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