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200 lines
7.5 KiB
C
200 lines
7.5 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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#define SHIP_WIDTH 5
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#define SHIP_HEIGHT 3
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/* local objects -----------------------------------------------------------*/
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typedef struct ShipTag {
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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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uint16_t score;
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} Ship; /* the Ship active object */
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static QState Ship_initial (Ship *me, QEvt const *e);
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static QState Ship_active (Ship *me, QEvt const *e);
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static QState Ship_parked (Ship *me, QEvt const *e);
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static QState Ship_flying (Ship *me, QEvt const *e);
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static QState Ship_exploding(Ship *me, QEvt const *e);
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static Ship l_ship; /* the sole instance of the Ship active object */
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/* global objects ----------------------------------------------------------*/
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QActive * const AO_Ship = (QActive *)&l_ship; /* opaque pointer to Ship AO */
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/*..........................................................................*/
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void Ship_ctor(void) {
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Ship *me = &l_ship;
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QActive_ctor(&me->super, (QStateHandler)&Ship_initial);
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me->x = GAME_SHIP_X;
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me->y = GAME_SHIP_Y;
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}
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/* HSM definition ----------------------------------------------------------*/
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/*..........................................................................*/
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QState Ship_initial(Ship *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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QActive_subscribe((QActive *)me, PLAYER_TRIGGER_SIG);
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QS_OBJ_DICTIONARY(&l_ship); /* object dictionary for Ship object */
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QS_FUN_DICTIONARY(&Ship_initial); /* function dictionaries for Ship HSM */
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QS_FUN_DICTIONARY(&Ship_active);
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QS_FUN_DICTIONARY(&Ship_parked);
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QS_FUN_DICTIONARY(&Ship_flying);
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QS_FUN_DICTIONARY(&Ship_exploding);
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QS_SIG_DICTIONARY(PLAYER_SHIP_MOVE_SIG, &l_ship); /* local signals */
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QS_SIG_DICTIONARY(TAKE_OFF_SIG, &l_ship);
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QS_SIG_DICTIONARY(HIT_WALL_SIG, &l_ship);
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QS_SIG_DICTIONARY(HIT_MINE_SIG, &l_ship);
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QS_SIG_DICTIONARY(DESTROYED_MINE_SIG, &l_ship);
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return Q_TRAN(&Ship_active); /* top-most initial transition */
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}
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/*..........................................................................*/
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QState Ship_active(Ship *me, QEvt const *e) {
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switch (e->sig) {
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case Q_INIT_SIG: { /* nested initial transition */
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return Q_TRAN(&Ship_parked);
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}
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case PLAYER_SHIP_MOVE_SIG: {
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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_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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/*..........................................................................*/
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QState Ship_parked(Ship *me, QEvt const *e) {
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switch (e->sig) {
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case TAKE_OFF_SIG: { /* permition to take off granted */
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return Q_TRAN(&Ship_flying);
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}
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}
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return Q_SUPER(&Ship_active);
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}
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/*..........................................................................*/
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QState Ship_flying(Ship *me, QEvt const *e) {
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switch (e->sig) {
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case Q_ENTRY_SIG: {
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ScoreEvt *sev;
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me->score = 0; /* reset the score */
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sev = Q_NEW(ScoreEvt, SCORE_SIG);
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sev->score = me->score;
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QACTIVE_POST(AO_Tunnel, (QEvt *)sev, me);
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return Q_HANDLED();
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}
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case TIME_TICK_SIG: {
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/* tell the Tunnel to draw the Ship and test for hits */
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ObjectImageEvt *oie = Q_NEW(ObjectImageEvt, SHIP_IMG_SIG);
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oie->x = me->x;
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oie->y = me->y;
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oie->bmp = SHIP_BMP;
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QACTIVE_POST(AO_Tunnel, (QEvt *)oie, me);
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++me->score; /* increment the score for surviving another tick */
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if ((me->score % 10) == 0) { /* is the score "round"? */
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ScoreEvt *sev = Q_NEW(ScoreEvt, SCORE_SIG);
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sev->score = me->score;
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QACTIVE_POST(AO_Tunnel, (QEvt *)sev, me);
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}
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return Q_HANDLED();
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}
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case PLAYER_TRIGGER_SIG: { /* trigger the Missile */
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ObjectPosEvt *ope = Q_NEW(ObjectPosEvt, MISSILE_FIRE_SIG);
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ope->x = me->x;
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ope->y = me->y + SHIP_HEIGHT - 1;
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QACTIVE_POST(AO_Missile, (QEvt *)ope, me);
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return Q_HANDLED();
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}
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case DESTROYED_MINE_SIG: {
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me->score += ((ScoreEvt const *)e)->score;
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/* the score will be sent to the Tunnel by the next TIME_TICK */
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return Q_HANDLED();
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}
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case HIT_WALL_SIG:
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case HIT_MINE_SIG: {
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return Q_TRAN(&Ship_exploding);
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}
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}
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return Q_SUPER(&Ship_active);
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}
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/*..........................................................................*/
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QState Ship_exploding(Ship *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->exp_ctr < 15) {
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ObjectImageEvt *oie;
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++me->exp_ctr;
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/* tell the Tunnel to draw the current stage of Explosion */
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oie = Q_NEW(ObjectImageEvt, EXPLOSION_SIG);
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oie->bmp = EXPLOSION0_BMP + (me->exp_ctr >> 2);
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oie->x = me->x; /* x of explosion */
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oie->y = (int8_t)((int)me->y - 4 + SHIP_HEIGHT);
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QACTIVE_POST(AO_Tunnel, (QEvt *)oie, me);
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}
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else {
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ScoreEvt *gameOver = Q_NEW(ScoreEvt, GAME_OVER_SIG);
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gameOver->score = me->score;
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QACTIVE_POST(AO_Tunnel, (QEvt *)gameOver, me);
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return Q_TRAN(&Ship_parked);
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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(&Ship_active);
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}
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