forked from len0rd/rockbox
extend the stars demo plugin with hit testing and more draw_poly now returns the extent of the figure it drew the sim doesn't strip debug info now unnamed upvals will display "" instead of just ending the debug line [Bugfix] fix make file name conflict for picross Change-Id: If342aaff314972c187fa1f299d956e3482366e57
423 lines
14 KiB
Lua
423 lines
14 KiB
Lua
--[[
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__________ __ ___.
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Open \______ \ ____ ____ | | _\_ |__ _______ ___
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Source | _// _ \_/ ___\| |/ /| __ \ / _ \ \/ /
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Jukebox | | ( <_> ) \___| < | \_\ ( <_> > < <
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Firmware |____|_ /\____/ \___ >__|_ \|___ /\____/__/\_ \
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\/ \/ \/ \/ \/
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$Id$
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Copyright (C) 2024 William Wilgus
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This program is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License
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as published by the Free Software Foundation; either version 2
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of the License, or (at your option) any later version.
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This software is distributed on an "AS IS" basis, WITHOUT WARRANTY OF ANY
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KIND, either express or implied.
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]]--
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--https://nullprogram.com/blog/2011/06/13/ [Infinite Parallax Starfield]
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-- Imports
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local _clr = require("color") -- clrset, clrinc provides device independent colors
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local _lcd = require("lcd") -- lcd helper functions
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local _draw = require("draw") -- draw all the things (primitives)
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local _poly = require("draw_poly") -- vector drawing with tables of coords
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require("actions")
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--'CONSTANTS' (in lua there really is no such thing as all vars are mutable)
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--------------------------------------------------------
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--colors for fg/bg ------------------------
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--first number of each quad is fallback for monochrome devices, excluded columns default to 0
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local WHITE = _clr.set(-1, 255, 255, 255)
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local BLACK = _clr.set(0, 0, 0, 0)
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local RED = _clr.set(WHITE, 100)
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local GREEN = _clr.set(WHITE, 0, 100)
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local BGREEN = _clr.set(WHITE, 0, 255)
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local BLUE = _clr.set(WHITE, 0, 0, 255)
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local STAR_SEED = 0x811C9DC5;
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local STAR_TILE_SIZE = math.max(rb.LCD_WIDTH, rb.LCD_HEIGHT) * 4;
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local bxor, band, rshift, lshift, arshift = bit.bxor, bit.band, bit.rshift, bit.lshift, bit.arshift
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local random, randomseed = math.random, math.randomseed
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local start_x, start_y, start_z, scale_x, scale_y
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-- load users coords from file if it exists
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local fname = rb.PLUGIN_DATA_DIR .. "/stars.pos"
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file = io.open(fname, "r")
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if file then
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local v = 0
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for line in file:lines() do
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v = v + 1
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if v == 1 then
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start_x = tonumber(line) or 0
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elseif v == 2 then
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start_y = tonumber(line) or 0
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elseif v == 3 then
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start_z = tonumber(line) or 0
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elseif v == 4 then
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scale_x = tonumber(line) or 1
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elseif v == 5 then
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scale_y = tonumber(line) or 1
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else
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break;
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end
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end
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io.close( file )
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end
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-- Robert Jenkins' 96 bit Mix Function.
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local function mix (a, b, c)
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a=a-b; a=a-c; a=bxor(a, (rshift(c, 13)))
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b=b-c; b=b-a; b=bxor(b, (lshift(a, 8)))
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c=c-a; c=c-b; c=bxor(c, (rshift(b, 13)))
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a=a-b; a=a-c; a=bxor(a, (rshift(c, 12)))
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b=b-c; b=b-a; b=bxor(b, (lshift(a, 16)))
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c=c-a; c=c-b; c=bxor(c, (rshift(b, 5)))
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a=a-b; a=a-c; a=bxor(a, (rshift(c, 3)))
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b=b-c; b=b-a; b=bxor(b, (lshift(a, 10)))
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c=c-a; c=c-b; c=bxor(c, (rshift(b, 15)))
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return c
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end
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-- given 32 bit number returns a table of 8 nibbles (4 bits)
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local function s_bytes_nib(bits, value)
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-- bits must be multiples of 8 (sizeof byte)
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local bbuffer = {}
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local byte
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local nbytes = bit.rshift(bits, 3)
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for b = 1, nbytes do
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if value > 0 then
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byte = value % 256
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value = (value - byte) / 256
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else
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byte = 0
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end
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bbuffer[#bbuffer + 1] = band(byte,0xF)
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bbuffer[#bbuffer + 1] = band(rshift(byte, 2), 0xF)
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end
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return bbuffer
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end
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--[[ given table t and total elems desired uses random elems of t
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and random numbers between 1 and max_v if #t < total_elems]]
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function randomize_table(t, total_elems, max_v)
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local rand_t = {}
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local i = 1
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repeat
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local v = t[random(i, total_elems)]
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if v then
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rand_t[i] = v
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else
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rand_t[i] = random(1, max_v)
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end
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i = i + 1
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until i > total_elems
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return rand_t
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end
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local function drawship(img, ship_t)
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--_poly.polyline(img, x, y, ship_t, color, true, true)
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_poly.polygon(img, ship_t.x, ship_t.y, ship_t.disp_t, ship_t.color, ship_t.fillcolor, true)
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end
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local function draw_astroid(img, x, y, shape, color, fillcolor, scale_x, scale_y)
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--the random number generator gets seeded with the hash so we get the same figure each time
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randomseed(shape)
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local move_x, move_y
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-- we also use the 4 bytes of the hash as 4 coord pairs and randomly generate 8 more (16) half the size (8)
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local uniq_t = randomize_table(s_bytes_nib(32, shape), 16, 8)
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move_x, move_y = _poly.polyline(img, 0, 0, uniq_t, color, true, true, scale_x or 1, scale_y or 1, true)
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x = x - move_x / 2
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y = y - move_y / 2
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if fillcolor then
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_poly.polygon(img, x, y, uniq_t, color, fillcolor, true, scale_x or 1, scale_y or 1) --filled figures
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else
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_poly.polyline(img, x, y, uniq_t, color, true, true, scale_x or 1, scale_y or 1)
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end
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return x, y, move_x, move_y
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end
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local function drawStars(img, drawFn, xoff, yoff, starscale, color, scale_x, scale_y)
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local size = STAR_TILE_SIZE / starscale
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local s_x, s_y = scale_x, scale_y
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local w, h = rb.LCD_WIDTH, rb.LCD_HEIGHT
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-- Top-left tile's top-left position
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local sx = ((xoff - w/2) / size) * size - size;
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local sy = ((yoff - h/2) / size) * size - size;
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--Draw each tile currently in view.
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for i = sx, w + sx + size*3, size do
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for j = sy, h + sy + size*3, size do
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local hash = mix(STAR_SEED, (i / size), (j / size))
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for n = 0, 2 do
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local px = (hash % size) + (i - xoff)
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hash = arshift(hash, 3)
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local py = (hash % size) + (j - yoff)
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hash = arshift(hash, 3)
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if px > 0 and px < w and py > 0 and py < h then
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drawFn(img, px, py, color, n, hash)
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end
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end
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end
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end
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end
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local function update_lcd()
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rb.lcd_puts(0,0, "[Infinite Starfield]")
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_lcd:update()
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rb.sleep(100)
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update_lcd = _lcd.update
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end
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local backlight_on
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local function turn_on_backlight()
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rb.backlight_force_on();
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backlight_on = function() end
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end
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backlight_on = turn_on_backlight
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do
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local act = rb.actions
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local quit = false
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--local last_action = 0
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local x,y,z = start_x or 0, start_y or 0, start_z or 8
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local s_x, s_y = scale_x or 1, scale_y or 1
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local ship_t = {x = (rb.LCD_WIDTH - 0xF) / 2,
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y = rb.LCD_HEIGHT - (rb.LCD_HEIGHT / 3),
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color = BGREEN,
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fillcolor = BLACK,
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-- ship vector coords x,y, x,y,...
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lt_t = {0,7, 15,0, 9,7, 15,15, 0,7},
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rt_t = {0,0, 5,7, 0,15, 15,7, 0,0},
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up_t = {0,15, 7,0, 15,15, 7,9, 0,15},
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dn_t = {0,0, 7,15, 15,0, 7,5, 0,0}
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}
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ship_t.disp_t = ship_t.up_t
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local fast = {x = 1, y = 1, count = 0, inc_x = rb.LCD_WIDTH / 16, inc_y = rb.LCD_HEIGHT / 16}
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local last = {sx = s_x, sy = s_y, dx = 0, dy = 0, inc_x = 0, inc_y = 0}
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local function draw_points(img, x, y, color, n, hash)
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if s_x > s_y then
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img:line(x, y, x + s_x, y, color, true)
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elseif s_y > s_x then
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img:line(x, y, x, y + s_y, color, true)
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else
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img:set(x, y, color, true)
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end
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end
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function action_drift()
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if last.dx > 0 then
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last.dx = last.dx - 1
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x = x + last.dx
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elseif last.dx < 0 then
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last.dx = last.dx + 1
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x = x + last.dx
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end
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if last.dy > 0 then
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last.dy = last.dy - 1
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y = y + last.dy
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elseif last.dy < 0 then
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last.dy = last.dy + 1
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y = y + last.dy
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end
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if last.dx == 0 and last.dy == 0 then
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rockev.suspend("timer")
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end
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rockev.trigger("action", true, act.ACTION_REDRAW)
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end
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function action_event(action)
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backlight_on()
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if action == act.PLA_EXIT or action == act.PLA_CANCEL then
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quit = true
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start_x, start_y, start_z = x, y, z
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scale_x, scale_y = last.sx, last.sy
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elseif action == act.PLA_RIGHT_REPEAT then
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fast.count = fast.count + 1
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if fast.count % 10 == 0 then
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fast.x = fast.x + fast.inc_x
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if fast.count > 100 then s_x = s_x + 1 end
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end
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x = x + fast.x + last.inc_x
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s_y = last.sy
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last.dx = fast.x
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ship_t.disp_t = ship_t.rt_t
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elseif action == act.PLA_LEFT_REPEAT then
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fast.count = fast.count + 1
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if fast.count % 10 == 0 then
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fast.x = fast.x + fast.inc_x
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if fast.count > 100 then s_x = s_x + 1 end
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end
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x = x - fast.x + last.inc_x
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s_y = last.sy
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last.dx = -fast.x
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ship_t.disp_t = ship_t.lt_t
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elseif action == act.PLA_UP_REPEAT then
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fast.count = fast.count + 1
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if fast.count % 10 == 0 then
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fast.y = fast.y + fast.inc_y
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if fast.count > 100 then s_y = s_y + 1 end
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end
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y = y - fast.y + last.inc_y
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s_x = last.sx
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last.dy = -fast.y
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ship_t.disp_t = ship_t.up_t
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elseif action == act.PLA_DOWN_REPEAT then
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fast.count = fast.count + 1
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if fast.count % 10 == 0 then
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fast.y = fast.y + fast.inc_y
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if fast.count > 100 then s_y = s_y + 1 end
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end
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y = y + fast.y + last.inc_y
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s_x = last.sx
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last.dy = fast.y
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ship_t.disp_t = ship_t.dn_t
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elseif action == act.PLA_RIGHT then
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last.inc_x = last.inc_x + 1
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x = x + last.dx + 1
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if last.inc_x < 0 then
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last.inc_x = 0
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end
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last.dx = last.inc_x
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ship_t.disp_t = ship_t.rt_t
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elseif action == act.PLA_LEFT then
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last.inc_x = last.inc_x - 1
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x = x + last.dx - 1
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if last.inc_x > 0 then
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last.inc_x = 0
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end
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last.dx = last.inc_x
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ship_t.disp_t = ship_t.lt_t
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elseif action == act.PLA_UP then
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last.inc_y = last.inc_y - 1
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y = y + last.dy - 1
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if last.inc_y > 0 then
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last.inc_y = 0
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end
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last.dy = last.inc_y
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ship_t.disp_t = ship_t.up_t
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elseif action == act.PLA_DOWN then
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last.inc_y = last.inc_y + 1
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y = y + last.dy + 1
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if last.inc_y < 0 then
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last.inc_y = 0
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end
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last.dy = last.inc_y
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ship_t.disp_t = ship_t.dn_t
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elseif action == act.PLA_SELECT_REPEAT then
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rockev.suspend("timer", true)
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if s_x < 10 and s_y < 10 then
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s_x = last.sx + 1
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s_y = last.sy + 1
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last.sx = s_x
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last.sy = s_y
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end
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elseif action == act.PLA_SELECT then
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s_x = last.sx + 1
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s_y = last.sy + 1
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if s_x > 10 or s_y > 10 then
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s_x = 1
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s_y = 1
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end
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last.sx = s_x
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last.sy = s_y
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elseif action == act.ACTION_NONE then
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if fast.count > 100 then
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z = (random(0, 400) / 100) * 4
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end
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fast.count = 0
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fast.x = fast.inc_x
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fast.y = fast.inc_y
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s_x = last.sx
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s_y = last.sy
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backlight_on = turn_on_backlight
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rb.backlight_use_settings()
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if last.dx ~= 0 or last.dy ~= 0 then
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rockev.suspend("timer", false)
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else
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last.inc_x = 0
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last.inc_y = 0
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end
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end
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_lcd:clear(BLACK)
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for i = 0, z, 4 do
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drawStars(_LCD, draw_points, x, y, i+1, RED, s_x, s_y)
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drawStars(_LCD, draw_points, x, y, i+2, GREEN, s_x, s_y)
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drawStars(_LCD, draw_points, x, y, i+3, BLUE, s_x, s_y)
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drawStars(_LCD, draw_points, x, y, i+4, WHITE, s_x, s_y)
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end
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local hit_t = {}
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local SHIP_X, SHIP_Y = ship_t.x + 8, ship_t.y + 8 --center the ship coords
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local function draw_asteroids(img, x, y, color, n, hash)
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if n > 0 then
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local x0, y0, w0, h0
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x0,y0,w0,h0 = draw_astroid(img, x, y, hash, color, false, s_x, s_y)
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--check bounds
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if s_x == s_y and x0 <= SHIP_X and x0+w0 >= SHIP_X and y0+h0 >= SHIP_Y and y0 <= SHIP_Y then
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local r_t = {x = x0, y = y0, w = w0, h= h0, hash = hash, color = color}
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hit_t[#hit_t + 1] = r_t
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end
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end
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end
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drawStars(_LCD, draw_asteroids, x, y, 1, RED, s_x, s_y)
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drawStars(_LCD, draw_asteroids, x, y, 2, GREEN, s_x, s_y)
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drawStars(_LCD, draw_asteroids, x, y, 3, BLUE, s_x, s_y)
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drawStars(_LCD, draw_asteroids, x, y, 4, WHITE, s_x, s_y)
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if fast.count < 10 and last.dx == last.dy then
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local seen = {} -- might have multiple hits but only show unique hashes
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for i, v in ipairs(hit_t) do
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if i < 4 then
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draw_astroid(_LCD, v.x + v.w / 2, v.y + v.h / 2, v.hash, WHITE, v.color, s_x, s_y)
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end
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end
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for i, v in ipairs(hit_t) do
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if not seen[v.hash] then
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rb.lcd_puts(0, (i - 1), string.format("[%x]", v.hash))
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end
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seen[v.hash] = i
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end
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end
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drawship(_LCD, ship_t)
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update_lcd()
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--last_action = action
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end
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function action_set_quit(bQuit)
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quit = bQuit
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end
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function action_quit()
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return quit
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end
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end
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if not rb.backlight_force_on then
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rb.backlight_force_on = function() end
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end
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if not rb.backlight_use_settings then
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rb.backlight_use_settings = function() end
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end
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action_event(rb.actions.ACTION_NONE) -- we can call this now but not after registering..
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local eva = rockev.register("action", action_event)
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local evc = rockev.register("timer", action_drift, rb.HZ/7)
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while not action_quit() do rb.sleep(rb.HZ) end
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if start_x and start_y then
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file = io.open(fname, "w")
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file:write(start_x, "\n", start_y, "\n", start_z or 0, "\n", scale_x or 1, "\n", scale_y or 1, "\n")
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io.close( file )
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end
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