mirror of
https://github.com/isometimes/rpi4-osdev
synced 2024-11-24 11:10:40 +00:00
469 lines
10 KiB
C
469 lines
10 KiB
C
#include "include/wgtspr.h"
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#include "include/mem.h"
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#include "include/multicore.h"
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// ######## REQUIRED FUNCTIONS ########
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unsigned long state0 = 1000;
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unsigned long state1 = 2000;
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unsigned long rand(void)
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{
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unsigned long s1 = state0;
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unsigned long s0 = state1;
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state0 = s0;
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s1 ^= s1 << 23;
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s1 ^= s1 >> 17;
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s1 ^= s0;
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s1 ^= s0 >> 26;
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state1 = s1;
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return state0 + state1;
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}
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// ######## STUB FUNCTIONS ########
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unsigned int kb = 0;
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unsigned int kbhit(void) {
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kb++;
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return kb / 500;
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}
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void getch(void) {
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wait_msec(0x500000);
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kb = 0;
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}
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// ######## WGT EXAMPLES ########
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/* Large example demonstrating many functions from WGT */
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#define MAXEXPLOS 220
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#define MAXALIEN 170
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void scrolldown (void); /* scrolls the screen down */
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void credits (void);
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void changepalette256 (void);
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void colorloop (void);
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void play (void);
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block scr, scr2;
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block sprites[21];
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typedef struct {
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int x, y;
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int dirx, diry;
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int shootx, shooty;
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int power;
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} spaceship;
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typedef struct {
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int x, y;
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int num;
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} explosion;
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explosion explos[MAXEXPLOS];
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spaceship aliens[MAXALIEN];
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int numaliens, aliensleft;
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int shoot[10], sx[10], sy[10];
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int ship; /* Sprite to show */
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int shipx[MAXALIEN], shipy[MAXALIEN]; /* Ship coordinates */
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float incx, incy, yourx, youry;
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int cd;
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int i, j, k; /* Loop control */
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int scrll = 1; /* scrll is a counter for the scroll offset */
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int ix = 30, iy = 0, ix2 = 251, iy2 = 199; /* coords of scrolling area */
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int speed; /* the scrolling speed */
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/* try changing speed and sign */
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int nextlevel; /* Performing level change = 1 */
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int leveltextx; /* X coordinate of next level text */
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int level;
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color palette[256];
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void strrev(char *str)
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{
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int i;
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int j;
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unsigned char a;
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unsigned len = strlen((const char *)str);
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for (i = 0, j = len - 1; i < j; i++, j--) {
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a = str[i];
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str[i] = str[j];
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str[j] = a;
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}
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}
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int itoa(int num, char* str, int base)
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{
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int sum = num;
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int i = 0;
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int digit;
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do {
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digit = sum % base;
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if (digit < 0xA) str[i++] = '0' + digit;
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else str[i++] = 'A' + digit - 0xA;
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sum /= base;
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} while (sum);
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str[i] = '\0';
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strrev(str);
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return 0;
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}
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void initialize_aliens (int numaliens)
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/* Sets the initial positions of the aliens when starting a level. */
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{
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int i;
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for (i = 0; i < numaliens; i++)
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{
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aliens[i].x = rand() % 200 + 30;
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aliens[i].y = rand() % 50;
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aliens[i].dirx = rand() % 8 - 4;
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aliens[i].diry = rand() % 8 - 4;
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aliens[i].power = numaliens / 3;
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aliens[i].shootx = -1;
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}
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}
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void make_starfield (void)
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/* Gets two virtual screens and puts the star sprites on them to make
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a starfield background. */
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{
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int i;
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scr = wnewblock (0, 0, 319, 199); /* get two virtual screens */
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scr2 = wnewblock (0, 0, 319, 199);
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wsetscreen (scr2); /* go to second one */
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wcls (vgapal[0]); /* clear it */
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for (i = 1; i < 300; i++)
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wputblock (rand() % 320, rand() % 200, sprites[5], 0);
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/* sprite[5] is small stars */
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for (i = 1; i < 5; i++)
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wputblock (rand() % 320, rand() % 200, sprites[6], 0);
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/* sprite[6] is a large star */
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}
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void play (void)
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{
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scrolldown (); /* Scroll the second
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screen by copying it to
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a different offset on
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screen one. */
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if (but == 1)
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{ /* if you clicked the mouse */
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for (i = 0; i <9; i++)
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if (shoot[i] == 0) /* check to see if slot available */
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{
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shoot[i] = 1; /* make it unavailable */
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sx[i] = yourx + 9; /* set coords for shot */
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sy[i] = youry - 7;
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break;
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}
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}
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for (i = 0; i < 9; i++) /* if shot is active */
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{
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if (shoot[i] == 1) /* then show the sprite */
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{
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wputblock (sx[i], sy[i], sprites[4], 0); /* at the right coords */
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sy[i] -= 8; /* make it go up */
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if (sy[i] < 1) /* if it is at top, */
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shoot[i] = 0; /* make it available again */
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/* Now check to see if it hit an alien by seeing if their
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rectangular regions overlap. */
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for (j = 0; j < numaliens; j++)
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if ((aliens[j].x != -255) &&
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(sx[i] > aliens[j].x) && (sx[i] < aliens[j].x + 25) &&
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(sy[i] > aliens[j].y) && (sy[i] < aliens[j].y + 20))
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{
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shoot[i] = 0; /* Turn off that missile */
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aliens[j].power--;
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if (aliens[j].power == 0)
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{
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aliensleft--;
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if (aliensleft == 0)
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{
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nextlevel = 1;
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leveltextx = ix2 + 100;
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}
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for (k = 0; k < MAXEXPLOS; k++) /* Add an explosion */
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{
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if (explos[k].num == 0)
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{
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explos[k].x = aliens[j].x;
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explos[k].y = aliens[j].y;
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explos[k].num = 8;
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break;
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}
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}
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aliens[j].x = -255;
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}
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} /* Collision */
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} /* Shot active */
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} /* for loop */
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incx = (float)(mx - yourx) / 5.0; /* Move your spaceship according to the */
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incy = (float)(my - youry) / 5.0; /* position of the mouse. */
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yourx += incx;
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youry += incy;
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/* Tilt the ship */
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if ((incx < 2) && (incx > -2))
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ship = 2;
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else if (incx > 5)
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ship=3;
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else if (incx < 5)
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ship = 1;
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wsetscreen (scr);
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wputblock (yourx, youry, sprites[ship], 1); /* Put your ship on */
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for (i = 0; i < numaliens; i++)
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{
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if (aliens[i].x != -255) /* Alien is still alive */
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{
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aliens[i].x += aliens[i].dirx; /* Make them move */
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aliens[i].y += aliens[i].diry;
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/* Make them bounce off the walls if they go too far in one direction. */
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if (aliens[i].x <= ix)
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aliens[i].dirx = rand() % 4;
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else if (aliens[i].x > ix2 - 20)
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aliens[i].dirx = -(rand() % 4);
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if (aliens[i].y < 0)
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aliens[i].diry = rand() % 4;
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else if (aliens[i].y > 150)
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aliens[i].diry = -(rand() % 4);
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if ((aliens[i].shootx == -1) && (rand() % 10 == 1))
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/* 1 in 10 chance of shooting */
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{
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aliens[i].shootx = aliens[i].x + 9;
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aliens[i].shooty = aliens[i].y + 5;
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}
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if (aliens[i].power > 0)
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wputblock (aliens[i].x, aliens[i].y, sprites[7], 1);
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/* Display the alien's missile. */
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if (aliens[i].shootx != -1)
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{
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wputblock (aliens[i].shootx, aliens[i].shooty, sprites[8], 1);
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aliens[i].shooty += 4;
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if (aliens[i].shooty > 199)
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aliens[i].shootx = -1;
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}
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}
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}
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/* Now draw any explosions on the screen. */
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for (i = 0; i < MAXEXPLOS; i++)
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{
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if (explos[i].num > 0)
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{
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explos[i].num++;
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if (explos[i].num > 14)
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explos[i].num = 0;
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else
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wputblock (explos[i].x, explos[i].y, sprites[explos[i].num], 1);
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}
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}
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if (nextlevel == 1)
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{
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leveltextx -= 5;
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wouttextxy (leveltextx, 50, NULL, "LEVEL ");
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char levelstr[10];
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itoa(level + 1, levelstr, 10);
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wouttextxy (leveltextx + (6 * 8), 50, NULL, levelstr);
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if (leveltextx < -100)
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{
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level++;
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if (level > MAXALIEN)
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level = MAXALIEN;
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numaliens = level + 5;
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aliensleft = numaliens;
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initialize_aliens (numaliens);
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nextlevel = 0;
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}
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}
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wait_msec(0x3E9F);
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wcopyscreen (ix, iy, ix2, iy2, scr, ix, iy, NULL);
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/* copy the first screen */
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/* to the base screen */
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}
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void scrolldown (void)
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{
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wcopyscreen (ix, scrll, ix2, iy2, scr2, ix, iy, scr);
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wcopyscreen (ix, iy, ix2, scrll, scr2, ix, iy2 - scrll, scr);
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/* Cut the screen into two sections, then swap them vertically on the
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destination page */
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scrll += speed;
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if ((scrll < iy) && (speed < 0))
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scrll = iy2 + 1 - abs (scrll);
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if ((scrll > iy2) && (speed > 0))
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scrll = abs (iy2 - scrll);
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}
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void credits (void)
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{
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wnormscreen ();
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wtextcolor (vgapal[1]);
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wtextbackground (vgapal[0]);
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cd = 2;
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/* draw a pattern on the screen */
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for (i = 0; i < 320; i++)
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{
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colorloop ();
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wsetcolor (vgapal[cd]);
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wfline (160, 100, i, 0);
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}
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for (i = 0; i < 200; i++)
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{
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colorloop ();
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wsetcolor (vgapal[cd]);
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wfline (160, 100, 319, i);
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}
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for (i = 319; i >= 0; i--)
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{
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colorloop ();
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wsetcolor (vgapal[cd]);
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wfline (160, 100, i, 199);
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}
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for (i = 199; i >= 0; i--)
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{
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colorloop ();
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wsetcolor (vgapal[cd]);
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wfline (160, 100, 0, i);
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}
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changepalette256 ();
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wouttextxy (50, 20, NULL, "Shoot 'Em Up Sprite Example");
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wouttextxy (50, 28, NULL, "Showing what YOU could do with");
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wouttextxy (50, 36, NULL, "the WordUp Graphics Toolkit!");
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wouttextxy (50, 44, NULL, "Use the mouse to move");
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wouttextxy (50, 52, NULL, "Left button shoots");
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wouttextxy (50, 60, NULL, "Right button quits");
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wouttextxy (50, 68, NULL, "Right button to start");
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wsetrgb (1, 63, 63, 63, palette);
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// wfade_in (0, 255, 1, palette);
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do {
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/*
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wcolrotate (2, 106, 0, palette);
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wsetpalette (2, 106, palette);
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*/
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wait_msec(0x3E9F);
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} while (!but);
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noclick();
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wcls (vgapal[0]);
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}
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/* ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ */
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/* change the palette to the right colours */
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void changepalette256 (void)
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{
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wsetrgb (0, 0, 0, 0, palette);
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for (i = 2; i < 54; i++)
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wsetrgb (i, i, 0, 0, palette);
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for (i = 54; i < 106; i++)
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wsetrgb (i, 105 - i, 0, 0, palette);
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wsetrgb (253, 60, 60, 60, palette);
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wsetrgb (254, 45, 45, 45, palette);
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wsetrgb (255, 30, 30, 30, palette);
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wsetrgb (1, 63, 63, 63, palette);
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}
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void colorloop (void)
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/* Simple loop for colours on credit screen */
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{
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cd++;
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if (cd > 105)
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cd = 2;
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}
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void wgt20()
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{
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set_clock_rate(get_max_clock());
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mem_init();
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vga256 (); /* Initializes WGT system */
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start_core2(minit); // Start the comms engine (core 2)
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while (!comms_up); // Wait for comms up
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credits ();
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extern unsigned char _binary_bin_space_spr_start[];
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wloadsprites (palette, &_binary_bin_space_spr_start[0], sprites, 0, 20);
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/* load first 10 sprites */
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wsetpalette (0, 255, palette);
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make_starfield ();
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wnormscreen (); /* go back to normal screen */
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wcls (vgapal[0]); /* clear it */
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wbutt (0, 0, 29, 199); /* make some side panels */
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wbutt (252, 0, 319, 199);
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wtextbackground (vgapal[0]);
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wtextcolor (vgapal[1]);
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wtexttransparent (TEXTFG);
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yourx = 128;
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youry = 170;
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wsetscreen (scr); /* go to first screen */
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msetbounds (ix, 150, ix2 - 20, 179);
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speed = -4;
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nextlevel = 0;
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level = 1;
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numaliens = level + 5;
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aliensleft = numaliens;
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initialize_aliens (numaliens);
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do {
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play ();
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} while (but != 2); /* until right button is pressed */
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mdeinit (); /* Deinitialize the mouse handler */
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wfreeblock (scr);
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wfreeblock (scr2);
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wfreesprites (sprites, 0, 20);
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wnormscreen();
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wcls(vgapal[0]);
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}
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void main()
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{
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wgt20();
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while (1);
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}
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