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/** @file gobble6.c
@author M.P. Hayes
@date 29 Sep 2013
@brief A simple game where a monster has to capture `things' that run away.
*/
#include <stdio.h>
#include <stdlib.h>
#include "system.h"
#include "pacer.h"
#include "navswitch.h"
#include "led.h"
#include "timer.h"
#include "tinygl.h"
#include "../fonts/font3x5_1.h"
#include "things.h"
#define LOOP_RATE 200
#define MOVE_RATE 25
#define NAVSWITCH_RATE 50
#define MONSTER_FLASH_RATE 5
int main (void)
{
uint16_t things_move_tick = 0;
uint16_t navswitch_tick = 0;
uint16_t monster_flash_tick = 0;
bool running = 0;
bool game_over = 1;
int duration = 0;
system_init ();
navswitch_init ();
led_init ();
led_set (LED1, 0);
tinygl_init (LOOP_RATE);
tinygl_font_set (&font3x5_1);
tinygl_text_mode_set (TINYGL_TEXT_MODE_SCROLL);
tinygl_text_dir_set (TINYGL_TEXT_DIR_ROTATE);
pacer_init (LOOP_RATE);
tinygl_text ("GOBBLE6: PUSH TO START");
while (1)
{
uint8_t col;
/* Refresh things. */
for (col = 0; col < TINYGL_WIDTH; col++)
{
pacer_wait ();
tinygl_update ();
}
/* Poll the navswitch and update monster position. */
navswitch_tick++;
if (navswitch_tick >= LOOP_RATE / NAVSWITCH_RATE)
{
navswitch_tick = 0;
navswitch_update ();
if (navswitch_push_event_p (NAVSWITCH_NORTH))
things_monster_move (0, -1);
if (navswitch_push_event_p (NAVSWITCH_SOUTH))
things_monster_move (0, 1);
if (navswitch_push_event_p (NAVSWITCH_EAST))
things_monster_move (1, 0);
if (navswitch_push_event_p (NAVSWITCH_WEST))
things_monster_move (-1, 0);
/* Pause/resume things running around. */
if (navswitch_push_event_p (NAVSWITCH_PUSH))
{
if (! running && game_over)
{
srand (timer_get ());
tinygl_clear ();
things_create ();
duration = 0;
game_over = 0;
}
running = !running;
led_set (LED1, running);
}
if (running && things_killed_p ())
{
char buffer[6];
running = 0;
game_over = 1;
led_set (LED1, 0);
sprintf (buffer, "%d", duration);
tinygl_text (buffer);
}
}
/* Move the things. */
things_move_tick++;
if (things_move_tick >= LOOP_RATE / MOVE_RATE)
{
things_move_tick = 0;
if (running)
{
duration++;
things_move ();
}
}
/* Flash the monster. */
monster_flash_tick++;
if (monster_flash_tick >= LOOP_RATE / MONSTER_FLASH_RATE / 2)
{
monster_flash_tick = 0;
if (running)
things_monster_toggle ();
}
}
return 0;
}