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elua/romfs/spaceship.lua
James Snyder bd1465ca50 Merge 0.6 branch to trunk.
Conflicts:
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	doc/en/comunity.html
	doc/en/overview.html
	doc/en/refman.html
	doc/en/refman_gen.html
	doc/en/status.html
	doc/en/tut_bootstick.html
	doc/images/lng_pt.png
	doc/images/minusnode.png
	doc/images/next.png
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	doc/pt/arch_newport.html
	doc/pt/arch_overview.html
	doc/pt/arch_platform.html
	doc/pt/arch_tcpip.html
	doc/pt/building.html
	doc/pt/comunity.html
	doc/pt/dl_binaries.html
	doc/pt/dl_old.html
	doc/pt/dl_sources.html
	doc/pt/downloads.html
	doc/pt/examples.html
	doc/pt/faq.html
	doc/pt/installing_i386.html
	doc/pt/installing_lm3s.html
	doc/pt/news.html
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	doc/pt/using.html
	romfs/LM3S.lua
	romfs/led.lua
	romfs/morse.lua
	romfs/pong.lua
	src/lua/linit.c
	src/modules/auxmods.h
	src/platform/lm3s/platform.c
	src/platform/lm3s/platform_conf.h
	src/platform/sim/platform_conf.h
2009-10-13 02:14:27 +00:00

275 lines
6.9 KiB
Lua

-------------------------------------------------------------------------------
--
-- eLua SpaceShip Game
--
-- LED Lab @ PUC-Rio - 2009
-- Dado Sutter
-- Ives Negreiros
-- Ricardo Rosa
-- Pedro Bittencourt
-- Teo Benjamin
--
--
-- Initial Version by Téo Benjamin, Aug 2009
--
-------------------------------------------------------------------------------
local xcanvas = 124 -- Real screen X size
local xcanvas = xcanvas - 12 -- Canvas size with wall
local ycanvas = 96 -- Screen Y size
local pressed = {} -- This table is used to help the buttonClicked function. If the btn if pressed,
-- pressed[ btn ] = true, when it is released, pressed[ btn ] = nil
local ShipChar = ">" -- This is the char that is printed to represent the SpaceShip
local shotChar = "-" -- This char is printed to represent the shots
local enemyChar = "@" -- This char is used to represent the enemies
local sy = 16 -- Ship's Y position
local sx = 0 -- Ship's X position
local bullets = 50 -- Number of bullets left
local score = 0 -- Player's score
local numOfEnemies = 5 -- Number of simultaneous enemies
local won = false -- If the player won the game, this value is true. If not, it's false.
-- Initialization
local kit = require( pd.board() )
local canvasMap = {} -- canvasMap[ line ][ #shot ]
-- canvasMap[ i ][ j ]: i represents the y position and j is a numeric index for each shot in that line. The value is the x position.
-- canvasMap[ i ].e represents the x position of the enemy in that line, if any.
-- Enemies can only appear in lines 5, 15, 25, 35, ..., 75 and 85
for i = 1, ycanvas, 1 do
canvasMap[ i ] = {}
end
for i = 5, 85, 10 do
canvasMap[ i ].e = false
end
function drawWall( x, y )
for i = 0, y, 7 do
lm3s.disp.print( "|", xcanvas + 1, i, 0 )
end
xcanvas = x
for i = 0, y, 7 do
lm3s.disp.print( "|", xcanvas + 1, i, 6 )
end
end
function drawShip( x, y, color, movement )
if ( movement == 0 ) then
lm3s.disp.print( ShipChar, x, y, color )
elseif ( movement > 0 ) then -- Moving Down
if y < 8 then
lm3s.disp.print( ShipChar, x, 0, 0 )
else
lm3s.disp.print( ShipChar, x, y - 8 , 0 )
end
lm3s.disp.print( ShipChar, x, y, color )
elseif ( movement < 0 ) then -- Moving Up
lm3s.disp.print( ShipChar, x, y + 8, 0 )
lm3s.disp.print( ShipChar, x, y, color )
end
end
function updateShipPos()
if kit.btn_pressed( kit.BTN_UP ) then
if ( sy > 1 ) then
sy = sy - 1
drawShip( sx, sy, 11, -1 )
else
tmr.delay( 1, 1700 )
end
elseif kit.btn_pressed( kit.BTN_DOWN ) then
if ( sy + 7 < ycanvas ) then
sy = sy + 1
drawShip( sx, sy, 11, 1 )
else
tmr.delay( 1, 1600 )
end
else
drawShip( sx, sy, 11, 0 )
tmr.delay( 1, 300 ) -- Maintain function processing time aprox the same
end
end
function updateShots()
for i in ipairs( canvasMap ) do
for j in ipairs( canvasMap[ i ] ) do
if canvasMap[ i ][ j ] then
lm3s.disp.print( shotChar, canvasMap[ i ][ j ], i, 0 )
canvasMap[ i ][ j ] = canvasMap[ i ][ j ] + 2
lm3s.disp.print( shotChar, canvasMap[ i ][ j ], i, 13 )
if canvasMap[ i ][ j ] + 4 >= xcanvas then
lm3s.disp.print( shotChar, canvasMap[ i ][ j ], i, 0 )
table.remove( canvasMap[ i ], j )
break
end
local en = math.floor( i / 10 ) * 10 + 5
if canvasMap[ en ].e then
if ( canvasMap[ i ][ j ] <= canvasMap[ en ].e ) and ( canvasMap[ i ][ j ] + 4 >= canvasMap[ en ].e ) then
destroyEnemy( i, j, en )
createEnemy()
end
end
else
tmr.delay( 1, 1200 )
end
end
end
end
function shot()
if bullets > 0 then
table.insert( canvasMap[ sy ], sx + 6 )
bullets = bullets - 1
end
sound()
end
function buttonClicked( button )
if kit.btn_pressed( button ) then
pressed[ button ] = true
else
if pressed[ button ] then
pressed[ button ] = false
return true
end
pressed[ button ] = false
end
return false
end
function printBulletsNum()
lm3s.disp.print( string.format( "%2d", bullets ), xcanvas + 4, 2, 6 )
end
function printScore()
lm3s.disp.print( string.format( "%2d", score ), xcanvas + 4, ycanvas - 10, 6 )
end
function sound()
pwm.start( 1 )
tmr.delay( 0, 20000 )
pwm.stop( 1 )
end
function updateEnemiesPos()
for i = 5, 85, 10 do
if canvasMap[ i ].e then
lm3s.disp.print( enemyChar, canvasMap[ i ].e, i, 0 )
canvasMap[ i ].e = canvasMap[ i ].e - 1
lm3s.disp.print( enemyChar, canvasMap[ i ].e, i, 11 )
if canvasMap[ i ].e <= 0 then
lm3s.disp.print( enemyChar, canvasMap[ i ].e, i, 0 )
canvasMap[ i ].e = nil
createEnemy()
end
end
end
end
function createEnemy()
while true do
local en = ( math.random( 0, 8 ) )*10 + 5
if not canvasMap[ en ].e then
canvasMap[ en ].e = xcanvas - 5
break
end
end
end
function addEnemy()
if numOfEnemies < 9 then
numOfEnemies = numOfEnemies + 1
createEnemy()
end
end
function destroyEnemy( i, j, en )
lm3s.disp.print( shotChar, canvasMap[ i ][ j ], i, 0 )
table.remove( canvasMap[ i ], j )
lm3s.disp.print( enemyChar, canvasMap[ en ].e, en, 0 )
canvasMap[ en ].e = nil
score = score + 1
end
function destroyAll()
for i in ipairs( canvasMap ) do
for j in ipairs( canvasMap[ i ] ) do
lm3s.disp.print( shotChar, canvasMap[ i ][ j ], i, 0 )
table.remove( canvasMap[ i ], j )
end
local en = math.floor( i / 10 ) * 10 + 5
if canvasMap[ en ].e then
lm3s.disp.print( enemyChar, canvasMap[ en ].e, en, 0 )
canvasMap[ en ].e = nil
end
end
end
for i = 1, numOfEnemies, 1 do
createEnemy()
end
lm3s.disp.init( 1000000 )
-- Initial information
lm3s.disp.print( "eLua SpaceShip", 10, 40, 11 )
lm3s.disp.print( "Press SELECT", 10, 70, 11 )
local seed = 0
while not buttonClicked( kit.BTN_SELECT ) do
seed = seed + 1
end
math.randomseed( seed )
lm3s.disp.clear()
-------------------------------------------------------------------------------
--
-- MAIN LOOP
--
-------------------------------------------------------------------------------
pwm.setclock( 1, 25000000 )
pwm.setup( 1, 1000, 70 )
drawWall( xcanvas, ycanvas )
while true do
updateEnemiesPos()
for i = 1, 3, 1 do
updateShipPos()
updateShots()
end
printBulletsNum()
printScore()
if buttonClicked( kit.BTN_SELECT ) then shot() end
if buttonClicked( kit.BTN_RIGHT ) then
destroyAll()
for i = 1, numOfEnemies, 1 do
createEnemy()
end
end
if score >= 50 then
won = true
break
end
if bullets <= 0 then
won = false
break
end
tmr.delay(1, 12000)
collectgarbage("collect")
end
if won then
lm3s.disp.clear()
lm3s.disp.print( "You won!", 50, 30, 11 )
lm3s.disp.print( "Congratulations!", 70, 20, 11 )
else
lm3s.disp.clear()
lm3s.disp.print( "Game Over! :(", 60, 20, 11 )
end