"Fly 'n' Shoot" game model from Chapters 1 & 9 of PSiCC2
NOTE: Requries QP 5.
Tunnel Active Object
uint32_t rnd;
uint32_t bmp1; /* bimap representing 1 column of the image */
rnd = (random() & 0xFFU);
/* reduce the top wall thickness 18.75% of the time */
if ((rnd < 48U) && (me->wall_thickness_top > 0U)) {
--me->wall_thickness_top;
}
/* reduce the bottom wall thickness 18.75% of the time */
if ((rnd > 208U) && (me->wall_thickness_bottom > 0U)) {
--me->wall_thickness_bottom;
}
rnd = (random() & 0xFFU);
/* grow the top wall thickness 18.75% of the time */
if ((rnd < 48U)
&& ((GAME_SCREEN_HEIGHT
- me->wall_thickness_top
- me->wall_thickness_bottom) > me->minimal_gap)
&& ((me->last_mine_x < (GAME_SCREEN_WIDTH - 5U))
|| (me->last_mine_y > (me->wall_thickness_top + 1U))))
{
++me->wall_thickness_top;
}
/* grow the bottom wall thickness 18.75% of the time */
if ((rnd > 208U)
&& ((GAME_SCREEN_HEIGHT
- me->wall_thickness_top
- me->wall_thickness_bottom) > me->minimal_gap)
&& ((me->last_mine_x < (GAME_SCREEN_WIDTH - 5U))
|| (me->last_mine_y + 1U
< (GAME_SCREEN_HEIGHT - me->wall_thickness_bottom))))
{
++me->wall_thickness_bottom;
}
/* advance the Tunnel by 1 game step to the left */
memmove(l_walls, l_walls + GAME_SPEED_X,
(GAME_SCREEN_WIDTH * GAME_SCREEN_HEIGHT/8U) - GAME_SPEED_X);
bmp1 = (~(~0U << me->wall_thickness_top))
| (~0U << (GAME_SCREEN_HEIGHT
- me->wall_thickness_bottom));
l_walls[GAME_SCREEN_WIDTH - 1] = (uint8_t)bmp1;
l_walls[GAME_SCREEN_WIDTH + GAME_SCREEN_WIDTH - 1] = (uint8_t)(bmp1 >> 8);
/* copy the Tunnel layer to the main frame buffer */
memcpy(l_frame, l_walls, (GAME_SCREEN_WIDTH * GAME_SCREEN_HEIGHT/8U));
uint32_t rnd = (random() & 0xFFU);
if (me->last_mine_x > 0U) {
--me->last_mine_x; /* shift the last Mine 1 position to the left */
}
/* last mine far enough? */
if ((me->last_mine_x + GAME_MINES_DIST_MIN < GAME_SCREEN_WIDTH)
&& (rnd < 8U)) /* place the mines only 5% of the time */
{
uint8_t n;
for (n = 0U; n < Q_DIM(me->mines); ++n) { /*look for disabled mines */
if (me->mines[n] == (QMsm *)0) {
break;
}
}
if (n < Q_DIM(me->mines)) { /* a disabled Mine found? */
ObjectPosEvt ope; /* event to dispatch to the Mine */
rnd = (random() & 0xFFFFU);
if ((rnd & 1U) == 0U) { /* choose the type of the mine */
me->mines[n] = me->mine1_pool[n];
}
else {
me->mines[n] = me->mine2_pool[n];
}
/* new Mine is planted in the last column of the tunnel */
me->last_mine_x = GAME_SCREEN_WIDTH;
/* choose a random y-position for the Mine in the Tunnel */
rnd %= (GAME_SCREEN_HEIGHT
- me->wall_thickness_top
- me->wall_thickness_bottom - 4U);
me->last_mine_y = (uint8_t)(me->wall_thickness_top + 2U + rnd);
ope.super.sig = MINE_PLANT_SIG;
ope.x = me->last_mine_x;
ope.y = me->last_mine_y;
QMSM_DISPATCH(me->mines[n], (QEvt *)&ope); /* direct dispatch */
}
}
uint8_t x; /* the x-index of the ship image */
uint8_t w; /* the width of the image */
Q_REQUIRE(bmp < Q_DIM(l_bitmap));
w = l_bitmap[bmp].width;
if (w > GAME_SCREEN_WIDTH - x_pos) {
w = GAME_SCREEN_WIDTH - x_pos;
}
for (x = 0U; x < w; ++x) {
uint32_t bmp1;
if (y_pos >= 0) {
bmp1 = (l_bitmap[bmp].bits[x] << (uint8_t)y_pos);
}
else {
bmp1 = (l_bitmap[bmp].bits[x] >> (uint8_t)(-y_pos));
}
l_frame[x_pos + x] |= (uint8_t)bmp1;
l_frame[x_pos + x + GAME_SCREEN_WIDTH] |= (uint8_t)(bmp1 >> 8);
}
(void)me; /* avoid the compiler warning */
uint8_t n;
for (n = 0U; n < GAME_MINES_MAX; ++n) {
if (me->mines[n] != (QMsm *)0) { /* is the mine used? */
QMSM_DISPATCH(me->mines[n], e);
}
}
uint8_t x;
uint8_t w; /* the width of the image */
Q_REQUIRE(bmp < Q_DIM(l_bitmap));
w = l_bitmap[bmp].width;
if (w > GAME_SCREEN_WIDTH - x_pos) {
w = GAME_SCREEN_WIDTH - x_pos;
}
for (x = 0U; x < w; ++x) {
uint32_t bmp1 = ((uint32_t)l_bitmap[bmp].bits[x] << y_pos);
if (((l_walls[x_pos + x] & (uint8_t)bmp1) != 0U)
|| ((l_walls[x_pos + x + GAME_SCREEN_WIDTH]
& (uint8_t)(bmp1 >> 8)) != 0))
{
return (uint8_t)1;
}
}
(void)me; /* avoid the compiler warning */
return (uint8_t)0;
uint8_t n;
for (n = 0U; n < GAME_MINES_MAX; ++n) {
QMSM_INIT(me->mine1_pool[n], (QEvt *)0);/*initial tran. for Mine1 */
QMSM_INIT(me->mine2_pool[n], (QEvt *)0);/*initial tran. for Mine2 */
}
randomSeed(1234); /* seed the pseudo-random generator */
QActive_subscribe((QActive *)me, TIME_TICK_SIG);
QActive_subscribe((QActive *)me, PLAYER_TRIGGER_SIG);
QActive_subscribe((QActive *)me, PLAYER_QUIT_SIG);
/* object dictionaries... */
QS_OBJ_DICTIONARY(&l_tunnel);
QS_OBJ_DICTIONARY(&l_tunnel.blinkTimeEvt);
QS_OBJ_DICTIONARY(&l_tunnel.screenTimeEvt);
/* function dictionaries for Tunnel HSM... */
QS_FUN_DICTIONARY(&Tunnel_initial);
QS_FUN_DICTIONARY(&Tunnel_final);
QS_FUN_DICTIONARY(&Tunnel_active);
QS_FUN_DICTIONARY(&Tunnel_show_logo);
QS_FUN_DICTIONARY(&Tunnel_demo);
QS_FUN_DICTIONARY(&Tunnel_playing);
QS_FUN_DICTIONARY(&Tunnel_game_over);
QS_FUN_DICTIONARY(&Tunnel_screen_saver);
QS_FUN_DICTIONARY(&Tunnel_screen_saver_hide);
QS_FUN_DICTIONARY(&Tunnel_screen_saver_show);
/* local signals... */
QS_SIG_DICTIONARY(BLINK_TIMEOUT_SIG, &l_tunnel);
QS_SIG_DICTIONARY(SCREEN_TIMEOUT_SIG, &l_tunnel);
QS_SIG_DICTIONARY(SHIP_IMG_SIG, &l_tunnel);
QS_SIG_DICTIONARY(MISSILE_IMG_SIG, &l_tunnel);
QS_SIG_DICTIONARY(MINE_IMG_SIG, &l_tunnel);
QS_SIG_DICTIONARY(MINE_DISABLED_SIG, &l_tunnel);
QS_SIG_DICTIONARY(EXPLOSION_SIG, &l_tunnel);
QS_SIG_DICTIONARY(SCORE_SIG, &l_tunnel);
(void)e; /* avoid the "unreferenced parameter" warning */
Q_ASSERT((Q_EVT_CAST(MineEvt)->id < GAME_MINES_MAX)
&& (me->mines[Q_EVT_CAST(MineEvt)->id] != (QMsm *)0));
me->mines[Q_EVT_CAST(MineEvt)->id] = (QMsm *)0;
QTimeEvt_armX(&me->blinkTimeEvt, BSP_TICKS_PER_SEC/2U,
BSP_TICKS_PER_SEC/2U);
QTimeEvt_armX(&me->screenTimeEvt, BSP_TICKS_PER_SEC*5U, 0U);
me->blink_ctr = 0U;
BSP_drawNString(0U, 0U, " Quantum LeAps ");
BSP_drawNString(0U, 1U, "state-machine.co");
QTimeEvt_disarm(&me->blinkTimeEvt);
QTimeEvt_disarm(&me->screenTimeEvt);
me->blink_ctr ^= 1U; /* toggle the blink couner */
me->blink_ctr == 0U
BSP_drawNString(6U*9U, 0U, " LeAps");
BSP_drawNString(0U, 1U, "state-machine.co");
else
BSP_drawNString(6U*9U, 0U, "LeaPs ");
BSP_drawNString(0U, 1U, "tate-machine.com");
me->last_mine_x = 0U; /* last mine at right edge of the tunnel */
me->last_mine_y = 0U;
/* set the tunnel properties... */
me->wall_thickness_top = 0U;
me->wall_thickness_bottom = 0U;
me->minimal_gap = GAME_SCREEN_HEIGHT - 3U;
/* erase the tunnel walls */
memset(l_walls, (uint8_t)0,
(GAME_SCREEN_WIDTH * GAME_SCREEN_HEIGHT/8U));
QTimeEvt_armX(&me->blinkTimeEvt, BSP_TICKS_PER_SEC/2U,
BSP_TICKS_PER_SEC/2U);
QTimeEvt_armX(&me->screenTimeEvt, BSP_TICKS_PER_SEC*20U, 0U);
me->blink_ctr = 0U; /* init the blink counter */
QTimeEvt_disarm(&me->blinkTimeEvt);
QTimeEvt_disarm(&me->screenTimeEvt);
me->blink_ctr ^= 1U; /* toggle the blink cunter */
Tunnel_advance(me);
if (me->blink_ctr != 0U) {
/* add the text bitmap into the frame buffer */
Tunnel_addImageAt(me,
PRESS_BUTTON_BMP,
(GAME_SCREEN_WIDTH - 55U)/2U,
(GAME_SCREEN_HEIGHT - 8U)/2U);
}
BSP_drawBitmap(l_frame);
static QEvt const takeoff = { TAKE_OFF_SIG, 0U, 0U };
me->minimal_gap = GAME_SCREEN_HEIGHT - 3u;
/* erase the walls */
memset(l_walls, (uint8_t)0,
(GAME_SCREEN_WIDTH * GAME_SCREEN_HEIGHT/8U));
QACTIVE_POST(AO_Ship, &takeoff, me); /* post the TAKEOFF sig */
QEvt recycle;
recycle.sig = MINE_RECYCLE_SIG;
Tunnel_dispatchToAllMines(me, &recycle); /* recycle all Mines */
/* render this frame on the display */
BSP_drawBitmap(l_frame);
Tunnel_advance(me);
Tunnel_plantMine(me);
Tunnel_dispatchToAllMines(me, e);
uint8_t x = Q_EVT_CAST(ObjectImageEvt)->x;
int8_t y = Q_EVT_CAST(ObjectImageEvt)->y;
uint8_t bmp = Q_EVT_CAST(ObjectImageEvt)->bmp;
/* did the Ship/Missile hit the tunnel wall? */
if (Tunnel_isWallHit(me, bmp, x, y)) {
static QEvt const hit = { HIT_WALL_SIG, 0U, 0U };
QACTIVE_POST(AO_Ship, &hit, me);
}
Tunnel_addImageAt(me, bmp, x, y);
Tunnel_dispatchToAllMines(me, e); /* let Mines check for hits */
uint8_t x = Q_EVT_CAST(ObjectImageEvt)->x;
int8_t y = Q_EVT_CAST(ObjectImageEvt)->y;
uint8_t bmp = Q_EVT_CAST(ObjectImageEvt)->bmp;
/* did the Ship/Missile hit the tunnel wall? */
if (Tunnel_isWallHit(me, bmp, x, y)) {
static QEvt const hit = { HIT_WALL_SIG, 0U, 0U };
QACTIVE_POST(AO_Missile, &hit, me);
}
Tunnel_addImageAt(me, bmp, x, y);
Tunnel_dispatchToAllMines(me, e); /* let Mines check for hits */
Tunnel_addImageAt(me,
Q_EVT_CAST(ObjectImageEvt)->bmp,
Q_EVT_CAST(ObjectImageEvt)->x,
Q_EVT_CAST(ObjectImageEvt)->y);
Tunnel_addImageAt(me,
Q_EVT_CAST(ObjectImageEvt)->bmp,
Q_EVT_CAST(ObjectImageEvt)->x,
Q_EVT_CAST(ObjectImageEvt)->y);
BSP_updateScore(Q_EVT_CAST(ScoreEvt)->score);
/* increase difficulty of the game:
* the tunnel gets narrower as the score goes up
*/
me->minimal_gap = (uint8_t)(GAME_SCREEN_HEIGHT - 3U
- Q_EVT_CAST(ScoreEvt)->score/2000U);
uint16_t score = Q_EVT_CAST(ScoreEvt)->score;
char str[5];
BSP_updateScore(score);
/* clear the screen */
memset(l_frame, (uint8_t)0,
(GAME_SCREEN_WIDTH * GAME_SCREEN_HEIGHT/8));
BSP_drawBitmap(l_frame);
/* Output the final score to the screen */
BSP_drawNString((GAME_SCREEN_WIDTH - 6U*10U)/2U, 1U, "Score:");
str[4] = '\0'; /* zero-terminate the string */
str[3] = '0' + (score % 10U); score /= 10U;
str[2] = '0' + (score % 10U); score /= 10U;
str[1] = '0' + (score % 10U); score /= 10U;
str[0] = '0' + (score % 10U);
BSP_drawNString((GAME_SCREEN_WIDTH - 6U*10U)/2U + 6U*6U, 1U, str);
QTimeEvt_armX(&me->blinkTimeEvt, BSP_TICKS_PER_SEC/2U,
BSP_TICKS_PER_SEC/2U);
QTimeEvt_armX(&me->screenTimeEvt, BSP_TICKS_PER_SEC*5U, 0U);
me->blink_ctr = 0U;
BSP_drawNString((GAME_SCREEN_WIDTH - 6U*9U)/2U, 0U, "Game Over");
QTimeEvt_disarm(&me->blinkTimeEvt);
QTimeEvt_disarm(&me->screenTimeEvt);
BSP_updateScore(0); /* update the score on the display */
me->blink_ctr ^= 1U; /* toggle the blink couner */
BSP_drawNString((GAME_SCREEN_WIDTH - 6U*9U)/2, 0U,
((me->blink_ctr == 0U)
? "Game Over"
: " "));
BSP_displayOff(); /* power down the display */
QTimeEvt_armX(&me->screenTimeEvt, BSP_TICKS_PER_SEC*3U, 0U);
QTimeEvt_disarm(&me->screenTimeEvt);
BSP_displayOn(); /* power up the display */
uint32_t rnd = random();
/* clear the screen frame buffer */
memset(l_frame, (uint8_t)0,
(GAME_SCREEN_WIDTH * GAME_SCREEN_HEIGHT/8U));
Tunnel_addImageAt(me,
PRESS_BUTTON_BMP,
(uint8_t)(rnd % (GAME_SCREEN_WIDTH - 55U)),
(int8_t) (rnd % (GAME_SCREEN_HEIGHT - 8U)));
BSP_drawBitmap(l_frame);
QTimeEvt_armX(&me->screenTimeEvt, BSP_TICKS_PER_SEC/2U, 0U);
QTimeEvt_disarm(&me->screenTimeEvt);
/* clear the screen frame buffer */
memset(l_frame, (uint8_t)0,
(GAME_SCREEN_WIDTH * GAME_SCREEN_HEIGHT/8U));
BSP_drawBitmap(l_frame);
/* clear the screen */
memset(l_frame, (uint8_t)0,
(GAME_SCREEN_WIDTH * GAME_SCREEN_HEIGHT/8));
BSP_drawBitmap(l_frame);
QF_stop(); /* stop QF and cleanup */
Ship Active Object
(void)e; /* avoid the compiler warning 'usused parameter' */
QActive_subscribe((QActive *)me, TIME_TICK_SIG);
QActive_subscribe((QActive *)me, PLAYER_TRIGGER_SIG);
/* object dictionaries... */
QS_OBJ_DICTIONARY(&l_ship);
/* function dictionaries for Ship HSM... */
QS_FUN_DICTIONARY(&Ship_initial);
QS_FUN_DICTIONARY(&Ship_active);
QS_FUN_DICTIONARY(&Ship_parked);
QS_FUN_DICTIONARY(&Ship_flying);
QS_FUN_DICTIONARY(&Ship_exploding);
/* local signals... */
QS_SIG_DICTIONARY(PLAYER_SHIP_MOVE_SIG, &l_ship);
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);
me->x = Q_EVT_CAST(ObjectPosEvt)->x;
me->y = Q_EVT_CAST(ObjectPosEvt)->y;
ScoreEvt *sev;
me->score = 0U; /* reset the score */
sev = Q_NEW(ScoreEvt, SCORE_SIG);
sev->score = me->score;
QACTIVE_POST(AO_Tunnel, (QEvt *)sev, me);
/* 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 % 10U) == 0U) { /* is the score "round"? */
ScoreEvt *sev = Q_NEW(ScoreEvt, SCORE_SIG);
sev->score = me->score;
QACTIVE_POST(AO_Tunnel, (QEvt *)sev, me);
}
ObjectPosEvt *ope = Q_NEW(ObjectPosEvt, MISSILE_FIRE_SIG);
ope->x = me->x;
ope->y = me->y + SHIP_HEIGHT - 1U;
QACTIVE_POST(AO_Missile, (QEvt *)ope, me);
me->score += Q_EVT_CAST(ScoreEvt)->score;
/* the score will be sent to the Tunnel by the next TIME_TICK */
me->exp_ctr = 0U;
me->exp_ctr < 15U
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 - 4U + SHIP_HEIGHT);
QACTIVE_POST(AO_Tunnel, (QEvt *)oie, me);
ScoreEvt *gameOver = Q_NEW(ScoreEvt, GAME_OVER_SIG);
gameOver->score = me->score;
QACTIVE_POST(AO_Tunnel, (QEvt *)gameOver, me);
Missile Active Object
(void)e;
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);
me->x = Q_EVT_CAST(ObjectPosEvt)->x;
me->y = Q_EVT_CAST(ObjectPosEvt)->y;
me->x + GAME_MISSILE_SPEED_X < GAME_SCREEN_WIDTH
ObjectImageEvt *oie;
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);
QACTIVE_POST(AO_Ship, e, me);
me->exp_ctr = 0U;
(me->x >= GAME_SPEED_X) && (me->exp_ctr < 15U)
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 + 3U; /* x-pos of explosion */
oie->y = (int8_t)((int)me->y - 4U); /* y-pos */
oie->bmp = EXPLOSION0_BMP + (me->exp_ctr >> 2);
QACTIVE_POST(AO_Tunnel, (QEvt *)oie, me);
The Mine1 orthogonal component
static uint8_t dict_sent;
if (!dict_sent) {
QS_OBJ_DICTIONARY(&l_mine1[0]); /* obj. dictionaries for Mine1 pool */
QS_OBJ_DICTIONARY(&l_mine1[1]);
QS_OBJ_DICTIONARY(&l_mine1[2]);
QS_OBJ_DICTIONARY(&l_mine1[3]);
QS_OBJ_DICTIONARY(&l_mine1[4]);
QS_FUN_DICTIONARY(&Mine1_initial);/*fun. dictionaries for Mine1 HSM */
QS_FUN_DICTIONARY(&Mine1_unused);
QS_FUN_DICTIONARY(&Mine1_used);
QS_FUN_DICTIONARY(&Mine1_planted);
QS_FUN_DICTIONARY(&Mine1_exploding);
dict_sent = 1U;
}
/* local signals */
QS_SIG_DICTIONARY(MINE_PLANT_SIG, me);
QS_SIG_DICTIONARY(MINE_DISABLED_SIG, me);
QS_SIG_DICTIONARY(MINE_RECYCLE_SIG, me);
QS_SIG_DICTIONARY(SHIP_IMG_SIG, me);
QS_SIG_DICTIONARY(MISSILE_IMG_SIG, me);
(void)e; /* avoid the "unreferenced parameter" warning */
me->x = Q_EVT_CAST(ObjectPosEvt)->x;
me->y = Q_EVT_CAST(ObjectPosEvt)->y;
/* tell the Tunnel that this mine is becoming disabled */
MineEvt *mev = Q_NEW(MineEvt, MINE_DISABLED_SIG);
mev->id = MINE_ID(me);
QACTIVE_POST(AO_Tunnel, (QEvt *)mev, me);
me->exp_ctr = 0U;
(me->x >= GAME_SPEED_X) && (me->exp_ctr < 15)
ObjectImageEvt *oie;
++me->exp_ctr; /* advance the explosion counter */
me->x -= GAME_SPEED_X; /* move explosion by 1 step */
/* tell the Game to render the current stage of Explosion */
oie = Q_NEW(ObjectImageEvt, EXPLOSION_SIG);
oie->x = me->x + 1U; /* x of explosion */
oie->y = (int8_t)((int)me->y - 4 + 2); /* y of explosion */
oie->bmp = EXPLOSION0_BMP + (me->exp_ctr >> 2);
QACTIVE_POST(AO_Tunnel, (QEvt *)oie, me);
me->x >= GAME_SPEED_X
ObjectImageEvt *oie;
me->x -= GAME_SPEED_X; /* move the mine 1 step */
/* tell the Tunnel to draw the Mine */
oie = Q_NEW(ObjectImageEvt, MINE_IMG_SIG);
oie->x = me->x;
oie->y = me->y;
oie->bmp = MINE1_BMP;
QACTIVE_POST(AO_Tunnel, (QEvt *)oie, me);
uint8_t x = Q_EVT_CAST(ObjectImageEvt)->x;
uint8_t y = Q_EVT_CAST(ObjectImageEvt)->y;
uint8_t bmp = Q_EVT_CAST(ObjectImageEvt)->bmp;
do_bitmaps_overlap(MINE1_BMP, me->x, me->y, bmp, x, y)
static MineEvt const mine1_hit = {
{ HIT_MINE_SIG, 0U, 0U }, /* the QEvt base instance */
1U /* type of the mine (1 for Mine type-1) */
};
QACTIVE_POST(AO_Ship, (QEvt *)&mine1_hit, me);
/* go straight to 'disabled' and let the Ship do
* the exploding */
uint8_t x = Q_EVT_CAST(ObjectImageEvt)->x;
uint8_t y = Q_EVT_CAST(ObjectImageEvt)->y;
uint8_t bmp = Q_EVT_CAST(ObjectImageEvt)->bmp;
do_bitmaps_overlap(MINE1_BMP, me->x, me->y, bmp, x, y)
static ScoreEvt const mine1_destroyed = {
{ DESTROYED_MINE_SIG, 0U, 0U }, /* the QEvt base instance */
25U /* score for destroying Mine type-1 */
};
QACTIVE_POST(AO_Missile, (QEvt *)&mine1_destroyed, me);
The Mine2 orthogonal component
static uint8_t dict_sent;
if (!dict_sent) {
/* object dictionaries for Mine2 pool... */
QS_OBJ_DICTIONARY(&l_mine2[0]);
QS_OBJ_DICTIONARY(&l_mine2[1]);
QS_OBJ_DICTIONARY(&l_mine2[2]);
QS_OBJ_DICTIONARY(&l_mine2[3]);
QS_OBJ_DICTIONARY(&l_mine2[4]);
/*function dictionaries for Mine2 HSM... */
QS_FUN_DICTIONARY(&Mine2_initial);
QS_FUN_DICTIONARY(&Mine2_unused);
QS_FUN_DICTIONARY(&Mine2_used);
QS_FUN_DICTIONARY(&Mine2_planted);
QS_FUN_DICTIONARY(&Mine2_exploding);
dict_sent = 1U;
}
/* local signals... */
QS_SIG_DICTIONARY(MINE_PLANT_SIG, me);
QS_SIG_DICTIONARY(MINE_DISABLED_SIG, me);
QS_SIG_DICTIONARY(MINE_RECYCLE_SIG, me);
QS_SIG_DICTIONARY(SHIP_IMG_SIG, me);
QS_SIG_DICTIONARY(MISSILE_IMG_SIG, me);
(void)e; /* avoid the "unreferenced parameter" warning */
me->x = Q_EVT_CAST(ObjectPosEvt)->x;
me->y = Q_EVT_CAST(ObjectPosEvt)->y;
/* tell the Tunnel that this mine is becoming disabled */
MineEvt *mev = Q_NEW(MineEvt, MINE_DISABLED_SIG);
mev->id = MINE_ID(me);
QACTIVE_POST(AO_Tunnel, (QEvt *)mev, me);
me->x >= GAME_SPEED_X
ObjectImageEvt *oie;
me->x -= GAME_SPEED_X; /* move the mine 1 step */
/* tell the Tunnel to draw the Mine */
oie = Q_NEW(ObjectImageEvt, MINE_IMG_SIG);
oie->x = me->x;
oie->y = me->y;
oie->bmp = MINE2_BMP;
QACTIVE_POST(AO_Tunnel, (QEvt *)oie, me);
uint8_t x = Q_EVT_CAST(ObjectImageEvt)->x;
uint8_t y = Q_EVT_CAST(ObjectImageEvt)->y;
uint8_t bmp = Q_EVT_CAST(ObjectImageEvt)->bmp;
do_bitmaps_overlap(MINE2_BMP, me->x, me->y, bmp, x, y)
static MineEvt const mine1_hit = {
{ HIT_MINE_SIG, 0U, 0U }, /* the QEvt base instance */
2U /* type of the mine (2 for Mine type-2) */
};
QACTIVE_POST(AO_Ship, (QEvt *)&mine1_hit, me);
/* go straight to 'disabled' and let the Ship do
* the exploding */
uint8_t x = Q_EVT_CAST(ObjectImageEvt)->x;
uint8_t y = Q_EVT_CAST(ObjectImageEvt)->y;
uint8_t bmp = Q_EVT_CAST(ObjectImageEvt)->bmp;
do_bitmaps_overlap(MINE2_MISSILE_BMP, me->x, me->y, bmp, x, y)
/* NOTE: Mine type-2 is nastier than Mine type-1.
* The type-2 mine can hit the Ship with any of its
* "tentacles". However, it can be destroyed by the
* Missile only by hitting its center, defined as
* a smaller bitmap MINE2_MISSILE_BMP.
*/
static ScoreEvt const mine2_destroyed = {
{ DESTROYED_MINE_SIG, 0U, 0U }, /* the QEvt base instance */
45U /* score for destroying Mine type-2 */
};
QACTIVE_POST(AO_Missile, (QEvt *)&mine2_destroyed, me);
me->exp_ctr = 0U;
(me->x >= GAME_SPEED_X) && (me->exp_ctr < 15U)
ObjectImageEvt *oie;
++me->exp_ctr; /* advance the explosion counter */
me->x -= GAME_SPEED_X; /* move explosion by 1 step */
/* tell the Game to render the current stage of Explosion */
oie = Q_NEW(ObjectImageEvt, EXPLOSION_SIG);
oie->x = me->x + 1U; /* x of explosion */
oie->y = (int8_t)((int)me->y - 4 + 2); /* y of explosion */
oie->bmp = EXPLOSION0_BMP + (me->exp_ctr >> 2);
QACTIVE_POST(AO_Tunnel, (QEvt *)oie, me);
uint8_t n;
Tunnel *me = &l_tunnel;
QMActive_ctor(&me->super, Q_STATE_CAST(&Tunnel_initial));
QTimeEvt_ctorX(&me->blinkTimeEvt, &me->super, BLINK_TIMEOUT_SIG, 0U);
QTimeEvt_ctorX(&me->screenTimeEvt, &me->super, SCREEN_TIMEOUT_SIG, 0U);
for (n = 0; n < GAME_MINES_MAX; ++n) {
me->mine1_pool[n] = Mine1_ctor(n); /* instantiate Mine1 in the pool */
me->mine2_pool[n] = Mine2_ctor(n); /* instantiate Mine2 in the pool */
me->mines[n] = (QMsm *)0; /* mine 'n' is unused */
}
me->last_mine_x = 0; /* the last mine at the right edge of the tunnel */
me->last_mine_y = 0;
Ship *me = &l_ship;
QMActive_ctor(&me->super, Q_STATE_CAST(&Ship_initial));
me->x = GAME_SHIP_X;
me->y = GAME_SHIP_Y;
Missile *me = &l_missile;
QMActive_ctor(&me->super, Q_STATE_CAST(&Missile_initial));
Mine1 *me;
Q_REQUIRE(id < GAME_MINES_MAX);
me = &l_mine1[id];
/* superclass' ctor */
QMsm_ctor(&me->super, Q_STATE_CAST(&Mine1_initial));
return (QMsm *)me;
Mine2 *me;
Q_REQUIRE(id < GAME_MINES_MAX);
me = &l_mine2[id];
/* superclass' ctor */
QMsm_ctor(&me->super, Q_STATE_CAST(&Mine2_initial));
return (QMsm *)me;
#ifndef game_h
#define game_h
enum GameSignals { /* signals used in the game */
TIME_TICK_SIG = Q_USER_SIG, /* published from tick ISR */
PLAYER_TRIGGER_SIG, /* published by Player (ISR) to trigger the Missile */
PLAYER_QUIT_SIG, /* published by Player (ISR) to quit the game */
GAME_OVER_SIG, /* published by Ship when it finishes exploding */
/* insert other published signals here ... */
MAX_PUB_SIG, /* the last published signal */
PLAYER_SHIP_MOVE_SIG, /* posted by Player (ISR) to the Ship to move it */
BLINK_TIMEOUT_SIG, /* signal for Tunnel's blink timeout event */
SCREEN_TIMEOUT_SIG, /* signal for Tunnel's screen timeout event */
TAKE_OFF_SIG, /* from Tunnel to Ship to grant permission to take off */
HIT_WALL_SIG, /* from Tunnel to Ship when Ship hits the wall */
HIT_MINE_SIG, /* from Mine to Ship or Missile when it hits the mine */
SHIP_IMG_SIG, /* from Ship to the Tunnel to draw and check for hits */
MISSILE_IMG_SIG, /* from Missile the Tunnel to draw and check for hits */
MINE_IMG_SIG, /* sent by Mine to the Tunnel to draw the mine */
MISSILE_FIRE_SIG, /* sent by Ship to the Missile to fire */
DESTROYED_MINE_SIG, /* from Missile to Ship when Missile destroyed Mine */
EXPLOSION_SIG, /* from any exploding object to render the explosion */
MINE_PLANT_SIG, /* from Tunnel to the Mine to plant it */
MINE_DISABLED_SIG, /* from Mine to Tunnel when it becomes disabled */
MINE_RECYCLE_SIG, /* sent by Tunnel to Mine to recycle the mine */
SCORE_SIG, /* from Ship to Tunnel to adjust game level based on score */
MAX_SIG /* the last signal (keep always last) */
};
$declare(Events::ObjectPosEvt)
$declare(Events::ObjectImageEvt)
$declare(Events::MineEvt)
$declare(Events::ScoreEvt)
#define GAME_SCREEN_WIDTH BSP_SCREEN_WIDTH
#define GAME_SCREEN_HEIGHT BSP_SCREEN_HEIGHT
#define GAME_MINES_MAX 5U
#define GAME_MINES_DIST_MIN 10U
#define GAME_SPEED_X 1U
#define GAME_MISSILE_SPEED_X 2U
#define GAME_SHIP_X 10U
#define GAME_SHIP_Y (GAME_SCREEN_HEIGHT / 2U)
enum GameBitmapIds {
PRESS_BUTTON_BMP,
SHIP_BMP,
MISSILE_BMP,
MINE1_BMP,
MINE2_BMP,
MINE2_MISSILE_BMP,
EXPLOSION0_BMP,
EXPLOSION1_BMP,
EXPLOSION2_BMP,
EXPLOSION3_BMP,
MAX_BMP
};
/* active objects' "constructors" */
$declare(AOs::Tunnel_ctor)
$declare(AOs::Ship_ctor)
$declare(AOs::Missile_ctor)
/* instantiation of the Mines orthogonal components */
$declare(AOs::Mine1_ctor)
$declare(AOs::Mine2_ctor)
/* opaque pointers to active objects in the application */
$declare(AOs::AO_Tunnel)
$declare(AOs::AO_Ship)
$declare(AOs::AO_Missile)
/* helper function for all AOs */
$declare(AOs::do_bitmaps_overlap)
#endif /* game_h */
#include "qp_port.h"
#include "bsp.h"
#include "game.h"
/* Q_DEFINE_THIS_FILE */
/* local objects -----------------------------------------------------------*/
$declare(AOs::Missile)
static Missile l_missile; /* the sole instance of the Missile active object */
/* Public-scope objects ----------------------------------------------------*/
QActive * const AO_Missile = (QActive *)&l_missile; /* opaque pointer */
/* Active object definition ------------------------------------------------*/
$define(AOs::Missile_ctor)
$define(AOs::Missile)
#include "qp_port.h"
#include "bsp.h"
#include "game.h"
/* Q_DEFINE_THIS_FILE */
#define SHIP_WIDTH 5
#define SHIP_HEIGHT 3
/* encapsulated delcaration of the Ship active object ----------------------*/
$declare(AOs::Ship)
/* local objects -----------------------------------------------------------*/
static Ship l_ship; /* the sole instance of the Ship active object */
/* Public-scope objects ----------------------------------------------------*/
QActive * const AO_Ship = (QActive *)&l_ship; /* opaque pointer */
/* Active object definition ------------------------------------------------*/
$define(AOs::Ship_ctor)
$define(AOs::Ship)
#include "qp_port.h"
#include "bsp.h"
#include "game.h"
#include <string.h> /* for memmove() and memcpy() */
Q_DEFINE_THIS_FILE
/* local objects -----------------------------------------------------------*/
$declare(AOs::Tunnel)
static Tunnel l_tunnel; /* the sole instance of the Tunnel active object */
static uint32_t l_rnd; /* random seed */
static uint8_t l_walls[GAME_SCREEN_WIDTH * GAME_SCREEN_HEIGHT/8];
static uint8_t l_frame[GAME_SCREEN_WIDTH * GAME_SCREEN_HEIGHT/8];
/* local helper functions --------------------------------------------------*/
static void randomSeed(uint32_t seed);
static uint32_t random(void);
/* Public-scope objects ----------------------------------------------------*/
QActive * const AO_Tunnel = (QActive *)&l_tunnel; /* opaque pointer */
/* helper functions --------------------------------------------------------*/
/*
* The bitmap for the "Press Button" text:
*
* xxx.........................xxx........x...x...........
* x..x........................x..x.......x...x...........
* x..x.x.xx..xx...xxx..xxx....x..x.x..x.xxx.xxx..xx..xxx.
* xxx..xx...x..x.x....x.......xxx..x..x..x...x..x..x.x..x
* x....x....xxxx..xx...xx.....x..x.x..x..x...x..x..x.x..x
* x....x....x.......x....x....x..x.x..x..x...x..x..x.x..x
* x....x.....xxx.xxx..xxx.....xxx...xxx...x...x..xx..x..x
* .......................................................
*/
static uint8_t const press_button_bits[] = {
0x7F, 0x09, 0x09, 0x06, 0x00, 0x7C, 0x08, 0x04, 0x04, 0x00,
0x38, 0x54, 0x54, 0x58, 0x00, 0x48, 0x54, 0x54, 0x24, 0x00,
0x48, 0x54, 0x54, 0x24, 0x00, 0x00, 0x00, 0x00, 0x7F, 0x49,
0x49, 0x36, 0x00, 0x3C, 0x40, 0x40, 0x7C, 0x00, 0x04, 0x3F,
0x44, 0x00, 0x04, 0x3F, 0x44, 0x00, 0x38, 0x44, 0x44, 0x38,
0x00, 0x7C, 0x04, 0x04, 0x78
};
/* bitmap of the Ship:
*
* x....
* xxx..
* xxxxx
*/
static uint8_t const ship_bits[] = {
0x07, 0x06, 0x06, 0x04, 0x04
};
/* bitmap of the Missile:
*
* xxx
*/
static uint8_t const missile_bits[] = {
0x01, 0x01, 0x01
};
/* bitmap of the Mine type-1:
*
* .x.
* xxx
* .x.
*/
static uint8_t const mine1_bits[] = {
0x02, 0x07, 0x02
};
/* bitmap of the Mine type-2:
*
* x..x
* .xx.
* .xx.
* x..x
*/
static uint8_t const mine2_bits[] = {
0x09, 0x06, 0x06, 0x09
};
/* Mine type-2 is nastier than Mine type-1. The type-2 mine can
* hit the Ship with any of its "tentacles". However, it can be
* destroyed by the Missile only by hitting its center, defined as
* the following bitmap:
*
* ....
* .xx.
* .xx.
* ....
*/
static uint8_t const mine2_missile_bits[] = {
0x00, 0x06, 0x06, 0x00
};
/*
* The bitmap of the explosion stage 0:
*
* .......
* .......
* ...x...
* ..x.x..
* ...x...
* .......
* .......
*/
static uint8_t const explosion0_bits[] = {
0x00, 0x00, 0x08, 0x14, 0x08, 0x00, 0x00
};
/*
* The bitmap of the explosion stage 1:
*
* .......
* .......
* ..x.x..
* ...x...
* ..x.x..
* .......
* .......
*/
static uint8_t const explosion1_bits[] = {
0x00, 0x00, 0x14, 0x08, 0x14, 0x00, 0x00
};
/*
* The bitmap of the explosion stage 2:
*
* .......
* .x...x.
* ..x.x..
* ...x...
* ..x.x..
* .x...x.
* .......
*/
static uint8_t const explosion2_bits[] = {
0x00, 0x22, 0x14, 0x08, 0x14, 0x22, 0x00
};
/*
* The bitmap of the explosion stage 3:
*
* x..x..x
* .x.x.x.
* ..x.x..
* xx.x.xx
* ..x.x..
* .x.x.x.
* x..x..x
*/
static uint8_t const explosion3_bits[] = {
0x49, 0x2A, 0x14, 0x6B, 0x14, 0x2A, 0x49
};
typedef struct BitmapTag { /* the auxiliary structure to hold const bitmaps */
uint8_t const *bits; /* the bits in the bitmap */
uint8_t width; /* the width of the bitmap */
} Bitmap;
static Bitmap const l_bitmap[MAX_BMP] = {
{ press_button_bits, Q_DIM(press_button_bits) },
{ ship_bits, Q_DIM(ship_bits) },
{ missile_bits, Q_DIM(missile_bits) },
{ mine1_bits, Q_DIM(mine1_bits) },
{ mine2_bits, Q_DIM(mine2_bits) },
{ mine2_missile_bits, Q_DIM(mine2_missile_bits) },
{ explosion0_bits, Q_DIM(explosion0_bits) },
{ explosion1_bits, Q_DIM(explosion1_bits) },
{ explosion2_bits, Q_DIM(explosion2_bits) },
{ explosion3_bits, Q_DIM(explosion3_bits) }
};
/* Active object definition ================================================*/
$define(AOs::Tunnel_ctor)
$define(AOs::Tunnel)
/*..........................................................................*/
uint32_t random(void) { /* a very cheap pseudo-random-number generator */
/* "Super-Duper" Linear Congruential Generator (LCG)
* LCG(2^32, 3*7*11*13*23, 0, seed)
*/
l_rnd = l_rnd * (3*7*11*13*23);
return l_rnd >> 8;
}
/*..........................................................................*/
void randomSeed(uint32_t seed) {
l_rnd = seed;
}
/*..........................................................................*/
uint8_t do_bitmaps_overlap(uint8_t bmp_id1, uint8_t x1, uint8_t y1,
uint8_t bmp_id2, uint8_t x2, uint8_t y2)
{
uint8_t x;
uint8_t x0;
uint8_t w;
uint32_t bits1;
uint32_t bits2;
Bitmap const *bmp1;
Bitmap const *bmp2;
Q_REQUIRE((bmp_id1 < Q_DIM(l_bitmap)) && (bmp_id2 < Q_DIM(l_bitmap)));
bmp1 = &l_bitmap[bmp_id1];
bmp2 = &l_bitmap[bmp_id2];
/* is the incoming object starting to overlap the Mine bitmap? */
if ((x1 <= x2) && (x1 + bmp2->width > x2)) {
x0 = x2 - x1;
w = x1 + bmp2->width - x2;
if (w > bmp1->width) {
w = bmp1->width;
}
for (x = 0; x < w; ++x) { /* scan over the overlapping columns */
bits1 = ((uint32_t)bmp2->bits[x + x0] << y2);
bits2 = ((uint32_t)bmp1->bits[x] << y1);
if ((bits1 & bits2) != 0) { /* do the bits overlap? */
return (uint8_t)1; /* yes! */
}
}
}
else {
if ((x1 > x2) && (x2 + bmp1->width > x1)) {
x0 = x1 - x2;
w = x2 + bmp1->width - x1;
if (w > bmp2->width) {
w = bmp2->width;
}
for (x = 0; x < w; ++x) { /* scan over the overlapping columns */
bits1 = ((uint32_t)bmp1->bits[x + x0] << y1);
bits2 = ((uint32_t)bmp2->bits[x] << y2);
if ((bits1 & bits2) != 0) { /* do the bits overlap? */
return (uint8_t)1; /* yes! */
}
}
}
}
return (uint8_t)0; /* the bitmaps do not overlap */
}
#include "qp_port.h"
#include "bsp.h"
#include "game.h"
Q_DEFINE_THIS_FILE
/* encapsulated delcaration of the Mine1 HSM -------------------------------*/
$declare(AOs::Mine1)
/* local objects -----------------------------------------------------------*/
static Mine1 l_mine1[GAME_MINES_MAX]; /* a pool of type-1 mines */
/* helper macro to provide the ID of this mine */
#define MINE_ID(me_) ((uint8_t)((me_) - l_mine1))
/* Mine1 class definition --------------------------------------------------*/
$define(AOs::Mine1_ctor)
$define(AOs::Mine1)
#include "qp_port.h"
#include "bsp.h"
#include "game.h"
Q_DEFINE_THIS_FILE
/* encapsulated delcaration of the Mine2 HSM -------------------------------*/
$declare(AOs::Mine2)
/* local objects -----------------------------------------------------------*/
static Mine2 l_mine2[GAME_MINES_MAX]; /* a pool of type-2 mines */
/* helper macro to provide the ID of this mine */
#define MINE_ID(me_) ((uint8_t)((me_) - l_mine2))
/* Mine2 class definition --------------------------------------------------*/
$define(AOs::Mine2_ctor)
$define(AOs::Mine2)
#include "qp_port.h"
#include "bsp.h"
#include "game.h"
/* Local-scope objects -----------------------------------------------------*/
static QEvt const * l_missileQueueSto[2];
static QEvt const * l_shipQueueSto[3];
static QEvt const * l_tunnelQueueSto[GAME_MINES_MAX + 5];
static QF_MPOOL_EL(QEvt) l_smlPoolSto[10];
static QF_MPOOL_EL(ObjectImageEvt) l_medPoolSto[2*GAME_MINES_MAX + 10];
static QSubscrList l_subscrSto[MAX_PUB_SIG];
/*..........................................................................*/
int main() {
/* explicitly invoke the active objects' ctors... */
Missile_ctor();
Ship_ctor();
Tunnel_ctor();
QF_init(); /* initialize the framework and the underlying RT kernel */
BSP_init(); /* initialize the Board Support Package */
/* initialize the event pools... */
QF_poolInit(l_smlPoolSto, sizeof(l_smlPoolSto), sizeof(l_smlPoolSto[0]));
QF_poolInit(l_medPoolSto, sizeof(l_medPoolSto), sizeof(l_medPoolSto[0]));
QF_psInit(l_subscrSto, Q_DIM(l_subscrSto)); /* init publish-subscribe */
/* send object dictionaries for event queues... */
QS_OBJ_DICTIONARY(l_missileQueueSto);
QS_OBJ_DICTIONARY(l_shipQueueSto);
QS_OBJ_DICTIONARY(l_tunnelQueueSto);
/* send object dictionaries for event pools... */
QS_OBJ_DICTIONARY(l_smlPoolSto);
QS_OBJ_DICTIONARY(l_medPoolSto);
/* send signal dictionaries for globally published events... */
QS_SIG_DICTIONARY(TIME_TICK_SIG, (void *)0);
QS_SIG_DICTIONARY(PLAYER_TRIGGER_SIG, (void *)0);
QS_SIG_DICTIONARY(PLAYER_QUIT_SIG, (void *)0);
QS_SIG_DICTIONARY(GAME_OVER_SIG, (void *)0);
/* start the active objects... */
QACTIVE_START(AO_Missile,
1U, /* priority */
l_missileQueueSto, Q_DIM(l_missileQueueSto), /* evt queue */
(void *)0, 0U, /* no per-thread stack */
(QEvt *)0); /* no initialization event */
QACTIVE_START(AO_Ship,
2U, /* priority */
l_shipQueueSto, Q_DIM(l_shipQueueSto), /* evt queue */
(void *)0, 0U, /* no per-thread stack */
(QEvt *)0); /* no initialization event */
QACTIVE_START(AO_Tunnel,
3U, /* priority */
l_tunnelQueueSto, Q_DIM(l_tunnelQueueSto), /* evt queue */
(void *)0, 0U, /* no per-thread stack */
(QEvt *)0); /* no initialization event */
return QF_run(); /* run the QF application */
}