"Fly 'n' Shoot" game model from Chapters 1 & 9 of PSiCC2 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] == (QHsm *)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; QHsm_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 >= 0U) { 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] != (QHsm *)0) { /* is the mine used? */ QHsm_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) { QHsm_init(me->mine1_pool[n], (QEvt *)0);/*initial tran. for Mine1 */ QHsm_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_playing); QS_FUN_DICTIONARY(&Tunnel_demo); 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] != (QHsm *)0)); me->mines[Q_EVT_CAST(MineEvt)->id] = (QHsm *)0; 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_postEvery(&me->blinkTimeEvt, (QActive *)me, BSP_TICKS_PER_SEC/2U); /* every 1/2 sec */ QTimeEvt_postIn(&me->screenTimeEvt, (QActive *)me, BSP_TICKS_PER_SEC*20U); /* 20s timeout */ 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_postEvery(&me->blinkTimeEvt, (QActive *)me, BSP_TICKS_PER_SEC/2U); /* 1/2 sec */ QTimeEvt_postIn(&me->screenTimeEvt, (QActive *)me, BSP_TICKS_PER_SEC*5U); /* 5 sec timeout */ 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_postIn(&me->screenTimeEvt, (QActive *)me, BSP_TICKS_PER_SEC*3U); /* 3s timeout */ 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_postIn(&me->screenTimeEvt, (QActive *)me, BSP_TICKS_PER_SEC/3U); /* 1/3 sec timeout */ 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; QActive_ctor(&me->super, (QStateHandler)&Tunnel_initial); QTimeEvt_ctor(&me->blinkTimeEvt, BLINK_TIMEOUT_SIG); QTimeEvt_ctor(&me->screenTimeEvt, SCREEN_TIMEOUT_SIG); 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] = (QHsm *)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; QActive_ctor(&me->super, (QStateHandler)&Ship_initial); me->x = GAME_SHIP_X; me->y = GAME_SHIP_Y; Missile *me = &l_missile; QActive_ctor(&me->super, (QStateHandler)&Missile_initial); Mine1 *me; Q_REQUIRE(id < GAME_MINES_MAX); me = &l_mine1[id]; /* superclass' ctor */ QHsm_ctor(&me->super, (QStateHandler)&Mine1_initial); return (QHsm *)me; Mine2 *me; Q_REQUIRE(id < GAME_MINES_MAX); me = &l_mine2[id]; /* superclass' ctor */ QHsm_ctor(&me->super, (QStateHandler)&Mine2_initial); return (QHsm *)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 5 #define GAME_MINES_DIST_MIN 10 #define GAME_SPEED_X 1 #define GAME_MISSILE_SPEED_X 2 #define GAME_SHIP_X 10 #define GAME_SHIP_Y (GAME_SCREEN_HEIGHT / 2) 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 */ }