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2012-08-14 18:07:04 -04:00
/*****************************************************************************
* Product: "Fly'n'Shoot" game example
* Last Updated for Version: 4.5.00
* Date of the Last Update: May 18, 2012
*
* Q u a n t u m L e a P s
* ---------------------------
* innovating embedded systems
*
* Copyright (C) 2002-2012 Quantum Leaps, LLC. All rights reserved.
*
* This program is open source 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.
*
* Alternatively, this program may be distributed and modified under the
* terms of Quantum Leaps commercial licenses, which expressly supersede
* the GNU General Public License and are specifically designed for
* licensees interested in retaining the proprietary status of their code.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program. If not, see <http://www.gnu.org/licenses/>.
*
* Contact information:
* Quantum Leaps Web sites: http://www.quantum-leaps.com
* http://www.state-machine.com
* e-mail: info@quantum-leaps.com
*****************************************************************************/
#include "qp_port.h"
#include "bsp.h"
#include "game.h"
/* Q_DEFINE_THIS_FILE */
/* local objects -----------------------------------------------------------*/
typedef struct MissileTag {
QActive super; /* extend the QActive class */
uint8_t x;
uint8_t y;
uint8_t exp_ctr;
} Missile; /* the Missile active object */
static QState Missile_initial (Missile *me, QEvt const *e);
static QState Missile_armed (Missile *me, QEvt const *e);
static QState Missile_flying (Missile *me, QEvt const *e);
static QState Missile_exploding(Missile *me, QEvt const *e);
static Missile l_missile; /* the sole instance of the Missile active object */
/* Public-scope objects ----------------------------------------------------*/
QActive * const AO_Missile = (QActive *)&l_missile; /* opaque pointer */
/*..........................................................................*/
void Missile_ctor(void) {
Missile *me = &l_missile;
QActive_ctor(&me->super, (QStateHandler)&Missile_initial);
}
/* HSM definition ----------------------------------------------------------*/
/*..........................................................................*/
QState Missile_initial(Missile *me, QEvt const *e) {
(void)e; /* avoid the "unreferenced parameter" warning */
QActive_subscribe((QActive *)me, TIME_TICK_SIG);
QS_OBJ_DICTIONARY(&l_missile); /* object dictionary for Missile object */
QS_FUN_DICTIONARY(&Missile_initial); /* dictionaries for Missile HSM */
QS_FUN_DICTIONARY(&Missile_armed);
QS_FUN_DICTIONARY(&Missile_flying);
QS_FUN_DICTIONARY(&Missile_exploding);
QS_SIG_DICTIONARY(MISSILE_FIRE_SIG, &l_missile); /* local signals */
QS_SIG_DICTIONARY(HIT_WALL_SIG, &l_missile);
QS_SIG_DICTIONARY(DESTROYED_MINE_SIG, &l_missile);
return Q_TRAN(&Missile_armed);
}
/*..........................................................................*/
QState Missile_armed(Missile *me, QEvt const *e) {
switch (e->sig) {
case MISSILE_FIRE_SIG: {
/* initialize position from the Ship */
me->x = ((ObjectPosEvt const *)e)->x;
me->y = ((ObjectPosEvt const *)e)->y;
return Q_TRAN(&Missile_flying);
}
}
return Q_SUPER(&QHsm_top);
}
/*..........................................................................*/
QState Missile_flying(Missile *me, QEvt const *e) {
switch (e->sig) {
case TIME_TICK_SIG: {
ObjectImageEvt *oie;
if (me->x + GAME_MISSILE_SPEED_X < GAME_SCREEN_WIDTH) {
me->x += GAME_MISSILE_SPEED_X;
/*tell the Tunnel to draw the Missile and test for wall hits*/
oie = Q_NEW(ObjectImageEvt, MISSILE_IMG_SIG);
oie->x = me->x;
oie->y = me->y;
oie->bmp = MISSILE_BMP;
QACTIVE_POST(AO_Tunnel, (QEvt *)oie, me);
}
else { /* Missile outside the range, make it ready to fire again*/
return Q_TRAN(&Missile_armed);
}
return Q_HANDLED();
}
case HIT_WALL_SIG: {
return Q_TRAN(&Missile_exploding);
}
case DESTROYED_MINE_SIG: {
/* tell the Ship the score for destroing this Mine */
QACTIVE_POST(AO_Ship, e, me);
/* re-arm immediately & let the destroyed Mine do the exploding */
return Q_TRAN(&Missile_armed);
}
}
return Q_SUPER(&QHsm_top);
}
/*..........................................................................*/
QState Missile_exploding(Missile *me, QEvt const *e) {
switch (e->sig) {
case Q_ENTRY_SIG: {
me->exp_ctr = 0;
return Q_HANDLED();
}
case TIME_TICK_SIG: {
if ((me->x >= GAME_SPEED_X) && (me->exp_ctr < 15)) {
ObjectImageEvt *oie;
++me->exp_ctr; /* advance the explosion counter */
me->x -= GAME_SPEED_X; /* move the explosion by one step */
/* tell the Tunnel to render the current stage of Explosion */
oie = Q_NEW(ObjectImageEvt, EXPLOSION_SIG);
oie->x = me->x + 3; /* x-pos of explosion */
oie->y = (int8_t)((int)me->y - 4); /* y-pos */
oie->bmp = EXPLOSION0_BMP + (me->exp_ctr >> 2);
QACTIVE_POST(AO_Tunnel, (QEvt *)oie, me);
}
else { /* explosion finished or moved outside the game */
return Q_TRAN(&Missile_armed);
}
return Q_HANDLED();
}
}
return Q_SUPER(&QHsm_top);
}