Make dynamic screen for PortaRF (#2800)

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RocketGod 2025-10-02 11:31:33 -07:00 committed by GitHub
parent b3edaf3cd0
commit 23cabb8b8a
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2 changed files with 220 additions and 315 deletions

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@ -17,6 +17,7 @@
#include "random.hpp"
#include "lpc43xx_cpp.hpp"
#include "ui_widget.hpp"
#include <vector>
namespace ui::external_app::breakout {
@ -32,41 +33,15 @@ enum {
Black,
};
extern const Color pp_colors[];
extern Painter painter;
extern bool but_RIGHT;
extern bool but_LEFT;
extern bool but_SELECT;
void cls();
void background(int color);
void fillrect(int x1, int y1, int x2, int y2, int color);
void rect(int x1, int y1, int x2, int y2, int color);
#define wait(x) chThdSleepMilliseconds(x * 1000)
using Callback = void (*)(void);
void check_game_timer();
class Ticker {
public:
Ticker() = default;
void attach(Callback func, double delay_sec);
void detach();
};
#define PADDLE_WIDTH 40
#define PADDLE_HEIGHT 10
#define BALL_SIZE 8
#define BRICK_WIDTH 20
#define BRICK_HEIGHT 10
#define BRICK_ROWS 5
#define BRICK_COLS 10
#define BRICK_GAP 2
#define GAME_AREA_TOP 50
#define GAME_AREA_BOTTOM 310
#define PADDLE_Y (GAME_AREA_BOTTOM - PADDLE_HEIGHT)
#define BALL_SPEED_INCREASE 0.1f
#define STATE_MENU 0
@ -77,49 +52,6 @@ class Ticker {
#define COLOR_PADDLE Blue
#define COLOR_BALL White
#define COLOR_BORDER White
#define COLOR_BRICK_COLORS \
{ Red, Orange, Yellow, Green, Purple }
extern Ticker game_timer;
extern int paddle_x;
extern float ball_x;
extern float ball_y;
extern float ball_dx;
extern float ball_dy;
extern int score;
extern int lives;
extern int level;
extern int game_state;
extern bool initialized;
extern bool ball_attached;
extern unsigned int brick_count;
extern bool bricks[BRICK_ROWS][BRICK_COLS];
extern int brick_colors[BRICK_ROWS];
void game_timer_check();
void init_game();
void init_level();
void draw_screen();
void draw_bricks();
void draw_paddle();
void draw_ball();
void draw_score();
void draw_lives();
void draw_level();
void draw_borders();
void move_paddle_left();
void move_paddle_right();
void launch_ball();
void update_game();
void check_collisions();
bool check_brick_collision(int row, int col);
void handle_game_over();
void show_menu();
void show_game_over();
bool check_level_complete();
void next_level();
void reset_game();
class BreakoutView : public View {
public:
@ -134,9 +66,86 @@ class BreakoutView : public View {
bool on_encoder(const EncoderEvent event) override;
bool on_key(KeyEvent key) override;
void cls();
void background(int color);
void fillrect(int x1, int y1, int x2, int y2, int color);
void rect(int x1, int y1, int x2, int y2, int color);
void game_timer_check();
void init_game();
void init_level();
void draw_screen();
void draw_bricks();
void draw_paddle();
void draw_ball();
void draw_score();
void draw_lives();
void draw_level();
void draw_borders();
void move_paddle_left();
void move_paddle_right();
void launch_ball();
void update_game();
void check_collisions();
bool check_brick_collision(int row, int col);
void handle_game_over();
void show_menu();
void show_game_over();
bool check_level_complete();
void next_level();
void reset_game();
void check_game_timer();
void attach(double delay_sec);
void detach();
private:
bool initialized = false;
const Color pp_colors[9] = {
Color::white(),
Color::blue(),
Color::yellow(),
Color::purple(),
Color::green(),
Color::red(),
Color::magenta(),
Color::orange(),
Color::black(),
};
NavigationView& nav_;
Painter painter{};
// Dynamic screen-dependent values
int SCREEN_WIDTH = 0;
int SCREEN_HEIGHT = 0;
int GAME_AREA_BOTTOM = 0;
int PADDLE_Y = 0;
int BRICK_WIDTH = 0;
int BRICK_COLS = 0;
int PADDLE_SPEED = 0;
int paddle_x = 0;
float ball_x = 0;
float ball_y = 0;
float ball_dx = 1.5f;
float ball_dy = -2.0f;
int score = 0;
int lives = 3;
int level = 1;
int game_state = STATE_MENU;
bool initialized = false;
bool ball_attached = true;
unsigned int brick_count = 0;
bool menu_blink_state = true;
uint32_t menu_blink_counter = 0;
bool gameover_blink_state = true;
uint32_t gameover_blink_counter = 0;
std::vector<std::vector<bool>> bricks;
int brick_colors[BRICK_ROWS];
bool game_update_callback = false;
double game_update_timeout = 0;
uint32_t game_update_counter = 0;
Button dummy{
{screen_width, 0, 0, 0},