#include "wgtspr.h" #include "include/mem.h" #include "include/multicore.h" // ######## REQUIRED FUNCTIONS ######## unsigned long state0 = 1000; unsigned long state1 = 2000; unsigned long rand(void) { unsigned long s1 = state0; unsigned long s0 = state1; state0 = s0; s1 ^= s1 << 23; s1 ^= s1 >> 17; s1 ^= s0; s1 ^= s0 >> 26; state1 = s1; return state0 + state1; } // ######## STUB FUNCTIONS ######## unsigned int kb = 0; unsigned int kbhit(void) { kb++; return kb / 500; } void getch(void) { wait_msec(0x500000); kb = 0; } // ######## WGT EXAMPLES ######## color palette[256]; /* Our palette */ block sprites[31]; /* Sprites to be loaded */ short x, y, i; /* Counters and position variables */ short chk1, chk2, chk3, chk4; /* Result of pixel checks */ short blk[10][28] = { /* Our wall of bricks is defined here */ { 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 }, { 0,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3 }, { 0,3,4,3,3,3,4,3,3,3,3,3,4,4,4,4,4,3,3,3,3,3,4,4,4,4,4,3 }, { 0,3,4,3,3,3,4,3,3,3,3,3,4,3,3,3,3,3,3,3,3,3,3,3,4,3,3,3 }, { 0,3,4,3,3,3,4,3,3,3,3,3,4,3,3,3,3,3,3,3,3,3,3,3,4,3,3,3 }, { 0,3,4,3,4,3,4,3,3,3,3,3,4,3,4,4,4,3,3,3,3,3,3,3,4,3,3,3 }, { 0,3,4,3,4,3,4,3,3,3,3,3,4,3,3,3,4,3,3,3,3,3,3,3,4,3,3,3 }, { 0,3,4,3,4,3,4,3,3,3,3,3,4,3,3,3,4,3,3,3,3,3,3,3,4,3,3,3 }, { 0,3,4,4,4,4,4,3,3,3,3,3,4,4,4,4,4,3,3,3,3,3,3,3,4,3,3,3 }, { 0,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3 } }; void dobounce (void); /* Makes a sound when the ball bounces */ float sbx, sby, sp, lx, ly; /* Speed of ball and position of ball */ float xsp, ysp; /* More motion variables */ void looper (); /* Main program loop is in this routine */ void hit(short, short); /* Performs update when ball hits brick */ short hits; /* Number of bricks hit */ void wgt60() { set_clock_rate(get_max_clock()); mem_init(); vga256 (); /* Initializes WGT system */ start_core2(minit); // Start the comms engine (core 2) while (!comms_up); // Wait for comms up wtexttransparent (TEXTFGBG); /* Turn foreground and background on */ extern unsigned char _binary_bin_break_spr_start[]; wloadsprites (palette, &_binary_bin_break_spr_start[0], sprites, 0, 30); wsetpalette (0, 255, palette); /* Initialize the sprite system and tell it we've got 2 sprites to use */ initialize_sprites (sprites); maxsprite = 2; wsetscreen (spritescreen); /* Draw our game screen on the sprite screen */ for (y = 0; y < 200; y++) /* Background is a series of gray lines */ { wsetcolor (vgapal[(y / 8) + 1]); wline (0, y, 319, y); } wsetcolor (vgapal[0]); /* Make black playing area */ wbar (50, 10, 270, 189); wsetcolor (vgapal[16]); /* Outline it */ wrectangle (49, 9, 271, 190); for (x = 1; x < 28; x++) /* Now draw the bricks */ for (y = 1; y < 10; y++) { wputblock (x * 7 + 57, y * 5 + 20, sprites[blk[y][x]], 0); } /* After it has been drawn, show it on the visual screen too */ wcopyscreen (0, 0, 319, 199, spritescreen, 0, 0, NULL); wcopyscreen (0, 0, 319, 199, spritescreen, 0, 0, backgroundscreen); wnormscreen (); getch(); spriteon (0, 160, 150, 1); /* Turn on our sprites */ spriteon (1, 160, 100, 2); msetbounds (50, 129, 245, 179); /* Limit mouse movement */ xsp = 1.1; /* Set initial ball speeds */ ysp = 1.3; sbx = xsp; sby = ysp; lx = 160; /* And the initial position */ ly = 100; do { /* Now play the game */ looper (); } while (1); /* Until the right mouse button is clicked */ mdeinit(); deinitialize_sprites (); /* Deinit the sprite system */ } void looper(void) { wait_msec(0x411B); erase_sprites (); /* Clear sprites from sprite screen */ s[0].x = mx; /* Set paddle position to mouse position */ s[0].y = my; if (lx > 267) /* Is ball bouncing off right wall? */ { dobounce (); lx = 267; sbx = -sbx; /* Change direction */ } if (lx < 49) /* Is ball bouncing off left wall? */ { dobounce (); lx = 49; sbx = -sbx; /* Change direction */ } if (ly < 9) /* Is ball bouncing off top wall? */ { dobounce (); ly = 9; sby = -sby; /* Change direction */ } lx += sbx; /* Update ball positions */ ly += sby; s[1].x = (float)lx; s[1].y = (float)ly; if (s[1].y > 186) /* Did it get by the user and go off the bottom? */ { /* for (i = 2000; i >= 200; i--) sound (i); nosound (); */ lx = 160; // Reset it to the starting position ly = 100; } if (overlap (0, 1)) /* Hit the ball with paddle? */ { // sound (900); sby = -ysp; /* Change speed and direction based on part of paddle hit */ if (s[1].x > s[0].x + 21) sbx = xsp * 4; else if (s[1].x > s[0].x + 18) sbx = xsp * 2; else if (s[1].x > s[0].x + 12) sbx = xsp; else if (s[1].x > s[0].x + 6) sbx = -xsp; else if (s[1].x > s[0].x + 3) sbx = -xsp * 2; else sbx = -xsp * 4; } /* Now check edges of ball for brick contact */ chk1 = wgetpixel (s[1].x + 3, s[1].y - 1) >> 24; /* Upper edge */ chk2 = wgetpixel (s[1].x + 3, s[1].y + 6) >> 24; /* Lower edge */ chk3 = wgetpixel (s[1].x - 1, s[1].y + 3) >> 24; /* Left edge */ chk4 = wgetpixel (s[1].x + 6, s[1].y + 3) >> 24; /* Right edge */ if (chk1 > 28) { hit (3, -1); sby = ysp; } else if (chk2 > 28) { hit (3, 6); sby = -ysp; } if (chk3 > 28) { hit (-1, 3); sbx = -sbx; lx += 2; } else if (chk4 > 28) { hit (6, 3); sbx = -sbx; lx -= 2; } // nosound (); /* Turn off all sound */ draw_sprites (1); /* Draw the sprites again */ } void hit (short ix, short iy) { short x1, x2; short y1, y2; // sound (600); /* Beep because we hit something */ wsetcolor (vgapal[0]); /* Loop through all the bricks to see what we hit */ for (x = 1; x < 28; x++) { x1 = x * 7 + 57; x2 = x1 + 6; for (y = 1; y < 10; y++) { y1 = y * 5 + 20; y2 = y1 + 4; if ((s[1].x + ix >= x1) && (s[1].x + ix <= x2) && (s[1].y + iy >= y1) && (s[1].y + iy <= y2) && (blk[y][x] != 0)) { wsetscreen (spritescreen); wbar (x1, y1, x2, y2); /* Erase brick */ wsetscreen (backgroundscreen); wbar (x1, y1, x2, y2); /* Erase brick */ wnormscreen (); /* And update visual screen */ wcopyscreen (x1, y1, x2, y2, spritescreen, x1, y1, NULL); blk[y][x] = 0; /* Disable brick in array */ hits++; if ((hits % 15) == 0) /* Increase speed after every 15 hits */ { xsp += .1; ysp += .1; } } } } } void dobounce (void) { /* sound (200); nosound (); */ } void main() { wgt60(); while (1); }