Boomshine plugin : port to Greyscale and B/W targets, and targets without touchscreen (currently using the virtual keyboard keymap)

git-svn-id: svn://svn.rockbox.org/rockbox/trunk@23397 a1c6a512-1295-4272-9138-f99709370657
This commit is contained in:
Kevin Ferrare 2009-10-29 07:48:26 +00:00
parent 9f0cbb5a36
commit 19c3e77fa0
3 changed files with 108 additions and 24 deletions

View file

@ -173,7 +173,7 @@ md5sum.c
#if (PLUGIN_BUFFER_SIZE >= 0x80000)
lua.c
#ifdef HAVE_TOUCHSCREEN
#ifdef HAVE_LCD_BITMAP
boomshine.lua
#endif
#endif

View file

@ -53,7 +53,7 @@ function Ball:new(o)
o = {
x = math.random(self.size, rb.LCD_WIDTH - self.size),
y = math.random(self.size, rb.LCD_HEIGHT - self.size),
color = rb.lcd_rgbpack(math.random(0,255), math.random(0,255), math.random(0,255)),
color = random_color(),
up_speed = math.random(-3, 3),
right_speed = math.random(-3, 3),
explosion_size = math.random((3*self.size)/2, (5*self.size)/2),
@ -76,7 +76,7 @@ function Ball:draw()
implementation in Rockbox, rectangles will just do fine (drawing
circles from within Lua is far too slow).
]]--
rb.lcd_set_foreground(self.color)
set_foreground(self.color)
rb.lcd_fillrect(self.x, self.y, self.size, self.size)
end
@ -123,14 +123,83 @@ function Ball:checkHit(other)
return false
end
local Cursor = {
size = 20,
x = rb.LCD_WIDTH/2,
y = rb.LCD_HEIGHT/2
}
function Cursor:new()
return self
end
function Cursor:do_action(action)
if action == rb.actions.ACTION_TOUCHSCREEN and hasTouchScreen then
if hasTouchScreen then
_, self.x, self.y = rb.action_get_touchscreen_press()
end
return true
elseif action == rb.actions.ACTION_KBD_SELECT then
return true
elseif (action == rb.actions.ACTION_KBD_RIGHT) then
self.x = self.x + self.size
elseif (action == rb.actions.ACTION_KBD_LEFT) then
self.x = self.x - self.size
elseif (action == rb.actions.ACTION_KBD_UP) then
self.y = self.y - self.size
elseif (action == rb.actions.ACTION_KBD_DOWN) then
self.y = self.y + self.size
end
if self.x > rb.LCD_WIDTH then
self.x = 0
elseif self.x < 0 then
self.x = rb.LCD_WIDTH
end
if self.y > rb.LCD_HEIGHT then
self.y = 0
elseif self.y < 0 then
self.y = rb.LCD_HEIGHT
end
return false
end
function Cursor:draw()
set_foreground(defaultForeGroundColor)
rb.lcd_hline(self.x - self.size/2, self.x - self.size/4, self.y - self.size/2)
rb.lcd_hline(self.x + self.size/4, self.x + self.size/2, self.y - self.size/2)
rb.lcd_hline(self.x - self.size/2, self.x - self.size/4, self.y + self.size/2)
rb.lcd_hline(self.x + self.size/4, self.x + self.size/2, self.y + self.size/2)
rb.lcd_vline(self.x - self.size/2, self.y - self.size/2, self.y - self.size/4)
rb.lcd_vline(self.x - self.size/2, self.y + self.size/4, self.y + self.size/2)
rb.lcd_vline(self.x + self.size/2, self.y - self.size/2, self.y - self.size/4)
rb.lcd_vline(self.x + self.size/2, self.y + self.size/4, self.y + self.size/2)
rb.lcd_hline(self.x - self.size/4, self.x + self.size/4, self.y)
rb.lcd_vline(self.x, self.y - self.size/4, self.y + self.size/4)
end
function draw_positioned_string(bottom, right, str)
local _, w, h = rb.font_getstringsize(str, rb.FONT_UI)
rb.lcd_putsxy((rb.LCD_WIDTH-w)*right, (rb.LCD_HEIGHT-h)*bottom, str)
end
function set_foreground(color)
if rb.lcd_set_foreground ~= nil then
rb.lcd_set_foreground(color)
end
end
function random_color()
if rb.lcd_rgbpack ~= nil then --color target
return rb.lcd_rgbpack(math.random(1,255), math.random(1,255), math.random(1,255))
end
return math.random(1, rb.LCD_DEPTH)
end
function start_round(level, goal, nrBalls, total)
local player_added, score, exit, nrExpandedBalls = false, 0, false, 0
local balls, explodedBalls = {}, {}
local cursor = Cursor:new()
-- Initialize the balls
for _=1,nrBalls do
@ -149,14 +218,16 @@ function start_round(level, goal, nrBalls, total)
end
-- Check for actions
local action = rb.get_action(rb.contexts.CONTEXT_STD, 0)
if (action == rb.actions.ACTION_TOUCHSCREEN) then
local _, x, y = rb.action_get_touchscreen_press()
if not player_added then
local action = rb.get_action(rb.contexts.CONTEXT_KEYBOARD, 0)
if(action == rb.actions.ACTION_KBD_ABORT) then
exit = true
break
end
if not player_added and cursor:do_action(action) then
local player = Ball:new({
x = x,
y = y,
color = rb.lcd_rgbpack(255, 255, 255),
x = cursor.x,
y = cursor.y,
color = defaultForeGroundColor,
size = 10,
explosion_size = 30,
exploded = true,
@ -165,10 +236,6 @@ function start_round(level, goal, nrBalls, total)
table.insert(explodedBalls, player)
player_added = true
end
elseif(action == rb.actions.ACTION_STD_CANCEL) then
exit = true
break
end
-- Check for hits
for i, ball in ipairs(balls) do
@ -196,7 +263,7 @@ function start_round(level, goal, nrBalls, total)
-- Drawing phase
rb.lcd_clear_display()
rb.lcd_set_foreground(rb.lcd_rgbpack(255, 255, 255))
set_foreground(defaultForeGroundColor)
draw_positioned_string(0, 0, string.format("%d balls expanded", nrExpandedBalls))
draw_positioned_string(0, 1, string.format("Level %d", level))
draw_positioned_string(1, 1, string.format("%d level points", score))
@ -211,7 +278,9 @@ function start_round(level, goal, nrBalls, total)
explodedBall:step()
explodedBall:draw()
end
if not hasTouchScreen and not player_added then
cursor:draw()
end
rb.lcd_update()
if rb.current_tick() < endtick then
@ -230,7 +299,7 @@ function display_message(message)
local x, y = (rb.LCD_WIDTH - w) / 2, (rb.LCD_HEIGHT - h) / 2
rb.lcd_clear_display()
rb.lcd_set_foreground(rb.lcd_rgbpack(255, 255, 255))
set_foreground(defaultForeGroundColor)
if w > rb.LCD_WIDTH then
rb.lcd_puts_scroll(x/w, y/h, message)
else
@ -243,7 +312,21 @@ function display_message(message)
rb.lcd_stop_scroll() -- Stop our scrolling message
end
rb.touchscreen_set_mode(rb.TOUCHSCREEN_POINT)
if rb.action_get_touchscreen_press == nil then
hasTouchScreen = false
else
hasTouchScreen = true
end
-- color used to write the text
if rb.lcd_rgbpack ~= nil then
defaultForeGroundColor=rb.lcd_rgbpack(255, 255, 255)
else
defaultForeGroundColor=0
end
if hasTouchScreen then
rb.touchscreen_set_mode(rb.TOUCHSCREEN_POINT)
end
rb.backlight_force_on()
local idx, highscore = 1, 0

View file

@ -674,6 +674,7 @@ LUALIB_API int luaopen_rock(lua_State *L)
RB_CONSTANT(LCD_WIDTH);
RB_CONSTANT(LCD_HEIGHT);
RB_CONSTANT(LCD_DEPTH);
RB_CONSTANT(FONT_SYSFIXED);
RB_CONSTANT(FONT_UI);