Implemented time and status bar with colors

This commit is contained in:
id101010
2016-01-26 17:48:40 +01:00
parent ac400d8435
commit aa80e88e9c
3 changed files with 67 additions and 21 deletions

View File

@@ -1,10 +1,11 @@
#include "game.h"
#include <lcd.h>
#include <lcd_lld.h>
#include <color.h>
#include <stdio.h>
#include "game.h"
#include "io.h"
void game_init(game_t* game) {
void game_init(game_t* game, uint16_t ticks_per_sec) {
//Sysinit
//gpio init
@@ -19,7 +20,10 @@ void game_init(game_t* game) {
//struct init
game->state=prestart;
game->ticks_per_pixel = SPEED_DEFAULT;
game->ticks_leftover =0;
game->ticks_leftover = 0;
game->ticks_per_sec = ticks_per_sec;
game->time = 0;
game->ticks_sum_sec = 0;
}
bool game_check_line_collision(player_t* player, point_t start, point_t end, uint8_t pixels){
@@ -116,9 +120,10 @@ bool game_player_check_collision(game_t* game, player_t* player, uint8_t pixels)
return false; // no collision!
}
void game_player_update(game_t* game, player_t* player, uint8_t pixels){
bool game_player_update(game_t* game, player_t* player, uint8_t pixels){
bool directionChange = false;
bool stateChanged = false;
// Check for button presses
if(io_button_has_edge(player->btn_left)) {
@@ -131,7 +136,7 @@ void game_player_update(game_t* game, player_t* player, uint8_t pixels){
// Check if player is alive
if(player->state != alive){
return;
return stateChanged;
}
// Change direction
if(directionChange) {
@@ -143,6 +148,7 @@ void game_player_update(game_t* game, player_t* player, uint8_t pixels){
// Check if a collision is about to happen
if(game_player_check_collision(game, player, pixels)){
player->state=dead;
stateChanged=true;
}
point_t last_point = player->past_positions[player->num_positions-1];
@@ -182,7 +188,7 @@ void game_player_update(game_t* game, player_t* player, uint8_t pixels){
break;
}
}
return stateChanged;
}
bool game_step(game_t* game, uint64_t deltaTime) {
@@ -221,6 +227,7 @@ bool game_step(game_t* game, uint64_t deltaTime) {
//switch state
game->state = running;
game->time = 0;
LCD_Clear(GUI_COLOR_BLACK);
LCD_DrawRect(TFT_GAME_FIELD_LEFT,
@@ -228,6 +235,16 @@ bool game_step(game_t* game, uint64_t deltaTime) {
(TFT_WIDTH - TFT_GAME_FIELD_LEFT - TFT_GAME_FIELD_RIGHT - 1),
(TFT_HEIGHT - TFT_GAME_FIELD_TOP - TFT_GAME_FIELD_BOTTOM - 1),
GUI_COLOR_WHITE);
LCD_SetTextColor(GUI_COLOR_WHITE);
LCD_DisplayStringXY(TFT_GAME_HEADER_TIME_X, TFT_GAME_HEADER_TIME_Y, "Time: 0:00");
for(int i = 0; i < PLAYER_COUNT; i++){
static char buf[16];
LCD_SetTextColor(game->player[i].color);
sprintf(buf, "Player%d: alive", (i+1));
LCD_DisplayStringXY(TFT_GAME_HEADER_PLAYER_X+i*TFT_GAME_HEADER_PLAYER_WIDTH, TFT_GAME_HEADER_PLAYER_Y, buf);
}
return true;
case running:
@@ -239,13 +256,36 @@ bool game_step(game_t* game, uint64_t deltaTime) {
ticks = game->ticks_leftover + deltaTime;
pixels = ticks / game->ticks_per_pixel;
game->ticks_leftover = ticks % game->ticks_per_pixel;
game->ticks_sum_sec += deltaTime;
uint16_t new_seconds = game->ticks_sum_sec / game->ticks_per_sec;
game->time += new_seconds;
game->ticks_sum_sec = game->ticks_sum_sec % game->ticks_per_sec;
if(new_seconds > 0){
static char buf[15];
sprintf(buf, "Time: %d:%02d", (game->time / 60), (game->time % 60));
LCD_SetTextColor(GUI_COLOR_WHITE);
LCD_DisplayStringXY(TFT_GAME_HEADER_TIME_X, TFT_GAME_HEADER_TIME_Y, buf);
}
}
// For each player do ...
bool all_players_dead = true;
for(int i = 0; i < PLAYER_COUNT; i++) {
player_t* player = &(game->player[i]);
game_player_update(game, player, pixels);
if(game_player_update(game, player, pixels)) { //update player and execute if, when player state has changed
static char buf[15];
const char* state_text = "alive";
if(player->state==dead) {
state_text="dead";
}
sprintf(buf, "Player%d: %s ", (i+1),state_text);
LCD_SetTextColor(player->color);
LCD_DisplayStringXY(TFT_GAME_HEADER_PLAYER_X+i*TFT_GAME_HEADER_PLAYER_WIDTH, TFT_GAME_HEADER_PLAYER_Y, buf);
}
if(player->state!=dead) {
all_players_dead=false;
}
@@ -253,7 +293,6 @@ bool game_step(game_t* game, uint64_t deltaTime) {
if(all_players_dead) {
game->state=ended;
LCD_Clear(GUI_COLOR_BLACK);
return true;
} else {
return false;
@@ -261,10 +300,9 @@ bool game_step(game_t* game, uint64_t deltaTime) {
}
case ended:
game->state= prestart;
return false;
while(!io_button_has_edge(BTN_START));
LCD_Clear(GUI_COLOR_BLACK);
game->state= prestart;
return true;
}
}

View File

@@ -23,11 +23,17 @@
#define TFT_GAME_FIELD_LEFT 5
#define TFT_GAME_FIELD_RIGHT 5
#define TFT_GAME_FIELD_START_OFFSET 10
#define TFT_GAME_HEADER_TIME_X 5
#define TFT_GAME_HEADER_TIME_Y 3
#define TFT_GAME_HEADER_PLAYER_X 100
#define TFT_GAME_HEADER_PLAYER_Y 3
#define TFT_GAME_HEADER_PLAYER_WIDTH 100
typedef struct game_s{
//public section
uint16_t time; // seconds since game start
uint16_t ticks_per_sec;
int8_t winner_id;
uint8_t ticks_per_pixel;
player_t player[PLAYER_COUNT];
@@ -40,19 +46,21 @@ typedef struct game_s{
//private section ahead:
uint8_t ticks_leftover;
uint8_t ticks_sum_sec;
} game_t;
/**
@brief Initializes the game object
@param game
@brief Initializes the game object
@param game
@param ticks_per_sec
*/
void game_init(game_t* game);
void game_init(game_t* game, uint16_t ticks_per_sec);
/**
@brief Calculates one step of the game
@param game Game to calculate a step for
@param deltaTime Time that passed since the last call to this method (in ticks)
@return true if the next call to this method should be made with a delta time of zero.
@brief Calculates one step of the game
@param game Game to calculate a step for
@param deltaTime Time that passed since the last call to this method (in ticks)
@return true if the next call to this method should be made with a delta time of zero.
*/
bool game_step(game_t* game, uint64_t deltaTime);

View File

@@ -50,7 +50,7 @@ int main(void)
while(1); //sleep forever
}
game_init(&gameobj);
game_init(&gameobj, TICKS_PER_SECOND);
while(1) {
uint64_t curTicks = ticks;
if(game_step(&gameobj,curTicks-lastTicks)) { //calculate next game step, and pass it the delta time