#define SCALE 5000
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#define MISSILE_SCALE 5000
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#define WRAP_GAP 12
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#define EXPLOSION_LENGTH 20
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#define SHOW_COL 0
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#define HISCORE_FILE PLUGIN_DIR "/astrorocks.hs"
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#define POINT_SIZE 2
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#define MAX_NUM_ASTEROIDS 25
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#define MAX_NUM_MISSILES 6
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#define ENEMY_BIG_PROBABILITY_START 10
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#define ENEMY_APPEAR_PROBABILITY_START 35
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#define ENEMY_APPEAR_TIMING_START 1800
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#define LITTLE_SHIP 2
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#define BIG_SHIP 1
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#define SHOW_GAME_OVER_TIME 100
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#define SHOW_LEVEL_TIME 50
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#define START_LIVES 3
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@ -174,13 +183,10 @@ static struct plugin_api* rb; /* global api struct pointer */
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#define SIZE_ENEMY_COLLISION 5*SCALE
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#define ATTRACT_FLIP_TIME 100
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#define NUM_STARS 50
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#define NUM_TRAIL_POINTS 70
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#define NUM_ROTATIONS 16
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#define SIN_COS_SCALE 10000
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#define SHIP_ROT_CW_SIN 3827
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#define SHIP_ROT_CW_COS 9239
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#define SHIP_ROT_ACW_SIN -3827
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#define SHIP_ROT_ACW_COS 9239
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#define FAST_ROT_CW_SIN 873
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#define FAST_ROT_CW_COS 9963
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@ -197,18 +203,49 @@ static struct plugin_api* rb; /* global api struct pointer */
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#define SLOW_ROT_ACW_SIN - 350
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#define SLOW_ROT_ACW_COS 9994
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#ifdef HAVE_LCD_COLOR
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#define SHIP_ROT_CW_SIN 2419
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#define SHIP_ROT_CW_COS 9702
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#define SHIP_ROT_ACW_SIN -2419
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#define SHIP_ROT_ACW_COS 9702
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#else
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#define SHIP_ROT_CW_SIN 3827
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#define SHIP_ROT_CW_COS 9239
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#define SHIP_ROT_ACW_SIN -3827
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#define SHIP_ROT_ACW_COS 9239
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#endif
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#define SCALED_WIDTH (LCD_WIDTH*SCALE)
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#define SCALED_HEIGHT (LCD_HEIGHT*SCALE)
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#define CENTER_LCD_X (LCD_WIDTH/2)
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#define CENTER_LCD_Y (LCD_HEIGHT/2)
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#define SHIP_EXPLOSION_COLOUR 1
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#define ASTEROID_EXPLOSION_COLOUR 2
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#define ENEMY_EXPLOSION_COLOUR 3
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#define THRUST_COLOUR 4
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#define ASTEROID_R 230
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#define ASTEROID_G 200
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#define ASTEROID_B 100
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#define SHIP_R 255
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#define SHIP_G 255
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#define SHIP_B 255
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#define ENEMY_R 50
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#define ENEMY_G 220
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#define ENEMY_B 50
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#define THRUST_R 200
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#define THRUST_G 200
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#define THRUST_B 0
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#ifdef HAVE_LCD_COLOR
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#define COL_MISSILE LCD_RGBPACK(200,0,0)
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#define COL_PLAYER LCD_RGBPACK(200,200,200)
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#define COL_STARS LCD_WHITE
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#define COL_ASTEROID LCD_RGBPACK(150,95,0)
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#define COL_ASTEROID LCD_RGBPACK(ASTEROID_R,ASTEROID_G,ASTEROID_B)
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#define COL_TEXT LCD_RGBPACK(200,200,255)
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#define COL_ENEMY LCD_RGBPACK(50,220,50)
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#define COL_ENEMY LCD_RGBPACK(ENEMY_R,ENEMY_G,ENEMY_B)
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#define SET_FG rb->lcd_set_foreground
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#define SET_BG rb->lcd_set_background
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#else
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@ -216,11 +253,100 @@ static struct plugin_api* rb; /* global api struct pointer */
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#define SET_BG(x)
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#endif
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/* The array of points that make up an asteroid */
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static const short asteroid_one[NUM_ASTEROID_VERTICES*2] =
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{
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-2, -12,
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4, -8,
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8, -14,
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16, -5,
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14, 0,
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20, 2,
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12, 14,
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-4, 14,
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-10, 6,
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-10, -8
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};
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/* The array of points that make up an asteroid */
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static const short asteroid_two[NUM_ASTEROID_VERTICES*2] =
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{
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-2, -12,
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4, -16,
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6, -14,
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16, -8,
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14, 0,
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20, 2,
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12, 14,
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-4, 14,
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-10, 6,
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-10, -8
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};
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/* The array of points that make up an asteroid */
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static const short asteroid_three[NUM_ASTEROID_VERTICES*2] =
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{
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-2, -12,
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4, -16,
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6, -14,
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2, -8,
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14, 0,
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20, 2,
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12, 14,
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-4, 14,
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-16, 6,
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-10, -8
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};
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/* The array od points the make up the ship */
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static const short ship_vertices[NUM_SHIP_VERTICES*2] =
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{
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#if(LARGE_LCD)
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0,-6,
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4, 6,
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0, 2,
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-4, 6
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#else
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0,-4,
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3, 4,
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0, 1,
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-3, 4
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#endif
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};
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/* The array of points the make up the bad spaceship */
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static const short enemy_vertices[NUM_ENEMY_VERTICES*2] =
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{
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#if(LARGE_LCD)
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-8, 0,
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-4, 4,
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4, 4,
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8, 0,
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4, -4,
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-4, -4
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#else
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-5, 0,
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-2, 2,
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2, 2,
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5, 0,
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2, -2,
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-2, -2
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#endif
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};
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enum asteroid_type
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{
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#if(LARGE_LCD)
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SMALL = 2,
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MEDIUM = 4,
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LARGE = 6,
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#else
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SMALL = 1,
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MEDIUM = 2,
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LARGE = 3,
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#endif
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};
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enum game_state
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@ -240,6 +366,16 @@ struct Point
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int dy;
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};
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struct TrailPoint
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{
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int alive;
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struct Point position;
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short r;
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short g;
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short b;
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short dec;
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};
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/* Asteroid structure, contains an array of points */
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struct Asteroid
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{
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@ -266,6 +402,10 @@ struct Enemy
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struct Point vertices[NUM_ENEMY_VERTICES];
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struct Point position;
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int explode_countdown;
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long last_time_appeared;
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short size_probability;
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short appear_probability;
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short appear_timing;
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};
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struct Missile
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@ -280,13 +420,14 @@ static int asteroid_count;
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static int next_missile_count;
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static int next_thrust_count;
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static int num_lives;
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static int extra_life;
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static int show_level_timeout;
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static int attract_flip_timeout;
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static int show_game_over;
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static int current_level;
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static int current_score;
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static int high_score;
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static int space_check_size = 20*SCALE;
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static int space_check_size = 30*SCALE;
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static bool enemy_on_screen;
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static char phscore[30];
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@ -297,6 +438,7 @@ static struct Missile missiles_array[MAX_NUM_MISSILES];
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static struct Missile enemy_missile;
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static struct Enemy enemy;
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static struct Point lives_points[NUM_SHIP_VERTICES];
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static struct TrailPoint trailPoints[NUM_TRAIL_POINTS];
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void draw_and_move_asteroids(void);
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void initialise_game(int nStartNum);
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void drawstars(void);
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bool is_ship_within_asteroid(struct Asteroid* asteroid);
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/* The array of points that make up an asteroid */
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static const short asteroid_one[NUM_ASTEROID_VERTICES*2] =
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{
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-1, -6,
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2, -4,
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4, -7,
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8, -4,
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7, 0,
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10, 1,
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6, 7,
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-2, 7,
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-5, 3,
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-5, -4
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};
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/* The array of points that make up an asteroid */
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static const short asteroid_two[NUM_ASTEROID_VERTICES*2] =
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{
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-1, -6,
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2, -8,
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3, -7,
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8, -4,
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7, 0,
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10, 1,
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6, 7,
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-2, 7,
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-5, 3,
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-5, -4
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};
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/* The array of points that make up an asteroid */
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static const short asteroid_three[NUM_ASTEROID_VERTICES*2] =
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{
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-1, -6,
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2, -8,
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3, -7,
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1, -4,
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7, 0,
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10, 1,
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6, 7,
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-2, 7,
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-8, 3,
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-5, -4
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};
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/* The array od points the make up the ship */
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static const short ship_vertices[NUM_SHIP_VERTICES*2] =
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{
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0,-4,
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3, 4,
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0, 1,
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-3, 4
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};
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/* The array of points the make up the bad spaceship */
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static const short enemy_vertices[NUM_ENEMY_VERTICES*2] =
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{
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-5, 0,
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-2, 2,
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2, 2,
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5, 0,
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2, -2,
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-2, -2
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};
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/*Hi-Score reading and writing to file - this needs moving to the hi-score plugin lib as
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a 3rd function */
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@ -471,6 +550,131 @@ void move_point(struct Point* point)
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point->y = SCALED_HEIGHT;
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}
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void create_trail(struct TrailPoint* tpoint)
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{
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tpoint->position.dx = -( ship.vertices[0].x - ship.vertices[2].x )/10;
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tpoint->position.dy = -( ship.vertices[0].y - ship.vertices[2].y )/10;
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}
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void create_explosion_trail(struct TrailPoint* tpoint)
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{
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tpoint->position.dx = (rb->rand()%5050)-2500;
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tpoint->position.dy = (rb->rand()%5050)-2500;
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}
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void create_trail_blaze(int colour, struct Point* position)
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{
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int numtoadd;
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struct TrailPoint* tpoint;
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int n;
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int xadd,yadd;
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if(colour != SHIP_EXPLOSION_COLOUR)
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{
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numtoadd = NUM_TRAIL_POINTS/5;
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xadd = position->x;
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yadd = position->y;
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}
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else
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{
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numtoadd = NUM_TRAIL_POINTS/8;
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xadd = ship.position.x;
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yadd = ship.position.y;
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}
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//give the point a random countdown timer, so they dissapears at different times
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tpoint = trailPoints;
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n = NUM_TRAIL_POINTS;
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while(--n)
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{
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if(tpoint->alive <= 0 && numtoadd)
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{
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numtoadd--;
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//take a random x point anywhere between
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//bottom two points of ship.
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tpoint->position.x = (ship.vertices[2].x + (rb->rand()%18000)-9000) + position->x; //ship.position.x;
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tpoint->position.y = (ship.vertices[2].y + (rb->rand()%18000)-9000) + position->y;
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switch(colour)
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{
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case SHIP_EXPLOSION_COLOUR:
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tpoint->r = 255;
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tpoint->g = 255;
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tpoint->b = 255;
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create_explosion_trail(tpoint);
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tpoint->alive = 510;
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tpoint->dec = 2;
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break;
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case ASTEROID_EXPLOSION_COLOUR:
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tpoint->r = ASTEROID_R;
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tpoint->g = ASTEROID_G;
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tpoint->b = ASTEROID_B;
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create_explosion_trail(tpoint);
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tpoint->alive = 510;
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tpoint->dec = 2;
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break;
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case ENEMY_EXPLOSION_COLOUR:
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tpoint->r = ENEMY_R;
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tpoint->g = ENEMY_G;
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tpoint->b = ENEMY_B;
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create_explosion_trail(tpoint);
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tpoint->alive = 510;
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tpoint->dec = 2;
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break;
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case THRUST_COLOUR:
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tpoint->r = THRUST_R;
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tpoint->g = THRUST_G;
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tpoint->b = THRUST_B;
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create_trail(tpoint);
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tpoint->alive = 175;
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tpoint->dec = 4;
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break;
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}
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//add a proportional bit to the x and y based on dx and dy
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//give the points a speed based on direction of travel - i.e. opposite
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tpoint->position.dx += position->dx;
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tpoint->position.dy += position->dy;
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}
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tpoint++;
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}
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//find a space in the array of trail_points that is NULL or DEAD or whatever.
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//and place this one here.
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}
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void draw_trail_blaze(void)
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{
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struct TrailPoint* tpoint;
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//loop through, if alive then move and draw.
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//when drawn, countdown it's timer.
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//if zero kill it!
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tpoint = trailPoints;
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int n = NUM_TRAIL_POINTS;
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while(--n)
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{
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if(tpoint->alive)
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{
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if(game_state != PAUSE_MODE)
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{
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tpoint->alive-=10;
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move_point(&(tpoint->position));
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}
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#ifdef HAVE_LCD_COLOR
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//intensity = tpoint->alive/2;
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if(tpoint->r>0)tpoint->r-=tpoint->dec;
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if(tpoint->g>0)tpoint->g-=tpoint->dec;
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if(tpoint->b>0)tpoint->b-=tpoint->dec;
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SET_FG(LCD_RGBPACK(tpoint->r, tpoint->g, tpoint->b));
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#endif
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rb->lcd_drawpixel(tpoint->position.x/SCALE , tpoint->position.y/SCALE);
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}
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tpoint++;
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}
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}
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/*Check if point is within a rectangle*/
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bool is_point_within_rectangle(struct Point* rect, struct Point* p, int size)
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{
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@ -561,18 +765,33 @@ void initialise_enemy(void)
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{
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struct Point* point;
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int n;
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int size;
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|
||||
if(rb->rand()%100 > enemy.size_probability)
|
||||
{
|
||||
size = BIG_SHIP;
|
||||
enemy.size_probability++;
|
||||
if(enemy.size_probability < 90)
|
||||
{
|
||||
enemy.size_probability = ENEMY_BIG_PROBABILITY_START;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
size = LITTLE_SHIP;
|
||||
}
|
||||
|
||||
enemy_missile.survived = 0;
|
||||
enemy_on_screen = true;
|
||||
enemy.explode_countdown = 0;
|
||||
|
||||
enemy.last_time_appeared = *rb->current_tick;
|
||||
point = enemy.vertices;
|
||||
for(n = 0; n < NUM_ENEMY_VERTICES+NUM_ENEMY_VERTICES; n+=2)
|
||||
{
|
||||
point->x = enemy_vertices[n];
|
||||
point->y = enemy_vertices[n+1];
|
||||
point->x *= SCALE;
|
||||
point->y *= SCALE;
|
||||
point->x *= SCALE/size;
|
||||
point->y *= SCALE/size;
|
||||
point++;
|
||||
}
|
||||
|
||||
|
@ -619,7 +838,7 @@ void draw_and_move_enemy(void)
|
|||
draw_polygon(enemy.vertices, enemy_x, enemy_y, NUM_ENEMY_VERTICES);
|
||||
rb->lcd_drawline(enemy.vertices[0].x/SCALE + enemy_x,
|
||||
enemy.vertices[0].y/SCALE + enemy_y,
|
||||
enemy.vertices[3].x/SCALE + enemy_x,
|
||||
enemy.vertices[3].x/SCALE + enemy_x,
|
||||
enemy.vertices[3].y/SCALE + enemy_y);
|
||||
|
||||
if(game_state != PAUSE_MODE)
|
||||
|
@ -642,8 +861,8 @@ void draw_and_move_enemy(void)
|
|||
else
|
||||
{
|
||||
|
||||
animate_and_draw_explosion(enemy.vertices, NUM_ENEMY_VERTICES,
|
||||
enemy_x, enemy.position.y/SCALE);
|
||||
//animate_and_draw_explosion(enemy.vertices, NUM_ENEMY_VERTICES,
|
||||
// enemy_x, enemy.position.y/SCALE);
|
||||
if(game_state != PAUSE_MODE)
|
||||
{
|
||||
enemy.explode_countdown--;
|
||||
|
@ -654,8 +873,8 @@ void draw_and_move_enemy(void)
|
|||
}
|
||||
else
|
||||
{
|
||||
if( (rb->rand()%1000) < 2 )
|
||||
initialise_enemy();
|
||||
if( (*rb->current_tick - enemy.last_time_appeared) > enemy.appear_timing)
|
||||
if(rb->rand()%100 > enemy.appear_probability) initialise_enemy();
|
||||
}
|
||||
|
||||
if(!enemy_missile.survived && game_state != GAME_OVER)
|
||||
|
@ -732,7 +951,7 @@ bool is_point_within_asteroid(struct Asteroid* asteroid, struct Point* point)
|
|||
{
|
||||
case(SMALL):
|
||||
asteroid->explode_countdown = EXPLOSION_LENGTH;
|
||||
initialise_explosion(asteroid->vertices, NUM_ASTEROID_VERTICES);
|
||||
create_trail_blaze(ASTEROID_EXPLOSION_COLOUR, &asteroid->position);
|
||||
break;
|
||||
|
||||
case(LARGE):
|
||||
|
@ -749,6 +968,11 @@ bool is_point_within_asteroid(struct Asteroid* asteroid, struct Point* point)
|
|||
}
|
||||
|
||||
current_score++;
|
||||
if(current_score > extra_life)
|
||||
{
|
||||
num_lives++;
|
||||
extra_life = current_score+EXTRA_LIFE;
|
||||
}
|
||||
asteroid_count--;
|
||||
asteroid->exists = false;
|
||||
return true;
|
||||
|
@ -759,12 +983,13 @@ bool is_point_within_asteroid(struct Asteroid* asteroid, struct Point* point)
|
|||
|
||||
bool is_point_within_enemy(struct Point* point)
|
||||
{
|
||||
if( is_point_within_rectangle(&enemy.position, point, 5*SCALE) )
|
||||
if( is_point_within_rectangle(&enemy.position, point, 7*SCALE) )
|
||||
{
|
||||
current_score += 5;
|
||||
/*enemy_missile.survived = 0;*/
|
||||
enemy.explode_countdown = EXPLOSION_LENGTH;
|
||||
initialise_explosion(enemy.vertices, NUM_ENEMY_VERTICES);
|
||||
// initialise_explosion(enemy.vertices, NUM_ENEMY_VERTICES);
|
||||
create_trail_blaze(ENEMY_EXPLOSION_COLOUR, &enemy.position);
|
||||
return true;
|
||||
}
|
||||
else
|
||||
|
@ -808,6 +1033,7 @@ void initialise_explosion(struct Point* point, int num_points)
|
|||
point->dy = point->y;
|
||||
point++;
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
/* Check for collsions between the missiles and the asteroids and the ship */
|
||||
|
@ -844,41 +1070,37 @@ void check_collisions(void)
|
|||
}
|
||||
missile++;
|
||||
}
|
||||
}
|
||||
|
||||
/*If it exists now, check ship collision:*/
|
||||
if(asteroid->exists)
|
||||
{
|
||||
/*now check collision with ship:*/
|
||||
if(!ship.waiting_for_space && !ship.explode_countdown)
|
||||
if(asteroid->exists && !ship.waiting_for_space && !ship.explode_countdown)
|
||||
{
|
||||
if(is_ship_within_asteroid(asteroid))
|
||||
{
|
||||
/*blow up ship*/
|
||||
ship.explode_countdown = EXPLOSION_LENGTH;
|
||||
initialise_explosion(ship.vertices, NUM_SHIP_VERTICES);
|
||||
// initialise_explosion(ship.vertices, NUM_SHIP_VERTICES);
|
||||
create_trail_blaze(SHIP_EXPLOSION_COLOUR, &ship.position);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/*has the enemy missile blown something up?*/
|
||||
if(asteroid->exists && enemy_missile.survived)
|
||||
{
|
||||
if(is_point_within_asteroid(asteroid, &enemy_missile.position))
|
||||
{
|
||||
/*take that score back then:*/
|
||||
if(current_score > 0) current_score--;
|
||||
enemy_missile.survived = 0;
|
||||
}
|
||||
}
|
||||
|
||||
/*if it still exists, check if ship is waiting for space:*/
|
||||
if(asteroid->exists && ship.waiting_for_space)
|
||||
ship_cant_be_placed |=
|
||||
is_point_within_rectangle(&ship.position,
|
||||
|
||||
/*has the enemy missile blown something up?*/
|
||||
if(asteroid->exists && enemy_missile.survived)
|
||||
{
|
||||
if(is_point_within_asteroid(asteroid, &enemy_missile.position))
|
||||
{
|
||||
/*take that score back then:*/
|
||||
if(current_score > 0) current_score--;
|
||||
enemy_missile.survived = 0;
|
||||
}
|
||||
|
||||
/*if it still exists, check if ship is waiting for space:*/
|
||||
if(asteroid->exists && ship.waiting_for_space)
|
||||
ship_cant_be_placed |=
|
||||
is_point_within_rectangle(&ship.position,
|
||||
&asteroid->position,
|
||||
space_check_size);
|
||||
|
||||
}
|
||||
}
|
||||
}
|
||||
/*is an asteroid still exploding?*/
|
||||
if(asteroid->explode_countdown)
|
||||
asteroids_onscreen = true;
|
||||
|
@ -894,7 +1116,9 @@ void check_collisions(void)
|
|||
if(is_point_within_enemy(&ship.position))
|
||||
{
|
||||
ship.explode_countdown = EXPLOSION_LENGTH;
|
||||
initialise_explosion(ship.vertices, NUM_SHIP_VERTICES);
|
||||
//initialise_explosion(ship.vertices, NUM_SHIP_VERTICES);
|
||||
create_trail_blaze(SHIP_EXPLOSION_COLOUR, &ship.position);
|
||||
create_trail_blaze(ENEMY_EXPLOSION_COLOUR, &enemy.position);
|
||||
}
|
||||
|
||||
/*Now see if the enemy has been shot at by the ships missiles:*/
|
||||
|
@ -908,6 +1132,7 @@ void check_collisions(void)
|
|||
missile->survived = 0;
|
||||
break;
|
||||
}
|
||||
missile++;
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -918,7 +1143,8 @@ void check_collisions(void)
|
|||
enemy_missile.position.y - ship.position.y))
|
||||
{
|
||||
ship.explode_countdown = EXPLOSION_LENGTH;
|
||||
initialise_explosion(ship.vertices, NUM_SHIP_VERTICES);
|
||||
//initialise_explosion(ship.vertices, NUM_SHIP_VERTICES);
|
||||
create_trail_blaze(SHIP_EXPLOSION_COLOUR, &ship.position);
|
||||
enemy_missile.survived = 0;
|
||||
enemy_missile.position.x = enemy_missile.position.y = 0;
|
||||
}
|
||||
|
@ -931,6 +1157,10 @@ void check_collisions(void)
|
|||
{
|
||||
current_level++;
|
||||
game_state = SHOW_LEVEL;
|
||||
enemy.appear_probability += 5;
|
||||
enemy.appear_timing -= 200;
|
||||
if( enemy.appear_probability > 100)
|
||||
enemy.appear_probability = ENEMY_APPEAR_PROBABILITY_START;
|
||||
show_level_timeout = SHOW_LEVEL_TIME;
|
||||
}
|
||||
}
|
||||
|
@ -962,8 +1192,8 @@ void create_asteroid(enum asteroid_type type, int x, int y)
|
|||
/* Initialise a missile */
|
||||
void initialise_missile(struct Missile* missile)
|
||||
{
|
||||
missile->position.x = ship.position.x;
|
||||
missile->position.y = ship.position.y;
|
||||
missile->position.x = ship.position.x + ship.vertices[0].x;
|
||||
missile->position.y = ship.position.y + ship.vertices[0].y;
|
||||
missile->position.dx = (ship.vertices[0].x - ship.vertices[2].x)/2;
|
||||
missile->position.dy = (ship.vertices[0].y - ship.vertices[2].y)/2;
|
||||
missile->survived = MISSILE_SURVIVAL_LENGTH;
|
||||
|
@ -1105,7 +1335,7 @@ void initialise_asteroid(struct Asteroid* asteroid, enum asteroid_type type)
|
|||
asteroid->explode_countdown = 0;
|
||||
|
||||
/*Set the radius of the asteroid:*/
|
||||
asteroid->radius = (int)type;
|
||||
asteroid->radius = (int)type*SCALE;
|
||||
|
||||
/*shall we move Clockwise and Fast*/
|
||||
if((rb->rand()%100)>75)
|
||||
|
@ -1136,33 +1366,31 @@ void initialise_asteroid(struct Asteroid* asteroid, enum asteroid_type type)
|
|||
{
|
||||
if(b)
|
||||
{
|
||||
point->x = asteroid_one[n]*asteroid->radius/2;
|
||||
point->y = asteroid_one[n+1]*asteroid->radius/2;
|
||||
point->x = asteroid_one[n];
|
||||
point->y = asteroid_one[n+1];
|
||||
}
|
||||
else if( b2 )
|
||||
{
|
||||
point->x = asteroid_two[n]*asteroid->radius/2;
|
||||
point->y = asteroid_two[n+1]*asteroid->radius/2;
|
||||
point->x = asteroid_two[n];
|
||||
point->y = asteroid_two[n+1];
|
||||
}
|
||||
else
|
||||
{
|
||||
point->x = asteroid_three[n]*asteroid->radius/2;
|
||||
point->y = asteroid_three[n+1]*asteroid->radius/2;
|
||||
point->x = asteroid_three[n];
|
||||
point->y = asteroid_three[n+1];
|
||||
}
|
||||
point->x *= SCALE;
|
||||
point->y *= SCALE;
|
||||
|
||||
point->x *= asteroid->radius/6;
|
||||
point->y *= asteroid->radius/6;
|
||||
point++;
|
||||
}
|
||||
|
||||
asteroid->radius *= SCALE/2;
|
||||
|
||||
if(asteroid->type == LARGE)
|
||||
asteroid->radius *= 7;
|
||||
else if(asteroid->type == MEDIUM)
|
||||
asteroid->radius *= 4;
|
||||
else if(asteroid->type == SMALL)
|
||||
asteroid->radius /= 2;
|
||||
|
||||
asteroid->radius += 6*SCALE;
|
||||
if(asteroid->type == SMALL)
|
||||
asteroid->radius /= 3;//2
|
||||
else if(asteroid->type == LARGE)
|
||||
asteroid->radius += 3*SCALE;//2
|
||||
b = true;
|
||||
while(b)
|
||||
{
|
||||
|
@ -1172,11 +1400,11 @@ void initialise_asteroid(struct Asteroid* asteroid, enum asteroid_type type)
|
|||
|
||||
asteroid->position.dx = 0;
|
||||
while(asteroid->position.dx == 0)
|
||||
asteroid->position.dx = (rb->rand()%10)-5;
|
||||
asteroid->position.dx = (rb->rand()%ASTEROID_SPEED)-ASTEROID_SPEED/2;
|
||||
|
||||
asteroid->position.dy = 0;
|
||||
while(asteroid->position.dy == 0)
|
||||
asteroid->position.dy = (rb->rand()%10)-5;
|
||||
asteroid->position.dy = (rb->rand()%ASTEROID_SPEED)-ASTEROID_SPEED/2;
|
||||
|
||||
asteroid->position.dx *= SCALE/10;
|
||||
asteroid->position.dy *= SCALE/10;
|
||||
|
@ -1223,7 +1451,7 @@ void initialise_ship(void)
|
|||
ship.explode_countdown = 0;
|
||||
|
||||
/*hack-o-rama-city-arizona, take it out to see what happens:*/
|
||||
for(n=17;--n;)
|
||||
for(n=30;--n;)
|
||||
rotate_ship(SHIP_ROT_ACW_COS, SHIP_ROT_ACW_SIN);
|
||||
|
||||
/*grab a copy of the ships points for the lives display:*/
|
||||
|
@ -1268,13 +1496,19 @@ void draw_and_move_ship(void)
|
|||
if(!ship.explode_countdown)
|
||||
{
|
||||
if(!ship.waiting_for_space)
|
||||
draw_polygon(ship.vertices, nxoffset, nyoffset, NUM_SHIP_VERTICES);
|
||||
{
|
||||
draw_polygon(ship.vertices, nxoffset, nyoffset, NUM_SHIP_VERTICES);
|
||||
if(game_state != PAUSE_MODE && game_state != GAME_OVER)
|
||||
{
|
||||
move_point(&ship.position);
|
||||
}
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
animate_and_draw_explosion(ship.vertices, NUM_SHIP_VERTICES,
|
||||
ship.position.x/SCALE,
|
||||
ship.position.y/SCALE);
|
||||
// animate_and_draw_explosion(ship.vertices, NUM_SHIP_VERTICES,
|
||||
// ship.position.x/SCALE,
|
||||
// ship.position.y/SCALE);
|
||||
if(game_state != PAUSE_MODE)
|
||||
{
|
||||
ship.explode_countdown--;
|
||||
|
@ -1294,18 +1528,18 @@ void draw_and_move_ship(void)
|
|||
}
|
||||
}
|
||||
}
|
||||
|
||||
if(game_state != PAUSE_MODE && game_state != GAME_OVER)
|
||||
move_point(&ship.position);
|
||||
}
|
||||
|
||||
void thrust_ship(void)
|
||||
{
|
||||
if(!ship.waiting_for_space)
|
||||
{
|
||||
ship.position.dx += ( ship.vertices[0].x - ship.vertices[2].x )/10;
|
||||
ship.position.dy += ( ship.vertices[0].y - ship.vertices[2].y )/10;
|
||||
ship.position.dx += ( ship.vertices[0].x - ship.vertices[2].x )/20;
|
||||
ship.position.dy += ( ship.vertices[0].y - ship.vertices[2].y )/20;
|
||||
/*if dx and dy are below a certain threshold, then set 'em to 0*/
|
||||
//but to do this we need to ascertain if the spacehip as moved on screen for more than a certain amount.
|
||||
|
||||
create_trail_blaze(THRUST_COLOUR, &ship.position);
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -1372,12 +1606,11 @@ void draw_and_move_asteroids(void)
|
|||
}
|
||||
else if(asteroid->explode_countdown)
|
||||
{
|
||||
animate_and_draw_explosion(asteroid->vertices,
|
||||
NUM_ASTEROID_VERTICES,
|
||||
asteroid->position.x/SCALE,
|
||||
asteroid->position.y/SCALE);
|
||||
if(game_state != PAUSE_MODE)
|
||||
asteroid->explode_countdown--;
|
||||
// animate_and_draw_explosion(asteroid->vertices,
|
||||
// NUM_ASTEROID_VERTICES,
|
||||
// asteroid->position.x/SCALE,
|
||||
// asteroid->position.y/SCALE);
|
||||
asteroid->explode_countdown--;
|
||||
}
|
||||
}
|
||||
else
|
||||
|
@ -1394,8 +1627,9 @@ void draw_and_move_asteroids(void)
|
|||
|
||||
void create_stars(void)
|
||||
{
|
||||
struct Point* p;
|
||||
int n;
|
||||
struct TrailPoint* tpoint;
|
||||
struct Point* p;
|
||||
int n;
|
||||
|
||||
p = stars;
|
||||
n = NUM_STARS;
|
||||
|
@ -1405,6 +1639,16 @@ void create_stars(void)
|
|||
p->y = (rb->rand()%LCD_HEIGHT);
|
||||
p++;
|
||||
}
|
||||
|
||||
|
||||
//give the point a random countdown timer, so they dissapears at different times
|
||||
tpoint = trailPoints;
|
||||
n = NUM_TRAIL_POINTS;
|
||||
while(--n)
|
||||
{
|
||||
tpoint->alive = 0;
|
||||
tpoint++;
|
||||
}
|
||||
}
|
||||
|
||||
/*************************************************
|
||||
|
@ -1417,7 +1661,8 @@ void initialise_game(int start_num)
|
|||
asteroid_count = next_missile_count = next_thrust_count = 0;
|
||||
struct Asteroid* asteroid;
|
||||
struct Missile* missile;
|
||||
|
||||
extra_life = EXTRA_LIFE;
|
||||
|
||||
/*no enemy*/
|
||||
enemy_on_screen = 0;
|
||||
enemy_missile.survived = 0;
|
||||
|
@ -1447,6 +1692,8 @@ void initialise_game(int start_num)
|
|||
|
||||
void start_attract_mode(void)
|
||||
{
|
||||
enemy.appear_probability = ENEMY_APPEAR_PROBABILITY_START;
|
||||
enemy.appear_timing = ENEMY_APPEAR_TIMING_START;
|
||||
current_level = 5;
|
||||
num_lives = START_LIVES;
|
||||
current_score = 0;
|
||||
|
@ -1506,7 +1753,7 @@ enum plugin_status start_game(void)
|
|||
CENTER_LCD_Y + CENTER_LCD_Y/2 - 4, "Game Over");
|
||||
rb->snprintf(s, sizeof(s), "score %d ", current_score);
|
||||
rb->lcd_putsxy(1,LCD_HEIGHT-8, s);
|
||||
show_game_over--;
|
||||
show_game_over--;
|
||||
if(!show_game_over)
|
||||
start_attract_mode();
|
||||
break;
|
||||
|
@ -1547,6 +1794,7 @@ enum plugin_status start_game(void)
|
|||
}
|
||||
break;
|
||||
}
|
||||
draw_trail_blaze();
|
||||
drawstars();
|
||||
draw_and_move_asteroids();
|
||||
draw_and_move_enemy();
|
||||
|
|
Loading…
Add table
Add a link
Reference in a new issue