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breakout.c
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breakout.c
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#include <string.h>
#include "breakout.h"
#include "hardware_driver.h"
#include "vector_memory.h"
#include "assets.h"
#include "sprites.h"
#include "graphical.h"
#include "sound.h"
#define BREAKOUT_ROWS 3
#define BREAKOUT_COLUMNS 6
enum
{
BRICK_SPRITE,
BALL_SPRITE,
PADDLE_SPRITE,
BREAKOUT_NUM_SPRITES
};
struct
{
int ball_speed_x;
int ball_speed_y;
int paddle_speed_x;
unsigned int num_bricks;
bool ball_in_play;
} breakout_data;
VM_ALLOC(breakout_sprites_vector, sizeof(sprite_t), BREAKOUT_ROWS * BREAKOUT_COLUMNS + 2);
void breakout_set_level(void);
sprite_t* brick_init_sprite(int pos_x, int pos_y, const unsigned char* main_bitmap);
sprite_t* paddle_init_sprite( const unsigned char* main_bitmap );
void paddle_tick(sprite_t* sprite);
sprite_t* ball_init_sprite( const unsigned char* main_bitmap );
void breakout_bitmap_draw(const unsigned char* bitmap, int x_pos, int y_pos);
void brick_ball(sprite_t* s1, sprite_t* s2);
void ball_paddle(sprite_t* s1, sprite_t* s2);
sprite_collision_function_t breakout_collision_functions[BREAKOUT_NUM_SPRITES * BREAKOUT_NUM_SPRITES] = {
/* BRICK BALL PADDLE */
/* BRICK */ 0 , brick_ball , 0 ,
/* BALL */ brick_ball, 0 , ball_paddle,
/* PADDLE */ 0 , ball_paddle, 0 };
unsigned int breakout_play_level(void)
{
breakout_set_level();
paddle_init_sprite(BREAKOUT_PADDLE);
ball_init_sprite(BREAKOUT_BALL);
breakout_data.ball_speed_y = -256;
breakout_data.ball_speed_x = 128;
breakout_data.ball_in_play = true;
while (1)
{
if (timer_semaphore)
{
timer_semaphore = 0;
sprite_tick_all(&breakout_sprites_vector);
sprite_collision_detect(&breakout_sprites_vector, breakout_collision_functions, BREAKOUT_NUM_SPRITES ); // Check for collisions
if (!breakout_data.ball_in_play) return 0;
if (!breakout_data.num_bricks) return 1;
graphical_clear_buffer(display_buffer); // Clear screen buffer
sprite_draw_all(&breakout_sprites_vector, breakout_bitmap_draw); // Redraw all sprites
pcd8544_write_data(&display_data, display_buffer, DISPLAY_MEMORY_SIZE);
}
};
}
// Wrapper function of graphical_draw_bitmap that is passed to
// the sprite module to redraw the sprites on screen
void breakout_bitmap_draw(const unsigned char* bitmap, int x_pos, int y_pos)
{
graphical_draw_bitmap(display_buffer, bitmap, x_pos, y_pos, true);
}
void breakout_set_level(void)
{
size_t i, j;
vm_release_all(&breakout_sprites_vector);
breakout_data.num_bricks = 0;
for (i = 0; i < BREAKOUT_ROWS; i++)
{
for (j = 0; j < BREAKOUT_COLUMNS; j++)
{
brick_init_sprite(j*14 + 7, i * 7 + 3, BREAKOUT_BRICK);
breakout_data.num_bricks++;
}
}
}
sprite_t* brick_init_sprite(int pos_x, int pos_y, const unsigned char* main_bitmap)
{
sprite_t* sprite = sprite_activate(&breakout_sprites_vector);
if (!sprite) return 0;
memset(sprite, 0, sizeof(sprite_t));
sprite->type = BRICK_SPRITE;
sprite->center_pos_x = pos_x << 8;
sprite->center_pos_y = pos_y << 8;
sprite->size_x_div_2 = main_bitmap[0] << 7;
sprite->size_y_div_2 = main_bitmap[1] << 7;
sprite->bitmap_ptr = main_bitmap;
sprite->data = 0;
sprite->tick_function = 0;
return sprite;
}
void paddle_tick(sprite_t* sprite)
{
int* previous_pos = (int*)&sprite->data;
sprite->center_pos_x = (adc_in() * ((SCREENW << 8) - (sprite->size_x_div_2 << 1 ))) >> 12;
sprite->center_pos_x += sprite->size_x_div_2;
breakout_data.paddle_speed_x = sprite->center_pos_x - *previous_pos;
*previous_pos = sprite->center_pos_x;
}
void ball_tick(sprite_t* sprite)
{
sprite->center_pos_x += breakout_data.ball_speed_x;
sprite->center_pos_y += breakout_data.ball_speed_y;
if ( (sprite->center_pos_x <= sprite->size_x_div_2 && breakout_data.ball_speed_x < 0) ||
(sprite->center_pos_x >= ( (SCREENW << 8) - sprite->size_x_div_2 ) && breakout_data.ball_speed_x > 0 ) )
breakout_data.ball_speed_x = -breakout_data.ball_speed_x;
if ( sprite->center_pos_y <= sprite->size_y_div_2 && breakout_data.ball_speed_y < 0)
breakout_data.ball_speed_y = -breakout_data.ball_speed_y;
if (sprite->center_pos_y >= (SCREENH << 8) && breakout_data.ball_speed_y > 0 )
{
breakout_data.ball_in_play = false;
sprite_release(&breakout_sprites_vector, sprite);
}
}
sprite_t* paddle_init_sprite( const unsigned char* main_bitmap )
{
sprite_t* sprite = sprite_activate(&breakout_sprites_vector);
if (!sprite) return 0;
memset(sprite, 0, sizeof(sprite_t));
sprite->type = PADDLE_SPRITE;
sprite->center_pos_x = 0;
sprite->center_pos_y = 46 << 8;
sprite->size_x_div_2 = main_bitmap[0] << 7;
sprite->size_y_div_2 = main_bitmap[1] << 7;
sprite->bitmap_ptr = main_bitmap;
sprite->data = 0;
sprite->tick_function = paddle_tick;
return sprite;
}
sprite_t* ball_init_sprite( const unsigned char* main_bitmap )
{
sprite_t* sprite = sprite_activate(&breakout_sprites_vector);
if (!sprite) return 0;
memset(sprite, 0, sizeof(sprite_t));
sprite->type = BALL_SPRITE;
sprite->center_pos_x = 42 << 8;
sprite->center_pos_y = 40 << 8;
sprite->size_x_div_2 = main_bitmap[0] << 7;
sprite->size_y_div_2 = main_bitmap[1] << 7;
sprite->bitmap_ptr = main_bitmap;
sprite->data = 0;
sprite->tick_function = ball_tick;
return sprite;
}
// brick ball collision handler
void brick_ball(sprite_t* s1, sprite_t* s2)
{
sprite_t* ball;
sprite_t* brick;
unsigned int collision_direction;
ball = s1->type == BALL_SPRITE ? s1 : s2;
brick = s1->type == BRICK_SPRITE ? s1 : s2;
collision_direction = detect_collision(ball, brick);
if (collision_direction == NORTH_COLLISION ||
collision_direction == SOUTH_COLLISION )
breakout_data.ball_speed_y = -breakout_data.ball_speed_y;
if (collision_direction == EAST_COLLISION ||
collision_direction == WEST_COLLISION )
breakout_data.ball_speed_x = -breakout_data.ball_speed_x;
ball_tick(ball);
breakout_data.num_bricks--;
if (breakout_data.num_bricks)
{
//sound_play_enemy_killed();
sound_play_shoot();
}
else
{
sound_play_big_explosion();
}
sprite_release(&breakout_sprites_vector, brick);
}
// ball paddle collision handler
void ball_paddle(sprite_t* s1, sprite_t* s2)
{
sprite_t* ball;
sprite_t* paddle;
unsigned int collision_direction;
ball = s1->type == BALL_SPRITE ? s1 : s2;
paddle = s1->type == PADDLE_SPRITE ? s1 : s2;
sound_play_fast_invader(0);
collision_direction = detect_collision(paddle, ball);
if (collision_direction == NORTH_COLLISION && breakout_data.ball_speed_y > 0 )
//|| collision_direction == SOUTH_COLLISION )
{
breakout_data.ball_speed_y = -breakout_data.ball_speed_y;
breakout_data.ball_speed_x += breakout_data.paddle_speed_x / 8;
// Make sure the ball is above the paddle to avoid multiple collition between the ball and the paddle
ball->center_pos_y = paddle->center_pos_y - (paddle->size_y_div_2 + ball->size_y_div_2);
}
if (collision_direction == EAST_COLLISION ||
collision_direction == WEST_COLLISION )
{
breakout_data.ball_in_play = false;
sprite_release(&breakout_sprites_vector, ball);
}
}