////////////////////////////////////////////////////////////////////////////// // Product: Product: "Fly'n'Shoot" game // Last Updated for Version: 4.5.00 // Date of the Last Update: May 20, 2012 // // Q u a n t u m L e a P s // --------------------------- // innovating embedded systems // // Copyright (C) 2002-2012 Quantum Leaps, LLC. All rights reserved. // // This program is open source software: you can redistribute it and/or // modify it under the terms of the GNU General Public License as published // by the Free Software Foundation, either version 2 of the License, or // (at your option) any later version. // // Alternatively, this program may be distributed and modified under the // terms of Quantum Leaps commercial licenses, which expressly supersede // the GNU General Public License and are specifically designed for // licensees interested in retaining the proprietary status of their code. // // This program is distributed in the hope that it will be useful, // but WITHOUT ANY WARRANTY; without even the implied warranty of // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the // GNU General Public License for more details. // // You should have received a copy of the GNU General Public License // along with this program. If not, see . // // Contact information: // Quantum Leaps Web sites: http://www.quantum-leaps.com // http://www.state-machine.com // e-mail: info@quantum-leaps.com ////////////////////////////////////////////////////////////////////////////// #include "qp_port.h" #include "bsp.h" #include "game.h" // Q_DEFINE_THIS_FILE // local objects ------------------------------------------------------------- class Missile : public QActive { // extend the QActive class uint8_t m_x; uint8_t m_y; uint8_t m_exp_ctr; public: Missile(void) : QActive((QStateHandler)&Missile::initial) {} private: static QState initial (Missile *me, QEvt const *e); static QState armed (Missile *me, QEvt const *e); static QState flying (Missile *me, QEvt const *e); static QState exploding(Missile *me, QEvt const *e); }; static Missile l_missile; // the sole instance of the Missile active object // Public-scope objects ------------------------------------------------------ QActive * const AO_Missile = &l_missile; // opaque pointer // HSM definition ------------------------------------------------------------ //............................................................................ QState Missile::initial(Missile *me, QEvt const *) { 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); return Q_TRAN(&Missile::armed); } //............................................................................ QState Missile::armed(Missile *me, QEvt const *e) { switch (e->sig) { case MISSILE_FIRE_SIG: { // initialize position from the Ship me->m_x = ((ObjectPosEvt const *)e)->x; me->m_y = ((ObjectPosEvt const *)e)->y; return Q_TRAN(&Missile::flying); } } return Q_SUPER(&QHsm::top); } //............................................................................ QState Missile::flying(Missile *me, QEvt const *e) { switch (e->sig) { case TIME_TICK_SIG: { ObjectImageEvt *oie; if (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 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); } else { // Missile outside the range, make it ready to fire again return Q_TRAN(&Missile::armed); } return Q_HANDLED(); } case HIT_WALL_SIG: { return Q_TRAN(&Missile::exploding); } case DESTROYED_MINE_SIG: { // tell the Ship the score for destroing this Mine AO_Ship->POST(e, me); // re-arm immediately & let the destroyed Mine do the exploding return Q_TRAN(&Missile::armed); } } return Q_SUPER(&QHsm::top); } //............................................................................ QState Missile::exploding(Missile *me, QEvt const *e) { switch (e->sig) { case Q_ENTRY_SIG: { me->m_exp_ctr = 0; return Q_HANDLED(); } case TIME_TICK_SIG: { if ((me->m_x >= GAME_SPEED_X) && (me->m_exp_ctr < 15)) { ObjectImageEvt *oie; ++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 oie = Q_NEW(ObjectImageEvt, EXPLOSION_SIG); oie->x = me->m_x + 3; // x-pos of explosion oie->y = (int8_t)((int)me->m_y - 4); // y-pos oie->bmp = EXPLOSION0_BMP + (me->m_exp_ctr >> 2); AO_Tunnel->POST(oie, me); } else { // explosion finished or moved outside the game return Q_TRAN(&Missile::armed); } return Q_HANDLED(); } } return Q_SUPER(&QHsm::top); }