mirror of
https://github.com/QuantumLeaps/qpcpp.git
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925 lines
30 KiB
C++
925 lines
30 KiB
C++
//////////////////////////////////////////////////////////////////////////////
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// Model: game.qm
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// File: ./tunnel.cpp
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//
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// This code has been generated by QM tool (see state-machine.com/qm).
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// DO NOT EDIT THIS FILE MANUALLY. All your changes will be lost.
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//
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// This program is open source software: you can redistribute it and/or
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// modify it under the terms of the GNU General Public License as published
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// by the Free Software Foundation.
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//
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// This program is distributed in the hope that it will be useful, but
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// WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY
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// or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License
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// for more details.
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//////////////////////////////////////////////////////////////////////////////
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// @(/3/3) ...................................................................
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#include "qp_port.h"
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#include "bsp.h"
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#include "game.h"
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#include <string.h> // for memmove() and memcpy()
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namespace GAME {
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Q_DEFINE_THIS_FILE
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// local objects -------------------------------------------------------------
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// @(/2/0) ...................................................................
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class Tunnel : public QP::QActive {
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private:
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QP::QTimeEvt m_blinkTimeEvt;
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QP::QTimeEvt m_screenTimeEvt;
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QP::QHsm * m_mines[GAME_MINES_MAX];
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QP::QHsm * m_mine1_pool[GAME_MINES_MAX];
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QP::QHsm * m_mine2_pool[GAME_MINES_MAX];
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uint8_t m_blink_ctr;
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uint8_t m_last_mine_x;
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uint8_t m_last_mine_y;
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uint8_t m_wall_thickness_top;
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uint8_t m_wall_thickness_bottom;
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uint8_t m_minimal_gap;
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public:
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Tunnel();
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private:
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void advance();
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void plantMine();
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void addImageAt(
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uint8_t bmp,
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uint8_t x_pos,
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int8_t y_pos);
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void dispatchToAllMines(QP::QEvt const * e);
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bool isWallHit(
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uint8_t bmp,
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uint8_t x_pos,
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uint8_t y_pos);
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protected:
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static QP::QState initial(Tunnel * const me, QP::QEvt const * const e);
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static QP::QState active(Tunnel * const me, QP::QEvt const * const e);
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static QP::QState show_logo(Tunnel * const me, QP::QEvt const * const e);
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static QP::QState demo(Tunnel * const me, QP::QEvt const * const e);
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static QP::QState playing(Tunnel * const me, QP::QEvt const * const e);
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static QP::QState game_over(Tunnel * const me, QP::QEvt const * const e);
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static QP::QState screen_saver(Tunnel * const me, QP::QEvt const * const e);
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static QP::QState screen_saver_hide(Tunnel * const me, QP::QEvt const * const e);
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static QP::QState screen_saver_show(Tunnel * const me, QP::QEvt const * const e);
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static QP::QState final(Tunnel * const me, QP::QEvt const * const e);
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};
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static Tunnel l_tunnel; // the sole instance of the Tunnel active object
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static uint32_t l_rnd; // random seed
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static uint8_t l_walls[GAME_SCREEN_WIDTH * GAME_SCREEN_HEIGHT/8U];
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static uint8_t l_frame[GAME_SCREEN_WIDTH * GAME_SCREEN_HEIGHT/8U];
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// local helper functions ----------------------------------------------------
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static void randomSeed(uint32_t seed);
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static uint32_t random(void);
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// Public-scope objects ------------------------------------------------------
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QP::QActive * const AO_Tunnel = &l_tunnel; // opaque pointer
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// helper functions ----------------------------------------------------------
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//
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// The bitmap for the "Press Button" text:
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//
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// xxx.........................xxx........x...x...........
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// x..x........................x..x.......x...x...........
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// x..x.x.xx..xx...xxx..xxx....x..x.x..x.xxx.xxx..xx..xxx.
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// xxx..xx...x..x.x....x.......xxx..x..x..x...x..x..x.x..x
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// x....x....xxxx..xx...xx.....x..x.x..x..x...x..x..x.x..x
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// x....x....x.......x....x....x..x.x..x..x...x..x..x.x..x
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// x....x.....xxx.xxx..xxx.....xxx...xxx...x...x..xx..x..x
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// .......................................................
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///
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static uint8_t const press_button_bits[] = {
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0x7F, 0x09, 0x09, 0x06, 0x00, 0x7C, 0x08, 0x04, 0x04, 0x00,
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0x38, 0x54, 0x54, 0x58, 0x00, 0x48, 0x54, 0x54, 0x24, 0x00,
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0x48, 0x54, 0x54, 0x24, 0x00, 0x00, 0x00, 0x00, 0x7F, 0x49,
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0x49, 0x36, 0x00, 0x3C, 0x40, 0x40, 0x7C, 0x00, 0x04, 0x3F,
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0x44, 0x00, 0x04, 0x3F, 0x44, 0x00, 0x38, 0x44, 0x44, 0x38,
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0x00, 0x7C, 0x04, 0x04, 0x78
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};
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// bitmap of the Ship:
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//
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// x....
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// xxx..
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// xxxxx
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///
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static uint8_t const ship_bits[] = {
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0x07, 0x06, 0x06, 0x04, 0x04
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};
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// bitmap of the Missile:
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//
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// xxx
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///
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static uint8_t const missile_bits[] = {
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0x01, 0x01, 0x01
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};
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// bitmap of the Mine type-1:
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//
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// .x.
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// xxx
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// .x.
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///
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static uint8_t const mine1_bits[] = {
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0x02, 0x07, 0x02
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};
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// bitmap of the Mine type-2:
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//
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// x..x
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// .xx.
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// .xx.
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// x..x
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///
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static uint8_t const mine2_bits[] = {
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0x09, 0x06, 0x06, 0x09
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};
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// Mine type-2 is nastier than Mine type-1. The type-2 mine can
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// hit the Ship with any of its "tentacles". However, it can be
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// destroyed by the Missile only by hitting its center, defined as
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// the following bitmap:
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//
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// ....
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// .xx.
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// .xx.
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// ....
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///
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static uint8_t const mine2_missile_bits[] = {
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0x00, 0x06, 0x06, 0x00
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};
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// The bitmap of the explosion stage 0:
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//
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// .......
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// .......
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// ...x...
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// ..x.x..
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// ...x...
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// .......
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// .......
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///
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static uint8_t const explosion0_bits[] = {
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0x00, 0x00, 0x08, 0x14, 0x08, 0x00, 0x00
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};
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// The bitmap of the explosion stage 1:
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//
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// .......
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// .......
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// ..x.x..
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// ...x...
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// ..x.x..
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// .......
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// .......
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///
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static uint8_t const explosion1_bits[] = {
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0x00, 0x00, 0x14, 0x08, 0x14, 0x00, 0x00
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};
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// The bitmap of the explosion stage 2:
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//
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// .......
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// .x...x.
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// ..x.x..
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// ...x...
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// ..x.x..
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// .x...x.
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// .......
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///
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static uint8_t const explosion2_bits[] = {
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0x00, 0x22, 0x14, 0x08, 0x14, 0x22, 0x00
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};
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// The bitmap of the explosion stage 3:
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//
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// x..x..x
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// .x.x.x.
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// ..x.x..
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// xx.x.xx
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// ..x.x..
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// .x.x.x.
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// x..x..x
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///
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static uint8_t const explosion3_bits[] = {
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0x49, 0x2A, 0x14, 0x6B, 0x14, 0x2A, 0x49
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};
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struct Bitmap { // the auxiliary structure to hold const bitmaps
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uint8_t const *bits; // the bits in the bitmap
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uint8_t width; // the width of the bitmap
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};
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static Bitmap const l_bitmap[MAX_BMP] = {
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{ press_button_bits, Q_DIM(press_button_bits) },
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{ ship_bits, Q_DIM(ship_bits) },
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{ missile_bits, Q_DIM(missile_bits) },
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{ mine1_bits, Q_DIM(mine1_bits) },
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{ mine2_bits, Q_DIM(mine2_bits) },
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{ mine2_missile_bits, Q_DIM(mine2_missile_bits) },
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{ explosion0_bits, Q_DIM(explosion0_bits) },
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{ explosion1_bits, Q_DIM(explosion1_bits) },
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{ explosion2_bits, Q_DIM(explosion2_bits) },
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{ explosion3_bits, Q_DIM(explosion3_bits) }
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};
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// Active object definition ==================================================
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// @(/2/0) ...................................................................
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// @(/2/0/11) ................................................................
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Tunnel::Tunnel()
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: QActive(Q_STATE_CAST(&Tunnel::initial)),
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m_blinkTimeEvt(BLINK_TIMEOUT_SIG),
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m_screenTimeEvt(SCREEN_TIMEOUT_SIG),
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m_last_mine_x(0U),
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m_last_mine_y(0U)
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{
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for (uint8_t n = 0U; n < GAME_MINES_MAX; ++n) {
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m_mine1_pool[n] = Mine1_getInst(n); // initialize mine1-type pool
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m_mine2_pool[n] = Mine2_getInst(n); // initialize mine2-type pool
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m_mines[n] = (QHsm *)0; // mine 'n' is unused
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}
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}
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// @(/2/0/12) ................................................................
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void Tunnel::advance() {
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uint32_t bmp1; // bimap representing 1 column of the image
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uint32_t rnd = (random() & 0xFFU);
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// reduce the top wall thickness 18.75% of the time
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if ((rnd < 48U) && (m_wall_thickness_top > 0U)) {
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--m_wall_thickness_top;
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}
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// reduce the bottom wall thickness 18.75% of the time
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if ((rnd > 208U) && (m_wall_thickness_bottom > 0U)) {
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--m_wall_thickness_bottom;
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}
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rnd = (random() & 0xFFU);
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// grow the top wall thickness 18.75% of the time
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if ((rnd < 48U)
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&& ((GAME_SCREEN_HEIGHT
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- m_wall_thickness_top
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- m_wall_thickness_bottom) > m_minimal_gap)
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&& ((m_last_mine_x < (GAME_SCREEN_WIDTH - 5U))
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|| (m_last_mine_y > (m_wall_thickness_top + 1U))))
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{
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++m_wall_thickness_top;
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}
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// grow the bottom wall thickness 18.75% of the time
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if ((rnd > 208U)
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&& ((GAME_SCREEN_HEIGHT
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- m_wall_thickness_top
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- m_wall_thickness_bottom) > m_minimal_gap)
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&& ((m_last_mine_x < (GAME_SCREEN_WIDTH - 5U))
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|| (m_last_mine_y + 1U
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< (GAME_SCREEN_HEIGHT - m_wall_thickness_bottom))))
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{
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++m_wall_thickness_bottom;
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}
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// advance the Tunnel by 1 game step to the left
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memmove(l_walls, l_walls + GAME_SPEED_X,
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(GAME_SCREEN_WIDTH * GAME_SCREEN_HEIGHT/8U) - GAME_SPEED_X);
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bmp1 = (~(~0U << m_wall_thickness_top))
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| (~0U << (GAME_SCREEN_HEIGHT
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- m_wall_thickness_bottom));
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l_walls[GAME_SCREEN_WIDTH - 1] = (uint8_t)bmp1;
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l_walls[GAME_SCREEN_WIDTH + GAME_SCREEN_WIDTH - 1] = (uint8_t)(bmp1 >> 8);
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// copy the Tunnel layer to the main frame buffer
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memcpy(l_frame, l_walls, (GAME_SCREEN_WIDTH * GAME_SCREEN_HEIGHT/8U));
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}
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// @(/2/0/13) ................................................................
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void Tunnel::plantMine() {
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uint32_t rnd = (random() & 0xFFU);
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if (m_last_mine_x > 0U) {
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--m_last_mine_x; // shift the last Mine 1 position to the left
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}
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// last mine far enough?
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if ((m_last_mine_x + GAME_MINES_DIST_MIN < GAME_SCREEN_WIDTH)
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&& (rnd < 8U)) // place the mines only 5% of the time
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{
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uint8_t n;
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for (n = 0U; n < Q_DIM(m_mines); ++n) { // look for disabled mines
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if (m_mines[n] == (QHsm *)0) {
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break;
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}
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}
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if (n < Q_DIM(m_mines)) { // a disabled Mine found?
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rnd = (random() & 0xFFFFU);
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if ((rnd & 1U) == 0U) { // choose the type of the mine
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m_mines[n] = m_mine1_pool[n];
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}
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else {
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m_mines[n] = m_mine2_pool[n];
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}
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// new Mine is planted in the last column of the tunnel
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m_last_mine_x = GAME_SCREEN_WIDTH;
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// choose a random y-position for the Mine in the Tunnel
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rnd %= (GAME_SCREEN_HEIGHT
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- m_wall_thickness_top
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- m_wall_thickness_bottom - 4U);
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m_last_mine_y = (uint8_t)(m_wall_thickness_top + 2U + rnd);
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ObjectPosEvt ope; // event to dispatch to the Mine
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ope.sig = MINE_PLANT_SIG;
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ope.x = m_last_mine_x;
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ope.y = m_last_mine_y;
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m_mines[n]->dispatch(&ope); // direct dispatch
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}
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}
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}
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// @(/2/0/14) ................................................................
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void Tunnel::addImageAt(
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uint8_t bmp,
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uint8_t x_pos,
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int8_t y_pos)
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{
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Q_REQUIRE(bmp < Q_DIM(l_bitmap));
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uint8_t w = l_bitmap[bmp].width;
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if (w > GAME_SCREEN_WIDTH - x_pos) {
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w = GAME_SCREEN_WIDTH - x_pos;
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}
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for (uint8_t x = 0U; x < w; ++x) {
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uint32_t bmp1;
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if (y_pos >= 0) {
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bmp1 = (l_bitmap[bmp].bits[x] << (uint8_t)y_pos);
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}
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else {
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bmp1 = (l_bitmap[bmp].bits[x] >> (uint8_t)(-y_pos));
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}
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l_frame[x_pos + x] |= (uint8_t)bmp1;
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l_frame[x_pos + x + GAME_SCREEN_WIDTH] |= (uint8_t)(bmp1 >> 8);
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}
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}
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// @(/2/0/15) ................................................................
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void Tunnel::dispatchToAllMines(QP::QEvt const * e) {
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for (uint8_t n = 0U; n < GAME_MINES_MAX; ++n) {
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if (m_mines[n] != (QHsm *)0) { // is the mine used?
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m_mines[n]->dispatch(e);
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}
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}
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}
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// @(/2/0/16) ................................................................
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bool Tunnel::isWallHit(
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uint8_t bmp,
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uint8_t x_pos,
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uint8_t y_pos)
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{
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Q_REQUIRE(bmp < Q_DIM(l_bitmap));
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uint8_t w = l_bitmap[bmp].width;
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if (w > GAME_SCREEN_WIDTH - x_pos) {
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w = GAME_SCREEN_WIDTH - x_pos;
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}
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for (uint8_t x = 0U; x < w; ++x) {
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uint32_t bmp1 = ((uint32_t)l_bitmap[bmp].bits[x] << y_pos);
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if (((l_walls[x_pos + x] & (uint8_t)bmp1) != 0U)
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|| ((l_walls[x_pos + x + GAME_SCREEN_WIDTH]
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& (uint8_t)(bmp1 >> 8)) != 0))
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{
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return true;
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}
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}
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return false;
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}
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// @(/2/0/17) ................................................................
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// @(/2/0/17/0)
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QP::QState Tunnel::initial(Tunnel * const me, QP::QEvt const * const e) {
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for (uint8_t n = 0; n < GAME_MINES_MAX; ++n) {
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me->m_mine1_pool[n]->init(); // take the initial tran. for Mine1
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me->m_mine2_pool[n]->init(); // take the initial tran. for Mine2
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}
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randomSeed(1234); // seed the pseudo-random generator
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me->subscribe(TIME_TICK_SIG);
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me->subscribe(PLAYER_TRIGGER_SIG);
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me->subscribe(PLAYER_QUIT_SIG);
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QS_OBJ_DICTIONARY(&l_tunnel); // object dictionary for Tunnel object
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QS_OBJ_DICTIONARY(&l_tunnel.m_blinkTimeEvt);
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QS_OBJ_DICTIONARY(&l_tunnel.m_screenTimeEvt);
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QS_FUN_DICTIONARY(&Tunnel::initial); // fun. dictionaries for Tunnel HSM
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QS_FUN_DICTIONARY(&Tunnel::final);
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QS_FUN_DICTIONARY(&Tunnel::active);
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QS_FUN_DICTIONARY(&Tunnel::playing);
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QS_FUN_DICTIONARY(&Tunnel::demo);
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QS_FUN_DICTIONARY(&Tunnel::game_over);
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QS_FUN_DICTIONARY(&Tunnel::screen_saver);
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QS_FUN_DICTIONARY(&Tunnel::screen_saver_hide);
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QS_FUN_DICTIONARY(&Tunnel::screen_saver_show);
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QS_SIG_DICTIONARY(BLINK_TIMEOUT_SIG, &l_tunnel); // local signals
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QS_SIG_DICTIONARY(SCREEN_TIMEOUT_SIG, &l_tunnel);
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QS_SIG_DICTIONARY(SHIP_IMG_SIG, &l_tunnel);
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QS_SIG_DICTIONARY(MISSILE_IMG_SIG, &l_tunnel);
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QS_SIG_DICTIONARY(MINE_IMG_SIG, &l_tunnel);
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QS_SIG_DICTIONARY(MINE_DISABLED_SIG, &l_tunnel);
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QS_SIG_DICTIONARY(EXPLOSION_SIG, &l_tunnel);
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QS_SIG_DICTIONARY(SCORE_SIG, &l_tunnel);
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return Q_TRAN(&Tunnel::show_logo);
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}
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// @(/2/0/17/1) ..............................................................
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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::show_logo(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_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(0U, 0U, " Quantum LeAps ");
|
|
BSP_drawNString(0U, 1U, "state-machine.co");
|
|
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 SCREEN_TIMEOUT_SIG: {
|
|
status_ = Q_TRAN(&Tunnel::demo);
|
|
break;
|
|
}
|
|
// @(/2/0/17/1/2/1)
|
|
case BLINK_TIMEOUT_SIG: {
|
|
me->m_blink_ctr ^= 1U; // toggle the blink couner
|
|
// @(/2/0/17/1/2/1/0)
|
|
if (me->m_blink_ctr == 0U) {
|
|
BSP_drawNString(6U*9U, 0U, " LeAps");
|
|
BSP_drawNString(0U, 1U, "state-machine.co");
|
|
status_ = Q_HANDLED();
|
|
}
|
|
// @(/2/0/17/1/2/1/1)
|
|
else {
|
|
BSP_drawNString(6U*9U, 0U, "LeaPs ");
|
|
BSP_drawNString(0U, 1U, "tate-machine.com");
|
|
status_ = Q_HANDLED();
|
|
}
|
|
break;
|
|
}
|
|
default: {
|
|
status_ = Q_SUPER(&Tunnel::active);
|
|
break;
|
|
}
|
|
}
|
|
return status_;
|
|
}
|
|
// @(/2/0/17/1/3) ............................................................
|
|
QP::QState Tunnel::demo(Tunnel * const me, QP::QEvt const * const e) {
|
|
QP::QState status_;
|
|
switch (e->sig) {
|
|
// @(/2/0/17/1/3)
|
|
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;
|
|
}
|
|
// @(/2/0/17/1/3)
|
|
case Q_EXIT_SIG: {
|
|
me->m_blinkTimeEvt.disarm();
|
|
me->m_screenTimeEvt.disarm();
|
|
status_ = Q_HANDLED();
|
|
break;
|
|
}
|
|
// @(/2/0/17/1/3/0)
|
|
case BLINK_TIMEOUT_SIG: {
|
|
me->m_blink_ctr ^= 1U; /* toggle the blink cunter */
|
|
status_ = Q_HANDLED();
|
|
break;
|
|
}
|
|
// @(/2/0/17/1/3/1)
|
|
case SCREEN_TIMEOUT_SIG: {
|
|
status_ = Q_TRAN(&Tunnel::screen_saver);
|
|
break;
|
|
}
|
|
// @(/2/0/17/1/3/2)
|
|
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;
|
|
}
|
|
// @(/2/0/17/1/3/3)
|
|
case PLAYER_TRIGGER_SIG: {
|
|
status_ = Q_TRAN(&Tunnel::playing);
|
|
break;
|
|
}
|
|
default: {
|
|
status_ = Q_SUPER(&Tunnel::active);
|
|
break;
|
|
}
|
|
}
|
|
return status_;
|
|
}
|
|
// @(/2/0/17/1/4) ............................................................
|
|
QP::QState Tunnel::playing(Tunnel * const me, QP::QEvt const * const e) {
|
|
QP::QState status_;
|
|
switch (e->sig) {
|
|
// @(/2/0/17/1/4)
|
|
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;
|
|
}
|
|
// @(/2/0/17/1/4)
|
|
case Q_EXIT_SIG: {
|
|
QP::QEvt recycle;
|
|
recycle.sig = MINE_RECYCLE_SIG;
|
|
me->dispatchToAllMines(&recycle); // recycle all Mines
|
|
status_ = Q_HANDLED();
|
|
break;
|
|
}
|
|
// @(/2/0/17/1/4/0)
|
|
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;
|
|
}
|
|
// @(/2/0/17/1/4/1)
|
|
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;
|
|
}
|
|
// @(/2/0/17/1/4/2)
|
|
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;
|
|
}
|
|
// @(/2/0/17/1/4/3)
|
|
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;
|
|
}
|
|
// @(/2/0/17/1/4/4)
|
|
case EXPLOSION_SIG: {
|
|
me->addImageAt(Q_EVT_CAST(ObjectImageEvt)->bmp,
|
|
Q_EVT_CAST(ObjectImageEvt)->x,
|
|
Q_EVT_CAST(ObjectImageEvt)->y);
|
|
status_ = Q_HANDLED();
|
|
break;
|
|
}
|
|
// @(/2/0/17/1/4/5)
|
|
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;
|
|
}
|
|
// @(/2/0/17/1/4/6)
|
|
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_;
|
|
}
|
|
// @(/2/0/17/1/5) ............................................................
|
|
QP::QState Tunnel::game_over(Tunnel * const me, QP::QEvt const * const e) {
|
|
QP::QState status_;
|
|
switch (e->sig) {
|
|
// @(/2/0/17/1/5)
|
|
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;
|
|
}
|
|
// @(/2/0/17/1/5)
|
|
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;
|
|
}
|
|
// @(/2/0/17/1/5/0)
|
|
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;
|
|
}
|
|
// @(/2/0/17/1/5/1)
|
|
case SCREEN_TIMEOUT_SIG: {
|
|
status_ = Q_TRAN(&Tunnel::demo);
|
|
break;
|
|
}
|
|
default: {
|
|
status_ = Q_SUPER(&Tunnel::active);
|
|
break;
|
|
}
|
|
}
|
|
return status_;
|
|
}
|
|
// @(/2/0/17/1/6) ............................................................
|
|
QP::QState Tunnel::screen_saver(Tunnel * const me, QP::QEvt const * const e) {
|
|
QP::QState status_;
|
|
switch (e->sig) {
|
|
// @(/2/0/17/1/6/0)
|
|
case Q_INIT_SIG: {
|
|
status_ = Q_TRAN(&Tunnel::screen_saver_hide);
|
|
break;
|
|
}
|
|
// @(/2/0/17/1/6/1)
|
|
case PLAYER_TRIGGER_SIG: {
|
|
status_ = Q_TRAN(&Tunnel::demo);
|
|
break;
|
|
}
|
|
default: {
|
|
status_ = Q_SUPER(&Tunnel::active);
|
|
break;
|
|
}
|
|
}
|
|
return status_;
|
|
}
|
|
// @(/2/0/17/1/6/2) ..........................................................
|
|
QP::QState Tunnel::screen_saver_hide(Tunnel * const me, QP::QEvt const * const e) {
|
|
QP::QState status_;
|
|
switch (e->sig) {
|
|
// @(/2/0/17/1/6/2)
|
|
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;
|
|
}
|
|
// @(/2/0/17/1/6/2)
|
|
case Q_EXIT_SIG: {
|
|
me->m_screenTimeEvt.disarm();
|
|
BSP_displayOn(); // power up the display
|
|
status_ = Q_HANDLED();
|
|
break;
|
|
}
|
|
// @(/2/0/17/1/6/2/0)
|
|
case SCREEN_TIMEOUT_SIG: {
|
|
status_ = Q_TRAN(&Tunnel::screen_saver_show);
|
|
break;
|
|
}
|
|
default: {
|
|
status_ = Q_SUPER(&Tunnel::screen_saver);
|
|
break;
|
|
}
|
|
}
|
|
return status_;
|
|
}
|
|
// @(/2/0/17/1/6/3) ..........................................................
|
|
QP::QState Tunnel::screen_saver_show(Tunnel * const me, QP::QEvt const * const e) {
|
|
QP::QState status_;
|
|
switch (e->sig) {
|
|
// @(/2/0/17/1/6/3)
|
|
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;
|
|
}
|
|
// @(/2/0/17/1/6/3)
|
|
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;
|
|
}
|
|
// @(/2/0/17/1/6/3/0)
|
|
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;
|
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if (w > bmp1->width) {
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w = bmp1->width;
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|
}
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for (x = 0; x < w; ++x) { // scan over the overlapping columns
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bits1 = ((uint32_t)bmp2->bits[x + x0] << y2);
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bits2 = ((uint32_t)bmp1->bits[x] << y1);
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|
if ((bits1 & bits2) != 0) { // do the bits overlap?
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|
return true; // yes!
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|
}
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|
}
|
|
}
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|
else {
|
|
if ((x1 > x2) && (x2 + bmp1->width > x1)) {
|
|
x0 = x1 - x2;
|
|
w = x2 + bmp1->width - x1;
|
|
if (w > bmp2->width) {
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|
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);
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|
if ((bits1 & bits2) != 0U) { // do the bits overlap?
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|
return true; // yes!
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|
}
|
|
}
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|
}
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|
}
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return false; // the bitmaps do not overlap
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|
}
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} // namespace GAME
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