/* * ------------------------------------------------------------ * | Made by RocketGod | * | Find me at https://betaskynet.com | * | Argh matey! | * ------------------------------------------------------------ */ #ifndef __UI_BREAKOUT_H__ #define __UI_BREAKOUT_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" namespace ui::external_app::breakout { enum { White, Blue, Yellow, Purple, Green, Red, Maroon, Orange, Black, }; extern const Color pp_colors[]; extern Painter painter; extern bool but_RIGHT; extern bool but_LEFT; extern bool but_SELECT; void cls(); void background(int color); void fillrect(int x1, int y1, int x2, int y2, int color); void rect(int x1, int y1, int x2, int y2, int color); #define wait(x) chThdSleepMilliseconds(x * 1000) using Callback = void (*)(void); void check_game_timer(); class Ticker { public: Ticker() = default; void attach(Callback func, double delay_sec); void detach(); }; #define SCREEN_WIDTH 240 #define SCREEN_HEIGHT 320 #define PADDLE_WIDTH 40 #define PADDLE_HEIGHT 10 #define BALL_SIZE 8 #define BRICK_WIDTH 20 #define BRICK_HEIGHT 10 #define BRICK_ROWS 5 #define BRICK_COLS 10 #define BRICK_GAP 2 #define GAME_AREA_TOP 50 #define GAME_AREA_BOTTOM 310 #define PADDLE_Y (GAME_AREA_BOTTOM - PADDLE_HEIGHT) #define BALL_SPEED_INCREASE 0.1f #define STATE_MENU 0 #define STATE_PLAYING 1 #define STATE_GAME_OVER 3 #define COLOR_BACKGROUND Black #define COLOR_PADDLE Blue #define COLOR_BALL White #define COLOR_BORDER White #define COLOR_BRICK_COLORS \ { Red, Orange, Yellow, Green, Purple } extern Ticker game_timer; extern int paddle_x; extern float ball_x; extern float ball_y; extern float ball_dx; extern float ball_dy; extern int score; extern int lives; extern int level; extern int game_state; extern bool initialized; extern bool ball_attached; extern unsigned int brick_count; extern bool bricks[BRICK_ROWS][BRICK_COLS]; extern int brick_colors[BRICK_ROWS]; void game_timer_check(); void init_game(); void init_level(); void draw_screen(); void draw_bricks(); void draw_paddle(); void draw_ball(); void draw_score(); void draw_lives(); void draw_level(); void draw_borders(); void move_paddle_left(); void move_paddle_right(); void launch_ball(); void update_game(); void check_collisions(); bool check_brick_collision(int row, int col); void handle_game_over(); void show_menu(); void show_game_over(); bool check_level_complete(); void next_level(); void reset_game(); class BreakoutView : public View { public: BreakoutView(NavigationView& nav); void on_show() override; std::string title() const override { return "Breakout"; } 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; private: bool initialized = false; NavigationView& nav_; 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::breakout #endif /* __UI_BREAKOUT_H__ */