ade50b257a
* on platform tha can re-run the game, the game will skip some beginning frames in the second run
176 lines
4.5 KiB
C
176 lines
4.5 KiB
C
#include <am.h>
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#include <klib.h>
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#include <klib-macros.h>
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#define FPS 30
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#define CPS 5
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#define CHAR_W 8
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#define CHAR_H 16
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#define NCHAR 128
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#define COL_WHITE 0xeeeeee
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#define COL_RED 0xff0033
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#define COL_GREEN 0x00cc33
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#define COL_PURPLE 0x2a0a29
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enum { WHITE = 0, RED, GREEN, PURPLE };
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struct character {
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char ch;
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int x, y, v, t;
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} chars[NCHAR];
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int screen_w, screen_h, hit, miss, wrong;
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uint32_t texture[3][26][CHAR_W * CHAR_H], blank[CHAR_W * CHAR_H];
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int min(int a, int b) {
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return (a < b) ? a : b;
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}
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int randint(int l, int r) {
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return l + (rand() & 0x7fffffff) % (r - l + 1);
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}
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void new_char() {
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for (int i = 0; i < LENGTH(chars); i++) {
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struct character *c = &chars[i];
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if (!c->ch) {
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c->ch = 'A' + randint(0, 25);
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c->x = randint(0, screen_w - CHAR_W);
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c->y = 0;
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c->v = (screen_h - CHAR_H + 1) / randint(FPS * 3 / 2, FPS * 2);
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c->t = 0;
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return;
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}
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}
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}
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void game_logic_update(int frame) {
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if (frame % (FPS / CPS) == 0) new_char();
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for (int i = 0; i < LENGTH(chars); i++) {
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struct character *c = &chars[i];
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if (c->ch) {
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if (c->t > 0) {
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if (--c->t == 0) {
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c->ch = '\0';
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}
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} else {
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c->y += c->v;
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if (c->y < 0) {
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c->ch = '\0';
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}
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if (c->y + CHAR_H >= screen_h) {
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miss++;
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c->v = 0;
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c->y = screen_h - CHAR_H;
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c->t = FPS;
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}
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}
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}
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}
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}
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void render() {
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static int x[NCHAR], y[NCHAR], n = 0;
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for (int i = 0; i < n; i++) {
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io_write(AM_GPU_FBDRAW, x[i], y[i], blank, CHAR_W, CHAR_H, false);
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}
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n = 0;
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for (int i = 0; i < LENGTH(chars); i++) {
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struct character *c = &chars[i];
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if (c->ch) {
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x[n] = c->x; y[n] = c->y; n++;
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int col = (c->v > 0) ? WHITE : (c->v < 0 ? GREEN : RED);
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io_write(AM_GPU_FBDRAW, c->x, c->y, texture[col][c->ch - 'A'], CHAR_W, CHAR_H, false);
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}
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}
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io_write(AM_GPU_FBDRAW, 0, 0, NULL, 0, 0, true);
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for (int i = 0; i < 40; i++) putch('\b');
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printf("Hit: %d; Miss: %d; Wrong: %d", hit, miss, wrong);
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}
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void check_hit(char ch) {
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int m = -1;
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for (int i = 0; i < LENGTH(chars); i++) {
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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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}
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}
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if (m == -1) {
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wrong++;
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} else {
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hit++;
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chars[m].v = -(screen_h - CHAR_H + 1) / (FPS);
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}
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}
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void video_init() {
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screen_w = io_read(AM_GPU_CONFIG).width;
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screen_h = io_read(AM_GPU_CONFIG).height;
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extern char font[];
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for (int i = 0; i < CHAR_W * CHAR_H; i++)
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blank[i] = COL_PURPLE;
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for (int x = 0; x < screen_w; x += CHAR_W)
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for (int y = 0; y < screen_h; y += CHAR_H) {
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io_write(AM_GPU_FBDRAW, x, y, blank, min(CHAR_W, screen_w - x), min(CHAR_H, screen_h - y), false);
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}
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for (int ch = 0; ch < 26; ch++) {
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char *c = &font[CHAR_H * ch];
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for (int i = 0, y = 0; y < CHAR_H; y++)
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for (int x = 0; x < CHAR_W; x++, i++) {
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int t = (c[y] >> (CHAR_W - x - 1)) & 1;
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texture[WHITE][ch][i] = t ? COL_WHITE : COL_PURPLE;
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texture[GREEN][ch][i] = t ? COL_GREEN : COL_PURPLE;
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texture[RED ][ch][i] = t ? COL_RED : COL_PURPLE;
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}
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}
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}
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char lut[256] = {
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[AM_KEY_A] = 'A', [AM_KEY_B] = 'B', [AM_KEY_C] = 'C', [AM_KEY_D] = 'D',
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[AM_KEY_E] = 'E', [AM_KEY_F] = 'F', [AM_KEY_G] = 'G', [AM_KEY_H] = 'H',
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[AM_KEY_I] = 'I', [AM_KEY_J] = 'J', [AM_KEY_K] = 'K', [AM_KEY_L] = 'L',
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[AM_KEY_M] = 'M', [AM_KEY_N] = 'N', [AM_KEY_O] = 'O', [AM_KEY_P] = 'P',
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[AM_KEY_Q] = 'Q', [AM_KEY_R] = 'R', [AM_KEY_S] = 'S', [AM_KEY_T] = 'T',
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[AM_KEY_U] = 'U', [AM_KEY_V] = 'V', [AM_KEY_W] = 'W', [AM_KEY_X] = 'X',
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[AM_KEY_Y] = 'Y', [AM_KEY_Z] = 'Z',
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};
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int main() {
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ioe_init();
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video_init();
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panic_on(!io_read(AM_TIMER_CONFIG).present, "requires timer");
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panic_on(!io_read(AM_INPUT_CONFIG).present, "requires keyboard");
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printf("Type 'ESC' to exit\n");
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int current = 0, rendered = 0;
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uint64_t t0 = io_read(AM_TIMER_UPTIME).us;
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while (1) {
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int frames = (io_read(AM_TIMER_UPTIME).us - t0) / (1000000 / FPS);
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for (; current < frames; current++) {
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game_logic_update(current);
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}
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while (1) {
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AM_INPUT_KEYBRD_T ev = io_read(AM_INPUT_KEYBRD);
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if (ev.keycode == AM_KEY_NONE) break;
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if (ev.keydown && ev.keycode == AM_KEY_ESCAPE) halt(0);
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if (ev.keydown && lut[ev.keycode]) {
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check_hit(lut[ev.keycode]);
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}
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};
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if (current > rendered) {
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render();
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rendered = current;
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}
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}
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}
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