void promptSDcard(struct Env* p, alt_up_sd_card_dev* device_reference) { /* * Loading Screen if SD card is not presented */ int frame = 25; struct animation* b = initAnimation((int*)pacman01, 1); addImage(b, initAnimation((int*)pacman02, 0)); addImage(b, initAnimation((int*)pacman03, 0)); addImage(b, initAnimation((int*)pacman04, 0)); struct Object *face; face= initObject(80, 120, 10, b, NULL); addToEnv(p, face); alt_alarm_start (&alarm,alt_ticks_per_second(),my_alarm_callback,(void*)p); while(!loadSDCard(device_reference)) { displayString("Please insert the SD card to start", frame, 30); frame++; setXY(face, face->x+4, face->y); if(face->x >245) face->x = 0; if(frame > 61) frame = 0; usleep(300000); }alt_up_char_buffer_clear(char_buffer); killAnimation(b); removeFromEnv(p, face); alt_alarm_stop(&alarm); alt_up_pixel_buffer_dma_clear_screen(pixel_buffer, 0); }
/* * Main Game Loop */ int main() { // Use the name of your pixel buffer DMA core pixel_buffer =alt_up_pixel_buffer_dma_open_dev("/dev/pixel_buffer_dma_0"); initVGA(); usleep(5000000); ps2 = alt_up_ps2_open_dev("/dev/ps2_0"); ps2->timeout = 2000000; alt_up_ps2_clear_fifo(ps2); alt_up_ps2_init(ps2); unsigned char byte1; while(alt_up_ps2_read_data_byte(ps2, &byte1)!=0); char_lcd_dev = alt_up_character_lcd_open_dev ("/dev/character_lcd_0"); alt_up_character_lcd_init (char_lcd_dev); char_buffer = alt_up_char_buffer_open_dev("/dev/char_drawer"); alt_up_char_buffer_init(char_buffer); alt_up_sd_card_dev *device_reference = NULL; struct Env* p = initEnv(); initGameInfo(); struct Collidable* collisionChecker = initCollidable(); addCollisionToEnv(p, collisionChecker); promptSDcard(p, device_reference); usleep(1000); alt_up_char_buffer_string(char_buffer, "Loading ", 40, 30); unsigned end_time, start_time; int count = 0; lock = 0; struct animation* starAnimation = loadSDImageSeq("ST0.BMP", 2, 8); struct animation* star2Animation = loadSDImageSeq("ST00.BMP", 3, 7); struct animation* alien0 = loadSDImageSeq("A100.BMP", 2, 2); //2 images where first 2 characters are prefix struct animation* alien1 = loadSDImageSeq("A000.BMP", 2, 15); struct animation* ship0 = loadSDImageSeq("S00.BMP", 2, 16); struct animation* ship1 = loadSDImageSeq("S10.BMP", 2, 27); struct animation* bossAnimate = loadSDImageSeq("BO00.BMP", 2, 28); struct animation* ship2 = loadSDImageSeq("S20.BMP", 2, 35); struct animation* ship3 = loadSDImageSeq("S30.BMP", 2, 30); struct animation* ship4 = loadSDImageSeq("S40.BMP", 2, 10); struct animation* explode1 = initAnimation((int*)explode01, 1); addImage(explode1, initAnimation((int*)explode02, 0)); addImage(explode1, initAnimation((int*)explode03, 0)); addImage(explode1, initAnimation((int*)explode04, 0)); addImage(explode1, initAnimation((int*)explode05, 0)); struct animation** shipAnimationCollection = (struct animation**)malloc(sizeof(struct animation*)*5); shipAnimationCollection[0] = ship0; shipAnimationCollection[1] = ship1; shipAnimationCollection[2] = ship2; shipAnimationCollection[3] = ship3; shipAnimationCollection[4] = ship4; initWeapon(collisionChecker, p); struct Cursor* mouse = initCursor(p, collisionChecker); addToEnv(p, mouse->super); addObjToCollide(collisionChecker, mouse->super); setCursor(p, mouse); struct KeyController* keyController = initKeyController(); struct SwitchController* switchController = initSwitchController(); struct CursorController* ctrl = initCursorController(mouse->super, switchController, keyController); alt_up_char_buffer_string(char_buffer, "Loading Sounds ", 30, 30); audioController = initAudioController(); loadSound( audioController, LOOP_ONE ); loadSound( audioController, LASER_SOUND ); alt_irq_register(AUDIO_IRQ, audioController, (void*) audio_ISR); alt_irq_enable(AUDIO_IRQ); play_background_loop( audioController, LOOP_ONE ); enableAudioController( audioController ); printhex(info.score); mainMenu(mouse, ctrl, p); disableAudioController(audioController); stop_background_loop(audioController); unloadSoundById(audioController, LASER_SOUND); unloadSoundById(audioController, LOOP_ONE); alt_up_char_buffer_string(char_buffer, "Loading Sounds ", 30, 30); //loadSound(audioController, WIN_SOUND); //loadSound(audioController, LOSE_SOUND); loadSound( audioController, TOWER_UPGRADE_SOUND ); loadSound( audioController, LOOP_TWO ); play_background_loop(audioController, LOOP_TWO); enableAudioController( audioController ); alt_up_char_buffer_clear(char_buffer); //usleep(1000); struct Alien* testAlienCollection[60]; gameSetup(p, shipAnimationCollection, mouse, starAnimation, star2Animation); usleep(500000); //time delay for panel to be drawn // char LPS[50]; float lps_; int n = 0; for(n = 0; n < 20; n++) { testAlienCollection[n] =initAlien(n, 10*n, 10, alien0, explode1, "IdontKnow", 1.4, 150, 500, collisionChecker); addToEnvNR(p, testAlienCollection[n]->super); } for(n = 0; n < 20; n++) { testAlienCollection[n+20] =initAlien(10*n, n, 10, alien1, explode1, "whatName", 1.4, 190, 850, collisionChecker); addToEnvNR(p, testAlienCollection[n+20]->super); } for(n = 0; n < 20; n++) { testAlienCollection[n+40] =initAlien(10*n, n, 20, bossAnimate, explode1, "IamBoss", 1.6, 800, 1500, collisionChecker); testAlienCollection[n+40]->score = 300; addToEnvNR(p, testAlienCollection[n+40]->super); } int stage = 0; /* * Game Starts!!!!!! */ alt_alarm_start (&alarm,alt_ticks_per_second(),my_alarm_callback,(void*)p); int startTimer = 0; char second_row1[15]; alt_up_character_lcd_set_cursor_pos(char_lcd_dev, 0, 1); sprintf(second_row1, "wave# %d ", stage); alt_up_character_lcd_string(char_lcd_dev, second_row1); while(1) { alt_timestamp_start(); start_time = (unsigned)alt_timestamp(); /*-----------------------------------------------------------------------------------------------*/ checkCollision(collisionChecker); //a major function that check each collision happen between each object updateCursorController(ctrl, 1); count++; if (startTimer > count) info.startButton = false; else { if(stage == 7) info.isWin = true; else if(startTimer == count){ //play_background_loop(audioController, LOOP_TWO); enableAudioController( audioController ); } } if (info.startButton){ disableAudioController(audioController); //stop_background_loop(audioController); startTimer = count + 15000; checkStages(testAlienCollection, stage%7, collisionChecker); stage++; //if(stage > 6) stage = 0; info.startButton = false; alt_up_character_lcd_set_cursor_pos(char_lcd_dev, 0, 1); sprintf(second_row1, "wave# %d ", stage); alt_up_character_lcd_string(char_lcd_dev, second_row1); } if(info.isEnd || info.isWin) { disableAudioController(audioController); stop_background_loop(audioController); endGame(testAlienCollection, collisionChecker, p, mouse, ctrl, keyController); } /*-----------------------------------------------------------------------------------------------*/ end_time = (unsigned)alt_timestamp(); lps_ = (float)alt_timestamp_freq()/(float)(end_time - start_time); sprintf(LPS, "The current LPS is %.2f", lps_); alt_up_char_buffer_string(char_buffer, LPS, 3, 2); } return 0; }
void loli_init_tl(){ top_env = addToEnv(top_env, cons(mksym("a"), mkflt(10.0011011))); top_env = addToEnv(top_env, cons(t, t)); top_env = addToEnv(top_env, cons(nil, nil)); top_env = addToEnv(top_env, cons(quote, quote)); top_env = addToEnv(top_env, cons(mksym("top_env"), top_env)); //Creating Primitive Operators loliObj* loli_sum = mkproc(proc_sum); loliObj* loli_mul = mkproc(proc_mul); loliObj* loli_sub = mkproc(proc_sub); loliObj* loli_div = mkproc(proc_div); loliObj* loli_add1 = mkproc(proc_add1); loliObj* loli_sub1 = mkproc(proc_sub1); loliObj* loli_mod = mkproc(proc_mod); loliObj* loli_greater = mkproc(proc_greater); loliObj* loli_lesser = mkproc(proc_lesser); top_env = addToEnv(top_env, cons(mksym("+"), loli_sum)); top_env = addToEnv(top_env, cons(mksym("*"), loli_mul)); top_env = addToEnv(top_env, cons(mksym("-"), loli_sub)); top_env = addToEnv(top_env, cons(mksym("/"), loli_div)); top_env = addToEnv(top_env, cons(mksym("add1"), loli_add1)); top_env = addToEnv(top_env, cons(mksym("sub1"), loli_sub1)); top_env = addToEnv(top_env, cons(mksym("mod"), loli_mod)); top_env = addToEnv(top_env, cons(mksym(">"), loli_greater)); top_env = addToEnv(top_env, cons(mksym("<"), loli_lesser)); loliObj* test = cons(mkint(1), cons(mkflt(2.5), cons(mkint(5), nil))); std::cout<<toString(apply(loli_sum, test))<<"\t"<<toString(apply(loli_mul, test))<<"\n"<<toString(apply(loli_sub, test))<<"\t"<<toString(apply(loli_div, test))<<std::endl; std::cout<<toString(top_env)<<std::endl; }