"Fly 'n' Shoot" game model from Chapters 1 & 9 of PSiCC2
This constructor is called only for statically allocated MineEvt
NOTE: QP can call event constructors in Q_NEW, when the port is configured with the Q_EVT_CTOR macro
sig = sig_p;
poolId_ = 0U;
id = id_p;
This constructor is called only for statically allocated MineEvt
NOTE: QP can call event constructors in Q_NEW, when the port is configured with the Q_EVT_CTOR macro
sig = sig_p;
poolId_ = 0U;
score = score_p;
Tunnel Active Object
for (uint8_t n = 0U; n < GAME_MINES_MAX; ++n) {
m_mine1_pool[n] = Mine1_getInst(n); // initialize mine1-type pool
m_mine2_pool[n] = Mine2_getInst(n); // initialize mine2-type pool
m_mines[n] = (QHsm *)0; // mine 'n' is unused
}
uint32_t bmp1; // bimap representing 1 column of the image
uint32_t rnd = (random() & 0xFFU);
// reduce the top wall thickness 18.75% of the time
if ((rnd < 48U) && (m_wall_thickness_top > 0U)) {
--m_wall_thickness_top;
}
// reduce the bottom wall thickness 18.75% of the time
if ((rnd > 208U) && (m_wall_thickness_bottom > 0U)) {
--m_wall_thickness_bottom;
}
rnd = (random() & 0xFFU);
// grow the top wall thickness 18.75% of the time
if ((rnd < 48U)
&& ((GAME_SCREEN_HEIGHT
- m_wall_thickness_top
- m_wall_thickness_bottom) > m_minimal_gap)
&& ((m_last_mine_x < (GAME_SCREEN_WIDTH - 5U))
|| (m_last_mine_y > (m_wall_thickness_top + 1U))))
{
++m_wall_thickness_top;
}
// grow the bottom wall thickness 18.75% of the time
if ((rnd > 208U)
&& ((GAME_SCREEN_HEIGHT
- m_wall_thickness_top
- m_wall_thickness_bottom) > m_minimal_gap)
&& ((m_last_mine_x < (GAME_SCREEN_WIDTH - 5U))
|| (m_last_mine_y + 1U
< (GAME_SCREEN_HEIGHT - m_wall_thickness_bottom))))
{
++m_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 << m_wall_thickness_top))
| (~0U << (GAME_SCREEN_HEIGHT
- m_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 (m_last_mine_x > 0U) {
--m_last_mine_x; // shift the last Mine 1 position to the left
}
// last mine far enough?
if ((m_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(m_mines); ++n) { // look for disabled mines
if (m_mines[n] == (QHsm *)0) {
break;
}
}
if (n < Q_DIM(m_mines)) { // a disabled Mine found?
rnd = (random() & 0xFFFFU);
if ((rnd & 1U) == 0U) { // choose the type of the mine
m_mines[n] = m_mine1_pool[n];
}
else {
m_mines[n] = m_mine2_pool[n];
}
// new Mine is planted in the last column of the tunnel
m_last_mine_x = GAME_SCREEN_WIDTH;
// choose a random y-position for the Mine in the Tunnel
rnd %= (GAME_SCREEN_HEIGHT
- m_wall_thickness_top
- m_wall_thickness_bottom - 4U);
m_last_mine_y = (uint8_t)(m_wall_thickness_top + 2U + rnd);
ObjectPosEvt ope; // event to dispatch to the Mine
ope.sig = MINE_PLANT_SIG;
ope.x = m_last_mine_x;
ope.y = m_last_mine_y;
m_mines[n]->dispatch(&ope); // direct dispatch
}
}
Q_REQUIRE(bmp < Q_DIM(l_bitmap));
uint8_t w = l_bitmap[bmp].width;
if (w > GAME_SCREEN_WIDTH - x_pos) {
w = GAME_SCREEN_WIDTH - x_pos;
}
for (uint8_t 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);
}
for (uint8_t n = 0U; n < GAME_MINES_MAX; ++n) {
if (m_mines[n] != (QHsm *)0) { // is the mine used?
m_mines[n]->dispatch(e);
}
}
Q_REQUIRE(bmp < Q_DIM(l_bitmap));
uint8_t w = l_bitmap[bmp].width;
if (w > GAME_SCREEN_WIDTH - x_pos) {
w = GAME_SCREEN_WIDTH - x_pos;
}
for (uint8_t 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 true;
}
}
return false;
for (uint8_t n = 0; n < GAME_MINES_MAX; ++n) {
me->m_mine1_pool[n]->init(); // take the initial tran. for Mine1
me->m_mine2_pool[n]->init(); // take the initial tran. for Mine2
}
randomSeed(1234); // seed the pseudo-random generator
me->subscribe(TIME_TICK_SIG);
me->subscribe(PLAYER_TRIGGER_SIG);
me->subscribe(PLAYER_QUIT_SIG);
QS_OBJ_DICTIONARY(&l_tunnel); // object dictionary for Tunnel object
QS_OBJ_DICTIONARY(&l_tunnel.m_blinkTimeEvt);
QS_OBJ_DICTIONARY(&l_tunnel.m_screenTimeEvt);
QS_FUN_DICTIONARY(&Tunnel::initial); // fun. dictionaries for Tunnel HSM
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);
QS_SIG_DICTIONARY(BLINK_TIMEOUT_SIG, &l_tunnel); // local signals
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);
Q_ASSERT((Q_EVT_CAST(MineEvt)->id < GAME_MINES_MAX)
&& (me->m_mines[Q_EVT_CAST(MineEvt)->id] != (QHsm *)0));
me->m_mines[Q_EVT_CAST(MineEvt)->id] = (QHsm *)0;
me->m_last_mine_x = 0U; // last mine at right edge of the tunnel
me->m_last_mine_y = 0U;
// set the tunnel properties...
me->m_wall_thickness_top = 0U;
me->m_wall_thickness_bottom = 0U;
me->m_minimal_gap = GAME_SCREEN_HEIGHT - 3U;
// erase the tunnel walls
memset(l_walls, (uint8_t)0,
(GAME_SCREEN_WIDTH * GAME_SCREEN_HEIGHT/8U));
me->m_blinkTimeEvt.postEvery(me, BSP_TICKS_PER_SEC/2U); // 1/2 sec
me->m_screenTimeEvt.postIn(me, BSP_TICKS_PER_SEC*20U); // 20 sec
me->m_blink_ctr = 0U; // init the blink counter
me->m_blinkTimeEvt.disarm();
me->m_screenTimeEvt.disarm();
me->m_blink_ctr ^= 1U; /* toggle the blink cunter */
me->advance();
if (me->m_blink_ctr != 0U) {
// add the text bitmap into the frame buffer
me->addImageAt(PRESS_BUTTON_BMP,
(GAME_SCREEN_WIDTH - 55U)/2U,
(GAME_SCREEN_HEIGHT - 8U)/2U);
}
BSP_drawBitmap(l_frame);
static QP::QEvt const takeoff = QEVT_INITIALIZER(TAKE_OFF_SIG);
me->m_minimal_gap = GAME_SCREEN_HEIGHT - 3U;
// erase the walls
memset(l_walls, (uint8_t)0,
(GAME_SCREEN_WIDTH * GAME_SCREEN_HEIGHT/8U));
AO_Ship->POST(&takeoff, me); // post the TAKEOFF sig
QP::QEvt recycle;
recycle.sig = MINE_RECYCLE_SIG;
me->dispatchToAllMines(&recycle); // recycle all Mines
// render this frame on the display
BSP_drawBitmap(l_frame);
me->advance();
me->plantMine();
me->dispatchToAllMines(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 (me->isWallHit(bmp, x, y)) {
static QP::QEvt const hit = QEVT_INITIALIZER(HIT_WALL_SIG);
AO_Ship->POST(&hit, me);
}
me->addImageAt(bmp, x, y);
me->dispatchToAllMines(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 (me->isWallHit(bmp, x, y)) {
static QP::QEvt const hit = QEVT_INITIALIZER(HIT_WALL_SIG);
AO_Missile->POST(&hit, me);
}
me->addImageAt(bmp, x, y);
me->dispatchToAllMines(e); // let Mines check for hits
me->addImageAt(Q_EVT_CAST(ObjectImageEvt)->bmp,
Q_EVT_CAST(ObjectImageEvt)->x,
Q_EVT_CAST(ObjectImageEvt)->y);
me->addImageAt(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->m_minimal_gap = (uint8_t)(GAME_SCREEN_HEIGHT - 3U
- Q_EVT_CAST(ScoreEvt)->score/2000U);
uint16_t score = Q_EVT_CAST(ScoreEvt)->score;
BSP_updateScore(score);
// clear the screen
memset(l_frame, (uint8_t)0,
(GAME_SCREEN_WIDTH * GAME_SCREEN_HEIGHT/8U));
BSP_drawBitmap(l_frame);
// Output the final score to the screen
BSP_drawNString((GAME_SCREEN_WIDTH - 6U*10U)/2U, 1U, "Score:");
char str[5];
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);
me->m_blinkTimeEvt.postEvery(me, BSP_TICKS_PER_SEC/2U); // 1/2 sec
me->m_screenTimeEvt.postIn(me, BSP_TICKS_PER_SEC*5U); // 5 sec timeout
me->m_blink_ctr = 0U;
BSP_drawNString((GAME_SCREEN_WIDTH - 6U*9U)/2U, 0U, "Game Over");
me->m_blinkTimeEvt.disarm();
me->m_screenTimeEvt.disarm();
BSP_updateScore(0U); // update the score on the display
me->m_blink_ctr ^= 1U; // toggle the blink couner
BSP_drawNString((GAME_SCREEN_WIDTH - 6U*9U)/2U, 0U,
((me->m_blink_ctr == 0U)
? "Game Over"
: " "));
BSP_displayOff(); // power down the display
me->m_screenTimeEvt.postIn(me, BSP_TICKS_PER_SEC*3U); // 3s timeout
me->m_screenTimeEvt.disarm();
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));
me->addImageAt(PRESS_BUTTON_BMP,
(uint8_t)(rnd % (GAME_SCREEN_WIDTH - 55U)),
(int8_t) (rnd % (GAME_SCREEN_HEIGHT - 8U)));
BSP_drawBitmap(l_frame);
me->m_screenTimeEvt.postIn(me, BSP_TICKS_PER_SEC/3U); // 1/3 sec timeout
me->m_screenTimeEvt.disarm();
// 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/8U));
BSP_drawBitmap(l_frame);
QP::QF::stop(); /* stop QF and cleanup */
Ship Active Object
me->subscribe(TIME_TICK_SIG);
me->subscribe(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->m_x = Q_EVT_CAST(ObjectPosEvt)->x;
me->m_y = Q_EVT_CAST(ObjectPosEvt)->y;
me->m_score = 0U; /* reset the score */
ScoreEvt *sev = Q_NEW(ScoreEvt, SCORE_SIG);
sev->score = me->m_score;
AO_Tunnel->POST(sev, me);
// tell the Tunnel to draw the Ship and test for hits
ObjectImageEvt *oie = Q_NEW(ObjectImageEvt, SHIP_IMG_SIG);
oie->x = me->m_x;
oie->y = me->m_y;
oie->bmp = SHIP_BMP;
AO_Tunnel->POST(oie, me);
++me->m_score; // increment the score for surviving another tick
if ((me->m_score % 10U) == 0U) { // is the score "round"?
ScoreEvt *sev = Q_NEW(ScoreEvt, SCORE_SIG);
sev->score = me->m_score;
AO_Tunnel->POST(sev, me);
}
ObjectPosEvt *ope = Q_NEW(ObjectPosEvt, MISSILE_FIRE_SIG);
ope->x = me->m_x;
ope->y = me->m_y + SHIP_HEIGHT - 1U;
AO_Missile->POST(ope, me);
me->m_score += Q_EVT_CAST(ScoreEvt)->score;
// the score will be sent to the Tunnel by the next TIME_TICK
me->m_exp_ctr = 0U;
me->m_exp_ctr < 15U
++me->m_exp_ctr;
// tell the Tunnel to draw the current stage of Explosion
ObjectImageEvt *oie = Q_NEW(ObjectImageEvt, EXPLOSION_SIG);
oie->bmp = EXPLOSION0_BMP + (me->m_exp_ctr >> 2);
oie->x = me->m_x; // x of explosion
oie->y = (int8_t)((int)me->m_y - 4U + SHIP_HEIGHT);
AO_Tunnel->POST(oie, me);
ScoreEvt *gameOver = Q_NEW(ScoreEvt, GAME_OVER_SIG);
gameOver->score = me->m_score;
AO_Tunnel->POST(gameOver, me);
Missile Active Object
me->subscribe( 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->m_x = Q_EVT_CAST(ObjectPosEvt)->x;
me->m_y = Q_EVT_CAST(ObjectPosEvt)->y;
me->m_x + GAME_MISSILE_SPEED_X < GAME_SCREEN_WIDTH
me->m_x += GAME_MISSILE_SPEED_X;
// tell the Tunnel to draw the Missile and test for wall hits
ObjectImageEvt *oie = Q_NEW(ObjectImageEvt, MISSILE_IMG_SIG);
oie->x = me->m_x;
oie->y = me->m_y;
oie->bmp = MISSILE_BMP;
AO_Tunnel->POST(oie, me);
AO_Ship->POST(e, me);
me->m_exp_ctr = 0U;
(me->m_x >= GAME_SPEED_X) && (me->m_exp_ctr < 15U)
++me->m_exp_ctr; // advance the explosion counter
me->m_x -= GAME_SPEED_X; // move the explosion by one step
// tell the Tunnel to render the current stage of Explosion
ObjectImageEvt *oie = Q_NEW(ObjectImageEvt, EXPLOSION_SIG);
oie->x = me->m_x + 3U; // x-pos of explosion
oie->y = (int8_t)((int)me->m_y - 4U); // y-pos
oie->bmp = EXPLOSION0_BMP + (me->m_exp_ctr >> 2);
AO_Tunnel->POST(oie, me);
The Mine1 orthogonal component
static bool dict_sent = false;
if (!dict_sent) {
dict_sent = true;
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);
}
// 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);
me->m_x = Q_EVT_CAST(ObjectPosEvt)->x;
me->m_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);
AO_Tunnel->POST(mev, me);
me->m_exp_ctr = 0U;
(me->m_x >= GAME_SPEED_X) && (me->m_exp_ctr < 15)
++me->m_exp_ctr; // advance the explosion counter
me->m_x -= GAME_SPEED_X; // move explosion by 1 step
// tell the Game to render the current stage of Explosion
ObjectImageEvt *oie = Q_NEW(ObjectImageEvt, EXPLOSION_SIG);
oie->x = me->m_x + 1U; // x of explosion
oie->y = (int8_t)((int)me->m_y - 4 + 2); // y of explosion
oie->bmp = EXPLOSION0_BMP + (me->m_exp_ctr >> 2);
AO_Tunnel->POST(oie, me);
me->m_x >= GAME_SPEED_X
me->m_x -= GAME_SPEED_X; // move the mine 1 step
// tell the Tunnel to draw the Mine
ObjectImageEvt *oie = Q_NEW(ObjectImageEvt, MINE_IMG_SIG);
oie->x = me->m_x;
oie->y = me->m_y;
oie->bmp = MINE1_BMP;
AO_Tunnel->POST(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->m_x, me->m_y, bmp, x, y)
static MineEvt const mine1_hit(HIT_MINE_SIG, 1U);
AO_Ship->POST(&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->m_x, me->m_y, bmp, x, y)
static ScoreEvt const mine1_destroyed(DESTROYED_MINE_SIG, 25U);
AO_Missile->POST(&mine1_destroyed, me);
The Mine2 orthogonal component
static bool dict_sent = false;
if (!dict_sent) {
dict_sent = true;
QS_OBJ_DICTIONARY(&l_mine2[0]); // obj. dictionaries for Mine2 pool
QS_OBJ_DICTIONARY(&l_mine2[1]);
QS_OBJ_DICTIONARY(&l_mine2[2]);
QS_OBJ_DICTIONARY(&l_mine2[3]);
QS_OBJ_DICTIONARY(&l_mine2[4]);
QS_FUN_DICTIONARY(&Mine2::initial);// fun. dictionaries for Mine2 HSM
QS_FUN_DICTIONARY(&Mine2::unused);
QS_FUN_DICTIONARY(&Mine2::used);
QS_FUN_DICTIONARY(&Mine2::planted);
QS_FUN_DICTIONARY(&Mine2::exploding);
}
// 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);
me->m_x = Q_EVT_CAST(ObjectPosEvt)->x;
me->m_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);
AO_Tunnel->POST(mev, me);
me->m_exp_ctr = 0U;
(me->m_x >= GAME_SPEED_X) && (me->m_exp_ctr < 15)
++me->m_exp_ctr; // advance the explosion counter
me->m_x -= GAME_SPEED_X; // move explosion by 1 step
// tell the Game to render the current stage of Explosion
ObjectImageEvt *oie = Q_NEW(ObjectImageEvt, EXPLOSION_SIG);
oie->x = me->m_x + 1U; // x of explosion
oie->y = (int8_t)((int)me->m_y - 4 + 2); // y of explosion
oie->bmp = EXPLOSION0_BMP + (me->m_exp_ctr >> 2);
AO_Tunnel->POST(oie, me);
me->m_x >= GAME_SPEED_X
me->m_x -= GAME_SPEED_X; // move the mine 1 step
// tell the Tunnel to draw the Mine
ObjectImageEvt *oie = Q_NEW(ObjectImageEvt, MINE_IMG_SIG);
oie->x = me->m_x;
oie->y = me->m_y;
oie->bmp = MINE2_BMP;
AO_Tunnel->POST(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->m_x, me->m_y, bmp, x, y)
static MineEvt const mine2_hit(HIT_MINE_SIG, 2U);
AO_Ship->POST(&mine2_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->m_x, me->m_y, bmp, x, y)
static ScoreEvt const mine2_destroyed(DESTROYED_MINE_SIG, 45U);
AO_Missile->POST(&mine2_destroyed, me);
#ifndef game_h
#define game_h
namespace GAME {
enum GameSignals { // signals used in the game
TIME_TICK_SIG = QP::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
};
// 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)
// obtain instances of the Mines orthogonal components
QP::QHsm *Mine1_getInst(uint8_t id);
QP::QHsm *Mine2_getInst(uint8_t id);
} // namespace GAME
#endif // game_h
#include "qp_port.h"
#include "bsp.h"
#include "game.h"
namespace GAME {
//Q_DEFINE_THIS_FILE
// local objects -------------------------------------------------------------
$declare(AOs::Missile)
static Missile l_missile; // the sole instance of the Missile active object
// Public-scope objects ------------------------------------------------------
QP::QActive * const AO_Missile = &l_missile; // opaque pointer
// Active object definition --------------------------------------------------
$define(AOs::Missile)
} // namespace GAME
#include "qp_port.h"
#include "bsp.h"
#include "game.h"
namespace GAME {
//Q_DEFINE_THIS_FILE
#define SHIP_WIDTH 5U
#define SHIP_HEIGHT 3U
// 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 ------------------------------------------------------
QP::QActive * const AO_Ship = &l_ship; // opaque pointer
// Active object definition --------------------------------------------------
$define(AOs::Ship)
} // namespace GAME
#include "qp_port.h"
#include "bsp.h"
#include "game.h"
#include <string.h> // for memmove() and memcpy()
namespace GAME {
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/8U];
static uint8_t l_frame[GAME_SCREEN_WIDTH * GAME_SCREEN_HEIGHT/8U];
// local helper functions ----------------------------------------------------
static void randomSeed(uint32_t seed);
static uint32_t random(void);
// Public-scope objects ------------------------------------------------------
QP::QActive * const AO_Tunnel = &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
};
struct Bitmap { // the auxiliary structure to hold const bitmaps
uint8_t const *bits; // the bits in the bitmap
uint8_t width; // the width of the 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)
//............................................................................
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;
}
//............................................................................
bool 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 true; // 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) != 0U) { // do the bits overlap?
return true; // yes!
}
}
}
}
return false; // the bitmaps do not overlap
}
} // namespace GAME
#include "qp_port.h"
#include "bsp.h"
#include "game.h"
namespace GAME {
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
//............................................................................
QP::QHsm *Mine1_getInst(uint8_t id) {
Q_REQUIRE(id < GAME_MINES_MAX);
return &l_mine1[id];
}
// helper function to provide the ID of this mine ............................
static inline uint8_t MINE_ID(Mine1 const * const me) {
return static_cast<uint8_t>(me - l_mine1);
}
// Mine1 class definition ----------------------------------------------------
$define(AOs::Mine1)
} // namespace GAME
#include "qp_port.h"
#include "bsp.h"
#include "game.h"
namespace GAME {
Q_DEFINE_THIS_FILE
// encapsulated delcaration of the Mine1 HSM ---------------------------------
$declare(AOs::Mine2)
// local objects -------------------------------------------------------------
static Mine2 l_mine2[GAME_MINES_MAX]; // a pool of type-2 mines
//............................................................................
QP::QHsm *Mine2_getInst(uint8_t id) {
Q_REQUIRE(id < GAME_MINES_MAX);
return &l_mine2[id];
}
// helper function to provide the ID of this mine ............................
static inline uint8_t MINE_ID(Mine2 const * const me) {
return static_cast<uint8_t>(me - l_mine2);
}
// Mine1 class definition ----------------------------------------------------
$define(AOs::Mine2)
} // namespace GAME
#include "qp_port.h"
#include "bsp.h"
#include "game.h"
namespace GAME {
// Local-scope objects -------------------------------------------------------
static QP::QEvt const * l_missileQueueSto[2];
static QP::QEvt const * l_shipQueueSto[3];
static QP::QEvt const * l_tunnelQueueSto[GAME_MINES_MAX + 5];
static QF_MPOOL_EL(QP::QEvt) l_smlPoolSto[10];
static QF_MPOOL_EL(ObjectImageEvt) l_medPoolSto[2*GAME_MINES_MAX + 10];
static QP::QSubscrList l_subscrSto[MAX_PUB_SIG];
//............................................................................
extern "C" int_t main() {
QP::QF::init(); // initialize the framework and the underlying RT kernel
BSP_init(); // initialize the Board Support Package
// initialize the event pools...
QP::QF::poolInit(l_smlPoolSto,
sizeof(l_smlPoolSto), sizeof(l_smlPoolSto[0]));
QP::QF::poolInit(l_medPoolSto,
sizeof(l_medPoolSto), sizeof(l_medPoolSto[0]));
QP::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, static_cast<void *>(0));
QS_SIG_DICTIONARY(PLAYER_TRIGGER_SIG, static_cast<void *>(0));
QS_SIG_DICTIONARY(PLAYER_QUIT_SIG, static_cast<void *>(0));
QS_SIG_DICTIONARY(GAME_OVER_SIG, static_cast<void *>(0));
// start the active objects...
AO_Missile->start(1U, // priority
l_missileQueueSto, Q_DIM(l_missileQueueSto),// evt queue
static_cast<void *>(0), 0U); // no per-thread stack
AO_Ship ->start(2U, // priority
l_shipQueueSto, Q_DIM(l_shipQueueSto), // evt queue
static_cast<void *>(0), 0U); // no per-thread stack
AO_Tunnel ->start(3U, // priority
l_tunnelQueueSto, Q_DIM(l_tunnelQueueSto), // evt queue
static_cast<void *>(0), 0U); // no per-thread stack
return QP::QF::run(); // run the QF application
}
} // namespace GAME