portapack-mayhem/firmware/application/external/breakout/ui_breakout.cpp

448 lines
No EOL
12 KiB
C++

/*
* ------------------------------------------------------------
* | Made by RocketGod |
* | Find me at https://betaskynet.com |
* | Argh matey! |
* ------------------------------------------------------------
*/
#include "ui_breakout.hpp"
namespace ui::external_app::breakout {
void BreakoutView::cls() {
painter.fill_rectangle({0, 0, portapack::display.width(), portapack::display.height()}, Color::black());
}
void BreakoutView::background(int color) {
(void)color;
}
void BreakoutView::fillrect(int x1, int y1, int x2, int y2, int color) {
painter.fill_rectangle({x1, y1, x2 - x1, y2 - y1}, pp_colors[color]);
}
void BreakoutView::rect(int x1, int y1, int x2, int y2, int color) {
painter.draw_rectangle({x1, y1, x2 - x1, y2 - y1}, pp_colors[color]);
}
void BreakoutView::check_game_timer() {
if (game_update_callback) {
if (++game_update_counter >= game_update_timeout) {
game_update_counter = 0;
game_timer_check();
}
}
}
void BreakoutView::attach(double delay_sec) {
game_update_callback = true;
game_update_timeout = delay_sec * 60;
}
void BreakoutView::detach() {
game_update_callback = false;
}
void BreakoutView::game_timer_check() {
if (game_state == STATE_PLAYING) {
update_game();
} else if (game_state == STATE_MENU) {
show_menu();
} else if (game_state == STATE_GAME_OVER) {
show_game_over();
}
}
void BreakoutView::init_game() {
SCREEN_WIDTH = screen_width;
SCREEN_HEIGHT = screen_height;
GAME_AREA_BOTTOM = SCREEN_HEIGHT - 10;
PADDLE_Y = GAME_AREA_BOTTOM - PADDLE_HEIGHT;
PADDLE_SPEED = 10;
// Calculate brick layout
int available_width = SCREEN_WIDTH - 4;
BRICK_COLS = available_width / 22;
if (BRICK_COLS > 12) BRICK_COLS = 12;
if (BRICK_COLS < 5) BRICK_COLS = 5;
BRICK_WIDTH = (available_width - (BRICK_COLS - 1) * BRICK_GAP) / BRICK_COLS;
// Initialize paddle position
paddle_x = (SCREEN_WIDTH - PADDLE_WIDTH) / 2;
score = 0;
lives = 3;
level = 1;
// Set brick colors
brick_colors[0] = Red;
brick_colors[1] = Orange;
brick_colors[2] = Yellow;
brick_colors[3] = Green;
brick_colors[4] = Purple;
// Initialize bricks array
bricks.resize(BRICK_ROWS);
for (int i = 0; i < BRICK_ROWS; i++) {
bricks[i].resize(BRICK_COLS);
}
init_level();
game_state = STATE_MENU;
menu_blink_state = true;
menu_blink_counter = 0;
}
void BreakoutView::init_level() {
ball_x = paddle_x + (PADDLE_WIDTH / 2) - (BALL_SIZE / 2);
ball_y = GAME_AREA_BOTTOM - PADDLE_HEIGHT - BALL_SIZE - 1;
float speed_multiplier = 1.0f + ((level - 1) * BALL_SPEED_INCREASE);
ball_dx = 1.5f * speed_multiplier;
ball_dy = -2.0f * speed_multiplier;
ball_attached = true;
// Fill all bricks
brick_count = 0;
for (int row = 0; row < BRICK_ROWS; row++) {
for (int col = 0; col < BRICK_COLS; col++) {
bricks[row][col] = true;
brick_count++;
}
}
}
void BreakoutView::draw_screen() {
cls();
background(COLOR_BACKGROUND);
draw_borders();
draw_bricks();
draw_paddle();
draw_ball();
draw_score();
draw_lives();
draw_level();
}
void BreakoutView::draw_borders() {
rect(0, GAME_AREA_TOP - 1, SCREEN_WIDTH, GAME_AREA_TOP, COLOR_BORDER);
}
void BreakoutView::draw_bricks() {
for (int row = 0; row < BRICK_ROWS; row++) {
for (int col = 0; col < BRICK_COLS; col++) {
if (bricks[row][col]) {
int x = col * (BRICK_WIDTH + BRICK_GAP);
int y = GAME_AREA_TOP + row * (BRICK_HEIGHT + BRICK_GAP) + 5;
fillrect(x, y, x + BRICK_WIDTH, y + BRICK_HEIGHT, brick_colors[row]);
rect(x, y, x + BRICK_WIDTH, y + BRICK_HEIGHT, Black);
}
}
}
}
void BreakoutView::draw_paddle() {
fillrect(paddle_x, PADDLE_Y, paddle_x + PADDLE_WIDTH, PADDLE_Y + PADDLE_HEIGHT, COLOR_PADDLE);
}
void BreakoutView::draw_ball() {
fillrect(ball_x, ball_y, ball_x + BALL_SIZE, ball_y + BALL_SIZE, COLOR_BALL);
}
void BreakoutView::draw_score() {
auto style = *ui::Theme::getInstance()->fg_green;
painter.draw_string({5, 10}, style, "Score: " + std::to_string(score));
}
void BreakoutView::draw_lives() {
auto style = *ui::Theme::getInstance()->fg_red;
painter.draw_string({5, 30}, style, "Lives: " + std::to_string(lives));
}
void BreakoutView::draw_level() {
auto style = *ui::Theme::getInstance()->fg_yellow;
painter.draw_string({80, 30}, style, "Level: " + std::to_string(level));
}
void BreakoutView::move_paddle_left() {
if (paddle_x > 0) {
fillrect(paddle_x, PADDLE_Y, paddle_x + PADDLE_WIDTH, PADDLE_Y + PADDLE_HEIGHT, COLOR_BACKGROUND);
if (ball_attached) {
fillrect(ball_x, ball_y, ball_x + BALL_SIZE, ball_y + BALL_SIZE, COLOR_BACKGROUND);
}
paddle_x -= PADDLE_SPEED;
if (paddle_x < 0) paddle_x = 0;
if (ball_attached) {
ball_x = paddle_x + (PADDLE_WIDTH / 2) - (BALL_SIZE / 2);
}
draw_paddle();
if (ball_attached) {
draw_ball();
}
}
}
void BreakoutView::move_paddle_right() {
if (paddle_x < SCREEN_WIDTH - PADDLE_WIDTH) {
fillrect(paddle_x, PADDLE_Y, paddle_x + PADDLE_WIDTH, PADDLE_Y + PADDLE_HEIGHT, COLOR_BACKGROUND);
if (ball_attached) {
fillrect(ball_x, ball_y, ball_x + BALL_SIZE, ball_y + BALL_SIZE, COLOR_BACKGROUND);
}
paddle_x += PADDLE_SPEED;
if (paddle_x > SCREEN_WIDTH - PADDLE_WIDTH) paddle_x = SCREEN_WIDTH - PADDLE_WIDTH;
if (ball_attached) {
ball_x = paddle_x + (PADDLE_WIDTH / 2) - (BALL_SIZE / 2);
}
draw_paddle();
if (ball_attached) {
draw_ball();
}
}
}
void BreakoutView::launch_ball() {
if (ball_attached) {
ball_attached = false;
float speed_multiplier = 1.0f + ((level - 1) * BALL_SPEED_INCREASE);
ball_dx = 1.5f * speed_multiplier;
ball_dy = -2.0f * speed_multiplier;
}
}
void BreakoutView::update_game() {
if (ball_attached) {
return;
}
fillrect(ball_x, ball_y, ball_x + BALL_SIZE, ball_y + BALL_SIZE, COLOR_BACKGROUND);
ball_x += ball_dx;
ball_y += ball_dy;
// Wall collisions
if (ball_x < 0) {
ball_x = 0;
ball_dx = -ball_dx;
} else if (ball_x > SCREEN_WIDTH - BALL_SIZE) {
ball_x = SCREEN_WIDTH - BALL_SIZE;
ball_dx = -ball_dx;
}
if (ball_y < GAME_AREA_TOP) {
ball_y = GAME_AREA_TOP;
ball_dy = -ball_dy;
}
// Bottom edge - lose life
if (ball_y > GAME_AREA_BOTTOM) {
lives--;
draw_lives();
if (lives <= 0) {
handle_game_over();
} else {
ball_attached = true;
ball_x = paddle_x + (PADDLE_WIDTH / 2) - (BALL_SIZE / 2);
ball_y = GAME_AREA_BOTTOM - PADDLE_HEIGHT - BALL_SIZE - 1;
draw_ball();
}
return;
}
// Paddle collision
if (ball_y + BALL_SIZE >= PADDLE_Y && ball_y <= PADDLE_Y + PADDLE_HEIGHT) {
if (ball_x + BALL_SIZE >= paddle_x && ball_x <= paddle_x + PADDLE_WIDTH) {
ball_y = PADDLE_Y - BALL_SIZE;
ball_dy = -ball_dy;
// Add some angle based on hit position
float hit_position = (ball_x + (BALL_SIZE / 2)) - paddle_x;
float angle = (hit_position / PADDLE_WIDTH) - 0.5f;
ball_dx = angle * 4.0f;
}
}
check_collisions();
draw_ball();
if (check_level_complete()) {
next_level();
}
}
void BreakoutView::check_collisions() {
int grid_x = ball_x / (BRICK_WIDTH + BRICK_GAP);
int grid_y = (ball_y - GAME_AREA_TOP - 5) / (BRICK_HEIGHT + BRICK_GAP);
if (grid_x >= 0 && grid_x < BRICK_COLS && grid_y >= 0 && grid_y < BRICK_ROWS) {
check_brick_collision(grid_y, grid_x);
}
}
bool BreakoutView::check_brick_collision(int row, int col) {
if (!bricks[row][col]) return false;
int brick_x = col * (BRICK_WIDTH + BRICK_GAP);
int brick_y = GAME_AREA_TOP + row * (BRICK_HEIGHT + BRICK_GAP) + 5;
if (ball_x + BALL_SIZE >= brick_x && ball_x <= brick_x + BRICK_WIDTH &&
ball_y + BALL_SIZE >= brick_y && ball_y <= brick_y + BRICK_HEIGHT) {
fillrect(brick_x, brick_y, brick_x + BRICK_WIDTH, brick_y + BRICK_HEIGHT, COLOR_BACKGROUND);
bricks[row][col] = false;
brick_count--;
score += (5 - row) * 10;
draw_score();
ball_dy = -ball_dy;
return true;
}
return false;
}
bool BreakoutView::check_level_complete() {
return brick_count == 0;
}
void BreakoutView::next_level() {
level++;
init_level();
draw_screen();
}
void BreakoutView::handle_game_over() {
game_state = STATE_GAME_OVER;
gameover_blink_state = true;
gameover_blink_counter = 0;
}
void BreakoutView::show_menu() {
if (menu_blink_counter == 0) {
cls();
background(COLOR_BACKGROUND);
auto style_yellow = *ui::Theme::getInstance()->fg_yellow;
auto style_blue = *ui::Theme::getInstance()->fg_blue;
auto style_cyan = *ui::Theme::getInstance()->fg_cyan;
painter.draw_string({UI_POS_X_CENTER(17), 40}, style_yellow, "*** BREAKOUT ***");
painter.draw_string({UI_POS_X_CENTER(25), 100}, style_blue, "========================");
painter.draw_string({UI_POS_X_CENTER(20), 130}, style_cyan, "ROTARY: MOVE PADDLE");
painter.draw_string({UI_POS_X_CENTER(21), 160}, style_cyan, "SELECT: START/LAUNCH");
painter.draw_string({UI_POS_X_CENTER(25), 190}, style_blue, "========================");
}
auto style_red = *ui::Theme::getInstance()->fg_red;
if (++menu_blink_counter >= 30) {
menu_blink_counter = 0;
menu_blink_state = !menu_blink_state;
painter.fill_rectangle({UI_POS_X_CENTER(17), 228, 128, 20}, Color::black());
if (menu_blink_state) {
painter.draw_string({UI_POS_X_CENTER(17), 230}, style_red, "* PRESS SELECT *");
}
}
}
void BreakoutView::show_game_over() {
if (gameover_blink_counter == 0) {
cls();
background(COLOR_BACKGROUND);
auto style_red = *ui::Theme::getInstance()->fg_red;
auto style_yellow = *ui::Theme::getInstance()->fg_yellow;
painter.draw_string({UI_POS_X_CENTER(10), 100}, style_red, "GAME OVER");
painter.draw_string({UI_POS_X_CENTER(11), 150}, style_yellow, "SCORE: " + std::to_string(score));
}
auto style_green = *ui::Theme::getInstance()->fg_green;
if (++gameover_blink_counter >= 30) {
gameover_blink_counter = 0;
gameover_blink_state = !gameover_blink_state;
painter.fill_rectangle({UI_POS_X_CENTER(13), 198, 96, 20}, Color::black());
if (gameover_blink_state) {
painter.draw_string({UI_POS_X_CENTER(13), 200}, style_green, "PRESS SELECT");
}
}
}
void BreakoutView::reset_game() {
level = 1;
score = 0;
lives = 3;
game_state = STATE_PLAYING;
init_level();
draw_screen();
}
BreakoutView::BreakoutView(NavigationView& nav)
: nav_{nav}, bricks{} { // Add bricks{} here
add_children({&dummy});
attach(1.0 / 60.0);
}
void BreakoutView::on_show() {
}
void BreakoutView::paint(Painter& painter) {
(void)painter;
if (!initialized) {
initialized = true;
std::srand(LPC_RTC->CTIME0);
init_game();
}
}
void BreakoutView::frame_sync() {
check_game_timer();
set_dirty();
}
bool BreakoutView::on_encoder(const EncoderEvent delta) {
if (game_state == STATE_PLAYING) {
if (delta > 0) {
move_paddle_right();
} else if (delta < 0) {
move_paddle_left();
}
set_dirty();
}
return true;
}
bool BreakoutView::on_key(const KeyEvent key) {
if (key == KeyEvent::Select) {
if (game_state == STATE_MENU) {
game_state = STATE_PLAYING;
reset_game();
} else if (game_state == STATE_PLAYING && ball_attached) {
launch_ball();
} else if (game_state == STATE_GAME_OVER) {
reset_game();
}
} else if (key == KeyEvent::Left && game_state == STATE_PLAYING) {
move_paddle_left();
} else if (key == KeyEvent::Right && game_state == STATE_PLAYING) {
move_paddle_right();
}
set_dirty();
return true;
}
} // namespace ui::external_app::breakout