#include "fb.h" #include "io.h" // The screen #define WIDTH 1920 #define HEIGHT 1080 #define MARGIN 30 #define VIRTWIDTH (WIDTH-(2*MARGIN)) #define FONT_BPG 8 // For the bricks #define ROWS 5 #define COLS 10 unsigned int bricks = ROWS * COLS; // Gameplay #define NUM_LIVES 3 // OBJECT TRACKING struct Object { unsigned int type; unsigned int x; unsigned int y; unsigned int width; unsigned int height; unsigned char alive; }; enum { OBJ_NONE = 0, OBJ_BRICK = 1, OBJ_PADDLE = 2, OBJ_BALL = 3 }; unsigned int numobjs = 0; struct Object *objects = (struct Object *)SAFE_ADDRESS; struct Object *ball; struct Object *paddle; void removeObject(struct Object *object) { drawRect(object->x, object->y, object->x + object->width, object->y + object->height, 0, 1); object->alive = 0; } void moveObject(struct Object *object, int xoff, int yoff) { moveRect(object->x, object->y, object->width, object->height, xoff, yoff, 0x00); object->x = object->x + xoff; object->y = object->y + yoff; } struct Object *detectCollision(struct Object *with, int xoff, int yoff) { for (int i=0; ix + xoff > objects[i].x + objects[i].width || objects[i].x > with->x + xoff + with->width) { // with is too far left or right to ocllide } else if (with->y + yoff > objects[i].y + objects[i].height || objects[i].y > with->y + yoff + with->height) { // with is too far up or down to ocllide } else { // Collision! return &objects[i]; } } } return 0; } // KEY HANDLER unsigned char getUart() { unsigned char ch = 0; if (uart_isReadByteReady()) ch = uart_readByte(); return ch; } // OBJECT INITIALISERS void initBricks() { int brickwidth = 32; int brickheight = 8; int brickspacer = 20; static int brickcols[] = { 0x11, 0x22, 0xEE, 0x44, 0x66 }; int ybrick = MARGIN + brickheight; for (int i=0; i 0 && bricks > 0) { // Get any waiting input and flush the buffer if ( ( ch = getUart() ) ) { if (ch == 'l') if (paddle->x + paddle->width + (paddle->width / 2) <= WIDTH-MARGIN) moveObject(paddle, paddle->width / 2, 0); if (ch == 'h') if (paddle->x >= MARGIN+(paddle->width / 2)) moveObject(paddle, -(paddle->width / 2), 0); } uart_loadOutputFifo(); // Are we going to hit anything? foundObject = detectCollision(ball, velocity_x, velocity_y); if (foundObject) { if (foundObject == paddle) { velocity_y = -velocity_y; // Are we going to hit the side of the paddle if (ball->x + ball->width + velocity_x == paddle->x || ball->x + velocity_x == paddle->x + paddle->width) velocity_x = -velocity_x; } else if (foundObject->type == OBJ_BRICK) { removeObject(foundObject); velocity_y = -velocity_y; bricks--; points++; drawScoreboard(points, lives); } } wait_msec(4000); // Wait a little... moveObject(ball, velocity_x, velocity_y); // Check we're in the game arena still if (ball->x + ball->width >= WIDTH-MARGIN) { velocity_x = -velocity_x; } else if (ball->x <= MARGIN) { velocity_x = -velocity_x; } else if (ball->y + ball->height >= HEIGHT-MARGIN) { lives--; removeObject(ball); removeObject(paddle); initBall(); initPaddle(); drawScoreboard(points, lives); } else if (ball->y <= MARGIN) { velocity_y = -velocity_y; } } int zoom = WIDTH/192; int strwidth = 10 * FONT_BPG * zoom; int strheight = FONT_BPG * zoom; if (bricks == 0) drawString((WIDTH/2)-(strwidth/2), (HEIGHT/2)-(strheight/2), "Well done!", 0x02, zoom); else drawString((WIDTH/2)-(strwidth/2), (HEIGHT/2)-(strheight/2), "Game over!", 0x04, zoom); while (1); }