am-kernels/kernels/typing-game/game.c

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#include <am.h>
#include <klib.h>
#include <klib-macros.h>
#define MAXCH 256
#define FPS 60
#define CHAR_PER_SEC 10
struct character {
char ch;
int x, y, v;
} chars[MAXCH];
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int screen_width, screen_height, char_width, char_height;
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int hit, miss, wrong;
int randint(int l, int r) {
return l + (rand() & 0x7fffffff) % (r - l + 1);
}
void new_char() {
for (int i = 0; i < LENGTH(chars); i++) {
struct character *c = &chars[i];
if (c->ch == '\0') {
c->ch = 'A' + randint(0, 25);
c->x = randint(0, screen_width - char_width);
c->y = 0;
c->v = (screen_height - char_height + 1) / randint(FPS * 3 / 2, FPS * 2);
return;
}
}
}
void progress(int frame) {
if (frame % (FPS / CHAR_PER_SEC) == 0) {
new_char();
}
for (int i = 0; i < LENGTH(chars); i++) {
struct character *c = &chars[i];
if (c->ch) {
c->y += c->v;
if (c->y < 0) {
c->ch = '\0';
}
if (c->y + char_height >= screen_height) {
miss++;
c->ch = '\0';
}
}
}
}
void check_hit(char ch) {
int m = -1;
for (int i = 0; i < LENGTH(chars); i++) {
struct character *c = &chars[i];
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if (ch == c->ch && c->v > 0 && (m < 0 || c->y > chars[m].y)) {
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m = i;
}
}
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if (m == -1) {
wrong++;
} else {
hit++;
chars[m].v = -(screen_height - char_height + 1) / (FPS);
}
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}
uint32_t px[32 * 16], blank[32 * 16];
void render() {
static int x[MAXCH], y[MAXCH], n;
for (int i = 0; i < n; i++) {
io_write(AM_GPU_FBDRAW, x[i], y[i], blank, char_width, char_height, false);
}
n = 0;
for (int i = 0; i < LENGTH(chars); i++) {
struct character *c = &chars[i];
if (c->ch) {
x[n] = c->x; y[n] = c->y; n++;
io_write(AM_GPU_FBDRAW, c->x, c->y, px, char_width, char_height, false);
}
}
io_write(AM_GPU_FBDRAW, 0, 0, NULL, 0, 0, true);
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for (int i = 0; i < 80; i++) putch('\b');
printf("Hit: %d; Miss: %d; Wrong: %d", hit, miss, wrong);
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}
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char lut[256] = {
[AM_KEY_A] = 'A', [AM_KEY_B] = 'B', [AM_KEY_C] = 'C', [AM_KEY_D] = 'D',
[AM_KEY_E] = 'E', [AM_KEY_F] = 'F', [AM_KEY_G] = 'G', [AM_KEY_H] = 'H',
[AM_KEY_I] = 'I', [AM_KEY_J] = 'J', [AM_KEY_K] = 'K', [AM_KEY_L] = 'L',
[AM_KEY_M] = 'M', [AM_KEY_N] = 'N', [AM_KEY_O] = 'O', [AM_KEY_P] = 'P',
[AM_KEY_Q] = 'Q', [AM_KEY_R] = 'R', [AM_KEY_S] = 'S', [AM_KEY_T] = 'T',
[AM_KEY_U] = 'U', [AM_KEY_V] = 'V', [AM_KEY_W] = 'W', [AM_KEY_X] = 'X',
[AM_KEY_Y] = 'Y', [AM_KEY_Z] = 'Z',
};
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int main() {
char_width = 8;
char_height = 16;
for (int i = 0; i < char_width * char_height; i ++) px[i] = 0x345678;
for (int i = 0; i < char_width * char_height; i ++) blank[i] = 0;
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ioe_init();
screen_width = io_read(AM_GPU_CONFIG).width;
screen_height = io_read(AM_GPU_CONFIG).height;
int current = 0, rendered = 0;
while (1) {
int frames = io_read(AM_TIMER_UPTIME).us / (1000000 / FPS);
while (current < frames) {
progress(current);
current++;
}
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while (1) {
AM_INPUT_KEYBRD_T ev = io_read(AM_INPUT_KEYBRD);
if (ev.keycode == AM_KEY_NONE) break;
if (ev.keydown && lut[ev.keycode]) {
check_hit(lut[ev.keycode]);
}
};
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if (current > rendered) {
render();
rendered = current;
}
}
}