rockbox/apps/plugins/lua_scripts/stars.lua
William Wilgus 6fccac3f44 lua extend stars demo plugin
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
2024-04-28 01:03:16 -04:00

423 lines
14 KiB
Lua

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