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authorWilliam Wilgus <me.theuser@yahoo.com>2020-06-22 11:38:30 -0400
committerWilliam Wilgus <me.theuser@yahoo.com>2020-06-25 13:50:57 +0000
commitce61be4d59607c579594a66e59db1569c775f3da (patch)
tree7f629703cf9960e7dde0faef6b31b991841c09ff /apps
parent4bb467242a18355295a19e61217576712edcf422 (diff)
downloadrockbox-ce61be4d59607c579594a66e59db1569c775f3da.tar.gz
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rockbox-ce61be4d59607c579594a66e59db1569c775f3da.zip
lua boomshine update to use rockevents library
using rockev for button presses misc code refactoring, comments drawing code is now split from game logic cpu boost for targets that support it removed quite a few if then statements by using dynamic functions for ball draw, step, hit_check shows two ways to do OO functions (closure and reference) Change-Id: I63e795bbe90b033eabadc1f519cf3b635cf5e1a7
Diffstat (limited to 'apps')
-rw-r--r--apps/plugins/boomshine.lua698
1 files changed, 435 insertions, 263 deletions
diff --git a/apps/plugins/boomshine.lua b/apps/plugins/boomshine.lua
index c7ed6dfdf1..fcdf7c9a1c 100644
--- a/apps/plugins/boomshine.lua
+++ b/apps/plugins/boomshine.lua
@@ -11,7 +11,7 @@
See http://www.yvoschaap.com/chainrxn/ and http://www.k2xl.com/games/boomshine/
Copyright (C) 2009 by Maurus Cuelenaere
- Copyright (C) 2018 William Wilgus -- Added circles, logic rewrite, hard levels
+ Copyright (C) 2020 William Wilgus -- Added circles, logic rewrite, hard levels
This program is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License
@@ -23,7 +23,9 @@
]]--
require "actions"
---[[only save the actions we are using]]
+local DEBUG = false
+
+--[[only save the actions we are using]]----------------------------------------
pla = {}
for key, val in pairs(rb.actions) do
for _, v in ipairs({"PLA_", "TOUCHSCREEN", "_NONE"}) do
@@ -33,15 +35,32 @@ for key, val in pairs(rb.actions) do
end
end
rb.actions, rb.contexts = nil, nil
---------------------------------------
+--------------------------------------------------------------------------------
+
+
+--[[ Profiling ]]---------------------------------------------------------------
+local screen_redraw_count = 0
+local screen_redraw_duration = 0
+--------------------------------------------------------------------------------
+
+--[[ References ]]--------------------------------------------------------------
local _LCD = rb.lcd_framebuffer()
local rocklib_image = getmetatable(_LCD)
-local _ellipse = rocklib_image.ellipse
-local BSAND = 0x8
-local irand = math.random
-
+local _ellipse = rocklib_image.ellipse--
+local irand = math.random--
+local lcd_putsxy = rb.lcd_putsxy--
+local strfmt = string.format--
+local Cursor_Ref = nil
+local Ball_Ref = {}
+--------------------------------------------------------------------------------
+
+
+--[[ 'Constants' ]]-------------------------------------------------------------
+local SCORE_MULTIPLY = 10
+local BSAND = 0x8--
local HAS_TOUCHSCREEN = rb.action_get_touchscreen_press ~= nil
+local Empty_fn = function() end
local LCD_H, LCD_W = rb.LCD_HEIGHT, rb.LCD_WIDTH
local DEFAULT_BALL_SZ = LCD_H > LCD_W and LCD_W / 30 or LCD_H / 30
DEFAULT_BALL_SZ = DEFAULT_BALL_SZ - bit.band(DEFAULT_BALL_SZ, 1)
@@ -61,10 +80,16 @@ end
local FMT_EXPEND, FMT_LEVEL = "%d balls expended", "Level %d"
local FMT_TOTPTS, FMT_LVPTS = "%d total points", "%d level points"
+--------------------------------------------------------------------------------
+
+
+--[[ Other ]]-------------------------------------------------------------------
+local Player_Added
+local Action_Evt = pla.ACTION_NONE
local levels = {
-- {GOAL, TOTAL_BALLS},
- {1, 5},
+ {1, 5},
{2, 10},
{4, 15},
{6, 20},
@@ -85,7 +110,21 @@ local levels = {
{4, 5},
{5, 5}
}
+--------------------------------------------------------------------------------
+
+--[[ Event Callback ]]----------------------------------------------------------
+function action_event(action)
+ if action == pla.PLA_CANCEL then
+ Action_Evt = pla.PLA_EXIT
+ else
+ Action_Evt = action
+ end
+end
+--------------------------------------------------------------------------------
+
+
+--[[ Helper functions ]]--------------------------------------------------------
local function getstringsize(str)
local _, w, h = rb.font_getstringsize(str, rb.FONT_UI)
return w, h
@@ -97,90 +136,180 @@ local function set_foreground(color)
end
end
-local function random_color()
- if rb.lcd_rgbpack ~= nil then -- color target
- return rb.lcd_rgbpack(irand(1,255), irand(1,255), irand(1,255))
+local function calc_score(total, level, goal, expended)
+ local bonus = 0
+ local score = (expended * level) * SCORE_MULTIPLY
+ if expended < goal then
+ score = -(score + (level * SCORE_MULTIPLY))
+ elseif expended > goal then
+ bonus = (expended - goal) * (level * SCORE_MULTIPLY)
+ end
+ total = total + score + bonus
+ return total, score, bonus
+end
+
+local function wait_anykey(to_secs)
+ rb.sleep(rb.HZ / 2)
+ rb.button_clear_queue()
+ rb.button_get_w_tmo(rb.HZ * to_secs)
+end
+
+local function disp_msg(to, ...)
+ local message = strfmt(...)
+ local w, h = getstringsize(message)
+ local x, y = (LCD_W - w) / 2, (LCD_H - h) / 2
+
+ rb.lcd_clear_display()
+ set_foreground(DEFAULT_FG_CLR)
+
+ if w > LCD_W then
+ rb.lcd_puts_scroll(0, (y / h), message)
+ else
+ lcd_putsxy(x, y, message)
+ end
+
+ if to == -1 then
+ local msg = "Press button to exit"
+ w, h = getstringsize(msg)
+ x = (LCD_W - w) / 2
+ if x < 0 then
+ rb.lcd_puts_scroll(0, (y / h) + 1, msg)
+ else
+ lcd_putsxy(x, y + h, msg)
+ end
+ end
+ rb.lcd_update()
+
+ if to == -1 then
+ wait_anykey(60)
+ else
+ rb.sleep(to)
end
- local color = irand(1, rb.LCD_DEPTH)
- color = (rb.LCD_DEPTH == 2) and (3 - color) or color -- invert for 2-bit screens
+ rb.lcd_scroll_stop() -- Stop our scrolling message
+end
- return color
+local function test_speed()
+ local test_spd, redraw, dur = start_round(0, 0, 0, 0) -- test speed of target
+ --Logic speed, screen redraw, duration
+ if DEBUG == true then
+ disp_msg(rb.HZ * 5, "Spd: %d, Redraw: %d Dur: %d Ms", test_spd, redraw, dur)
+ end
+ if test_spd < 25 or redraw < 10 then
+ rb.splash(rb.HZ, "Slow Target..")
+
+ if test_spd < 10 then
+ MAX_BALL_SPEED = MAX_BALL_SPEED + MAX_BALL_SPEED
+ elseif test_spd < 15 then
+ MAX_BALL_SPEED = MAX_BALL_SPEED + MAX_BALL_SPEED / 2
+ elseif test_spd < 25 then
+ MAX_BALL_SPEED = MAX_BALL_SPEED + MAX_BALL_SPEED / 4
+ end
+ end
end
+--------------------------------------------------------------------------------
+
+--[[ Ball Functions ]]----------------------------------------------------------
local Ball = {
-- Ball defaults
sz = DEFAULT_BALL_SZ,
next_tick = 0,
- state = B_MOVE
+ state = B_MOVE,
}
-function Ball:new(o, level)
+function Ball:new(o, level, color)
+ local function random_color()
+ if color == nil then
+ if rb.lcd_rgbpack ~= nil then -- color target
+ return rb.lcd_rgbpack(irand(1,255), irand(1,255), irand(1,255))
+ end
+ color = irand(1, rb.LCD_DEPTH)
+ color = (rb.LCD_DEPTH == 2) and (3 - color) or color -- invert for 2-bit screens
+ end
+ return color
+ end
+
if o == nil then
level = level or 1
- local maxdelay = (level <= 5) and 10 or level
+ local maxdelay = (level <= 5) and 15 or level * 2
o = {
x = irand(1, LCD_W - self.sz),
y = irand(1, LCD_H - self.sz),
color = random_color(),
- xi = Ball:genSpeed(),
- yi = Ball:genSpeed(),
+ xi = self.genSpeed(), -- x increment; x + sz after explode
+ yi = self.genSpeed(), -- y increment; y + sz after explode
step_delay = irand(3, maxdelay / 2),
explosion_sz = irand(2 * self.sz, 4 * self.sz),
- life_ticks = irand(rb.HZ / level, rb.HZ * (maxdelay / 5))
+ life_ticks = irand(rb.HZ / level, rb.HZ * (maxdelay / 5)),
+ draw_fn = nil,
+ step_fn = self.step -- reference to current stepping function
}
end
- o.life_ticks = o.life_ticks + DEFAULT_BALL_SZ -- extra time for larger screens
+ local Ball = o or {} -- so we can use Ball. instead of self
+
+ -- these functions end up in a closure; faster to call, use more RAM
+ function Ball.draw()
+ _ellipse(_LCD, o.x, o.y, o.x + o.sz, o.y + o.sz, o.color, o.color, true)
+ end
+
+ function Ball.draw_exploded()
+ _ellipse(_LCD, o.x, o.y, o.xi, o.yi, o.color, nil, true)
+ end
+
+ if Ball.draw_fn == nil then
+ Ball.draw_fn = Ball.draw -- reference to current drawing function
+ end
+
setmetatable(o, self)
self.__index = self
return o
end
+-- these functions are shared by reference, slower to call, use less RAM
function Ball:genSpeed()
local speed = irand(-MAX_BALL_SPEED, MAX_BALL_SPEED)
return speed ~= 0 and speed or MAX_BALL_SPEED -- Make sure all balls move
end
-function Ball:draw()
- _ellipse(_LCD, self.x, self.y,
- self.x + self.sz, self.y + self.sz , self.color, self.color, true)
-end
-
function Ball:step(tick)
+ local function rndspeed(cur)
+ local speed = cur + irand(-2, 2)
+ if speed < -MAX_BALL_SPEED then
+ speed = -MAX_BALL_SPEED
+ elseif speed > MAX_BALL_SPEED then
+ speed = MAX_BALL_SPEED
+ elseif speed == 0 then
+ speed = cur
+ end
+ return speed
+ end
+
self.next_tick = tick + self.step_delay
self.x = self.x + self.xi
self.y = self.y + self.yi
+ local max_x = LCD_W - self.sz
+ local max_y = LCD_H - self.sz
- if (self.x <= 0 or self.x >= (LCD_W - self.sz)) then
+ if self.x <= 0 then
self.xi = -self.xi
- self.x = self.x + self.xi
+ self.x = 1
+ self.yi = rndspeed(self.yi)
+ elseif self.x >= max_x then
+ self.xi = -self.xi
+ self.x = max_x
+ self.yi = rndspeed(self.yi)
end
- if (self.y <= 0 or self.y >= (LCD_H - self.sz)) then
+ if self.y <= 0 then
self.yi = -self.yi
- self.y = self.y + self.yi
- end
-end
-
-function Ball:checkHit(other)
- if (other.xi >= self.x) and (other.yi >= self.y) and
- (self.x + self.sz >= other.x) and (self.y + self.sz >= other.y) then
- self.state = B_EXPLODE
- -- x/y increment no longer needed it is now impact region
- self.xi = self.x + self.sz
- self.yi = self.y + self.sz
-
- if other.state < B_EXPLODE then -- add duration to the ball that got hit
- other.next_tick = other.next_tick + self.life_ticks
- end
- return true
+ self.y = 1
+ self.xi = rndspeed(self.xi)
+ elseif self.y >= max_y then
+ self.yi = -self.yi
+ self.y = max_y
+ self.xi = rndspeed(self.xi)
end
-
- return false
-end
-
-function Ball:draw_exploded()
- _ellipse(_LCD, self.x, self.y, self.xi, self.yi, self.color, nil, true)
end
function Ball:step_exploded(tick)
@@ -188,20 +317,24 @@ function Ball:step_exploded(tick)
-- B_EXPLODE >> B_DIE >> BWAIT >> B_IMPLODE >> B_DEAD
if self.state == B_EXPLODE and self.sz < self.explosion_sz then
self.sz = self.sz + 2
- self.x = self.x - 1 -- We do this because we want to stay centered
+ self.x = self.x - 1 -- stay centered
self.y = self.y - 1
elseif self.state == B_DIE then
self.state = B_WAIT
self.next_tick = tick + self.life_ticks
return
- elseif self.state == B_IMPLODE and self.sz > 0 then
- self.sz = self.sz - 2
- self.x = self.x + 1 -- We do this because we want to stay centered
- self.y = self.y + 1
- elseif self.state <= B_IMPLODE then
- self.state = B_DEAD
- return
- elseif self.next_tick < tick then
+ elseif self.state == B_IMPLODE then
+ if self.sz > 0 then
+ self.sz = self.sz - 2
+ self.x = self.x + 1 -- stay centered
+ self.y = self.y + 1
+ else
+ self.state = B_DEAD
+ self.draw_fn = Empty_fn
+ self.step_fn = Empty_fn
+ return B_DEAD
+ end
+ elseif self.next_tick < tick then -- decay to next lower state
self.state = self.state - 1
return
end
@@ -211,59 +344,90 @@ function Ball:step_exploded(tick)
self.yi = self.y + self.sz
end
+function Ball:checkHit(other)
+ local x, y = self.x, self.y
+ if (other.xi >= x) and (other.yi >= y) then
+ local sz = self.sz
+ local xi, yi = x + sz, y + sz
+ if (xi >= other.x) and (yi >= other.y) then
+ -- update impact region
+ self.xi = xi
+ self.yi = yi
+ -- change to exploded state
+ self.state = B_EXPLODE
+ self.draw_fn = self.draw_exploded
+ self.step_fn = self.step_exploded
+
+ if other.state < B_EXPLODE then -- add duration to the ball that got hit
+ other.next_tick = other.next_tick + self.life_ticks
+ end
+ return true
+ end
+ end
+
+ return false
+end
+--------------------------------------------------------------------------------
+
+
+--[[ Cursor Functions ]]--------------------------------------------------------
local Cursor = {
sz = (DEFAULT_BALL_SZ * 2),
x = (LCD_W / 2),
y = (LCD_H / 2),
color = DEFAULT_FG_CLR
+ --image = nil
}
function Cursor:new()
if rb.LCD_DEPTH == 2 then -- invert for 2 - bit screens
self.color = 3 - DEFAULT_FG_CLR
end
- self:create_image(DEFAULT_BALL_SZ * 2)
- return self
-end
-
-function Cursor:create_image(sz)
- if not HAS_TOUCHSCREEN then
- sz = sz + 1
- local img = rb.new_image(sz, sz)
- local sz2 = (sz / 2) + 1
- local sz4 = (sz / 4)
-
- img:clear(0)
- img:line(1, 1, sz4 + 1, 1, 1)
- img:line(1, 1, 1, sz4 + 1, 1)
-
- img:line(1, sz, sz4 + 1, sz, 1)
- img:line(1, sz, 1, sz - sz4, 1)
-
- img:line(sz, sz, sz - sz4, sz, 1)
- img:line(sz, sz, sz, sz - sz4, 1)
-
- img:line(sz, 1, sz - sz4, 1, 1)
- img:line(sz, 1, sz, sz4 + 1, 1)
-
- -- crosshairs
- img:line(sz2 - sz4, sz2, sz2 + sz4, sz2, 1)
- img:line(sz2, sz2 - sz4, sz2, sz2 + sz4, 1)
- self.image = img
+ if not HAS_TOUCHSCREEN and not self.image then
+ local function create_image(sz)
+ sz = sz + 1
+ local img = rb.new_image(sz, sz)
+ local sz2 = (sz / 2) + 1
+ local sz4 = (sz / 4)
+
+ img:clear(0)
+ img:line(1, 1, sz4 + 1, 1, 1)
+ img:line(1, 1, 1, sz4 + 1, 1)
+
+ img:line(1, sz, sz4 + 1, sz, 1)
+ img:line(1, sz, 1, sz - sz4, 1)
+
+ img:line(sz, sz, sz - sz4, sz, 1)
+ img:line(sz, sz, sz, sz - sz4, 1)
+
+ img:line(sz, 1, sz - sz4, 1, 1)
+ img:line(sz, 1, sz, sz4 + 1, 1)
+
+ -- crosshairs
+ img:line(sz2 - sz4, sz2, sz2 + sz4, sz2, 1)
+ img:line(sz2, sz2 - sz4, sz2, sz2 + sz4, 1)
+ return img
+ end
+ self.image = create_image(DEFAULT_BALL_SZ * 2)
end
-end
-local function clamp_roll(iVal, iMin, iMax)
- if iVal < iMin then
- iVal = iMax
- elseif iVal > iMax then
- iVal = iMin
+ function Cursor.draw()
+ rocklib_image.copy(_LCD, self.image, self.x, self.y, _NIL, _NIL,
+ _NIL, _NIL, true, BSAND, self.color)
end
- return iVal
+ return self
end
function Cursor:do_action(action)
+ local function clamp_roll(iVal, iMin, iMax)
+ if iVal < iMin then
+ iVal = iMax
+ elseif iVal > iMax then
+ iVal = iMin
+ end
+ return iVal
+ end
local xi, yi = 0, 0
if HAS_TOUCHSCREEN and action == pla.ACTION_TOUCHSCREEN then
@@ -279,188 +443,225 @@ function Cursor:do_action(action)
yi = -self.sz
elseif (action == pla.PLA_DOWN or action == pla.PLA_DOWN_REPEAT) then
yi = self.sz
+ else
+ Action_Evt = pla.ACTION_NONE
+ return false
end
self.x = clamp_roll(self.x + xi, 1, LCD_W - self.sz)
self.y = clamp_roll(self.y + yi, 1, LCD_H - self.sz)
-
+ Action_Evt = pla.ACTION_NONE
return false
end
+--------------------------------------------------------------------------------
-function Cursor:draw()
- rocklib_image.copy(_LCD, self.image, self.x, self.y, _NIL, _NIL,
- _NIL, _NIL, true, BSAND, self.color)
-end
-local function calc_score(total, level, goal, expended)
- local score = (expended * level) * 100
- if expended < goal then
- score = -(score + (level * 100))
- end
- total = total + score
- return total
-end
-
-local function draw_pos_str(bottom, right, str)
- local w, h = getstringsize(str)
- local x = (right > 0) and ((LCD_W - w) * right - 1) or 1
- local y = (bottom > 0) and ((LCD_H - h) * bottom - 1) or 1
- rb.lcd_putsxy(x, y, str)
-end
-
-local function wait_anykey(to_secs)
- rb.sleep(rb.HZ / 2)
- rb.button_clear_queue()
- rb.button_get_w_tmo(rb.HZ * to_secs)
-end
+--[[ Game function ]]-----------------------------------------------------------
+function start_round(level, goal, nrBalls, total)
+ Player_Added = false
+ --[[ References ]]--
+ local current_tick = rb.current_tick
+ local lcd_update = rb.lcd_update
+ local lcd_clear_display = rb.lcd_clear_display
-local function start_round(level, goal, nrBalls, total)
- local player_added, score = false, 0
+ local test_spd = false
+ local is_exit = false;
+ local score = 0
local last_expend, nrBalls_expend = 0, 0
- local balls_exploded = 1 -- keep looping when player_added == false
- local action = 0
local Balls = {}
- local str_level = string.format(FMT_LEVEL, level) -- static
- local str_totpts = string.format(FMT_TOTPTS, total) -- static
+ local balls_exploded = 1 -- to keep looping when player_added == false
+
+ local tick_next = 0
+ local cursor = nil
+ local draw_cursor = Empty_fn
+ local refresh = rb.HZ/20
+
+ local function level_stats(level, total)
+ return strfmt(FMT_LEVEL, level), strfmt(FMT_TOTPTS, total)
+ end
+
+ local str_level, str_totpts = level_stats(level, total) -- static for lvl
local str_expend, str_lvlpts
- local tick, cursor
- local test_spd = false
local function update_stats()
-- we only create a new string when a hit is detected
- str_expend = string.format(FMT_EXPEND, nrBalls_expend)
- str_lvlpts = string.format(FMT_LVPTS, score)
+ str_expend = strfmt(FMT_EXPEND, nrBalls_expend)
+ str_lvlpts = strfmt(FMT_LVPTS, score)
end
- local function draw_stats()
+ function draw_stats()
+ local function draw_pos_str(bottom, right, str)
+ local w, h = getstringsize(str)
+ local x = (right > 0) and ((LCD_W - w) * right - 1) or 1
+ local y = (bottom > 0) and ((LCD_H - h) * bottom - 1) or 1
+ lcd_putsxy(x, y, str)
+ end
+ -- pos(B, R) [B/R]=0 => [y/x]=1, [B/R]=1 => [y/x]=lcd[H/W]-string[H/W]
draw_pos_str(0, 0, str_expend)
draw_pos_str(0, 1, str_level)
draw_pos_str(1, 1, str_lvlpts)
draw_pos_str(1, 0, str_totpts)
end
+ -- all Balls share same function, will by changed by player_add()
+ local checkhit_fn = Empty_fn
+
+ local function checkhit(Ball)
+ if Ball.state == B_MOVE then
+ for i = #Balls, 1, -1 do
+ if Balls[i].state < B_MOVE and
+ Ball:checkHit(Balls[i]) then -- exploded?
+ balls_exploded = balls_exploded + 1
+ nrBalls_expend = nrBalls_expend + 1
+ break
+ end
+ end
+ end
+ end
+
local function add_player()
-- cursor becomes exploded ball
local player = Ball:new({
- x = cursor.x,
- y = cursor.y,
+ x = cursor.x - cursor.sz,
+ y = cursor.y - cursor.sz,
color = cursor.color,
step_delay = 3,
explosion_sz = (3 * DEFAULT_BALL_SZ),
- life_ticks = (test_time == true) and (100) or
+ life_ticks = (test_spd) and (rb.HZ) or
irand(rb.HZ * 2, rb.HZ * DEFAULT_BALL_SZ),
sz = 10,
state = B_EXPLODE
})
- -- set x/y impact region
+ -- set x/y impact region -->[]
player.xi = player.x + player.sz
player.yi = player.y + player.sz
+ player.draw_fn = player.draw_exploded
+ player.step_fn = player.step_exploded
table.insert(Balls, player)
balls_exploded = 1
- player_added = true
+ Player_Added = true
cursor = nil
+ draw_cursor = Empty_fn
+ -- only need collision detection after player add
+ checkhit_fn = checkhit
end
- if level < 1 then
+ local function speedtest()
-- check speed of target
set_foreground(DEFAULT_BG_CLR) --hide text during test
- local bkcolor = (rb.LCD_DEPTH == 2) and (3) or 0
level = 1
- nrBalls = 20
- cursor = { x = LCD_W * 2, y = LCD_H * 2, color = bkcolor}
+ nrBalls = 100
+ cursor = {x = LCD_W * 2, y = LCD_H * 2, color = 0, sz = 1}
table.insert(Balls, Ball:new({
x = 1, y = 1, xi = 1, yi = 1,
- color = bkcolor, step_delay = 1,
+ color = 0, step_delay = 0,
explosion_sz = 0, life_ticks = 0,
- step = function() test_spd = test_spd + 1 end
+ draw_fn = Empty_fn,
+ step_fn = function() test_spd = test_spd + 1 end
})
)
- add_player()
test_spd = 0
+ add_player()
+ end
+
+ local function screen_redraw()
+ -- (draw_fn changes dynamically at runtime)
+ for i = 1, #Balls do
+ Balls[i].draw_fn()
+ end
+
+ draw_stats()
+ draw_cursor()
+
+ lcd_update()
+ lcd_clear_display()
+ end
+
+ local function game_loop()
+ local tick = current_tick()
+ for _, Ball in ipairs(Balls) do
+ if tick > Ball.next_tick then
+ -- (step_fn changes dynamically at runtime)
+ if Ball:step_fn(tick) == B_DEAD then
+ balls_exploded = balls_exploded - 1
+ else
+ checkhit_fn(Ball)
+ end
+ end
+ end
+ return tick
+ end
+
+ if level < 1 then
+ speedtest()
+ local bkcolor = (rb.LCD_DEPTH == 2) and (3) or 0
+ -- Initialize the balls
+ if DEBUG then bkcolor = nil end
+ for i=1, nrBalls do
+ table.insert(Balls, Ball:new(nil, level, bkcolor))
+ end
else
+ speedtest = nil
set_foreground(DEFAULT_FG_CLR) -- color for text
cursor = Cursor:new()
- end
-
- -- Initialize the balls
- for i=1, nrBalls do
- table.insert(Balls, Ball:new(nil, level))
+ if not HAS_TOUCHSCREEN then
+ draw_cursor = cursor.draw
+ end
+ -- Initialize the balls
+ for i=1, nrBalls do
+ table.insert(Balls, Ball:new(nil, level))
+ end
end
-- Make sure there are no unwanted touchscreen presses
rb.button_clear_queue()
+ Action_Evt = pla.ACTION_NONE
+
update_stats() -- load status strings
- -- Check if the round is over
- while balls_exploded > 0 do
- tick = rb.current_tick()
+ if rb.cpu_boost then rb.cpu_boost(true) end
+ collectgarbage("collect") -- run gc now to hopefully prevent interruption later
- if action ~= pla.ACTION_NONE and (action == pla.PLA_EXIT or
- action == pla.PLA_CANCEL) then
- action = pla.PLA_EXIT
+ local duration = current_tick()
+ -- Game loop >> Check if the round is over
+ while balls_exploded > 0 do
+ if Action_Evt == pla.PLA_EXIT then
+ is_exit = true
break
end
- rb.lcd_clear_display()
-
- if not player_added then
- if action ~= pla.ACTION_NONE and cursor:do_action(action) then
- add_player()
- elseif not HAS_TOUCHSCREEN then
- cursor:draw()
- end
- end
-
- for _, Ball in ipairs(Balls) do
- if Ball.state == B_MOVE then
- if tick > Ball.next_tick then
- Ball:step(tick)
- for i = #Balls, 1, -1 do
- if Balls[i].state < B_MOVE and
- Ball:checkHit(Balls[i]) then -- exploded?
- balls_exploded = balls_exploded + 1
- nrBalls_expend = nrBalls_expend + 1
- break
- end
- end
- end
- -- check if state changed draw ball if still moving
- if Ball.state == B_MOVE then
- Ball:draw()
- end
- elseif Ball.state ~= B_DEAD then
- if tick > Ball.next_tick then
- Ball:step_exploded(tick)
- end
- if Ball.state ~= B_DEAD then
- Ball:draw_exploded()
- else
- balls_exploded = balls_exploded - 1
+ if game_loop() > tick_next then
+ tick_next = current_tick() + refresh
+ if not Player_Added then
+ if Action_Evt ~= pla.ACTION_NONE and cursor:do_action(Action_Evt) then
+ add_player()
end
end
- end
- draw_stats() -- stats redrawn every frame
- rb.lcd_update() -- Push framebuffer to the LCD
+ if nrBalls_expend ~= last_expend then -- hit detected?
+ last_expend = nrBalls_expend
+ score = (nrBalls_expend * level) * SCORE_MULTIPLY
+ update_stats() -- only update stats when not current
+ if nrBalls_expend == nrBalls then break end -- round is over?
+ end
- if nrBalls_expend ~= last_expend then -- hit detected?
- last_expend = nrBalls_expend
- score = (nrBalls_expend * level) * 100
- update_stats() -- only update stats when not current
- if nrBalls_expend == nrBalls then break end -- round is over?
+ screen_redraw_count = screen_redraw_count + 1
+ screen_redraw()
end
-
rb.yield() -- yield to other tasks
-
- action = rb.get_plugin_action(0) -- Check for actions
end
- if test_spd and test_spd > 0 then return test_spd end
+ screen_redraw_duration = screen_redraw_duration + (rb.current_tick() - duration)
+ if rb.cpu_boost then rb.cpu_boost(false) end
+
+ if test_spd and test_spd > 0 then
+ return test_spd, screen_redraw_count, screen_redraw_duration *10 --ms
+ end
-- splash the final stats for a moment at end
- rb.lcd_clear_display()
+ lcd_clear_display()
for _, Ball in ipairs(Balls) do
-- move balls back to their initial exploded positions
if Ball.state == B_DEAD then
@@ -471,56 +672,22 @@ local function start_round(level, goal, nrBalls, total)
Ball:draw()
end
- if DEFAULT_BALL_SZ > 3 then
+ if DEFAULT_BALL_SZ > 3 then -- dither
_LCD:clear(nil, nil, nil, nil, nil, nil, 2, 2)
end
total = calc_score(total, level, goal, nrBalls_expend)
- str_totpts = string.format(FMT_TOTPTS, total)
+ str_level, str_totpts = level_stats(level, total)
draw_stats()
- rb.lcd_update()
+ lcd_update()
wait_anykey(2)
- return action == pla.PLA_EXIT, score, nrBalls_expend
+ return is_exit, score, nrBalls_expend
end
+--------------------------------------------------------------------------------
--- Helper function to display a message
-local function disp_msg(to, ...)
- local message = string.format(...)
- local w, h = getstringsize(message)
- local x, y = (LCD_W - w) / 2, (LCD_H - h) / 2
-
- rb.lcd_clear_display()
- set_foreground(DEFAULT_FG_CLR)
-
- if w > LCD_W then
- rb.lcd_puts_scroll(0, (y / h), message)
- else
- rb.lcd_putsxy(x, y, message)
- end
- if to == -1 then
- local msg = "Press button to exit"
- w, h = getstringsize(msg)
- x = (LCD_W - w) / 2
- if x < 0 then
- rb.lcd_puts_scroll(0, (y / h) + 1, msg)
- else
- rb.lcd_putsxy(x, y + h, msg)
- end
- end
- rb.lcd_update()
-
- if to == -1 then
- wait_anykey(60)
- else
- rb.sleep(to)
- end
-
- rb.lcd_scroll_stop() -- Stop our scrolling message
-end
-
---[[MAIN PROGRAM]]
+--[[MAIN PROGRAM]]--------------------------------------------------------------
do -- attempt to get stats to fit on screen
local function getwidth(str)
local w, _ = getstringsize(str)
@@ -530,7 +697,7 @@ do -- attempt to get stats to fit on screen
if (w0 + w1) > LCD_W then
FMT_EXPEND, FMT_LEVEL = "%d balls", "Lv %d"
end
- w0, w1 = getwidth(FMT_TOTPTS), getwidth(FMT_LVPTS)
+ w0, w1 = getwidth(FMT_TOTPTS), getwidth(FMT_LVPTS)
if (w0 + w1 + getwidth("0000000")) > LCD_W then
FMT_TOTPTS, FMT_LVPTS = "%d total", "%d lv"
end
@@ -542,23 +709,16 @@ end
rb.backlight_force_on()
-math.randomseed(os.time())
-
-local idx, highscore = 1, 0
+local eva = rockev.register("action", action_event, rb.HZ / 10)
-local test_spd = start_round(0, 0, 0, 0) -- test speed of target
+math.randomseed(os.time() or 1)
-if test_spd < 100 then
- rb.splash(100, "Slow Target..")
+local idx, highscore = 1, 0
- if test_spd < 25 then
- MAX_BALL_SPEED = MAX_BALL_SPEED + MAX_BALL_SPEED
- elseif test_spd < 50 then
- MAX_BALL_SPEED = MAX_BALL_SPEED + MAX_BALL_SPEED / 2
- elseif test_spd < 100 then
- MAX_BALL_SPEED = MAX_BALL_SPEED + MAX_BALL_SPEED / 4
- end
-end
+disp_msg(rb.HZ, "BoomShine")
+test_speed()
+rb.sleep(rb.HZ * 2)
+test_speed = nil
while levels[idx] ~= nil do
local goal, nrBalls = levels[idx][1], levels[idx][2]
@@ -567,18 +727,26 @@ while levels[idx] ~= nil do
disp_msg(rb.HZ * 2, "Level %d: get %d out of %d balls", idx, goal, nrBalls)
- local exit, score, nrBalls_expend = start_round(idx, goal, nrBalls, highscore)
+ local is_exit, score, nrBalls_expend = start_round(idx, goal, nrBalls, highscore)
+ if DEBUG == true then
+ local fps = screen_redraw_count * 100 / screen_redraw_duration
+ disp_msg(rb.HZ * 5, "Redraw: %d fps", fps)
+ end
- if exit then
+ if is_exit then
break -- Exiting..
else
- highscore = calc_score(highscore, idx, goal, nrBalls_expend)
+ highscore, score, bonus = calc_score(highscore, idx, goal, nrBalls_expend)
if nrBalls_expend >= goal then
- disp_msg(rb.HZ * 2, "You won!")
+ if bonus == 0 then
+ disp_msg(rb.HZ * 2, "You won!")
+ else
+ disp_msg(rb.HZ * 2, "You won BONUS!")
+ end
levels[idx] = nil
idx = idx + 1
else
- disp_msg(rb.HZ * 2, "You lost %d points!", score + (idx * 100))
+ disp_msg(rb.HZ * 2, "You lost %d points!", -score)
if highscore < 0 then break end
end
end
@@ -594,3 +762,7 @@ end
-- Restore user backlight settings
rb.backlight_use_settings()
+if rb.cpu_boost then rb.cpu_boost(false) end
+
+os.exit()
+--------------------------------------------------------------------------------