////////////////////////////////////////////////////////////////////////////// // Model: game.qm // File: ././tunnel.cpp // // This file has been generated automatically by QP Modeler (QM). // DO NOT EDIT THIS FILE MANUALLY. // // Please visit www.state-machine.com/qm for more information. ////////////////////////////////////////////////////////////////////////////// #include "qp_port.h" #include "bsp.h" #include "game.h" #include // for memmove() and memcpy() namespace GAME { Q_DEFINE_THIS_FILE // local objects ------------------------------------------------------------- // @(/2/0) ................................................................... /// Tunnel Active Object class Tunnel : public QP::QActive { private: QP::QTimeEvt m_blinkTimeEvt; QP::QTimeEvt m_screenTimeEvt; QP::QHsm * m_mines[GAME_MINES_MAX]; QP::QHsm * m_mine1_pool[GAME_MINES_MAX]; QP::QHsm * m_mine2_pool[GAME_MINES_MAX]; uint8_t m_blink_ctr; uint8_t m_last_mine_x; uint8_t m_last_mine_y; uint8_t m_wall_thickness_top; uint8_t m_wall_thickness_bottom; uint8_t m_minimal_gap; public: Tunnel(); private: void advance(); void plantMine(); void addImageAt( uint8_t bmp, uint8_t x_pos, int8_t y_pos); void dispatchToAllMines(QP::QEvt const * e); bool isWallHit( uint8_t bmp, uint8_t x_pos, uint8_t y_pos); protected: static QP::QState initial(Tunnel * const me, QP::QEvt const * const e); static QP::QState active(Tunnel * const me, QP::QEvt const * const e); static QP::QState demo(Tunnel * const me, QP::QEvt const * const e); static QP::QState playing(Tunnel * const me, QP::QEvt const * const e); static QP::QState game_over(Tunnel * const me, QP::QEvt const * const e); static QP::QState screen_saver(Tunnel * const me, QP::QEvt const * const e); static QP::QState screen_saver_hide(Tunnel * const me, QP::QEvt const * const e); static QP::QState screen_saver_show(Tunnel * const me, QP::QEvt const * const e); static QP::QState final(Tunnel * const me, QP::QEvt const * const e); }; 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 ================================================== // @(/2/0) ................................................................... // @(/2/0/11) ................................................................ Tunnel::Tunnel() : QActive(Q_STATE_CAST(&Tunnel::initial)), m_blinkTimeEvt(BLINK_TIMEOUT_SIG), m_screenTimeEvt(SCREEN_TIMEOUT_SIG), m_last_mine_x(0U), m_last_mine_y(0U) { 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 } } // @(/2/0/12) ................................................................ void Tunnel::advance() { 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)); } // @(/2/0/13) ................................................................ void Tunnel::plantMine() { 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 } } } // @(/2/0/14) ................................................................ void Tunnel::addImageAt( uint8_t bmp, uint8_t x_pos, int8_t y_pos) { 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); } } // @(/2/0/15) ................................................................ void Tunnel::dispatchToAllMines(QP::QEvt const * e) { 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); } } } // @(/2/0/16) ................................................................ bool Tunnel::isWallHit( uint8_t bmp, uint8_t x_pos, uint8_t y_pos) { 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; } // @(/2/0/17) ................................................................ // @(/2/0/17/0) QP::QState Tunnel::initial(Tunnel * const me, QP::QEvt const * const e) { 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); return Q_TRAN(&Tunnel::demo); } // @(/2/0/17/1) .............................................................. QP::QState Tunnel::active(Tunnel * const me, QP::QEvt const * const e) { QP::QState status; switch (e->sig) { // @(/2/0/17/1/0) case MINE_DISABLED_SIG: { 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; status = Q_HANDLED(); break; } // @(/2/0/17/1/1) case PLAYER_QUIT_SIG: { status = Q_TRAN(&Tunnel::final); break; } default: { status = Q_SUPER(&QHsm::top); break; } } return status; } // @(/2/0/17/1/2) ............................................................ QP::QState Tunnel::demo(Tunnel * const me, QP::QEvt const * const e) { QP::QState status; switch (e->sig) { // @(/2/0/17/1/2) case Q_ENTRY_SIG: { 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 status = Q_HANDLED(); break; } // @(/2/0/17/1/2) case Q_EXIT_SIG: { me->m_blinkTimeEvt.disarm(); me->m_screenTimeEvt.disarm(); status = Q_HANDLED(); break; } // @(/2/0/17/1/2/0) case BLINK_TIMEOUT_SIG: { me->m_blink_ctr ^= 1U; /* toggle the blink cunter */ status = Q_HANDLED(); break; } // @(/2/0/17/1/2/1) case SCREEN_TIMEOUT_SIG: { status = Q_TRAN(&Tunnel::screen_saver); break; } // @(/2/0/17/1/2/2) case TIME_TICK_SIG: { 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); status = Q_HANDLED(); break; } // @(/2/0/17/1/2/3) case PLAYER_TRIGGER_SIG: { status = Q_TRAN(&Tunnel::playing); break; } default: { status = Q_SUPER(&Tunnel::active); break; } } return status; } // @(/2/0/17/1/3) ............................................................ QP::QState Tunnel::playing(Tunnel * const me, QP::QEvt const * const e) { QP::QState status; switch (e->sig) { // @(/2/0/17/1/3) case Q_ENTRY_SIG: { 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 status = Q_HANDLED(); break; } // @(/2/0/17/1/3) case Q_EXIT_SIG: { QP::QEvt recycle; recycle.sig = MINE_RECYCLE_SIG; me->dispatchToAllMines(&recycle); // recycle all Mines status = Q_HANDLED(); break; } // @(/2/0/17/1/3/0) case TIME_TICK_SIG: { // render this frame on the display BSP_drawBitmap(l_frame); me->advance(); me->plantMine(); me->dispatchToAllMines(e); status = Q_HANDLED(); break; } // @(/2/0/17/1/3/1) case SHIP_IMG_SIG: { 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 status = Q_HANDLED(); break; } // @(/2/0/17/1/3/2) case MISSILE_IMG_SIG: { 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 status = Q_HANDLED(); break; } // @(/2/0/17/1/3/3) case MINE_IMG_SIG: { me->addImageAt(Q_EVT_CAST(ObjectImageEvt)->bmp, Q_EVT_CAST(ObjectImageEvt)->x, Q_EVT_CAST(ObjectImageEvt)->y); status = Q_HANDLED(); break; } // @(/2/0/17/1/3/4) case EXPLOSION_SIG: { me->addImageAt(Q_EVT_CAST(ObjectImageEvt)->bmp, Q_EVT_CAST(ObjectImageEvt)->x, Q_EVT_CAST(ObjectImageEvt)->y); status = Q_HANDLED(); break; } // @(/2/0/17/1/3/5) case SCORE_SIG: { 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); status = Q_HANDLED(); break; } // @(/2/0/17/1/3/6) case GAME_OVER_SIG: { 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); status = Q_TRAN(&Tunnel::game_over); break; } default: { status = Q_SUPER(&Tunnel::active); break; } } return status; } // @(/2/0/17/1/4) ............................................................ QP::QState Tunnel::game_over(Tunnel * const me, QP::QEvt const * const e) { QP::QState status; switch (e->sig) { // @(/2/0/17/1/4) case Q_ENTRY_SIG: { 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"); status = Q_HANDLED(); break; } // @(/2/0/17/1/4) case Q_EXIT_SIG: { me->m_blinkTimeEvt.disarm(); me->m_screenTimeEvt.disarm(); BSP_updateScore(0U); // update the score on the display status = Q_HANDLED(); break; } // @(/2/0/17/1/4/0) case BLINK_TIMEOUT_SIG: { 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" : " ")); status = Q_HANDLED(); break; } // @(/2/0/17/1/4/1) case SCREEN_TIMEOUT_SIG: { status = Q_TRAN(&Tunnel::demo); break; } default: { status = Q_SUPER(&Tunnel::active); break; } } return status; } // @(/2/0/17/1/5) ............................................................ QP::QState Tunnel::screen_saver(Tunnel * const me, QP::QEvt const * const e) { QP::QState status; switch (e->sig) { // @(/2/0/17/1/5/0) case Q_INIT_SIG: { status = Q_TRAN(&Tunnel::screen_saver_hide); break; } // @(/2/0/17/1/5/1) case PLAYER_TRIGGER_SIG: { status = Q_TRAN(&Tunnel::demo); break; } default: { status = Q_SUPER(&Tunnel::active); break; } } return status; } // @(/2/0/17/1/5/2) .......................................................... QP::QState Tunnel::screen_saver_hide(Tunnel * const me, QP::QEvt const * const e) { QP::QState status; switch (e->sig) { // @(/2/0/17/1/5/2) case Q_ENTRY_SIG: { BSP_displayOff(); // power down the display me->m_screenTimeEvt.postIn(me, BSP_TICKS_PER_SEC*3U); // 3s timeout status = Q_HANDLED(); break; } // @(/2/0/17/1/5/2) case Q_EXIT_SIG: { me->m_screenTimeEvt.disarm(); BSP_displayOn(); // power up the display status = Q_HANDLED(); break; } // @(/2/0/17/1/5/2/0) case SCREEN_TIMEOUT_SIG: { status = Q_TRAN(&Tunnel::screen_saver_show); break; } default: { status = Q_SUPER(&Tunnel::screen_saver); break; } } return status; } // @(/2/0/17/1/5/3) .......................................................... QP::QState Tunnel::screen_saver_show(Tunnel * const me, QP::QEvt const * const e) { QP::QState status; switch (e->sig) { // @(/2/0/17/1/5/3) case Q_ENTRY_SIG: { 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 status = Q_HANDLED(); break; } // @(/2/0/17/1/5/3) case Q_EXIT_SIG: { 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); status = Q_HANDLED(); break; } // @(/2/0/17/1/5/3/0) case SCREEN_TIMEOUT_SIG: { status = Q_TRAN(&Tunnel::screen_saver_hide); break; } default: { status = Q_SUPER(&Tunnel::screen_saver); break; } } return status; } // @(/2/0/17/2) .............................................................. QP::QState Tunnel::final(Tunnel * const me, QP::QEvt const * const e) { QP::QState status; switch (e->sig) { // @(/2/0/17/2) case Q_ENTRY_SIG: { // 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 */ status = Q_HANDLED(); break; } default: { status = Q_SUPER(&QHsm::top); break; } } return status; } //............................................................................ 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