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improved the wurstwasser-kompensator!

feature/2015
soeren 15 years ago
parent
commit
3488109d65
  1. 72
      games/breakout/ball.c
  2. 2
      games/breakout/ball.h
  3. 19
      games/breakout/breakout.c
  4. 2
      games/breakout/common.h
  5. 21
      games/breakout/level.c
  6. 1
      games/breakout/level.h
  7. 20
      games/breakout/messages.c
  8. 8
      games/breakout/messages.h
  9. 23
      games/breakout/playfield.c
  10. 9
      games/breakout/playfield.h
  11. 44
      games/breakout/rebound.c
  12. 7
      games/breakout/rebound.h
  13. 11
      games/breakout/score.c

72
games/breakout/ball.c

@ -1,20 +1,59 @@
#include "common.h"
/* modify a vecotor according to given type of bouncing */
void bounce_rand_vector (ball_t *in_b, uint8_t in_bouncetype);
void bounce_rand_vector (ball_t *in_b, uint8_t in_bouncetype)
{
uint8_t rval = random8();
switch (in_bouncetype)
{
case BOUNCE_NONE: /* don't touch the vector since nothing changed */
return;
case BOUNCE_BRICK:
in_b->dir_x ^= (rval & 0x07);
in_b->dir_y ^= (rval & 0x07);
break;
case BOUNCE_REBOUND: /* the rebound is rather percise */
in_b->dir_x ^= (rval & 0x03);
in_b->dir_y ^= (rval & 0x03);
if (JOYISRIGHT || JOYISLEFT)
{
/* a moving rebond accelerates the ball by 1/8th */
in_b->dir_y += (in_b->dir_y / 8);
in_b->dir_x += (in_b->dir_x / 8);
}
break;
default: /* walls */
in_b->dir_x ^= (rval & 0x01);
in_b->dir_y ^= (rval & 0x01);
}
if (!in_b->dir_x)
in_b->dir_x = 213;
if (!in_b->dir_y)
in_b->dir_y = 217;
}
void ball_think (ball_t *b)
{
int8_t proj_x, proj_y, bounce;
/*
if (!b->strength)
return;
*/
/* projection of the new coordinates */
proj_x = (b->x + (b->dir_x)) / 256;
proj_y = (b->y + (b->dir_y)) / 256;
/* ball fell out of the field */
/* falling out of the field */
if (proj_y >= NUM_ROWS)
ball_die (b);
bounce = check_bounce (proj_x, b->y / 256);
if (bounce & BOUNCE_UNDEF)
@ -28,14 +67,12 @@ void ball_think (ball_t *b)
if (bounce & BOUNCE_UNDEF)
bounce = BOUNCE_X | BOUNCE_Y;
bounce_rand_vector (b, bounce);
/* bounce in x direction */
if (bounce & 0x01)
if (bounce & (BOUNCE_X | BOUNCE_BRICK))
{
b->dir_x *= -1; /* invert x vector */
b->dir_x ^= random8() & 0x0F; /* randomize bouncing */
#if BOUNCE_SLOWDOWN
if (b->dir_x < 0)
@ -49,10 +86,10 @@ void ball_think (ball_t *b)
}
/* bounce in y direction */
if (bounce & 0x02)
if (bounce & (BOUNCE_Y | BOUNCE_BRICK))
{
b->dir_y *= -1; /* invert y vector */
b->dir_y ^= random8() & 0x0F;
#if BOUNCE_SLOWDOWN
if (b->dir_y < 0)
{
@ -66,6 +103,11 @@ void ball_think (ball_t *b)
b->y += b->dir_y;
b->x += b->dir_x;
if (!b->dir_x || !b->dir_y)
{
printf("Ball stopped!\n");
}
}
void ball_die (ball_t *in_b)
@ -76,7 +118,7 @@ void ball_die (ball_t *in_b)
if (in_b->strength)
{
print_ballsleft(in_b);
ball_spawn (in_b, (uint16_t) (rebound_getpos() * 256), (uint16_t) (NUM_ROWS-2) * 256, -120, 150, in_b->strength);
ball_spawn_default (in_b);
}
}
@ -89,16 +131,22 @@ void ball_draw (ball_t *b)
setpixel (p, 3);
}
void ball_spawn (ball_t *in_ball, uint16_t in_x, uint16_t in_y, int16_t in_dir_x, int16_t in_dir_y, uint8_t in_strength)
void ball_spawn (ball_t *in_ball, uint16_t in_x, uint16_t in_y, int16_t in_dir_x, int16_t in_dir_y)
{
in_ball->x = in_x;
in_ball->y = in_y;
in_ball->dir_x = in_dir_x;
in_ball->dir_y = in_dir_y;
in_ball->strength = in_strength;
}
void ball_spawn_default (ball_t *in_b)
{
ball_spawn (in_b, (uint16_t) (NUM_COLS / 2) * 256, (uint16_t) (NUM_ROWS-2) * 256, -120, 150, START_LIFES);
int16_t xdir;
xdir = 128 + (random8() & 0x3F);
if (random8() & 0x01)
xdir *= -1;
ball_spawn (in_b, (uint16_t) rebound_getpos() * 256, (NUM_ROWS -2) * 256,
xdir, -131);
}

2
games/breakout/ball.h

@ -14,7 +14,7 @@ typedef struct
uint8_t strength;
} ball_t;
void ball_spawn (ball_t *in_ball, uint16_t in_x, uint16_t in_y, int16_t in_dir_x, int16_t in_dir_y, uint8_t in_strength);
void ball_spawn (ball_t *in_ball, uint16_t in_x, uint16_t in_y, int16_t in_dir_x, int16_t in_dir_y);
/* @description Called once per game tick. Move the ball further along it's vector.
*/

19
games/breakout/breakout.c

@ -4,7 +4,7 @@ void borg_breakout();
#ifdef MENU_SUPPORT
//static uint8_t breakout_icon[8] PROGMEM = {0x03, 0x03, 0x00, 0x00, 0xff, 0xff, 0x00, 0x00}; /* our Icon */
static uint8_t breakout_icon[8] PROGMEM = {0x18, 0x18, 0x00, 0x00, 0xff, 0xff, 0x00, 0x00}; /* our Icon */
static uint8_t breakout_icon[8] PROGMEM = {0x00, 0x18, 0x18, 0x00, 0x00, 0xff, 0xff, 0x00}; /* our Icon */
game_descriptor_t breakout_game_descriptor __attribute__((section(".game_descriptors"))) =
{
@ -15,12 +15,13 @@ game_descriptor_t breakout_game_descriptor __attribute__((section(".game_descrip
void borg_breakout()
{
uint8_t rungame = 1, num_balls = 1;
uint8_t rungame = 1, num_balls = 1, level = 0;
ball_t balls[1];
/* spawn a ball in the middle bottom of the field, let it move upwards with random speed & direction */
ball_spawn (&balls[0], (uint16_t) (NUM_COLS / 2) * 256, (uint16_t) (NUM_ROWS-2) * 256, -120, 150, START_LIFES);
level_init(0);
ball_spawn_default(&(balls[0]));
balls[0].strength = START_LIFES;
level_init(level);
rebound_init();
while (23)
@ -35,5 +36,15 @@ void borg_breakout()
print_score();
break;
}
if (!level_getscorediff())
{
printf("lvl done\n");
level++;
/* respawn ball at rebound position */
ball_spawn_default (&(balls[0]));
balls[0].strength++;
level_init(level);
}
}
}

2
games/breakout/common.h

@ -19,4 +19,6 @@
#include "level.h"
#include "rebound.h"
#include "messages.h"
#define MAX(a,b) (a > b) ? a : b
#endif /* COMMON_H */

21
games/breakout/level.c

@ -1,11 +1,19 @@
#include "level.h"
static uint16_t maxscore;
/* real level definition */
enum game_field_t level_field (uint8_t in_x, uint8_t in_y, uint8_t in_lvl);
enum game_field_t level_field (uint8_t in_x, uint8_t in_y, uint8_t in_lvl)
{
switch (in_lvl)
{
case 0:
/* space for the lower half of the level */
if (in_y > (NUM_ROWS / 3))
return sp;
return b1; /* b1-blocks for the rest */
case 1:
/* space for the lower half of the level */
if (in_y > (NUM_ROWS / 2))
@ -56,13 +64,24 @@ enum game_field_t level_field (uint8_t in_x, uint8_t in_y, uint8_t in_lvl)
void level_init (uint8_t in_levelnum)
{
uint8_t x,y;
enum game_field_t tmp;
maxscore = 0;
for (x=0;x<NUM_COLS;x++)
{
for (y=0;y<NUM_ROWS;y++)
{
playfield_set (x,y, level_field (x, y, in_levelnum));
tmp = level_field (x, y, in_levelnum);
playfield_set (x,y, tmp);
if (tmp <= b3)
maxscore += tmp;
}
}
maxscore += score_get();
}
uint16_t level_getscorediff ()
{
return maxscore - score_get();
}

1
games/breakout/level.h

@ -2,4 +2,5 @@
#define LEVEL_H
#include "common.h"
void level_init (uint8_t in_levelnum);
uint16_t level_getscorediff ();
#endif /* LEVEL_H */

20
games/breakout/messages.c

@ -0,0 +1,20 @@
#include "messages.h"
void print_ballsleft (ball_t *in_b)
{
#ifdef SCROLLTEXT_SUPPORT
uint8_t txt[20];
snprintf (txt, sizeof(txt), "</#%u balls left", in_b->strength);
scrolltext(txt);
#endif
}
void print_score ()
{
#ifdef SCROLLTEXT_SUPPORT
uint8_t txt[32];
snprintf (txt, sizeof(txt), "</#GAME OVER. Your score: %u", score_get());
scrolltext(txt);
#endif
}

8
games/breakout/messages.h

@ -0,0 +1,8 @@
#include "common.h"
#ifndef MESSAGES_H
#define MESSAGES_H
void print_ballsleft (ball_t *in_b);
void print_score ();
#endif

23
games/breakout/playfield.c

@ -3,6 +3,10 @@ static enum game_field_t playfield[NUM_COLS][NUM_ROWS];
void playfield_set (uint8_t in_x, uint8_t in_y, enum game_field_t in_field)
{
if (in_x >= NUM_ROWS || in_y >= NUM_COLS)
{
return;
}
playfield[in_x][in_y] = in_field;
}
@ -10,8 +14,9 @@ void brick_damage (uint8_t in_x, uint8_t in_y)
{
enum game_field_t newtype;
if (playfield[in_x][in_y] > bs || playfield[in_x][in_y] == 0)
if (playfield[in_x][in_y] >= bs || playfield[in_x][in_y] == 0)
return;
playfield[in_x][in_y] -= 1;
score_add (1);
}
@ -26,7 +31,11 @@ uint8_t check_bounce (int8_t in_x, int8_t in_y)
if (in_y >= NUM_COLS || in_y < 0)
ov |= BOUNCE_Y;
if (ov) return ov;
if (ov)
{
return ov;
}
/* collisions with real objects */
switch (playfield[abs(in_x)][abs(in_y)])
{
@ -35,20 +44,22 @@ uint8_t check_bounce (int8_t in_x, int8_t in_y)
case b1:
brick_damage (in_x, in_y);
/* intentional fallthrough */
case bs:
return BOUNCE_UNDEF | ov;
ov |= BOUNCE_BRICK;
break;
/* bouncing on the rebound needs special care */
case rb:
return BOUNCE_Y;
ov |= BOUNCE_Y | BOUNCE_REBOUND;
break;
case sp:
case bl:
default:
return ov;
break;
}
return ov;
}
/* this is the actual draw function for a single field

9
games/breakout/playfield.h

@ -2,9 +2,12 @@
#define PLAYFIELD_H
#include "common.h"
#define BOUNCE_X 0x01
#define BOUNCE_Y 0x02
#define BOUNCE_UNDEF 0x04
#define BOUNCE_NONE 0x00
#define BOUNCE_X 0x01
#define BOUNCE_Y 0x02
#define BOUNCE_UNDEF 0x04
#define BOUNCE_BRICK 0x08
#define BOUNCE_REBOUND 0x10
/* entries for the playing field */
enum game_field_t

44
games/breakout/rebound.c

@ -0,0 +1,44 @@
#include "rebound.h"
#include <stdio.h>
static uint8_t rbpos;
uint8_t rebound_getpos ()
{
return (rbpos + (REBOUND_SIZE / 2));
}
void rebound_init()
{
rbpos = (NUM_ROWS / 2) - (REBOUND_SIZE / 2);
rebound_draw();
}
void rebound_draw ()
{
uint8_t i;
for (i=rbpos;i<rbpos + REBOUND_SIZE;i++)
{
playfield_set (i, NUM_ROWS-1, rb); /* set rebound pixel */
}
}
void rebound_tick()
{
/* directions are inverted (JOYISLEFT means RIGHT) */
if (JOYISRIGHT && rbpos)
{
playfield_set (rbpos + REBOUND_SIZE, NUM_ROWS-1, sp); /* clear rebound pixel */
rbpos--;
playfield_set (rbpos, NUM_ROWS-1, rb); /* set rebound pixel */
}
if (JOYISLEFT && rbpos < (NUM_COLS - (REBOUND_SIZE+1)))
{
playfield_set (rbpos, NUM_ROWS-1, sp); /* clear rebound pixel */
rbpos++;
playfield_set (rbpos + REBOUND_SIZE, NUM_ROWS-1, rb); /* set rebound pixel */
}
rebound_draw();
}

7
games/breakout/rebound.h

@ -0,0 +1,7 @@
#ifndef REBOUND_H
#define REBOUND_H
#include "common.h"
void rebound_init();
void rebound_tick();
uint8_t rebound_getpos ();
#endif

11
games/breakout/score.c

@ -0,0 +1,11 @@
#include "score.h"
static uint16_t score = 0;
void score_add (uint8_t in_score)
{
score += in_score;
}
uint16_t score_get()
{
return score;
}
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