Made the Space Invaders game. Argh matey! (#2709)

* Made the Space Invaders game. Argh matey!
* Format code, sigh.
This commit is contained in:
RocketGod
2025-06-20 23:35:52 -07:00
committed by GitHub
parent c0aa4a1738
commit 7b91103118
5 changed files with 1039 additions and 0 deletions

View File

@@ -220,6 +220,10 @@ set(EXTCPPSRC
#detector_rx #detector_rx
external/detector_rx/main.cpp external/detector_rx/main.cpp
external/detector_rx/ui_detector_rx.cpp external/detector_rx/ui_detector_rx.cpp
#space_invaders
external/spaceinv/main.cpp
external/spaceinv/ui_spaceinv.cpp
) )
set(EXTAPPLIST set(EXTAPPLIST
@@ -276,4 +280,5 @@ set(EXTAPPLIST
level level
gfxeq gfxeq
detector_rx detector_rx
spaceinv
) )

View File

@@ -76,6 +76,7 @@ MEMORY
ram_external_app_noaaapt_rx (rwx) : org = 0xADE30000, len = 32k ram_external_app_noaaapt_rx (rwx) : org = 0xADE30000, len = 32k
ram_external_app_detector_rx (rwx) : org = 0xADE40000, len = 32k ram_external_app_detector_rx (rwx) : org = 0xADE40000, len = 32k
ram_external_app_dinogame (rwx) : org = 0xADE50000, len = 32k ram_external_app_dinogame (rwx) : org = 0xADE50000, len = 32k
ram_external_app_spaceinv (rwx) : org = 0xADE60000, len = 32k
} }
SECTIONS SECTIONS
@@ -398,5 +399,11 @@ SECTIONS
*(*ui*external_app*dinogame*); *(*ui*external_app*dinogame*);
} > ram_external_app_dinogame } > ram_external_app_dinogame
.external_app_spaceinv : ALIGN(4) SUBALIGN(4)
{
KEEP(*(.external_app.app_spaceinv.application_information));
*(*ui*external_app*spaceinv*);
} > ram_external_app_spaceinv
} }

View File

@@ -0,0 +1,69 @@
/*
* ------------------------------------------------------------
* | Made by RocketGod |
* | Find me at https://betaskynet.com |
* | Argh matey! |
* ------------------------------------------------------------
*/
#include "ui.hpp"
#include "ui_spaceinv.hpp"
#include "ui_navigation.hpp"
#include "external_app.hpp"
namespace ui::external_app::spaceinv {
void initialize_app(ui::NavigationView& nav) {
nav.push<SpaceInvadersView>();
}
} // namespace ui::external_app::spaceinv
extern "C" {
__attribute__((section(".external_app.app_spaceinv.application_information"), used)) application_information_t _application_information_spaceinv = {
(uint8_t*)0x00000000,
ui::external_app::spaceinv::initialize_app,
CURRENT_HEADER_VERSION,
VERSION_MD5,
"Space Invaders",
{
0x18,
0x3C,
0x7E,
0xDB,
0xFF,
0xFF,
0x24,
0x66,
0x42,
0x00,
0x24,
0x18,
0x24,
0x42,
0x81,
0x00,
0x00,
0x00,
0x00,
0x00,
0x00,
0x00,
0x00,
0x00,
0x00,
0x00,
0x00,
0x00,
0x00,
0x00,
0x00,
},
ui::Color::yellow().v,
app_location_t::GAMES,
-1,
{0, 0, 0, 0},
0x00000000,
};
} // namespace ui::external_app::spaceinv

View File

@@ -0,0 +1,879 @@
/*
* ------------------------------------------------------------
* | Made by RocketGod |
* | Find me at https://betaskynet.com |
* | Argh matey! |
* ------------------------------------------------------------
*/
#include "ui_spaceinv.hpp"
namespace ui::external_app::spaceinv {
// Game constants
#define PLAYER_WIDTH 26
#define PLAYER_HEIGHT 16
#define PLAYER_Y 280
#define BULLET_WIDTH 3
#define BULLET_HEIGHT 10
#define BULLET_SPEED 8
#define MAX_BULLETS 3
#define INVADER_WIDTH 20
#define INVADER_HEIGHT 16
#define INVADER_ROWS 5 // Classic 5 rows
#define INVADER_COLS 6 // Reduced for more movement space on narrow PP screen
#define INVADER_GAP_X 10
#define INVADER_GAP_Y 8 // Gap between invaders
#define MAX_ENEMY_BULLETS 3
#define ENEMY_BULLET_SPEED 3
// Game state
static int game_state = 0; // 0=menu, 1=playing, 2=game over, 3=wave_complete
static bool initialized = false;
static int player_x = 120;
static uint32_t score = 0;
static int lives = 3;
static uint32_t wave = 1;
static uint32_t speed_bonus = 0;
static uint32_t wave_complete_timer = 0;
// Cannon Bullets
static int bullet_x[MAX_BULLETS] = {0, 0, 0};
static int bullet_y[MAX_BULLETS] = {0, 0, 0};
static bool bullet_active[MAX_BULLETS] = {false, false, false};
// Enemy bullets
static int enemy_bullet_x[MAX_ENEMY_BULLETS] = {0, 0, 0};
static int enemy_bullet_y[MAX_ENEMY_BULLETS] = {0, 0, 0};
static bool enemy_bullet_active[MAX_ENEMY_BULLETS] = {false, false, false};
static uint32_t enemy_fire_counter = 0;
// Invaders
static bool invaders[INVADER_ROWS][INVADER_COLS];
static int invaders_x = 40;
static int invaders_y = 60;
static int invader_direction = 1;
static uint32_t invader_move_counter = 0;
static uint32_t invader_move_delay = 30;
static bool invader_animation_frame = false;
// Menu state
static bool menu_initialized = false;
static bool game_over_initialized = false;
static bool blink_state = true;
static uint32_t blink_counter = 0;
static int16_t prompt_x = 0;
// Timer
static Ticker game_timer;
static Callback game_update_callback = nullptr;
static uint32_t game_update_timeout = 0;
static uint32_t game_update_counter = 0;
// Painter
static Painter painter;
// For high score access
static SpaceInvadersView* current_instance = nullptr;
void check_game_timer() {
if (game_update_callback) {
if (++game_update_counter >= game_update_timeout) {
game_update_counter = 0;
game_update_callback();
}
}
}
void Ticker::attach(Callback func, double delay_sec) {
game_update_callback = func;
game_update_timeout = delay_sec * 60;
}
void Ticker::detach() {
game_update_callback = nullptr;
}
static void init_invaders() {
// Initialize invader array
for (int row = 0; row < INVADER_ROWS; row++) {
for (int col = 0; col < INVADER_COLS; col++) {
invaders[row][col] = true;
}
}
invaders_x = 40;
invaders_y = 60;
invader_direction = 1;
invader_move_counter = 0;
// Clear any active enemy bullets
for (int i = 0; i < MAX_ENEMY_BULLETS; i++) {
enemy_bullet_active[i] = false;
}
// Clear any active player bullets
for (int i = 0; i < MAX_BULLETS; i++) {
bullet_active[i] = false;
}
}
static void save_high_score() {
if (current_instance && score > current_instance->highScore) {
current_instance->highScore = score;
// Settings are automatically saved when the view is destroyed
}
}
static void init_menu() {
painter.fill_rectangle({0, 0, 240, 320}, Color::black());
auto style_green = *ui::Theme::getInstance()->fg_green;
auto style_yellow = *ui::Theme::getInstance()->fg_yellow;
auto style_cyan = *ui::Theme::getInstance()->fg_cyan;
int16_t screen_width = 240;
int16_t title_x = (screen_width - 15 * 8) / 2;
int16_t divider_width = 24 * 8;
int16_t divider_x = (screen_width - divider_width) / 2;
int16_t instruction_width = 22 * 8;
int16_t instruction_x = (screen_width - instruction_width) / 2;
int16_t prompt_width = 12 * 8;
prompt_x = (screen_width - prompt_width) / 2;
painter.fill_rectangle({0, 30, screen_width, 30}, Color::black());
painter.draw_string({title_x, 42}, style_green, "SPACE INVADERS");
painter.draw_string({divider_x, 70}, style_yellow, "========================");
painter.fill_rectangle({instruction_x - 5, 100, instruction_width + 10, 80}, Color::black());
painter.draw_rectangle({instruction_x - 5, 100, instruction_width + 10, 80}, Color::white());
painter.draw_string({instruction_x, 110}, style_cyan, " ROTARY: MOVE SHIP");
painter.draw_string({instruction_x, 130}, style_cyan, " SELECT: FIRE");
painter.draw_string({instruction_x, 150}, style_cyan, " DEFEND EARTH!");
// Draw point values
auto style_purple = *ui::Theme::getInstance()->fg_magenta;
painter.draw_string({50, 190}, style_purple, "TOP ROW = 30 PTS");
painter.draw_string({50, 205}, style_yellow, "MID ROW = 20 PTS");
painter.draw_string({50, 220}, style_green, "BOT ROW = 10 PTS");
// Draw high score
if (current_instance) {
auto style_white = *ui::Theme::getInstance()->fg_light;
std::string high_score_text = "HIGH SCORE: " + std::to_string(current_instance->highScore);
int16_t high_score_x = (screen_width - high_score_text.length() * 8) / 2;
painter.draw_string({high_score_x, 240}, style_white, high_score_text);
}
menu_initialized = true;
}
static void init_game_over() {
painter.fill_rectangle({0, 0, 240, 320}, Color::black());
auto style_red = *ui::Theme::getInstance()->fg_red;
auto style_yellow = *ui::Theme::getInstance()->fg_yellow;
auto style_cyan = *ui::Theme::getInstance()->fg_cyan;
auto style_white = *ui::Theme::getInstance()->fg_light;
int16_t screen_width = 240;
// Game Over title
int16_t title_x = (screen_width - 9 * 8) / 2;
painter.draw_string({title_x, 42}, style_red, "GAME OVER");
// Divider
int16_t divider_width = 24 * 8;
int16_t divider_x = (screen_width - divider_width) / 2;
painter.draw_string({divider_x, 70}, style_yellow, "========================");
// Score box
int16_t box_width = 22 * 8;
int16_t box_x = (screen_width - box_width) / 2;
painter.fill_rectangle({box_x - 5, 100, box_width + 10, 80}, Color::black());
painter.draw_rectangle({box_x - 5, 100, box_width + 10, 80}, Color::white());
// Display scores
std::string score_text = "SCORE: " + std::to_string(score);
int16_t score_x = (screen_width - score_text.length() * 8) / 2;
painter.draw_string({score_x, 120}, style_cyan, score_text);
std::string wave_text = "WAVE: " + std::to_string(wave);
int16_t wave_x = (screen_width - wave_text.length() * 8) / 2;
painter.draw_string({wave_x, 140}, style_cyan, wave_text);
// High score section
if (current_instance) {
if (score > current_instance->highScore) {
// New high score!
std::string new_high = "NEW HIGH SCORE!";
int16_t new_high_x = (screen_width - new_high.length() * 8) / 2;
painter.draw_string({new_high_x, 200}, style_yellow, new_high);
std::string high_score_text = std::to_string(score);
int16_t high_score_x = (screen_width - high_score_text.length() * 8) / 2;
painter.draw_string({high_score_x, 220}, style_yellow, high_score_text);
} else {
// Show existing high score
std::string high_label = "HIGH SCORE:";
int16_t label_x = (screen_width - high_label.length() * 8) / 2;
painter.draw_string({label_x, 200}, style_white, high_label);
std::string high_score_text = std::to_string(current_instance->highScore);
int16_t high_score_x = (screen_width - high_score_text.length() * 8) / 2;
painter.draw_string({high_score_x, 220}, style_white, high_score_text);
}
}
game_over_initialized = true;
}
static void draw_player() {
// Clear the entire player area
painter.fill_rectangle({0, PLAYER_Y - 4, 240, PLAYER_HEIGHT + 8}, Color::black());
// Draw the classic Space Invaders cannon
Color green = Color::green();
// Top part - the cannon barrel
painter.draw_hline({player_x + 12, PLAYER_Y}, 2, green);
painter.draw_hline({player_x + 12, PLAYER_Y + 1}, 2, green);
// Upper body
painter.draw_hline({player_x + 11, PLAYER_Y + 2}, 4, green);
painter.draw_hline({player_x + 11, PLAYER_Y + 3}, 4, green);
painter.draw_hline({player_x + 10, PLAYER_Y + 4}, 6, green);
painter.draw_hline({player_x + 10, PLAYER_Y + 5}, 6, green);
// Main body
painter.draw_hline({player_x + 2, PLAYER_Y + 6}, 22, green);
painter.draw_hline({player_x + 2, PLAYER_Y + 7}, 22, green);
painter.draw_hline({player_x + 1, PLAYER_Y + 8}, 24, green);
painter.draw_hline({player_x + 1, PLAYER_Y + 9}, 24, green);
painter.draw_hline({player_x, PLAYER_Y + 10}, 26, green);
painter.draw_hline({player_x, PLAYER_Y + 11}, 26, green);
painter.draw_hline({player_x, PLAYER_Y + 12}, 26, green);
painter.draw_hline({player_x, PLAYER_Y + 13}, 26, green);
painter.draw_hline({player_x, PLAYER_Y + 14}, 26, green);
painter.draw_hline({player_x, PLAYER_Y + 15}, 26, green);
}
static void draw_invader(int row, int col) {
int x = invaders_x + col * (INVADER_WIDTH + INVADER_GAP_X);
int y = invaders_y + row * (INVADER_HEIGHT + INVADER_GAP_Y);
// Clear the area first
painter.fill_rectangle({x, y, INVADER_WIDTH, INVADER_HEIGHT}, Color::black());
// Different colors and shapes for different rows
Color color;
if (row == 0) {
color = Color::red(); // Top row - 30 points
} else if (row == 1 || row == 2) {
color = Color::yellow(); // Middle rows - 20 points
} else {
color = Color::green(); // Bottom rows - 10 points
}
// Draw different invader types based on row
if (row == 0) {
// Top row - squid-like invader (30 points)
if (invader_animation_frame) {
// Frame 1 - arms down
painter.draw_hline({x + 8, y + 2}, 4, color);
painter.draw_hline({x + 6, y + 3}, 8, color);
painter.draw_hline({x + 4, y + 4}, 12, color);
painter.draw_hline({x + 2, y + 5}, 16, color);
painter.draw_hline({x + 2, y + 6}, 16, color);
painter.draw_hline({x, y + 7}, 20, color);
painter.draw_hline({x, y + 8}, 20, color);
painter.draw_hline({x + 2, y + 9}, 2, color);
painter.draw_hline({x + 6, y + 9}, 8, color);
painter.draw_hline({x + 16, y + 9}, 2, color);
painter.draw_hline({x + 4, y + 10}, 2, color);
painter.draw_hline({x + 14, y + 10}, 2, color);
} else {
// Frame 2 - arms up
painter.draw_hline({x + 8, y + 2}, 4, color);
painter.draw_hline({x + 6, y + 3}, 8, color);
painter.draw_hline({x + 4, y + 4}, 12, color);
painter.draw_hline({x + 2, y + 5}, 16, color);
painter.draw_hline({x + 2, y + 6}, 16, color);
painter.draw_hline({x, y + 7}, 20, color);
painter.draw_hline({x, y + 8}, 20, color);
painter.draw_hline({x + 4, y + 9}, 2, color);
painter.draw_hline({x + 8, y + 9}, 4, color);
painter.draw_hline({x + 14, y + 9}, 2, color);
painter.draw_hline({x + 2, y + 10}, 2, color);
painter.draw_hline({x + 16, y + 10}, 2, color);
}
} else if (row == 1 || row == 2) {
// Middle rows - crab-like invader (20 points)
if (invader_animation_frame) {
// Frame 1 - arms in
painter.draw_hline({x + 4, y + 2}, 2, color);
painter.draw_hline({x + 14, y + 2}, 2, color);
painter.draw_hline({x + 2, y + 3}, 2, color);
painter.draw_hline({x + 6, y + 3}, 8, color);
painter.draw_hline({x + 16, y + 3}, 2, color);
painter.draw_hline({x + 2, y + 4}, 16, color);
painter.draw_hline({x, y + 5}, 6, color);
painter.draw_hline({x + 8, y + 5}, 4, color);
painter.draw_hline({x + 14, y + 5}, 6, color);
painter.draw_hline({x, y + 6}, 20, color);
painter.draw_hline({x + 2, y + 7}, 16, color);
painter.draw_hline({x + 4, y + 8}, 2, color);
painter.draw_hline({x + 14, y + 8}, 2, color);
painter.draw_hline({x + 2, y + 9}, 4, color);
painter.draw_hline({x + 14, y + 9}, 4, color);
} else {
// Frame 2 - arms out
painter.draw_hline({x + 4, y + 2}, 2, color);
painter.draw_hline({x + 14, y + 2}, 2, color);
painter.draw_hline({x + 2, y + 3}, 2, color);
painter.draw_hline({x + 6, y + 3}, 8, color);
painter.draw_hline({x + 16, y + 3}, 2, color);
painter.draw_hline({x + 2, y + 4}, 16, color);
painter.draw_hline({x, y + 5}, 6, color);
painter.draw_hline({x + 8, y + 5}, 4, color);
painter.draw_hline({x + 14, y + 5}, 6, color);
painter.draw_hline({x, y + 6}, 20, color);
painter.draw_hline({x + 2, y + 7}, 16, color);
painter.draw_hline({x + 4, y + 8}, 2, color);
painter.draw_hline({x + 14, y + 8}, 2, color);
painter.draw_hline({x, y + 9}, 2, color);
painter.draw_hline({x + 6, y + 9}, 2, color);
painter.draw_hline({x + 12, y + 9}, 2, color);
painter.draw_hline({x + 18, y + 9}, 2, color);
}
} else {
// Bottom rows - octopus-like invader (10 points)
if (invader_animation_frame) {
// Frame 1
painter.draw_hline({x + 6, y + 2}, 8, color);
painter.draw_hline({x + 4, y + 3}, 12, color);
painter.draw_hline({x + 2, y + 4}, 16, color);
painter.draw_hline({x, y + 5}, 20, color);
painter.draw_hline({x, y + 6}, 20, color);
painter.draw_hline({x + 4, y + 7}, 4, color);
painter.draw_hline({x + 12, y + 7}, 4, color);
painter.draw_hline({x + 2, y + 8}, 4, color);
painter.draw_hline({x + 8, y + 8}, 4, color);
painter.draw_hline({x + 14, y + 8}, 4, color);
painter.draw_hline({x + 4, y + 9}, 2, color);
painter.draw_hline({x + 14, y + 9}, 2, color);
} else {
// Frame 2
painter.draw_hline({x + 6, y + 2}, 8, color);
painter.draw_hline({x + 4, y + 3}, 12, color);
painter.draw_hline({x + 2, y + 4}, 16, color);
painter.draw_hline({x, y + 5}, 20, color);
painter.draw_hline({x, y + 6}, 20, color);
painter.draw_hline({x + 4, y + 7}, 4, color);
painter.draw_hline({x + 12, y + 7}, 4, color);
painter.draw_hline({x + 2, y + 8}, 4, color);
painter.draw_hline({x + 8, y + 8}, 4, color);
painter.draw_hline({x + 14, y + 8}, 4, color);
painter.draw_hline({x + 2, y + 9}, 2, color);
painter.draw_hline({x + 16, y + 9}, 2, color);
}
}
}
static void draw_all_invaders() {
for (int row = 0; row < INVADER_ROWS; row++) {
for (int col = 0; col < INVADER_COLS; col++) {
if (invaders[row][col]) {
draw_invader(row, col);
}
}
}
}
static void clear_all_invaders() {
for (int row = 0; row < INVADER_ROWS; row++) {
for (int col = 0; col < INVADER_COLS; col++) {
if (invaders[row][col]) {
int x = invaders_x + col * (INVADER_WIDTH + INVADER_GAP_X);
int y = invaders_y + row * (INVADER_HEIGHT + INVADER_GAP_Y);
painter.fill_rectangle({x, y, INVADER_WIDTH, INVADER_HEIGHT}, Color::black());
}
}
}
}
static void clear_all_enemy_bullets() {
// Clear any visible enemy bullets
for (int i = 0; i < MAX_ENEMY_BULLETS; i++) {
if (enemy_bullet_active[i]) {
painter.fill_rectangle({enemy_bullet_x[i], enemy_bullet_y[i], BULLET_WIDTH, BULLET_HEIGHT}, Color::black());
enemy_bullet_active[i] = false;
}
}
}
static void fire_enemy_bullet() {
// Find a random invader to fire from
int active_count = 0;
for (int row = 0; row < INVADER_ROWS; row++) {
for (int col = 0; col < INVADER_COLS; col++) {
if (invaders[row][col]) active_count++;
}
}
if (active_count == 0) return;
int shooter = rand() % active_count;
int count = 0;
for (int row = 0; row < INVADER_ROWS; row++) {
for (int col = 0; col < INVADER_COLS; col++) {
if (invaders[row][col]) {
if (count == shooter) {
// Fire from this invader
for (int i = 0; i < MAX_ENEMY_BULLETS; i++) {
if (!enemy_bullet_active[i]) {
int x = invaders_x + col * (INVADER_WIDTH + INVADER_GAP_X);
int y = invaders_y + row * (INVADER_HEIGHT + INVADER_GAP_Y);
enemy_bullet_x[i] = x + INVADER_WIDTH / 2;
enemy_bullet_y[i] = y + INVADER_HEIGHT;
enemy_bullet_active[i] = true;
return;
}
}
}
count++;
}
}
}
}
static void update_enemy_bullets() {
for (int i = 0; i < MAX_ENEMY_BULLETS; i++) {
if (enemy_bullet_active[i]) {
// Clear old position - but protect the border line
if (enemy_bullet_y[i] != 49) { // Don't clear if we're exactly on the border line
painter.fill_rectangle({enemy_bullet_x[i], enemy_bullet_y[i], BULLET_WIDTH, BULLET_HEIGHT}, Color::black());
}
enemy_bullet_y[i] += ENEMY_BULLET_SPEED;
if (enemy_bullet_y[i] > 320) {
enemy_bullet_active[i] = false;
} else {
// Draw at new position
painter.fill_rectangle({enemy_bullet_x[i], enemy_bullet_y[i], BULLET_WIDTH, BULLET_HEIGHT}, Color::red());
// Check collision with player
if (enemy_bullet_x[i] >= player_x &&
enemy_bullet_x[i] <= player_x + PLAYER_WIDTH &&
enemy_bullet_y[i] >= PLAYER_Y &&
enemy_bullet_y[i] <= PLAYER_Y + PLAYER_HEIGHT) {
// Player hit!
enemy_bullet_active[i] = false;
lives--;
// Update lives display
auto style = *ui::Theme::getInstance()->fg_green;
painter.fill_rectangle({5, 30, 100, 20}, Color::black());
painter.draw_string({5, 30}, style, "Lives: " + std::to_string(lives));
if (lives <= 0) {
game_state = 2; // Game over
save_high_score();
}
}
}
}
}
}
static void update_invaders() {
uint32_t adjusted_delay = (speed_bonus >= invader_move_delay) ? 1 : invader_move_delay - speed_bonus;
if (++invader_move_counter >= adjusted_delay) {
invader_move_counter = 0;
// Clear old positions
clear_all_invaders();
// Check bounds - find the actual leftmost and rightmost invaders
int leftmost = INVADER_COLS;
int rightmost = -1;
for (int col = 0; col < INVADER_COLS; col++) {
for (int row = 0; row < INVADER_ROWS; row++) {
if (invaders[row][col]) {
if (col < leftmost) leftmost = col;
if (col > rightmost) rightmost = col;
}
}
}
bool hit_edge = false;
if (invader_direction > 0) {
// Moving right - check rightmost invader
int right_edge = invaders_x + rightmost * (INVADER_WIDTH + INVADER_GAP_X) + INVADER_WIDTH;
if (right_edge >= 240) {
hit_edge = true;
}
} else {
// Moving left - check leftmost invader
int left_edge = invaders_x + leftmost * (INVADER_WIDTH + INVADER_GAP_X);
if (left_edge <= 0) {
hit_edge = true;
}
}
// Move invaders
if (hit_edge) {
invaders_y += 15; // Move down
invader_direction = -invader_direction;
} else {
invaders_x += invader_direction * 8; // Horizontal movement
}
// Toggle animation frame
invader_animation_frame = !invader_animation_frame;
// Draw new positions
draw_all_invaders();
}
// Enemy firing logic - only in hard mode or always with lower frequency
if (!current_instance || !current_instance->easy_mode) {
if (++enemy_fire_counter >= 120) { // Fire every 2 seconds at 60fps
enemy_fire_counter = 0;
fire_enemy_bullet();
}
}
}
static void fire_bullet() {
for (int i = 0; i < MAX_BULLETS; i++) {
if (!bullet_active[i]) {
bullet_active[i] = true;
bullet_x[i] = player_x + PLAYER_WIDTH / 2 - BULLET_WIDTH / 2;
bullet_y[i] = PLAYER_Y - BULLET_HEIGHT;
break;
}
}
}
static void update_bullets() {
for (int i = 0; i < MAX_BULLETS; i++) {
if (bullet_active[i]) {
painter.fill_rectangle({bullet_x[i], bullet_y[i], BULLET_WIDTH, BULLET_HEIGHT}, Color::black());
bullet_y[i] -= BULLET_SPEED;
if (bullet_y[i] < 50) {
bullet_active[i] = false;
} else {
painter.fill_rectangle({bullet_x[i], bullet_y[i], BULLET_WIDTH, BULLET_HEIGHT}, Color::white());
}
}
}
}
static void check_collisions() {
for (int i = 0; i < MAX_BULLETS; i++) {
if (!bullet_active[i]) continue;
for (int row = 0; row < INVADER_ROWS; row++) {
for (int col = 0; col < INVADER_COLS; col++) {
if (!invaders[row][col]) continue;
int inv_x = invaders_x + col * (INVADER_WIDTH + INVADER_GAP_X);
int inv_y = invaders_y + row * (INVADER_HEIGHT + INVADER_GAP_Y);
// Simple collision check
if (bullet_x[i] < inv_x + INVADER_WIDTH &&
bullet_x[i] + BULLET_WIDTH > inv_x &&
bullet_y[i] < inv_y + INVADER_HEIGHT &&
bullet_y[i] + BULLET_HEIGHT > inv_y) {
// Hit!
bullet_active[i] = false;
painter.fill_rectangle({bullet_x[i], bullet_y[i], BULLET_WIDTH, BULLET_HEIGHT}, Color::black());
invaders[row][col] = false;
painter.fill_rectangle({inv_x, inv_y, INVADER_WIDTH, INVADER_HEIGHT}, Color::black());
// Score based on row: top=30, middle=20, bottom=10
if (row == 0) {
score += 30;
} else if (row == 1 || row == 2) {
score += 20;
} else {
score += 10;
}
return;
}
}
}
}
}
static void check_wave_complete() {
// Check if all invaders are destroyed
bool all_destroyed = true;
for (int row = 0; row < INVADER_ROWS; row++) {
for (int col = 0; col < INVADER_COLS; col++) {
if (invaders[row][col]) {
all_destroyed = false;
break;
}
}
if (!all_destroyed) break;
}
if (all_destroyed) {
// Next wave!
wave++;
speed_bonus = (wave - 1) * 3; // Each wave is slightly faster
if (speed_bonus > 15) speed_bonus = 15; // Cap the speed increase
// Clear any enemy bullets before transitioning
clear_all_enemy_bullets();
// Set state to wave complete and start timer
game_state = 3;
wave_complete_timer = 60; // 1 second at 60fps
// Clear screen and show wave message - but preserve the border line
painter.fill_rectangle({0, 51, 240, 269}, Color::black()); // Start at 51 to preserve line at 49
// Redraw the border line to ensure it's intact - stupid bullet clearing wants to damage it
painter.draw_hline({0, 49}, 240, Color::white());
auto style = *ui::Theme::getInstance()->fg_green;
std::string wave_text = "WAVE " + std::to_string(wave);
int wave_x = (240 - wave_text.length() * 8) / 2;
painter.draw_string({wave_x, 150}, style, wave_text);
return;
}
// Check if invaders reached player
for (int row = 0; row < INVADER_ROWS; row++) {
for (int col = 0; col < INVADER_COLS; col++) {
if (invaders[row][col]) {
int y = invaders_y + row * (INVADER_HEIGHT + INVADER_GAP_Y);
if (y + INVADER_HEIGHT >= PLAYER_Y) { // Actual collision with player
game_state = 2; // Game over
save_high_score();
return;
}
}
}
}
}
void game_timer_check() {
if (game_state == 0) {
// Menu state
if (!menu_initialized) {
init_menu();
}
if (++blink_counter >= 30) {
blink_counter = 0;
blink_state = !blink_state;
auto style = *ui::Theme::getInstance()->fg_red;
if (blink_state) {
painter.draw_string({prompt_x, 260}, style, "PRESS SELECT");
} else {
painter.fill_rectangle({prompt_x, 260, 16 * 8, 20}, Color::black());
}
}
} else if (game_state == 1) {
// Playing state
update_bullets();
update_enemy_bullets();
update_invaders();
check_collisions();
check_wave_complete();
// Update score display
static uint32_t last_score = 999999;
if (score != last_score) {
last_score = score;
auto style = *ui::Theme::getInstance()->fg_green;
painter.fill_rectangle({5, 10, 100, 20}, Color::black());
painter.draw_string({5, 10}, style, "Score: " + std::to_string(score));
// Redraw border line after score update (in case it was damaged) - stupid bullet clearing wants to damage it
painter.draw_hline({0, 49}, 240, Color::white());
}
// Periodically redraw the border line to fix any damage because it's a pain in the ass
static uint32_t border_redraw_counter = 0;
if (++border_redraw_counter >= 60) { // Once per second - might make less if causing flickering
border_redraw_counter = 0;
painter.draw_hline({0, 49}, 240, Color::white());
}
} else if (game_state == 2) {
// Game over state
if (!game_over_initialized) {
init_game_over();
}
if (++blink_counter >= 30) {
blink_counter = 0;
blink_state = !blink_state;
auto style = *ui::Theme::getInstance()->fg_red;
if (blink_state) {
painter.draw_string({prompt_x, 260}, style, "PRESS SELECT");
} else {
painter.fill_rectangle({prompt_x, 260, 16 * 8, 20}, Color::black());
}
}
} else if (game_state == 3) {
// Wave complete state - wait for timer
if (--wave_complete_timer <= 0) {
// Timer expired, start next wave
game_state = 1;
// Clear and redraw game area - preserve border line
painter.fill_rectangle({0, 51, 240, 269}, Color::black()); // Start at 51 to preserve line
// Restore UI
auto style = *ui::Theme::getInstance()->fg_green;
painter.draw_string({5, 10}, style, "Score: " + std::to_string(score));
painter.draw_string({5, 30}, style, "Lives: " + std::to_string(lives));
// Redraw the border line in case it was damaged again
painter.draw_hline({0, 49}, 240, Color::white());
// Initialize new wave of invaders
init_invaders();
draw_all_invaders();
draw_player();
}
}
}
SpaceInvadersView::SpaceInvadersView(NavigationView& nav)
: nav_{nav} {
add_children({&dummy, &button_difficulty});
current_instance = this;
game_timer.attach(&game_timer_check, 1.0 / 60.0);
// Update button text based on loaded setting
button_difficulty.set_text(easy_mode ? "Mode: EASY" : "Mode: HARD");
button_difficulty.on_select = [this](Button&) {
easy_mode = !easy_mode;
button_difficulty.set_text(easy_mode ? "Mode: EASY" : "Mode: HARD");
// Settings will be saved when the view is destroyed
};
}
SpaceInvadersView::~SpaceInvadersView() {
// Settings are automatically saved when destroyed
current_instance = nullptr;
}
void SpaceInvadersView::on_show() {
}
void SpaceInvadersView::paint(Painter& painter) {
(void)painter;
if (!initialized) {
initialized = true;
game_state = 0;
menu_initialized = false;
game_over_initialized = false;
blink_state = true;
blink_counter = 0;
player_x = 107;
score = 0;
lives = 3;
wave = 1;
speed_bonus = 0;
// Initialize arrays
for (int i = 0; i < MAX_BULLETS; i++) {
bullet_active[i] = false;
bullet_x[i] = 0;
bullet_y[i] = 0;
}
for (int i = 0; i < MAX_ENEMY_BULLETS; i++) {
enemy_bullet_active[i] = false;
enemy_bullet_x[i] = 0;
enemy_bullet_y[i] = 0;
}
init_invaders();
}
}
void SpaceInvadersView::frame_sync() {
check_game_timer();
set_dirty();
}
bool SpaceInvadersView::on_encoder(const EncoderEvent delta) {
if (game_state == 1) {
if (delta > 0) {
player_x += 5;
if (player_x > 214) player_x = 214;
draw_player();
} else if (delta < 0) {
player_x -= 5;
if (player_x < 0) player_x = 0;
draw_player();
}
set_dirty();
}
return true;
}
bool SpaceInvadersView::on_key(const KeyEvent key) {
if (key == KeyEvent::Select) {
if (game_state == 0) {
// Start game
game_state = 1;
button_difficulty.hidden(true);
score = 0;
lives = 3;
wave = 1;
speed_bonus = 0;
invader_move_delay = 30;
enemy_fire_counter = 0;
init_invaders();
painter.fill_rectangle({0, 0, 240, 320}, Color::black());
painter.draw_hline({0, 49}, 240, Color::white());
auto style = *ui::Theme::getInstance()->fg_green;
painter.draw_string({5, 10}, style, "Score: 0");
painter.draw_string({5, 30}, style, "Lives: 3");
draw_all_invaders();
draw_player();
set_dirty();
} else if (game_state == 1) {
fire_bullet();
} else if (game_state == 2) {
// Return to menu
game_state = 0;
menu_initialized = false;
game_over_initialized = false;
button_difficulty.hidden(false);
set_dirty();
}
}
return true;
}
} // namespace ui::external_app::spaceinv

View File

@@ -0,0 +1,79 @@
/*
* ------------------------------------------------------------
* | Made by RocketGod |
* | Find me at https://betaskynet.com |
* | Argh matey! |
* ------------------------------------------------------------
*/
#ifndef __UI_SPACEINV_H__
#define __UI_SPACEINV_H__
#include "ui.hpp"
#include "ui_navigation.hpp"
#include "event_m0.hpp"
#include "message.hpp"
#include "irq_controls.hpp"
#include "random.hpp"
#include "lpc43xx_cpp.hpp"
#include "ui_widget.hpp"
#include "app_settings.hpp"
namespace ui::external_app::spaceinv {
using Callback = void (*)(void);
class Ticker {
public:
Ticker() = default;
void attach(Callback func, double delay_sec);
void detach();
};
void check_game_timer();
void game_timer_check();
class SpaceInvadersView : public View {
public:
SpaceInvadersView(NavigationView& nav);
~SpaceInvadersView(); // Destructor will trigger settings save
void on_show() override;
std::string title() const override { return "Space Invaders"; }
void focus() override { dummy.focus(); }
void paint(Painter& painter) override;
void frame_sync();
bool on_encoder(const EncoderEvent event) override;
bool on_key(KeyEvent key) override;
uint32_t highScore = 0;
bool easy_mode = false;
private:
NavigationView& nav_;
Button button_difficulty{
{70, 285, 100, 20},
"Mode: HARD"};
app_settings::SettingsManager settings_{
"spaceinv",
app_settings::Mode::NO_RF,
{{"highscore"sv, &highScore},
{"easy_mode"sv, &easy_mode}}};
Button dummy{
{240, 0, 0, 0},
""};
MessageHandlerRegistration message_handler_frame_sync{
Message::ID::DisplayFrameSync,
[this](const Message* const) {
this->frame_sync();
}};
};
} // namespace ui::external_app::spaceinv
#endif /* __UI_SPACEINV_H__ */