| --[[ |
| __________ __ ___. |
| Open \______ \ ____ ____ | | _\_ |__ _______ ___ |
| Source | _// _ \_/ ___\| |/ /| __ \ / _ \ \/ / |
| Jukebox | | ( <_> ) \___| < | \_\ ( <_> > < < |
| Firmware |____|_ /\____/ \___ >__|_ \|___ /\____/__/\_ \ |
| \/ \/ \/ \/ \/ |
| $Id$ |
| |
| Port of Chain Reaction (which is based on Boomshine) to Rockbox in Lua. |
| See http://www.yvoschaap.com/chainrxn/ and http://www.k2xl.com/games/boomshine/ |
| |
| Copyright (C) 2009 by Maurus Cuelenaere |
| |
| This program is free software; you can redistribute it and/or |
| modify it under the terms of the GNU General Public License |
| as published by the Free Software Foundation; either version 2 |
| of the License, or (at your option) any later version. |
| |
| This software is distributed on an "AS IS" basis, WITHOUT WARRANTY OF ANY |
| KIND, either express or implied. |
| |
| ]]-- |
| |
| require "actions" |
| |
| local CYCLETIME = rb.HZ / 50 |
| |
| local levels = { |
| -- {GOAL, TOTAL_BALLS}, |
| {1, 5}, |
| {2, 10}, |
| {4, 15}, |
| {6, 20}, |
| {10, 25}, |
| {15, 30}, |
| {18, 35}, |
| {22, 40}, |
| {30, 45}, |
| {37, 50}, |
| {48, 55}, |
| {55, 60} |
| } |
| |
| local Ball = { |
| size = 10, |
| exploded = false, |
| implosion = false |
| } |
| |
| function Ball:new(o) |
| if o == nil then |
| o = { |
| x = math.random(self.size, rb.LCD_WIDTH - self.size), |
| y = math.random(self.size, rb.LCD_HEIGHT - self.size), |
| color = random_color(), |
| up_speed = math.random(-3, 3), |
| right_speed = math.random(-3, 3), |
| explosion_size = math.random((3*self.size)/2, (5*self.size)/2), |
| life_duration = math.random(rb.HZ, rb.HZ*5) |
| } |
| |
| -- Make sure all balls move |
| if o.up_speed == 0 then o.up_speed = 1 end |
| if o.right_speed == 0 then o.right_speed = 1 end |
| end |
| |
| setmetatable(o, self) |
| self.__index = self |
| return o |
| end |
| |
| function Ball:draw() |
| --[[ |
| I know these aren't circles, but as there's no current circle |
| implementation in Rockbox, rectangles will just do fine (drawing |
| circles from within Lua is far too slow). |
| ]]-- |
| set_foreground(self.color) |
| rb.lcd_fillrect(self.x, self.y, self.size, self.size) |
| end |
| |
| function Ball:step() |
| if self.exploded then |
| if self.implosion and self.size > 0 then |
| self.size = self.size - 2 |
| self.x = self.x + 1 -- We do this because we want to stay centered |
| self.y = self.y + 1 |
| elseif self.size < self.explosion_size then |
| self.size = self.size + 2 |
| self.x = self.x - 1 -- We do this for the same reasons as above |
| self.y = self.y - 1 |
| end |
| return |
| end |
| |
| self.x = self.x + self.right_speed |
| self.y = self.y + self.up_speed |
| if (self.x + self.size) >= rb.LCD_WIDTH or self.x <= self.size then |
| self.right_speed = self.right_speed * (-1) |
| elseif (self.y + self.size) >= rb.LCD_HEIGHT or self.y <= self.size then |
| self.up_speed = self.up_speed * (-1) |
| end |
| end |
| |
| function Ball:checkHit(other) |
| local x_dist = math.abs(other.x - self.x) |
| local y_dist = math.abs(other.y - self.y) |
| local x_size = self.x > other.x and other.size or self.size |
| local y_size = self.y > other.y and other.size or self.size |
| |
| if (x_dist <= x_size) and (y_dist <= y_size) then |
| assert(not self.exploded) |
| self.exploded = true |
| self.death_time = rb.current_tick() + self.life_duration |
| if not other.exploded then |
| other.exploded = true |
| other.death_time = rb.current_tick() + other.life_duration |
| end |
| return true |
| end |
| |
| return false |
| end |
| |
| local Cursor = { |
| size = 20, |
| x = rb.LCD_WIDTH/2, |
| y = rb.LCD_HEIGHT/2 |
| } |
| |
| function Cursor:new() |
| return self |
| end |
| |
| function Cursor:do_action(action) |
| if action == rb.actions.ACTION_TOUCHSCREEN and hasTouchScreen then |
| if hasTouchScreen then |
| _, self.x, self.y = rb.action_get_touchscreen_press() |
| end |
| return true |
| elseif action == rb.actions.ACTION_KBD_SELECT then |
| return true |
| elseif (action == rb.actions.ACTION_KBD_RIGHT) then |
| self.x = self.x + self.size |
| elseif (action == rb.actions.ACTION_KBD_LEFT) then |
| self.x = self.x - self.size |
| elseif (action == rb.actions.ACTION_KBD_UP) then |
| self.y = self.y - self.size |
| elseif (action == rb.actions.ACTION_KBD_DOWN) then |
| self.y = self.y + self.size |
| end |
| if self.x > rb.LCD_WIDTH then |
| self.x = 0 |
| elseif self.x < 0 then |
| self.x = rb.LCD_WIDTH |
| end |
| if self.y > rb.LCD_HEIGHT then |
| self.y = 0 |
| elseif self.y < 0 then |
| self.y = rb.LCD_HEIGHT |
| end |
| return false |
| end |
| |
| function Cursor:draw() |
| set_foreground(defaultForeGroundColor) |
| rb.lcd_hline(self.x - self.size/2, self.x - self.size/4, self.y - self.size/2) |
| rb.lcd_hline(self.x + self.size/4, self.x + self.size/2, self.y - self.size/2) |
| rb.lcd_hline(self.x - self.size/2, self.x - self.size/4, self.y + self.size/2) |
| rb.lcd_hline(self.x + self.size/4, self.x + self.size/2, self.y + self.size/2) |
| rb.lcd_vline(self.x - self.size/2, self.y - self.size/2, self.y - self.size/4) |
| rb.lcd_vline(self.x - self.size/2, self.y + self.size/4, self.y + self.size/2) |
| rb.lcd_vline(self.x + self.size/2, self.y - self.size/2, self.y - self.size/4) |
| rb.lcd_vline(self.x + self.size/2, self.y + self.size/4, self.y + self.size/2) |
| |
| rb.lcd_hline(self.x - self.size/4, self.x + self.size/4, self.y) |
| rb.lcd_vline(self.x, self.y - self.size/4, self.y + self.size/4) |
| end |
| |
| function draw_positioned_string(bottom, right, str) |
| local _, w, h = rb.font_getstringsize(str, rb.FONT_UI) |
| rb.lcd_putsxy((rb.LCD_WIDTH-w)*right, (rb.LCD_HEIGHT-h)*bottom, str) |
| end |
| |
| function set_foreground(color) |
| if rb.lcd_set_foreground ~= nil then |
| rb.lcd_set_foreground(color) |
| end |
| end |
| |
| function random_color() |
| if rb.lcd_rgbpack ~= nil then --color target |
| return rb.lcd_rgbpack(math.random(1,255), math.random(1,255), math.random(1,255)) |
| end |
| return math.random(1, rb.LCD_DEPTH) |
| end |
| |
| function start_round(level, goal, nrBalls, total) |
| local player_added, score, exit, nrExpandedBalls = false, 0, false, 0 |
| local balls, explodedBalls = {}, {} |
| local cursor = Cursor:new() |
| |
| -- Initialize the balls |
| for _=1,nrBalls do |
| table.insert(balls, Ball:new()) |
| end |
| |
| -- Make sure there are no unwanted touchscreen presses |
| rb.button_clear_queue() |
| |
| while true do |
| local endtick = rb.current_tick() + CYCLETIME |
| |
| -- Check if the round is over |
| if #explodedBalls == 0 and player_added then |
| break |
| end |
| |
| -- Check for actions |
| local action = rb.get_action(rb.contexts.CONTEXT_KEYBOARD, 0) |
| if(action == rb.actions.ACTION_KBD_ABORT) then |
| exit = true |
| break |
| end |
| if not player_added and cursor:do_action(action) then |
| local player = Ball:new({ |
| x = cursor.x, |
| y = cursor.y, |
| color = defaultForeGroundColor, |
| size = 10, |
| explosion_size = 30, |
| exploded = true, |
| death_time = rb.current_tick() + rb.HZ * 3 |
| }) |
| table.insert(explodedBalls, player) |
| player_added = true |
| end |
| |
| -- Check for hits |
| for i, ball in ipairs(balls) do |
| for _, explodedBall in ipairs(explodedBalls) do |
| if ball:checkHit(explodedBall) then |
| score = score + 100*level |
| nrExpandedBalls = nrExpandedBalls + 1 |
| table.insert(explodedBalls, ball) |
| table.remove(balls, i) |
| break |
| end |
| end |
| end |
| |
| -- Check if we're dead yet |
| for i, explodedBall in ipairs(explodedBalls) do |
| if rb.current_tick() >= explodedBall.death_time then |
| if explodedBall.size > 0 then |
| explodedBall.implosion = true -- We should be dying |
| else |
| table.remove(explodedBalls, i) -- We're imploded! |
| end |
| end |
| end |
| |
| -- Drawing phase |
| rb.lcd_clear_display() |
| set_foreground(defaultForeGroundColor) |
| draw_positioned_string(0, 0, string.format("%d balls expanded", nrExpandedBalls)) |
| draw_positioned_string(0, 1, string.format("Level %d", level)) |
| draw_positioned_string(1, 1, string.format("%d level points", score)) |
| draw_positioned_string(1, 0, string.format("%d total points", total+score)) |
| |
| for _, ball in ipairs(balls) do |
| ball:step() |
| ball:draw() |
| end |
| |
| for _, explodedBall in ipairs(explodedBalls) do |
| explodedBall:step() |
| explodedBall:draw() |
| end |
| if not hasTouchScreen and not player_added then |
| cursor:draw() |
| end |
| rb.lcd_update() |
| |
| if rb.current_tick() < endtick then |
| rb.sleep(endtick - rb.current_tick()) |
| else |
| rb.yield() |
| end |
| end |
| |
| return exit, score |
| end |
| |
| -- Helper function to display a message |
| function display_message(message) |
| local _, w, h = rb.font_getstringsize(message, rb.FONT_UI) |
| local x, y = (rb.LCD_WIDTH - w) / 2, (rb.LCD_HEIGHT - h) / 2 |
| |
| rb.lcd_clear_display() |
| set_foreground(defaultForeGroundColor) |
| if w > rb.LCD_WIDTH then |
| rb.lcd_puts_scroll(x/w, y/h, message) |
| else |
| rb.lcd_putsxy(x, y, message) |
| end |
| rb.lcd_update() |
| |
| rb.sleep(rb.HZ * 2) |
| |
| rb.lcd_stop_scroll() -- Stop our scrolling message |
| end |
| |
| if rb.action_get_touchscreen_press == nil then |
| hasTouchScreen = false |
| else |
| hasTouchScreen = true |
| end |
| -- color used to write the text |
| if rb.lcd_rgbpack ~= nil then |
| defaultForeGroundColor=rb.lcd_rgbpack(255, 255, 255) |
| else |
| defaultForeGroundColor=0 |
| end |
| |
| if hasTouchScreen then |
| rb.touchscreen_set_mode(rb.TOUCHSCREEN_POINT) |
| end |
| rb.backlight_force_on() |
| |
| local idx, highscore = 1, 0 |
| while true do |
| local level = levels[idx] |
| local goal, nrBalls |
| |
| if level == nil then |
| break -- No more levels to play |
| end |
| |
| goal = level[1] |
| nrBalls = level[2] |
| |
| display_message(string.format("Level %d: get %d out of %d balls", idx, goal, nrBalls)) |
| |
| local exit, score = start_round(idx, goal, nrBalls, highscore) |
| if exit then |
| break -- Exiting.. |
| else |
| if score >= goal then |
| display_message("You won!") |
| idx = idx + 1 |
| highscore = highscore + score |
| else |
| display_message("You lost!") |
| end |
| end |
| end |
| |
| if idx > #levels then |
| display_message(string.format("You finished the game with %d points!", highscore)) |
| else |
| display_message(string.format("You made it till level %d with %d points!", idx, highscore)) |
| end |
| |
| -- Restore user backlight settings |
| rb.backlight_use_settings() |
| |