/***************************************************************************** * 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 . * * 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 */ #define SHIP_WIDTH 5 #define SHIP_HEIGHT 3 /* local objects -----------------------------------------------------------*/ typedef struct ShipTag { QActive super; /* extend the QActive class */ uint8_t x; uint8_t y; uint8_t exp_ctr; uint16_t score; } Ship; /* the Ship active object */ static QState Ship_initial (Ship *me, QEvt const *e); static QState Ship_active (Ship *me, QEvt const *e); static QState Ship_parked (Ship *me, QEvt const *e); static QState Ship_flying (Ship *me, QEvt const *e); static QState Ship_exploding(Ship *me, QEvt const *e); static Ship l_ship; /* the sole instance of the Ship active object */ /* global objects ----------------------------------------------------------*/ QActive * const AO_Ship = (QActive *)&l_ship; /* opaque pointer to Ship AO */ /*..........................................................................*/ void Ship_ctor(void) { Ship *me = &l_ship; QActive_ctor(&me->super, (QStateHandler)&Ship_initial); me->x = GAME_SHIP_X; me->y = GAME_SHIP_Y; } /* HSM definition ----------------------------------------------------------*/ /*..........................................................................*/ QState Ship_initial(Ship *me, QEvt const *e) { (void)e; /* avoid the "unreferenced parameter" warning */ QActive_subscribe((QActive *)me, TIME_TICK_SIG); QActive_subscribe((QActive *)me, PLAYER_TRIGGER_SIG); QS_OBJ_DICTIONARY(&l_ship); /* object dictionary for Ship object */ QS_FUN_DICTIONARY(&Ship_initial); /* function dictionaries for Ship HSM */ QS_FUN_DICTIONARY(&Ship_active); QS_FUN_DICTIONARY(&Ship_parked); QS_FUN_DICTIONARY(&Ship_flying); QS_FUN_DICTIONARY(&Ship_exploding); QS_SIG_DICTIONARY(PLAYER_SHIP_MOVE_SIG, &l_ship); /* local signals */ QS_SIG_DICTIONARY(TAKE_OFF_SIG, &l_ship); QS_SIG_DICTIONARY(HIT_WALL_SIG, &l_ship); QS_SIG_DICTIONARY(HIT_MINE_SIG, &l_ship); QS_SIG_DICTIONARY(DESTROYED_MINE_SIG, &l_ship); return Q_TRAN(&Ship_active); /* top-most initial transition */ } /*..........................................................................*/ QState Ship_active(Ship *me, QEvt const *e) { switch (e->sig) { case Q_INIT_SIG: { /* nested initial transition */ return Q_TRAN(&Ship_parked); } case PLAYER_SHIP_MOVE_SIG: { me->x = ((ObjectPosEvt const *)e)->x; me->y = ((ObjectPosEvt const *)e)->y; return Q_HANDLED(); } } return Q_SUPER(&QHsm_top); } /*..........................................................................*/ QState Ship_parked(Ship *me, QEvt const *e) { switch (e->sig) { case TAKE_OFF_SIG: { /* permission to take off granted */ return Q_TRAN(&Ship_flying); } } return Q_SUPER(&Ship_active); } /*..........................................................................*/ QState Ship_flying(Ship *me, QEvt const *e) { switch (e->sig) { case Q_ENTRY_SIG: { ScoreEvt *sev; me->score = 0; /* reset the score */ sev = Q_NEW(ScoreEvt, SCORE_SIG); sev->score = me->score; QACTIVE_POST(AO_Tunnel, (QEvt *)sev, me); return Q_HANDLED(); } case TIME_TICK_SIG: { /* tell the Tunnel to draw the Ship and test for hits */ ObjectImageEvt *oie = Q_NEW(ObjectImageEvt, SHIP_IMG_SIG); oie->x = me->x; oie->y = me->y; oie->bmp = SHIP_BMP; QACTIVE_POST(AO_Tunnel, (QEvt *)oie, me); ++me->score; /* increment the score for surviving another tick */ if ((me->score % 10) == 0) { /* is the score "round"? */ ScoreEvt *sev = Q_NEW(ScoreEvt, SCORE_SIG); sev->score = me->score; QACTIVE_POST(AO_Tunnel, (QEvt *)sev, me); } return Q_HANDLED(); } case PLAYER_TRIGGER_SIG: { /* trigger the Missile */ ObjectPosEvt *ope = Q_NEW(ObjectPosEvt, MISSILE_FIRE_SIG); ope->x = me->x; ope->y = me->y + SHIP_HEIGHT - 1; QACTIVE_POST(AO_Missile, (QEvt *)ope, me); return Q_HANDLED(); } case DESTROYED_MINE_SIG: { me->score += ((ScoreEvt const *)e)->score; /* the score will be sent to the Tunnel by the next TIME_TICK */ return Q_HANDLED(); } case HIT_WALL_SIG: case HIT_MINE_SIG: { return Q_TRAN(&Ship_exploding); } } return Q_SUPER(&Ship_active); } /*..........................................................................*/ QState Ship_exploding(Ship *me, QEvt const *e) { switch (e->sig) { case Q_ENTRY_SIG: { me->exp_ctr = 0; return Q_HANDLED(); } case TIME_TICK_SIG: { if (me->exp_ctr < 15) { ObjectImageEvt *oie; ++me->exp_ctr; /* tell the Tunnel to draw the current stage of Explosion */ oie = Q_NEW(ObjectImageEvt, EXPLOSION_SIG); oie->bmp = EXPLOSION0_BMP + (me->exp_ctr >> 2); oie->x = me->x; /* x of explosion */ oie->y = (int8_t)((int)me->y - 4 + SHIP_HEIGHT); QACTIVE_POST(AO_Tunnel, (QEvt *)oie, me); } else { ScoreEvt *gameOver = Q_NEW(ScoreEvt, GAME_OVER_SIG); gameOver->score = me->score; QACTIVE_POST(AO_Tunnel, (QEvt *)gameOver, me); return Q_TRAN(&Ship_parked); } return Q_HANDLED(); } } return Q_SUPER(&Ship_active); }