mirror of
https://github.com/isometimes/rpi4-osdev
synced 2024-11-25 19:50:40 +00:00
237 lines
6.1 KiB
C
237 lines
6.1 KiB
C
#include "fb.h"
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#include "io.h"
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// The screen
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#define WIDTH 1920
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#define HEIGHT 1080
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#define MARGIN 30
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#define VIRTWIDTH (WIDTH-(2*MARGIN))
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#define FONT_BPG 8
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// For the bricks
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#define ROWS 5
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#define COLS 10
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unsigned int bricks = ROWS * COLS;
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// Gameplay
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#define NUM_LIVES 3
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// OBJECT TRACKING
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struct Object
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{
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unsigned int type;
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unsigned int x;
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unsigned int y;
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unsigned int width;
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unsigned int height;
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unsigned char alive;
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};
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enum {
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OBJ_NONE = 0,
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OBJ_BRICK = 1,
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OBJ_PADDLE = 2,
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OBJ_BALL = 3
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};
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unsigned int numobjs = 0;
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struct Object objects[(ROWS * COLS) + (2 * NUM_LIVES)];
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struct Object *ball;
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struct Object *paddle;
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void removeObject(struct Object *object)
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{
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drawRect(object->x, object->y, object->x + object->width, object->y + object->height, 0, 1);
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object->alive = 0;
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}
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void moveObject(struct Object *object, int xoff, int yoff)
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{
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moveRect(object->x, object->y, object->width, object->height, xoff, yoff, 0x00);
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object->x = object->x + xoff;
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object->y = object->y + yoff;
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}
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struct Object *detectCollision(struct Object *with, int xoff, int yoff)
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{
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for (int i=0; i<numobjs;i++) {
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if (&objects[i] != with && objects[i].alive == 1) {
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if (with->x + xoff > objects[i].x + objects[i].width || objects[i].x > with->x + xoff + with->width) {
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// with is too far left or right to ocllide
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} else if (with->y + yoff > objects[i].y + objects[i].height || objects[i].y > with->y + yoff + with->height) {
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// with is too far up or down to ocllide
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} else {
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// Collision!
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return &objects[i];
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}
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}
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}
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return 0;
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}
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// KEY HANDLER
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unsigned char getUart()
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{
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unsigned char ch = 0;
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if (uart_isReadByteReady()) ch = uart_readByte();
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return ch;
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}
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// OBJECT INITIALISERS
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void initBricks()
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{
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int brickwidth = 32;
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int brickheight = 8;
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int brickspacer = 20;
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int brickcols[5] = { 0x11, 0x22, 0xEE, 0x44, 0x66 };
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int ybrick = MARGIN + brickheight;
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for (int i=0; i<ROWS; i++) {
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int xbrick = MARGIN + (VIRTWIDTH/COLS/2) - (brickwidth/2);
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for (int j = 0; j<COLS; j++) {
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drawRect(xbrick, ybrick, xbrick+brickwidth, ybrick+brickheight, brickcols[i], 1);
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objects[numobjs].type = OBJ_BRICK;
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objects[numobjs].x = xbrick;
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objects[numobjs].y = ybrick;
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objects[numobjs].width = brickwidth;
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objects[numobjs].height = brickheight;
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objects[numobjs].alive = 1;
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numobjs++;
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xbrick += (VIRTWIDTH/COLS);
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}
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ybrick = ybrick + brickspacer;
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}
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}
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void initBall()
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{
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int ballradius = 15;
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drawCircle(WIDTH/2, HEIGHT/2, ballradius, 0x55, 1);
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objects[numobjs].type = OBJ_BALL;
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objects[numobjs].x = (WIDTH/2) - ballradius;
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objects[numobjs].y = (HEIGHT/2) - ballradius;
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objects[numobjs].width = ballradius * 2;
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objects[numobjs].height = ballradius * 2;
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objects[numobjs].alive = 1;
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ball = &objects[numobjs];
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numobjs++;
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}
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void initPaddle()
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{
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int paddlewidth = 80;
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int paddleheight = 20;
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drawRect((WIDTH-paddlewidth)/2, (HEIGHT-MARGIN-paddleheight), (WIDTH-paddlewidth)/2 + paddlewidth, (HEIGHT-MARGIN), 0x11, 1);
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objects[numobjs].type = OBJ_PADDLE;
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objects[numobjs].x = (WIDTH-paddlewidth)/2;
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objects[numobjs].y = (HEIGHT-MARGIN-paddleheight);
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objects[numobjs].width = paddlewidth;
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objects[numobjs].height = paddleheight;
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objects[numobjs].alive = 1;
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paddle = &objects[numobjs];
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numobjs++;
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}
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void drawScoreboard(int score, int lives)
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{
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char tens = score / 10; score -= (10 * tens);
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char ones = score;
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char string[] = "Score: 0xx Lives: x\0\0";
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string[8] = tens + 0x30;
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string[9] = ones + 0x30;
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string[20] = (char)lives + 0x30;
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drawString((WIDTH/2)-252, MARGIN-25, string, 0x0f, 3);
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}
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void main()
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{
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struct Object *foundObject;
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unsigned char ch = 0;
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int lives = NUM_LIVES;
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int points = 0;
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int velocity_x = 1;
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int velocity_y = 3;
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uart_init();
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fb_init();
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initBricks();
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initBall();
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initPaddle();
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drawScoreboard(points, lives);
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while (!getUart()); // Wait for keypress to start game
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while (lives > 0 && bricks > 0) {
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// Get any waiting input and flush the buffer
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if ( ( ch = getUart() ) ) {
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if (ch == 'l') if (paddle->x + paddle->width + (paddle->width / 2) <= WIDTH-MARGIN) moveObject(paddle, paddle->width / 2, 0);
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if (ch == 'h') if (paddle->x >= MARGIN+(paddle->width / 2)) moveObject(paddle, -(paddle->width / 2), 0);
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}
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uart_loadOutputFifo();
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// Are we going to hit anything?
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foundObject = detectCollision(ball, velocity_x, velocity_y);
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if (foundObject) {
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if (foundObject == paddle) {
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velocity_y = -velocity_y;
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// Are we going to hit the side of the paddle
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if (ball->x + ball->width + velocity_x == paddle->x || ball->x + velocity_x == paddle->x + paddle->width) velocity_x = -velocity_x;
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} else if (foundObject->type == OBJ_BRICK) {
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removeObject(foundObject);
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velocity_y = -velocity_y;
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bricks--;
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points++;
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drawScoreboard(points, lives);
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}
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}
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wait_msec(4000); // Wait a little...
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moveObject(ball, velocity_x, velocity_y);
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// Check we're in the game arena still
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if (ball->x + ball->width >= WIDTH-MARGIN) {
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velocity_x = -velocity_x;
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} else if (ball->x <= MARGIN) {
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velocity_x = -velocity_x;
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} else if (ball->y + ball->height >= HEIGHT-MARGIN) {
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lives--;
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removeObject(ball);
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removeObject(paddle);
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initBall();
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initPaddle();
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drawScoreboard(points, lives);
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} else if (ball->y <= MARGIN) {
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velocity_y = -velocity_y;
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}
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}
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int zoom = WIDTH/192;
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int strwidth = 10 * FONT_BPG * zoom;
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int strheight = FONT_BPG * zoom;
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if (bricks == 0) drawString((WIDTH/2)-(strwidth/2), (HEIGHT/2)-(strheight/2), "Well done!", 0x02, zoom);
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else drawString((WIDTH/2)-(strwidth/2), (HEIGHT/2)-(strheight/2), "Game over!", 0x04, zoom);
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while (1);
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}
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