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214
space_game/SpaceGame/src/objects/ai/ai.c
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214
space_game/SpaceGame/src/objects/ai/ai.c
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#include "ai.h"
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#include <stdbool.h>
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#include <avr/io.h>
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#include "../object_container/object_container.h"
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#include "../types/astronaut/astronaut.h"
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#include "../types/spaceship/spaceship.h"
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#include "../../util/rectangle/rectangle.h"
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#include "../../util/random/random.h"
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#include "../../driver/display/display.h"
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#define AI_ACTION_COUNT 5
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typedef bool (*Predicate)(Rectangle*, Object*);
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typedef void (*Execution)(Object*);
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typedef struct {
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Predicate predicate;
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Execution execution;
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SpaceshipPart* spaceshipPart;
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bool onlyOneAstronautCanDoIt;
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Vec2 deltaCenter;
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bool isSomeoneDoingThis;
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} AIAction;
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static AIAction actions[AI_ACTION_COUNT];
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static Vec2 whichDirectionToMove(Object* astronaut, Vec2 position) {
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bool const isTargetOnUpperFloor = isOnUpperFloor((Rectangle){position, (Vec2){0, 0}}); // else it's on the lower floor
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Vec2 const ladder = add(LADDER_BOUNDING_BOX.position, spaceshipObject->position);
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Vec2 astronautCenter = getCenter(getBoundingBox(astronaut));
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Vec2 target = astronautCenter;
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if ((
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isOnUpperFloor(getBoundingBox(astronaut)) && isTargetOnUpperFloor
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) || (
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isOnLowerFloor(getBoundingBox(astronaut)) && !isTargetOnUpperFloor
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)) {
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target.x = position.x;
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} else if (isOnLadder(getBoundingBox(astronaut))){
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target.y = add(position, (Vec2){0, isTargetOnUpperFloor ? -10 : 10}).y;
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} else {
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target.x = ladder.x;
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}
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return clampVec2(substract(target, astronautCenter));
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}
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static void carefullyMoveAstronaut(Object* astronaut, Vec2 target) {
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if (getIsControllingSpaceship(astronaut)) {
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makeAstronautDoAction(astronaut);
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}
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if (!getIsControllingSpaceship(astronaut)) {
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moveAstronaut(astronaut, whichDirectionToMove(astronaut, target));
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}
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}
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static void carefullyMoveSpaceship(Object* astronaut, Vec2 target) {
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if (!getIsControllingSpaceship(astronaut)) {
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makeAstronautDoAction(astronaut);
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}
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if (getIsControllingSpaceship(astronaut)) {
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Vec2 direction = clampVec2(
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substract(
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target,
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getCenter(getBoundingBox(spaceshipObject))
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)
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);
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moveAstronaut(astronaut, (Vec2){direction.x, 0});
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moveAstronaut(astronaut, (Vec2){0, direction.y});
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}
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}
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static bool shouldShootTurret(
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__attribute__((unused)) Rectangle* boundingBox,
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__attribute__((unused)) Object* astronaut
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) {
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return getIntersectingObjectOfType(
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(Rectangle){
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add(TURRET_POSITION, spaceshipObject->position),
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(Vec2){63, 1}
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},
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&Asteroid
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);
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}
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static bool shouldControlSpaceship(
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__attribute__((unused)) Rectangle* boundingBox,
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__attribute__((unused)) Object* astronaut
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) {
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return getCountOf(&Asteroid) > 0;
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}
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static void executeControlSpaceship(Object* astronaut) {
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carefullyMoveSpaceship(
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astronaut,
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add(
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getCenter(getBoundingBox(getFirstOfType(&Asteroid))),
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(Vec2){-30, 0}
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)
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);
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}
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static bool shouldRepairSpaceship(Rectangle* boundingBox, Object* astronaut) {
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return (
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(
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areIntersecting(*boundingBox, getBoundingBox(astronaut)) &&
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spaceshipObject->as.spaceship.healthLoss > 0
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) ||
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spaceshipObject->as.spaceship.healthLoss >= MAX_HEALTH / 2
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);
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}
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static bool shouldCenterSpaceship(Rectangle* boundingBox, Object* astronaut) {
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return (
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!actions[0].isSomeoneDoingThis &&
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(
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areIntersecting(*boundingBox, getBoundingBox(astronaut)) ||
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getCenter(getBoundingBox(spaceshipObject)).x != getCenter(WINDOW).x ||
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getCenter(getBoundingBox(spaceshipObject)).y != getCenter(WINDOW).y
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)
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);
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}
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static void executeCenterSpaceship(Object* astronaut) {
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carefullyMoveSpaceship(
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astronaut,
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getCenter(WINDOW)
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);
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}
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static bool shouldSocialize(
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__attribute__((unused)) Rectangle* boundingBox,
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__attribute__((unused)) Object* astronaut
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) {
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return true;
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}
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static void executeSocialize(Object* astronaut) {
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if (getRandomNumber() % 150 == 0) {
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makeAstronautDoAction(astronaut);
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}
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}
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static AIAction actions[AI_ACTION_COUNT] = {
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(AIAction) {
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.predicate = shouldControlSpaceship,
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.execution = executeControlSpaceship,
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.spaceshipPart = spaceshipParts + COMMAND_PANEL_INDEX,
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.onlyOneAstronautCanDoIt = true,
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.deltaCenter = {-3, 0}
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},
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(AIAction) {
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.predicate = shouldRepairSpaceship,
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.execution = makeAstronautDoAction,
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.spaceshipPart = spaceshipParts + BEDS_INDEX,
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.onlyOneAstronautCanDoIt = true,
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.deltaCenter = {2, 0}
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},
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(AIAction) {
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.predicate = shouldShootTurret,
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.execution = makeAstronautDoAction,
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.spaceshipPart = spaceshipParts + TURRET_CONTROLLER_INDEX,
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.onlyOneAstronautCanDoIt = true,
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.deltaCenter = {-3, 0}
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},
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(AIAction) {
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.predicate = shouldCenterSpaceship,
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.execution = executeCenterSpaceship,
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.spaceshipPart = spaceshipParts + COMMAND_PANEL_INDEX,
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.onlyOneAstronautCanDoIt = true,
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.deltaCenter = {-3, 0}
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},
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(AIAction) {
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.predicate = shouldSocialize,
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.execution = executeSocialize,
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.spaceshipPart = spaceshipParts + TABLE_INDEX,
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.onlyOneAstronautCanDoIt = false,
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.deltaCenter = {2, 0}
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},
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};
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void handleAI() {
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for (uint8_t j = 0; j < ACTION_COUNT; j++) {
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actions[j].isSomeoneDoingThis = false;
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}
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for (uint8_t i = 0; i < OBJECT_COUNT; i++) {
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if (objects[i].prototype == &Astronaut && objects + i != character) {
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for (uint8_t j = 0; j < ACTION_COUNT; j++) {
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AIAction* currentAction = actions + j;
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Rectangle boundingBox = getBoundingBoxOfSpaceshipPart(currentAction->spaceshipPart);
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Object* astronautIntersectingBoundingBox = getIntersectingObjectOfType(boundingBox, &Astronaut);
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if (
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isSpaceshipPartActivated(currentAction->spaceshipPart) &&
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(!currentAction->onlyOneAstronautCanDoIt || (!currentAction->isSomeoneDoingThis && astronautIntersectingBoundingBox != character)) &&
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currentAction->predicate(&boundingBox, objects + i)
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) {
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if (!areIntersecting(boundingBox, getBoundingBox(objects + i))) {
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carefullyMoveAstronaut(objects + i, add(getCenter(boundingBox), currentAction->deltaCenter));
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} else {
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currentAction->execution(objects + i);
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}
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currentAction->isSomeoneDoingThis = true;
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break;
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}
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}
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}
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}
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}
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8
space_game/SpaceGame/src/objects/ai/ai.h
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8
space_game/SpaceGame/src/objects/ai/ai.h
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#ifndef AI_H
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#define AI_H
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// If there are non player controlled astronauts
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// control them according to some basic rule set
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void handleAI();
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#endif
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66
space_game/SpaceGame/src/objects/commands/commands.c
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66
space_game/SpaceGame/src/objects/commands/commands.c
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#include "commands.h"
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#include "../../objects/object_container/object_container.h"
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#include "../../mediator/mediator.h"
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static struct {
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Command received[COMMAND_BUFFER_SIZE];
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uint8_t start;
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uint8_t end;
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Command previous;
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} commands;
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static inline bool areThereAnyCommandsLeft() {
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return commands.start != commands.end;
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}
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static inline Command getNextCommand() {
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Command top = commands.received[commands.start++];
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commands.start %= COMMAND_BUFFER_SIZE;
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return top;
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}
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void addCommand(Command command) {
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commands.received[commands.end++] = command;
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commands.end %= COMMAND_BUFFER_SIZE;
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}
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void handleCommands() {
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while(areThereAnyCommandsLeft()) {
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Command next = getNextCommand();
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if (next == repeat) {
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next = commands.previous;
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} else {
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commands.previous = next;
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}
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switch(next) {
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case increaseContrast:
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changeDisplayContrast(CONTRAST_STEP);
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break;
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case decreaseContrast:
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changeDisplayContrast(-CONTRAST_STEP);
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break;
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case moveLeft:
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moveAstronaut(character, directions[west]);
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break;
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case moveRight:
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moveAstronaut(character, directions[east]);
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break;
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case moveUp:
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moveAstronaut(character, directions[north]);
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break;
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case moveDown:
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moveAstronaut(character, directions[south]);
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break;
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case action:
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makeAstronautDoAction(character);
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commands.previous = noAction;
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break;
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default:
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break;
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}
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}
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}
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34
space_game/SpaceGame/src/objects/commands/commands.h
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34
space_game/SpaceGame/src/objects/commands/commands.h
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#ifndef COMMANDS_H
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#define COMMANDS_H
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// There can be no more than COMMAND_BUFFER_SIZE commands
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// waiting for processing simultaneously
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#define COMMAND_BUFFER_SIZE 8
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// increaseContrast and decreaseContrast changes the contrast
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// with this value
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#define CONTRAST_STEP 15
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// The possible inputs of the system
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// Coincidentally these are the codes of the IR remote
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// controller's buttons.
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typedef enum {
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noCommand = 0,
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repeat = 1,
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increaseContrast = 87,
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decreaseContrast = 31,
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moveUp = 231,
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moveDown = 181,
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moveLeft = 239,
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moveRight = 165,
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action = 199,
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} Command;
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// Add a new command to the buffer
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// It will not be processed immediately.
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void addCommand(Command command);
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// Process every command in the buffer at once in a FIFO manner
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void handleCommands();
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#endif
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#include "event_generator.h"
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#include <avr/io.h>
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#include <stdbool.h>
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#include "../object.h"
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#include "../object_container/object_container.h"
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#include "../types/spaceship/spaceship.h"
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#include "../types/background/background.h"
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#include "../types/astronaut/astronaut.h"
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#include "../types/asteroid/asteroid.h"
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#include "null.h"
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#include "../../util/random/random.h"
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#include "../../driver/display/display.h"
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typedef bool (*Predicate)(Rectangle*);
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static inline Vec2 getRandomPosition() {
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return (Vec2) {
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getRandomNumber() % DISPLAY_WIDTH_IN_PIXELS,
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getRandomNumber() % DISPLAY_HEIGHT_IN_PIXELS
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};
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}
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static void generate(Prototype const* type, Predicate predicate) {
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Object* emptySpace = getEmptyObjectSpace();
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if (emptySpace == NULL || getRandomNumber() != 0) {
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return;
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}
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for (uint8_t tryCount = 0; tryCount < TRY_COUNT; tryCount++) {
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Rectangle proposedBoundingBox = (Rectangle){getRandomPosition(), getSizeFromPrototype(type)};
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if (predicate(&proposedBoundingBox)) {
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createObject(type, emptySpace);
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emptySpace->position = proposedBoundingBox.position;
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return;
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}
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}
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}
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bool generateAstronautPredicate(Rectangle* proposedBoundingBox) {
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return (
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(
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(getCountOf(&Astronaut) == 1 && spaceshipObject->as.spaceship.progress >= hasTable) ||
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(getCountOf(&Astronaut) == 2 && spaceshipObject->as.spaceship.progress >= hasFullCrew)
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) &&
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getIntersectingObjectOfType(*proposedBoundingBox, &Astronaut) == NULL &&
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isOnboard(*proposedBoundingBox)
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);
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}
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bool generateAsteroidPredicate(Rectangle* proposedBoundingBox) {
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return (
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getCountOf(&Asteroid) < MAX_ASTEROID_COUNT &&
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isInside(*proposedBoundingBox, WINDOW) &&
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getIntersectingObjectOfType(*proposedBoundingBox, &Spaceship) == NULL &&
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getIntersectingObjectOfType(*proposedBoundingBox, &Asteroid) == NULL
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);
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}
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void createObjects() {
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createObject(&Background, getEmptyObjectSpace());
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createObject(&Spaceship, spaceshipObject);
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spaceshipObject->position = (Vec2){EXHAUST_BOUNDING_BOX.size.x, DISPLAY_HEIGHT_IN_PIXELS / 2 - getSize(spaceshipObject).y / 2};
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createObject(&Astronaut, character);
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Rectangle upperFloor = translateRectangle(UPPER_FLOOR_BOUNDING_BOX, spaceshipObject->position);
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character->position = add(upperFloor.position, (Vec2){10, 1});
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}
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void generateEvents() {
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generate(&Astronaut, generateAstronautPredicate);
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generate(&Asteroid, generateAsteroidPredicate);
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}
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#ifndef EVENT_GENERATOR_H
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#define EVENT_GENERATOR_H
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#define MAX_ASTEROID_COUNT 2
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// For minimizing code size the position of generated objects is
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// decided randomly. If it fits then it stays. For each generated object
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// can be a maximum of TRY_COUNT tries.
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#define TRY_COUNT 16
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// Create the necessary objects in order to start the game
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// These include the background, spaceship and the player's character.
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void createObjects();
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// Generate asteroids and astronaut randomly based on a set of conditions
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void generateEvents();
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#endif
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41
space_game/SpaceGame/src/objects/object.c
Normal file
41
space_game/SpaceGame/src/objects/object.c
Normal file
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#include "object.h"
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#include "null.h"
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Object* createObject(Prototype const* prototype, Object* holder) {
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Object empty = {0};
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*holder = empty;
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holder->prototype = prototype;
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return holder;
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}
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void tickObject(Object* object, uint8_t previousFrameTime) {
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if (object->prototype != NULL) {
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((TickMethod)pgm_read_word(&object->prototype->tick))(object, previousFrameTime);
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}
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}
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void drawObject(Object* object, Rectangle compositingWindow) {
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if (object->prototype != NULL && areIntersecting(getBoundingBox(object), compositingWindow)) {
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((DrawMethod)pgm_read_word(&object->prototype->draw))(object, compositingWindow);
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}
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}
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Vec2 getSizeFromPrototype(Prototype const* prototype) {
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// required for casting
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uint16_t read = pgm_read_word(&prototype->size);
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Vec2* v = (Vec2*) &read;
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return *v;
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}
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Vec2 getSize(Object const* object) {
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return getSizeFromPrototype(object->prototype);
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}
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void move(Object* object, Vec2 value) {
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object->position = add(object->position, value);
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}
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Rectangle getBoundingBox(Object const* object) {
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return (Rectangle){object->position, getSize(object)};
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}
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68
space_game/SpaceGame/src/objects/object.h
Normal file
68
space_game/SpaceGame/src/objects/object.h
Normal file
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@ -0,0 +1,68 @@
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#ifndef OBJECT_H
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#define OBJECT_H
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#include <avr/io.h>
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#include <avr/pgmspace.h>
|
||||
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#include "../util/rectangle/rectangle.h"
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#include "types/asteroid/asteroid.h"
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#include "types/astronaut/astronaut.h"
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#include "types/background/background.h"
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#include "types/spaceship/spaceship.h"
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#include "types/bullet/bullet.h"
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#include "types/heart/heart.h"
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#include "prototype.h"
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||||
|
||||
// Objects (they could have been called GameObjects) have a simple
|
||||
// hierarchy. A prototype/flyweight motivated system is used.
|
||||
// Each type has some common data and methods which are stored
|
||||
// in their respective prototype.
|
||||
// This module provides us with the methods to easily and mostly
|
||||
// transparently access an object's prototype.
|
||||
|
||||
|
||||
typedef union {
|
||||
struct _background_t background;
|
||||
struct _spaceship_t spaceship;
|
||||
struct _astronaut_t astronaut;
|
||||
struct _asteroid_t asteroid;
|
||||
struct _bullet_t bullet;
|
||||
struct _heart_t heart;
|
||||
} object_specific_data_t;
|
||||
|
||||
struct _object_t {
|
||||
Prototype const* prototype;
|
||||
Vec2 position;
|
||||
object_specific_data_t as;
|
||||
};
|
||||
|
||||
// Set the prototype of the holder and initialize all the holder's
|
||||
// vale to zero. Return the freshly updated holder
|
||||
Object* createObject(Prototype const* prototype, Object* holder);
|
||||
|
||||
// Call the tick function referenced in the object's prototype
|
||||
// on the object itself
|
||||
// Object might react to the elapsed time.
|
||||
// Does nothing when called with NULL.
|
||||
void tickObject(Object* object, uint8_t previousFrameTime);
|
||||
|
||||
// Call the draw function referenced in the object's prototype
|
||||
// on the object itself.
|
||||
// Does nothing when called with NULL.
|
||||
void drawObject(Object* object, Rectangle compositingWindow);
|
||||
|
||||
// Find out the prototype of the object and return the size of that
|
||||
Vec2 getSize(Object const* object);
|
||||
Vec2 getSizeFromPrototype(Prototype const* prototype);
|
||||
|
||||
// Move the position of the object by a vector
|
||||
void move(Object* object, Vec2 value);
|
||||
|
||||
// Get a new rectangle from the objects position and its
|
||||
// prototype's size
|
||||
Rectangle getBoundingBox(Object const* object);
|
||||
|
||||
#endif
|
||||
|
|
@ -0,0 +1,57 @@
|
|||
#include "object_container.h"
|
||||
|
||||
#include "../event_generator/event_generator.h"
|
||||
|
||||
|
||||
Object* getFirstOfType(Prototype const* type) {
|
||||
for (uint8_t i = 0; i < OBJECT_COUNT; i++) {
|
||||
if (objects[i].prototype == type) {
|
||||
return objects + i;
|
||||
}
|
||||
}
|
||||
|
||||
return NULL;
|
||||
}
|
||||
|
||||
uint8_t getCountOf(Prototype const* type) {
|
||||
uint8_t count = 0;
|
||||
for (uint8_t i = 0; i < OBJECT_COUNT; i++) {
|
||||
if (objects[i].prototype == type) {
|
||||
count++;
|
||||
}
|
||||
}
|
||||
|
||||
return count;
|
||||
}
|
||||
|
||||
Object* getIntersectingObjectOfType(Rectangle boundingBox, Prototype const* type) {
|
||||
for (uint8_t i = 0; i < OBJECT_COUNT; i++) {
|
||||
if (objects[i].prototype == type && areIntersecting(boundingBox, getBoundingBox(objects + i))) {
|
||||
return objects + i;
|
||||
}
|
||||
}
|
||||
|
||||
return NULL;
|
||||
}
|
||||
|
||||
void clearObject(Object* object) {
|
||||
createObject(NULL, object);
|
||||
}
|
||||
|
||||
void drawObjects(Rectangle window) {
|
||||
for (uint8_t i = 0; i < OBJECT_COUNT; i++) {
|
||||
drawObject(objects + i, window);
|
||||
}
|
||||
}
|
||||
|
||||
void tickObjects(uint8_t previousFrameTime) {
|
||||
for (uint8_t i = 0; i < OBJECT_COUNT; i++) {
|
||||
tickObject(objects + i, previousFrameTime);
|
||||
}
|
||||
}
|
||||
|
||||
void initializeObjectContainer() {
|
||||
for (uint8_t i = 0; i < OBJECT_COUNT; i++) {
|
||||
clearObject(objects + i);
|
||||
}
|
||||
}
|
||||
|
|
@ -0,0 +1,58 @@
|
|||
#ifndef OBJECT_HANDLER_H
|
||||
#define OBJECT_HANDLER_H
|
||||
|
||||
#include <stdbool.h>
|
||||
#include <avr/io.h>
|
||||
|
||||
#include "null.h"
|
||||
|
||||
#include "../object.h"
|
||||
#include "../../util/rectangle/rectangle.h"
|
||||
#include "../../util/vec2/vec2.h"
|
||||
|
||||
|
||||
// Contain up to OBJECT_COUNT objects.
|
||||
// Provide the basic functionality to access, search and modify
|
||||
// these objects.
|
||||
// For ease of use, there are some convenience global variables for accessing
|
||||
// objects that are very commonly accessed.
|
||||
|
||||
#define OBJECT_COUNT 10
|
||||
#define BACKGROUND_INDEX 0
|
||||
#define SPACESHIP_INDEX 1
|
||||
#define CHARACTER_INDEX 2
|
||||
|
||||
#define spaceshipObject (objects + SPACESHIP_INDEX)
|
||||
#define character (objects + CHARACTER_INDEX)
|
||||
|
||||
// The actual container
|
||||
Object objects[OBJECT_COUNT];
|
||||
|
||||
// may return NULL
|
||||
Object* getFirstOfType(Prototype const* type);
|
||||
// may return NULL
|
||||
|
||||
#define getEmptyObjectSpace() getFirstOfType(NULL)
|
||||
|
||||
// Return the number of objects with a prototype being type
|
||||
uint8_t getCountOf(Prototype const* type);
|
||||
|
||||
// Return a reference to a random object intersecting boundingBox and having
|
||||
// a prototype of type
|
||||
Object* getIntersectingObjectOfType(Rectangle boundingBox, Prototype const* type);
|
||||
|
||||
// Call the tick method of every object
|
||||
// objects might respond to the elapsed time
|
||||
void tickObjects(uint8_t previousFrameTime);
|
||||
|
||||
// Call the draw method of every object
|
||||
void drawObjects(Rectangle window);
|
||||
|
||||
// Delete the object given by its address from objects
|
||||
// It achieves this by setting the object's prototype to NULL.
|
||||
void clearObject(Object* object);
|
||||
|
||||
// Delete every object inside of objects
|
||||
void initializeObjectContainer();
|
||||
|
||||
#endif
|
||||
22
space_game/SpaceGame/src/objects/prototype.c
Normal file
22
space_game/SpaceGame/src/objects/prototype.c
Normal file
|
|
@ -0,0 +1,22 @@
|
|||
#include "prototype.h"
|
||||
|
||||
|
||||
Prototype temp;
|
||||
|
||||
static void loadPrototype(Prototype* prototype) {
|
||||
/*for (uint8_t i = 0; i < sizeof(prototype); i++) {
|
||||
((uint8_t*)(&temp))[i] = pgm_read_byte(prototype + i);
|
||||
}*/
|
||||
|
||||
temp = *prototype;
|
||||
}
|
||||
|
||||
void tickObjectFromPrototype(Object* object) {
|
||||
loadPrototype(object->prototype);
|
||||
temp.tick(object);
|
||||
}
|
||||
|
||||
void drawObjectFromPrototype(Object* object) {
|
||||
/*loadPrototype(object->prototype);
|
||||
temp.draw(object);*/
|
||||
}
|
||||
27
space_game/SpaceGame/src/objects/prototype.h
Normal file
27
space_game/SpaceGame/src/objects/prototype.h
Normal file
|
|
@ -0,0 +1,27 @@
|
|||
#ifndef PROTOTYPE_H
|
||||
#define PROTOTYPE_H
|
||||
|
||||
#include <avr/io.h>
|
||||
#include "../util/rectangle/rectangle.h"
|
||||
|
||||
|
||||
// See more information in object.h
|
||||
|
||||
struct _object_t;
|
||||
typedef struct _object_t Object;
|
||||
|
||||
// Update the inner state of the given object
|
||||
// The first argument is the object itself, the second is the elapsed
|
||||
// time in milliseconds.
|
||||
typedef void (*TickMethod)(Object*, uint8_t);
|
||||
|
||||
// Draw the given object if its overlapping with the given rectangle
|
||||
typedef void (*DrawMethod)(Object*, Rectangle);
|
||||
|
||||
typedef struct {
|
||||
TickMethod tick;
|
||||
DrawMethod draw;
|
||||
Vec2 size;
|
||||
} Prototype;
|
||||
|
||||
#endif
|
||||
51
space_game/SpaceGame/src/objects/types/asteroid/asteroid.c
Normal file
51
space_game/SpaceGame/src/objects/types/asteroid/asteroid.c
Normal file
|
|
@ -0,0 +1,51 @@
|
|||
#include "asteroid.h"
|
||||
|
||||
#include <avr/pgmspace.h>
|
||||
|
||||
#include "../sprites.h"
|
||||
#include "../../object.h"
|
||||
#include "../../object_container/object_container.h"
|
||||
#include "../../../util/vec2/vec2.h"
|
||||
#include "../../../util/random/random.h"
|
||||
#include "../../../driver/display/display.h"
|
||||
|
||||
|
||||
bool mineAsteroid(Object* asteroid) {
|
||||
return ++asteroid->as.asteroid.animationFrame == IDLE_FRAME_COUNT;
|
||||
}
|
||||
|
||||
static void tick(Object* asteroid, uint8_t previousFrameTime) {
|
||||
if (asteroid->as.asteroid.animationFrame < IDLE_FRAME_COUNT) {
|
||||
return;
|
||||
}
|
||||
|
||||
if (++asteroid->as.asteroid.timeSinceLastFrameChange == EXPLODING_FRAME_CHANGE_INTERVAL) {
|
||||
if (++asteroid->as.asteroid.animationFrame >= IDLE_FRAME_COUNT + EXPLODING_FRAME_COUNT) {
|
||||
clearObject(asteroid);
|
||||
} else {
|
||||
asteroid->as.asteroid.timeSinceLastFrameChange = 0;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
bool isAsteroidIntersectingWithSpaceship(Object* asteroid, Object* spaceship) {
|
||||
Rectangle bb = getBoundingBox(asteroid);
|
||||
startIntersectionTest(bb);
|
||||
drawObject(asteroid, bb);
|
||||
drawObject(spaceship, bb);
|
||||
return endIntersectionTest();
|
||||
}
|
||||
|
||||
static void draw(Object* asteroid, __attribute__((unused)) Rectangle compositingWindow) {
|
||||
drawBitmapFromProgMem(
|
||||
getBoundingBox(asteroid),
|
||||
small_asteroid[asteroid->as.asteroid.animationFrame],
|
||||
asteroid->position.x % 2
|
||||
);
|
||||
}
|
||||
|
||||
const Prototype Asteroid PROGMEM = {
|
||||
.tick = tick,
|
||||
.draw = draw,
|
||||
.size = ASTEROID_SIZE,
|
||||
};
|
||||
25
space_game/SpaceGame/src/objects/types/asteroid/asteroid.h
Normal file
25
space_game/SpaceGame/src/objects/types/asteroid/asteroid.h
Normal file
|
|
@ -0,0 +1,25 @@
|
|||
#ifndef ASTEROID_H
|
||||
#define ASTEROID_H
|
||||
|
||||
#include <avr/io.h>
|
||||
#include <stdbool.h>
|
||||
|
||||
#include "../../prototype.h"
|
||||
|
||||
#define ASTEROID_SIZE ((Vec2){8, 8})
|
||||
#define IDLE_FRAME_COUNT 4
|
||||
#define EXPLODING_FRAME_COUNT 3
|
||||
#define EXPLODING_FRAME_CHANGE_INTERVAL 3
|
||||
|
||||
const Prototype Asteroid;
|
||||
|
||||
bool mineAsteroid(Object* asteroid);
|
||||
bool isAsteroidIntersectingWithSpaceship(Object* asteroid, Object* spaceship);
|
||||
|
||||
struct _asteroid_t {
|
||||
bool isMirrored;
|
||||
uint8_t timeSinceLastFrameChange;
|
||||
uint8_t animationFrame;
|
||||
};
|
||||
|
||||
#endif
|
||||
146
space_game/SpaceGame/src/objects/types/astronaut/astronaut.c
Normal file
146
space_game/SpaceGame/src/objects/types/astronaut/astronaut.c
Normal file
|
|
@ -0,0 +1,146 @@
|
|||
#include "astronaut.h"
|
||||
|
||||
#include <stdbool.h>
|
||||
#include <avr/pgmspace.h>
|
||||
#include "bitwise.h"
|
||||
#include "../../../driver/display/display.h"
|
||||
#include "../heart/heart.h"
|
||||
#include "../../object_container/object_container.h"
|
||||
#include "../sprites.h"
|
||||
#include "../../../util/vec2/vec2.h"
|
||||
#include "../../../util/random/random.h"
|
||||
#include "../../object.h"
|
||||
|
||||
|
||||
#define IS_MIRRORED_BIT 0
|
||||
#define IS_CONTROLLING_SPACESHIP_BIT 1
|
||||
#define WAS_DOING_ACTION_BIT 2
|
||||
|
||||
static inline bool getIsMirrored(Object* astronaut) {
|
||||
return getBit(astronaut->as.astronaut.flags, IS_MIRRORED_BIT);
|
||||
}
|
||||
|
||||
static inline void setIsMirrored(Object* astronaut, bool value) {
|
||||
modifyBit(astronaut->as.astronaut.flags, IS_MIRRORED_BIT, value);
|
||||
}
|
||||
|
||||
static inline bool getWasDoingAction(Object* astronaut) {
|
||||
return getBit(astronaut->as.astronaut.flags, WAS_DOING_ACTION_BIT);
|
||||
}
|
||||
|
||||
static inline void setWasDoingAction(Object* astronaut, bool value) {
|
||||
modifyBit(astronaut->as.astronaut.flags, WAS_DOING_ACTION_BIT, value);
|
||||
}
|
||||
|
||||
|
||||
bool getIsControllingSpaceship(Object* astronaut) {
|
||||
return getBit(astronaut->as.astronaut.flags, IS_CONTROLLING_SPACESHIP_BIT);
|
||||
}
|
||||
|
||||
static void setIsControllingSpaceship(Object* astronaut, bool value) {
|
||||
modifyBit(astronaut->as.astronaut.flags, IS_CONTROLLING_SPACESHIP_BIT, value);
|
||||
}
|
||||
|
||||
static inline void applyGravity(Object* astronaut) {
|
||||
if (!isOnLadder(getBoundingBox(astronaut)) && !isBottomOnFloor(getBoundingBox(astronaut))) {
|
||||
move(astronaut, directions[south]);
|
||||
}
|
||||
}
|
||||
|
||||
static void tick(Object* astronaut, uint8_t previousFrameTime) {
|
||||
if (astronaut->as.astronaut.timeSinceLastAction < TIME_BETWEEN_ACTION_CHANGE) {
|
||||
astronaut->as.astronaut.timeSinceLastAction += previousFrameTime;
|
||||
}
|
||||
|
||||
applyGravity(astronaut);
|
||||
}
|
||||
|
||||
void moveAstronaut(Object* astronaut, Vec2 direction) {
|
||||
if (
|
||||
astronaut->as.astronaut.timeSinceLastAction < TIME_BETWEEN_ACTION_CHANGE
|
||||
&& !getWasDoingAction(astronaut)
|
||||
) {
|
||||
return;
|
||||
}
|
||||
astronaut->as.astronaut.timeSinceLastAction = 0;
|
||||
setWasDoingAction(astronaut, false);
|
||||
|
||||
if (getIsControllingSpaceship(astronaut)) {
|
||||
moveSpaceship(direction);
|
||||
} else {
|
||||
Vec2 proposedPosition = add(astronaut->position, direction);
|
||||
Rectangle proposedBoundingBox = (Rectangle){proposedPosition, getSize(astronaut)};
|
||||
if (isOnboard(proposedBoundingBox)) {
|
||||
astronaut->position = proposedPosition;
|
||||
astronaut->as.astronaut.animationFrame = (astronaut->as.astronaut.animationFrame + 1) % MOVE_FRAME_COUNT;
|
||||
}
|
||||
|
||||
if (direction.x == 0) {
|
||||
astronaut->as.astronaut.animationFrame = 0;
|
||||
}
|
||||
|
||||
setIsMirrored(astronaut, direction.x < 0);
|
||||
}
|
||||
}
|
||||
|
||||
void makeAstronautDoAction(Object* astronaut) {
|
||||
if (
|
||||
astronaut->as.astronaut.timeSinceLastAction < TIME_BETWEEN_ACTION_CHANGE
|
||||
&& getWasDoingAction(astronaut)
|
||||
) {
|
||||
return;
|
||||
}
|
||||
astronaut->as.astronaut.timeSinceLastAction = 0;
|
||||
setWasDoingAction(astronaut, true);
|
||||
|
||||
if (getIsControllingSpaceship(astronaut)) {
|
||||
setIsControllingSpaceship(astronaut, false);
|
||||
} else {
|
||||
Object* heart;
|
||||
switch (getPossibleActionFromSpaceship(astronaut)) {
|
||||
case shootTurret:
|
||||
shootTurretOfSpaceship();
|
||||
break;
|
||||
case showLove:
|
||||
heart = getEmptyObjectSpace();
|
||||
if (heart != NULL) {
|
||||
for (uint8_t i = 0; i < OBJECT_COUNT; i++) {
|
||||
if (
|
||||
objects[i].prototype == &Astronaut &&
|
||||
areIntersecting(getBoundingBox(astronaut), getBoundingBox(objects + i)) &&
|
||||
objects + i != astronaut
|
||||
) {
|
||||
createObject(&Heart, heart);
|
||||
heart->position = add(astronaut->position, (Vec2){(getRandomNumber() % 11) - 5, -(getRandomNumber() % 5) - 10});
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
break;
|
||||
case repairingSpaceship:
|
||||
if (spaceshipObject->as.spaceship.healthLoss > 0) {
|
||||
spaceshipObject->as.spaceship.healthLoss--;
|
||||
}
|
||||
break;
|
||||
case controllingSpaceship:
|
||||
setIsControllingSpaceship(astronaut, true);
|
||||
break;
|
||||
default:
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
static void draw(Object* astronaut, __attribute__((unused)) Rectangle compositingWindow) {
|
||||
drawBitmapFromProgMem(
|
||||
getBoundingBox(astronaut),
|
||||
small_character_moving[astronaut->as.astronaut.animationFrame],
|
||||
getIsMirrored(astronaut)
|
||||
);
|
||||
}
|
||||
|
||||
const Prototype Astronaut PROGMEM = {
|
||||
.tick = tick,
|
||||
.draw = draw,
|
||||
.size = ASTRONAUT_SIZE
|
||||
};
|
||||
37
space_game/SpaceGame/src/objects/types/astronaut/astronaut.h
Normal file
37
space_game/SpaceGame/src/objects/types/astronaut/astronaut.h
Normal file
|
|
@ -0,0 +1,37 @@
|
|||
#ifndef ASTRONAUT_H
|
||||
#define ASTRONAUT_H
|
||||
|
||||
#include "../../prototype.h"
|
||||
#include <stdbool.h>
|
||||
|
||||
|
||||
#define ASTRONAUT_SIZE ((Vec2){5, 5})
|
||||
#define MOVE_FRAME_COUNT 4
|
||||
|
||||
// Between two consecutive actions (or movements)
|
||||
// there has to be at least this many milliseconds
|
||||
#define TIME_BETWEEN_ACTION_CHANGE 40
|
||||
|
||||
typedef enum {
|
||||
noAction = 0,
|
||||
controllingSpaceship,
|
||||
shootTurret,
|
||||
showLove,
|
||||
repairingSpaceship,
|
||||
ACTION_COUNT
|
||||
} Action;
|
||||
|
||||
|
||||
const Prototype Astronaut;
|
||||
|
||||
struct _astronaut_t {
|
||||
uint8_t flags;
|
||||
uint8_t animationFrame;
|
||||
uint8_t timeSinceLastAction;
|
||||
};
|
||||
|
||||
void moveAstronaut(Object* astronaut, Vec2 unitVector);
|
||||
void makeAstronautDoAction(Object* astronaut);
|
||||
bool getIsControllingSpaceship(Object* astronaut);
|
||||
|
||||
#endif
|
||||
|
|
@ -0,0 +1,71 @@
|
|||
#include "background.h"
|
||||
|
||||
#include <stdbool.h>
|
||||
#include <avr/pgmspace.h>
|
||||
|
||||
#include "../../object.h"
|
||||
#include "../../../util/rectangle/rectangle.h"
|
||||
#include "../../../util/random/random.h"
|
||||
#include "../sprites.h"
|
||||
#include "../../../driver/display/display.h"
|
||||
|
||||
|
||||
typedef struct {
|
||||
Vec2 position;
|
||||
uint8_t type;
|
||||
} Star;
|
||||
|
||||
static Star backgroundStars[STAR_COUNT];
|
||||
|
||||
static Star createStarOnTheRight() {
|
||||
return (Star){
|
||||
(Vec2){DISPLAY_WIDTH_IN_PIXELS, getRandomNumber() % (DISPLAY_HEIGHT_IN_PIXELS - STAR_SIZE)},
|
||||
getRandomNumber() % STAR_SHAPE_COUNT
|
||||
};
|
||||
}
|
||||
|
||||
static void tick(Object* background, uint8_t previousFrameTime) {
|
||||
background->as.background.movementState++;
|
||||
for (uint8_t i = 0; i < STAR_COUNT; i++) {
|
||||
switch (i % 3) {
|
||||
case 0:
|
||||
backgroundStars[i].position.x -= 1;
|
||||
break;
|
||||
case 1:
|
||||
backgroundStars[i].position.x -= background->as.background.movementState & 1;
|
||||
break;
|
||||
case 2:
|
||||
backgroundStars[i].position.x -= ~background->as.background.movementState & 1;
|
||||
break;
|
||||
}
|
||||
if (backgroundStars[i].position.x == -STAR_SIZE) {
|
||||
backgroundStars[i] = createStarOnTheRight();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
static void draw(__attribute__((unused)) Object* background, Rectangle compositingWindow) {
|
||||
for (uint8_t i = 0; i < STAR_COUNT; i++) {
|
||||
Rectangle starBoundingBox = (Rectangle){backgroundStars[i].position, (Vec2){STAR_SIZE, STAR_SIZE}};
|
||||
if (areIntersecting(compositingWindow, starBoundingBox)) {
|
||||
drawBitmapFromProgMem(
|
||||
starBoundingBox,
|
||||
stars[backgroundStars[i].type],
|
||||
false
|
||||
);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void initializeBackground() {
|
||||
for (uint8_t i = 0; i < STAR_COUNT; i++) {
|
||||
backgroundStars[i] = createStarOnTheRight();
|
||||
backgroundStars[i].position.x = getRandomNumber();
|
||||
}
|
||||
}
|
||||
|
||||
const Prototype Background PROGMEM = {
|
||||
.tick = tick,
|
||||
.draw = draw,
|
||||
.size = (Vec2){DISPLAY_WIDTH_IN_PIXELS, DISPLAY_HEIGHT_IN_PIXELS} // == WINDOW.size
|
||||
};
|
||||
|
|
@ -0,0 +1,18 @@
|
|||
#ifndef BACKGROUND_H
|
||||
#define BACKGROUND_H
|
||||
|
||||
#include "../../prototype.h"
|
||||
|
||||
|
||||
#define STAR_COUNT 8
|
||||
#define STAR_SIZE 3
|
||||
#define STAR_SHAPE_COUNT 3
|
||||
|
||||
const Prototype Background;
|
||||
struct _background_t {
|
||||
uint8_t movementState;
|
||||
};
|
||||
|
||||
void initializeBackground();
|
||||
|
||||
#endif
|
||||
41
space_game/SpaceGame/src/objects/types/bullet/bullet.c
Normal file
41
space_game/SpaceGame/src/objects/types/bullet/bullet.c
Normal file
|
|
@ -0,0 +1,41 @@
|
|||
#include "bullet.h"
|
||||
|
||||
#include "../asteroid/asteroid.h"
|
||||
#include "../spaceship/spaceship.h"
|
||||
#include "../../object.h"
|
||||
#include "../../object_container/object_container.h"
|
||||
#include "null.h"
|
||||
#include "../../../driver/display/display.h"
|
||||
|
||||
|
||||
|
||||
static void tick(Object* bullet, uint8_t previousFrameTime) {
|
||||
if (bullet->as.bullet.wereIntersectingInThePreviousFrame) {
|
||||
clearObject(bullet);
|
||||
return;
|
||||
}
|
||||
|
||||
move(bullet, directions[east]);
|
||||
|
||||
Object* asteroid = getIntersectingObjectOfType(getBoundingBox(bullet), &Asteroid);
|
||||
if (asteroid != NULL) {
|
||||
if (mineAsteroid(asteroid) || mineAsteroid(asteroid)) {
|
||||
onAsteroidMined();
|
||||
}
|
||||
bullet->as.bullet.wereIntersectingInThePreviousFrame = true;
|
||||
}
|
||||
|
||||
if (!areIntersecting(getBoundingBox(bullet), WINDOW)) {
|
||||
bullet->as.bullet.wereIntersectingInThePreviousFrame = true;
|
||||
}
|
||||
}
|
||||
|
||||
static void draw(Object* bullet, __attribute__((unused)) Rectangle compositingWindow) {
|
||||
drawFilledRectangle((Rectangle){bullet->position, BULLET_SIZE}, 0, 0xFF);
|
||||
}
|
||||
|
||||
const Prototype Bullet PROGMEM = {
|
||||
.tick = tick,
|
||||
.draw = draw,
|
||||
.size = BULLET_SIZE,
|
||||
};
|
||||
16
space_game/SpaceGame/src/objects/types/bullet/bullet.h
Normal file
16
space_game/SpaceGame/src/objects/types/bullet/bullet.h
Normal file
|
|
@ -0,0 +1,16 @@
|
|||
#ifndef BULLET_H
|
||||
#define BULLET_H
|
||||
|
||||
#include "../../prototype.h"
|
||||
#include <stdbool.h>
|
||||
|
||||
|
||||
#define BULLET_SIZE ((Vec2){5, 1})
|
||||
|
||||
|
||||
const Prototype Bullet;
|
||||
struct _bullet_t {
|
||||
bool wereIntersectingInThePreviousFrame;
|
||||
};
|
||||
|
||||
#endif
|
||||
33
space_game/SpaceGame/src/objects/types/heart/heart.c
Normal file
33
space_game/SpaceGame/src/objects/types/heart/heart.c
Normal file
|
|
@ -0,0 +1,33 @@
|
|||
#include "heart.h"
|
||||
|
||||
#include <avr/pgmspace.h>
|
||||
|
||||
#include "../../../driver/display/display.h"
|
||||
#include "../sprites.h"
|
||||
#include "../../object.h"
|
||||
#include "../../object_container/object_container.h"
|
||||
|
||||
|
||||
static void tick(Object* heart, uint8_t previousFrameTime) {
|
||||
if (++heart->as.heart.timeSinceLastChange == HEART_ANIMATION_INTERVAL) {
|
||||
heart->as.heart.animationFrame = (heart->as.heart.animationFrame + 1) % HEART_FRAME_COUNT;
|
||||
heart->as.heart.timeSinceLastChange = 0;
|
||||
}
|
||||
if (++heart->as.heart.timeLived == TIME_TO_LIVE) {
|
||||
clearObject(heart);
|
||||
}
|
||||
}
|
||||
|
||||
static void draw(Object* heart, __attribute__((unused)) Rectangle compositingWindow) {
|
||||
drawBitmapFromProgMem(
|
||||
getBoundingBox(heart),
|
||||
heart_blinking[heart->as.heart.animationFrame],
|
||||
false
|
||||
);
|
||||
}
|
||||
|
||||
const Prototype Heart PROGMEM = {
|
||||
.tick = tick,
|
||||
.draw = draw,
|
||||
.size = HEART_SIZE,
|
||||
};
|
||||
22
space_game/SpaceGame/src/objects/types/heart/heart.h
Normal file
22
space_game/SpaceGame/src/objects/types/heart/heart.h
Normal file
|
|
@ -0,0 +1,22 @@
|
|||
#ifndef HEART_H
|
||||
#define HEART_H
|
||||
|
||||
#include "../../prototype.h"
|
||||
|
||||
|
||||
#define HEART_SIZE ((Vec2){7, 6})
|
||||
#define TIME_TO_LIVE 128
|
||||
#define HEART_FRAME_COUNT 2
|
||||
#define HEART_ANIMATION_INTERVAL 12
|
||||
|
||||
|
||||
const Prototype Heart;
|
||||
|
||||
|
||||
struct _heart_t {
|
||||
uint8_t animationFrame;
|
||||
uint8_t timeLived;
|
||||
uint8_t timeSinceLastChange;
|
||||
};
|
||||
|
||||
#endif
|
||||
208
space_game/SpaceGame/src/objects/types/spaceship/spaceship.c
Normal file
208
space_game/SpaceGame/src/objects/types/spaceship/spaceship.c
Normal file
|
|
@ -0,0 +1,208 @@
|
|||
#include "spaceship.h"
|
||||
|
||||
#include <avr/pgmspace.h>
|
||||
|
||||
#include "../../object.h"
|
||||
#include "../../../driver/display/display.h"
|
||||
#include "../astronaut/astronaut.h"
|
||||
#include "../asteroid/asteroid.h"
|
||||
#include "../../object_container/object_container.h"
|
||||
#include "../sprites.h"
|
||||
#include "../../../util/vec2/vec2.h"
|
||||
#include "../../../util/random/random.h"
|
||||
#include "bitwise.h"
|
||||
|
||||
|
||||
static uint8_t flickerState;
|
||||
|
||||
SpaceshipPart spaceshipParts[SPACESHIP_PART_COUNT] = {
|
||||
[TABLE_INDEX] = (SpaceshipPart) {
|
||||
{{7, 8}, {3, 3}},
|
||||
table[0],
|
||||
showLove,
|
||||
false
|
||||
},
|
||||
[BEDS_INDEX] = (SpaceshipPart) {
|
||||
{{3, 12}, {8, 6}},
|
||||
beds[0],
|
||||
repairingSpaceship,
|
||||
false
|
||||
},
|
||||
[COMMAND_PANEL_INDEX] = (SpaceshipPart) {
|
||||
{{26, 7}, {7, 4}},
|
||||
NULL,
|
||||
controllingSpaceship,
|
||||
true,
|
||||
},
|
||||
[TURRET_CONTROLLER_INDEX] = (SpaceshipPart) {
|
||||
{{26, 12}, {7, 6}},
|
||||
turret_controller[0],
|
||||
shootTurret,
|
||||
false
|
||||
}
|
||||
};
|
||||
|
||||
|
||||
bool isOnUpperFloor(Rectangle boundingBox) {
|
||||
return isInside(boundingBox, translateRectangle(UPPER_FLOOR_BOUNDING_BOX, spaceshipObject->position));
|
||||
}
|
||||
|
||||
bool isOnLowerFloor(Rectangle boundingBox) {
|
||||
return isInside(boundingBox, translateRectangle(LOWER_FLOOR_BOUNDING_BOX, spaceshipObject->position));
|
||||
}
|
||||
|
||||
bool isBottomOnFloor(Rectangle boundingBox) {
|
||||
return (
|
||||
add(spaceshipObject->position, UPPER_FLOOR_BOUNDING_BOX.position).y + UPPER_FLOOR_BOUNDING_BOX.size.y == boundingBox.position.y + boundingBox.size.y ||
|
||||
add(spaceshipObject->position, LOWER_FLOOR_BOUNDING_BOX.position).y + LOWER_FLOOR_BOUNDING_BOX.size.y == boundingBox.position.y + boundingBox.size.y
|
||||
);
|
||||
}
|
||||
|
||||
bool isOnLadder(Rectangle boundingBox) {
|
||||
return areIntersecting(boundingBox, translateRectangle(LADDER_BOUNDING_BOX, spaceshipObject->position));
|
||||
}
|
||||
|
||||
bool isOnboard(Rectangle boundingBox) {
|
||||
return isOnLowerFloor(boundingBox) || isOnUpperFloor(boundingBox) || isOnLadder(boundingBox);
|
||||
}
|
||||
|
||||
Rectangle getBoundingBoxOfSpaceshipPart(SpaceshipPart* part) {
|
||||
return translateRectangle(part->boundingBox, spaceshipObject->position);
|
||||
}
|
||||
|
||||
void shootTurretOfSpaceship() {
|
||||
Object* bullet = getEmptyObjectSpace();
|
||||
if (getEmptyObjectSpace() != NULL && spaceshipObject->as.spaceship.healthLoss < MAX_HEALTH - 1) {
|
||||
createObject(&Bullet, bullet);
|
||||
bullet->position = add(TURRET_POSITION, spaceshipObject->position);
|
||||
spaceshipObject->as.spaceship.healthLoss++;
|
||||
}
|
||||
}
|
||||
|
||||
void onAsteroidMined() {
|
||||
switch (++spaceshipObject->as.spaceship.progress) {
|
||||
case hasBeds:
|
||||
setBit(spaceshipObject->as.spaceship.activatedParts, BEDS_INDEX);
|
||||
break;
|
||||
case hasTurret:
|
||||
setBit(spaceshipObject->as.spaceship.activatedParts, TURRET_CONTROLLER_INDEX);
|
||||
break;
|
||||
case hasTable:
|
||||
setBit(spaceshipObject->as.spaceship.activatedParts, TABLE_INDEX);
|
||||
break;
|
||||
default:
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
void moveSpaceship(Vec2 direction) {
|
||||
Vec2 proposedPosition = add(spaceshipObject->position, direction);
|
||||
|
||||
if (!isInside(translateRectangle(IN_VIEW_BOUNDING_BOX, proposedPosition), WINDOW)) {
|
||||
return;
|
||||
}
|
||||
|
||||
for (uint8_t i = 0; i < OBJECT_COUNT; i++) {
|
||||
if (objects[i].prototype == &Astronaut) {
|
||||
move(objects + i, direction);
|
||||
}
|
||||
}
|
||||
|
||||
move(spaceshipObject, direction);
|
||||
|
||||
spaceshipObject->position = proposedPosition;
|
||||
|
||||
for (uint8_t i = 0; i < OBJECT_COUNT; i++) {
|
||||
if (objects[i].prototype == &Asteroid && isAsteroidIntersectingWithSpaceship(objects + i, spaceshipObject)) {
|
||||
if (mineAsteroid(objects + i)) {
|
||||
spaceshipObject->as.spaceship.healthLoss += 2;
|
||||
onAsteroidMined();
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
Action getPossibleActionFromSpaceship(Object* astronaut) {
|
||||
for (uint8_t i = 0; i < SPACESHIP_PART_COUNT; i++) {
|
||||
SpaceshipPart* part = spaceshipParts + i;
|
||||
if (
|
||||
isSpaceshipPartActivated(part) && areIntersecting(getBoundingBoxOfSpaceshipPart(part), getBoundingBox(astronaut))) {
|
||||
return part->possibleAction;
|
||||
}
|
||||
}
|
||||
|
||||
return noAction;
|
||||
}
|
||||
|
||||
void tick(Object* spaceship, uint8_t previousFrameTime) {
|
||||
flickerState = !flickerState;
|
||||
if (spaceship->as.spaceship.healthLoss >= MAX_HEALTH) {
|
||||
spaceship->as.spaceship.healthLoss++;
|
||||
}
|
||||
}
|
||||
|
||||
bool isSpaceshipPartActivated(SpaceshipPart* part) {
|
||||
return part->alwaysActiveDoNotDraw || ((spaceshipObject->as.spaceship.activatedParts >> (part - spaceshipParts)) & 1);
|
||||
}
|
||||
|
||||
static inline void drawSpaceshipHealthBar() {
|
||||
uint8_t actualBarLength = spaceshipObject->as.spaceship.healthLoss * BAR_LENGTH / MAX_HEALTH;
|
||||
drawFilledRectangle(
|
||||
(Rectangle){add(spaceshipObject->position, (Vec2){BAR_END_POSITION.x - actualBarLength, BAR_END_POSITION.y}), (Vec2){actualBarLength, 1}},
|
||||
0xFF, 0x00
|
||||
);
|
||||
}
|
||||
|
||||
static inline void drawSpaceshipParts(Rectangle compositingWindow) {
|
||||
for (uint8_t i = 0; i < SPACESHIP_PART_COUNT; i++) {
|
||||
if (
|
||||
!(spaceshipParts + i)->alwaysActiveDoNotDraw &&
|
||||
isSpaceshipPartActivated(spaceshipParts + i) &&
|
||||
areIntersecting(compositingWindow, getBoundingBoxOfSpaceshipPart(spaceshipParts + i))
|
||||
) {
|
||||
drawBitmapFromProgMem(getBoundingBoxOfSpaceshipPart(spaceshipParts + i), spaceshipParts[i].sprite, false);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
static inline void drawExhaust(Rectangle compositingWindow) {
|
||||
Rectangle exhaustRectangle = translateRectangle(EXHAUST_BOUNDING_BOX, spaceshipObject->position);
|
||||
if (
|
||||
areIntersecting(compositingWindow, exhaustRectangle) &&
|
||||
flickerState
|
||||
) {
|
||||
drawBitmapFromProgMem(exhaustRectangle, exhaust[0], false);
|
||||
}
|
||||
}
|
||||
|
||||
static inline void drawGlitches() {
|
||||
for (uint8_t i = 0; i < spaceshipObject->as.spaceship.healthLoss - MAX_HEALTH; i++) {
|
||||
Rectangle r = translateRectangle((Rectangle){(Vec2){getRandomNumber() % SPACESHIP_SIZE.x, getRandomNumber() % SPACESHIP_SIZE.y}, (Vec2){8, 8}}, spaceshipObject->position);
|
||||
if (areIntersecting(r, WINDOW)) {
|
||||
drawFilledRectangle(r, 0xFF, 0x00);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
static void draw(Object* spaceship, Rectangle compositingWindow) {
|
||||
drawBitmapFromProgMem(
|
||||
getBoundingBox(spaceship),
|
||||
spaceship_idle[0],
|
||||
false
|
||||
);
|
||||
|
||||
drawSpaceshipParts(compositingWindow);
|
||||
drawSpaceshipHealthBar();
|
||||
|
||||
if (spaceship->as.spaceship.healthLoss > MAX_HEALTH) {
|
||||
drawGlitches();
|
||||
} else {
|
||||
drawExhaust(compositingWindow);
|
||||
}
|
||||
}
|
||||
|
||||
const Prototype Spaceship PROGMEM = {
|
||||
.tick = tick,
|
||||
.draw = draw,
|
||||
.size = SPACESHIP_SIZE,
|
||||
};
|
||||
72
space_game/SpaceGame/src/objects/types/spaceship/spaceship.h
Normal file
72
space_game/SpaceGame/src/objects/types/spaceship/spaceship.h
Normal file
|
|
@ -0,0 +1,72 @@
|
|||
#ifndef SPACESHIP_H
|
||||
#define SPACESHIP_H
|
||||
|
||||
|
||||
#include "../../prototype.h"
|
||||
#include "../../../util/rectangle/rectangle.h"
|
||||
#include "../astronaut/astronaut.h"
|
||||
|
||||
#include <stdbool.h>
|
||||
|
||||
#define SPACESHIP_SIZE ((Vec2){36, 23})
|
||||
|
||||
#define IN_VIEW_BOUNDING_BOX ((Rectangle){(Vec2){7, 4}, (Vec2){22, 15}})
|
||||
#define UPPER_FLOOR_BOUNDING_BOX ((Rectangle){(Vec2){8, 5}, (Vec2){19, 6}})
|
||||
#define LOWER_FLOOR_BOUNDING_BOX ((Rectangle){(Vec2){5, 12}, (Vec2){23, 6}})
|
||||
#define EXHAUST_BOUNDING_BOX ((Rectangle){(Vec2){-4, 9}, (Vec2){5, 5}})
|
||||
|
||||
#define TURRET_POSITION ((Vec2){35, 11})
|
||||
|
||||
#define LADDER_BOUNDING_BOX ((Rectangle){(Vec2){12, 10}, (Vec2){1, 4}})
|
||||
|
||||
#define BOBBING_INTERVAL 130
|
||||
#define SPACESHIP_PART_COUNT 4
|
||||
|
||||
#define TABLE_INDEX 3
|
||||
#define BEDS_INDEX 2
|
||||
#define COMMAND_PANEL_INDEX 1
|
||||
#define TURRET_CONTROLLER_INDEX 0
|
||||
|
||||
#define BAR_END_POSITION ((Vec2){33, 11})
|
||||
#define BAR_LENGTH 4
|
||||
#define MAX_HEALTH 8
|
||||
|
||||
typedef struct {
|
||||
Rectangle boundingBox;
|
||||
uint16_t** sprite;
|
||||
Action possibleAction;
|
||||
bool alwaysActiveDoNotDraw;
|
||||
} SpaceshipPart;
|
||||
|
||||
SpaceshipPart spaceshipParts[SPACESHIP_PART_COUNT];
|
||||
|
||||
const Prototype Spaceship;
|
||||
|
||||
typedef enum {
|
||||
hasBeds = 1,
|
||||
hasTurret = 3,
|
||||
hasTable = 5,
|
||||
hasFullCrew = 9
|
||||
} Progress;
|
||||
|
||||
struct _spaceship_t {
|
||||
uint8_t healthLoss;
|
||||
uint8_t progress;
|
||||
uint8_t activatedParts;
|
||||
};
|
||||
|
||||
bool isOnboard(Rectangle boundingBox);
|
||||
void moveSpaceship(Vec2 direction);
|
||||
Rectangle getBoundingBoxOfSpaceshipPart(SpaceshipPart* part);
|
||||
|
||||
bool isBottomOnFloor(Rectangle boundingBox);
|
||||
bool isOnUpperFloor(Rectangle boundingBox);
|
||||
bool isOnLowerFloor(Rectangle boundingBox);
|
||||
bool isOnLadder(Rectangle boundingBox);
|
||||
void onAsteroidMined();
|
||||
bool isSpaceshipPartActivated(SpaceshipPart* part);
|
||||
|
||||
void shootTurretOfSpaceship();
|
||||
Action getPossibleActionFromSpaceship(Object* astronaut);
|
||||
|
||||
#endif
|
||||
16
space_game/SpaceGame/src/objects/types/sprites.c
Normal file
16
space_game/SpaceGame/src/objects/types/sprites.c
Normal file
|
|
@ -0,0 +1,16 @@
|
|||
#include "sprites.h"
|
||||
|
||||
#include <avr/eeprom.h>
|
||||
|
||||
|
||||
// AUTO-GENERATED
|
||||
|
||||
const uint16_t small_character_moving[4][5][1] EEMEM = {{{0x606},{0x1f1d},{0xf0b},{0x1f1d},{0x606}},{{0x606},{0x1f1d},{0xf0b},{0xf0d},{0x1616}},{{0x606},{0x1f1d},{0xf0b},{0x1f1d},{0x606}},{{0x606},{0xf0d},{0x1f1b},{0x1f1d},{0x606}}};
|
||||
const uint16_t spaceship_idle[1][36][3] EEMEM = {{{0x404,0x1414,0x1010},{0x404,0x3e3e,0x1010},{0xceca,0xffff,0x3828},{0xee6a,0xff8a,0x3929},{0xff3b,0xff09,0x7f6f},{0xff91,0xff08,0x7f44},{0xff51,0xff08,0x7f44},{0xff31,0xff08,0x7f44},{0xff1f,0xff08,0x7f7c},{0xf111,0xff08,0x4744},{0xf010,0xff08,0x704},{0xf010,0xfff8,0x707},{0xf010,0xff28,0x705},{0xf010,0xfff8,0x707},{0xf010,0xff08,0x704},{0xf010,0xff08,0x704},{0xf010,0xff08,0x704},{0xf010,0xff08,0x704},{0xf414,0xff08,0x1714},{0xf414,0xff08,0x1714},{0xfc1c,0xff08,0x1f1c},{0xfc1c,0xff08,0x1f1c},{0xf818,0xff08,0xf0c},{0xf010,0xff08,0x704},{0xf010,0xff08,0x704},{0xf010,0xff08,0x704},{0xf010,0xff0c,0x704},{0xf010,0xff0a,0x704},{0xf0b0,0xff1f,0x706},{0xe020,0xff1c,0x302},{0xe060,0xff1c,0x303},{0xc0c0,0xff9c,0x101},{0x8080,0xffdd,0x0},{0x0,0x7f7f,0x0},{0x0,0x1c1c,0x0},{0x0,0x808,0x0}}};
|
||||
const uint16_t table[1][3][1] EEMEM = {{{0x707},{0x101},{0x101}}};
|
||||
const uint16_t exhaust[1][5][1] EEMEM = {{{0x404},{0xe0e},{0xe0e},{0x1f1f},{0x404}}};
|
||||
const uint16_t small_asteroid[7][8][1] EEMEM = {{{0x1c1c},{0x7e7e},{0xfef2},{0xfffb},{0xffff},{0xffdf},{0x7e7e},{0x3c3c}},{{0x0},{0x3c3c},{0x7e72},{0x7e7a},{0x7e7e},{0x7e5e},{0x3c3c},{0x0}},{{0x0},{0x0},{0x3030},{0x7878},{0x7c7c},{0x7c5c},{0x3838},{0x0}},{{0x0},{0x0},{0x3030},{0x3838},{0x3838},{0x1010},{0x0},{0x0}},{{0x0},{0x3030},{0x4848},{0x4444},{0x4444},{0x2828},{0x1010},{0x0}},{{0x2828},{0x8484},{0x8080},{0x0},{0x8282},{0x4444},{0x2828},{0x0}},{{0x202},{0x0},{0x0},{0x0},{0x0},{0x0},{0x8181},{0x4242}}};
|
||||
const uint16_t stars[3][3][1] EEMEM = {{{0x202},{0x707},{0x202}},{{0x505},{0x202},{0x505}},{{0x0},{0x303},{0x303}}};
|
||||
const uint16_t heart_blinking[2][7][1] EEMEM = {{{0x606},{0x909},{0x1111},{0x2222},{0x1111},{0x909},{0x606}},{{0x606},{0xf0f},{0x1f1f},{0x3e3e},{0x1f1f},{0xf0f},{0x606}}};
|
||||
const uint16_t beds[1][8][1] EEMEM = {{{0x707},{0xc0c},{0x2424},{0x2424},{0x2424},{0x2424},{0x2424},{0x2424}}};
|
||||
const uint16_t turret_controller[1][7][1] EEMEM = {{{0x3030},{0x808},{0xf0f},{0x101},{0x101},{0x101},{0x101}}};
|
||||
19
space_game/SpaceGame/src/objects/types/sprites.h
Normal file
19
space_game/SpaceGame/src/objects/types/sprites.h
Normal file
|
|
@ -0,0 +1,19 @@
|
|||
#ifndef SPRITES_H
|
||||
#define SPRITES_H
|
||||
|
||||
#include <avr/io.h>
|
||||
|
||||
|
||||
// AUTO-GENERATED
|
||||
|
||||
const uint16_t small_character_moving[4][5][1];
|
||||
const uint16_t spaceship_idle[1][36][3];
|
||||
const uint16_t table[1][3][1];
|
||||
const uint16_t exhaust[1][5][1];
|
||||
const uint16_t small_asteroid[7][8][1];
|
||||
const uint16_t stars[3][3][1];
|
||||
const uint16_t heart_blinking[2][7][1];
|
||||
const uint16_t beds[1][8][1];
|
||||
const uint16_t turret_controller[1][7][1];
|
||||
|
||||
#endif
|
||||
Loading…
Add table
Add a link
Reference in a new issue