From f45b33384214b947dcd13acf0f98e9b27fd5a7eb Mon Sep 17 00:00:00 2001 From: Adam Boot Date: Wed, 29 Mar 2006 01:32:33 +0000 Subject: Limit idle framerate, make falling bubbles less uniform, and some formatting cleanup git-svn-id: svn://svn.rockbox.org/rockbox/trunk@9336 a1c6a512-1295-4272-9138-f99709370657 --- apps/plugins/bubbles.c | 114 +++++++++++++++++++++++++++++-------------------- 1 file changed, 68 insertions(+), 46 deletions(-) diff --git a/apps/plugins/bubbles.c b/apps/plugins/bubbles.c index de0863b1a3..9ff9c9a2d2 100755 --- a/apps/plugins/bubbles.c +++ b/apps/plugins/bubbles.c @@ -41,9 +41,9 @@ PLUGIN_HEADER /* play board dimension */ #define BB_HEIGHT 12 #define BB_WIDTH 8 -#define BB_LEVEL_HEIGHT BB_HEIGHT-2 +#define BB_LEVEL_HEIGHT 10 -/* various amount */ +/* various amounts */ #define NUM_SCORES 10 #define NUM_LEVELS 100 #define NUM_QUEUE 2 @@ -105,7 +105,7 @@ PLUGIN_HEADER #define EMBLEM_SZ 16 #define XOFS 72 #define ROW_HEIGHT 18 -#define ROW_INDENT 13 +#define ROW_INDENT 11 #define MAX_FPS 40 /* 16x16 bubbles (H300, iPod Color) */ @@ -1173,12 +1173,14 @@ char level[NUM_LEVELS][BB_LEVEL_HEIGHT][BB_WIDTH] = { /* the tile struct * type is the bubble number 0-7 * fallx is the x axis movement for the falling bubble + * fallvel is the initial upward velocity for the falling bubble * ingroup denotes a bubble that is part of a group to be removed * anchored denotes a bubble that is anchored to the ceiling */ struct tile { int type; int fallx; + int fallvel; bool ingroup; bool anchored; bool delete; @@ -1207,6 +1209,7 @@ struct highscore { * queue is the circular buffer of bubbles to be fired * elapsedlvl is level elapsed time in 1/100s of seconds * elapsedshot is the shot elapsed time in 1/100s of seconds + * startedshot is when the current shot began * resume denotes whether to resume the currently loaded game * dirty denotes whether the high scores are out of sync with the saved file * playboard is the game playing board @@ -1225,6 +1228,7 @@ struct game_context { int queue[NUM_QUEUE]; long elapsedlvl; long elapsedshot; + long startedshot; bool resume; bool dirty; struct tile playboard[BB_HEIGHT][BB_WIDTH]; @@ -1314,7 +1318,8 @@ static bool bubbles_loadgame(struct game_context* bb); static void bubbles_savegame(struct game_context* bb); static void bubbles_setcolors(void); static void bubbles_callback(void* param); -static int bubbles_handlebuttons(struct game_context* bb, bool animblock); +static int bubbles_handlebuttons(struct game_context* bb, bool animblock, + int timeout); static int bubbles(struct game_context* bb); /***************************************************************************** @@ -1469,10 +1474,10 @@ static void bubbles_drawboard(struct game_context* bb) { /* display bubble to be shot */ rb->lcd_bitmap_part(bubbles_emblem, - 0, EMBLEM_SZ*bb->queue[bb->nextinq], EMBLEM_SZ, - SHOTX+(BUBBLE_SZ-EMBLEM_SZ)/2, - SHOTY+(BUBBLE_SZ-EMBLEM_SZ)/2, - EMBLEM_SZ, EMBLEM_SZ); + 0, EMBLEM_SZ*bb->queue[bb->nextinq], EMBLEM_SZ, + SHOTX+(BUBBLE_SZ-EMBLEM_SZ)/2, + SHOTY+(BUBBLE_SZ-EMBLEM_SZ)/2, + EMBLEM_SZ, EMBLEM_SZ); rb->lcd_set_drawmode(DRMODE_FG); rb->lcd_mono_bitmap((const unsigned char *)bubbles_bubble, SHOTX, SHOTY, @@ -1481,10 +1486,10 @@ static void bubbles_drawboard(struct game_context* bb) { /* display next bubble to be shot */ rb->lcd_bitmap_part(bubbles_emblem, - 0, EMBLEM_SZ*bb->queue[(bb->nextinq+1)%NUM_QUEUE], EMBLEM_SZ, - XOFS/2-BUBBLE_SZ/2+(BUBBLE_SZ-EMBLEM_SZ)/2, - SHOTY+(BUBBLE_SZ-EMBLEM_SZ)/2, - EMBLEM_SZ, EMBLEM_SZ); + 0, EMBLEM_SZ*bb->queue[(bb->nextinq+1)%NUM_QUEUE], EMBLEM_SZ, + XOFS/2-BUBBLE_SZ/2+(BUBBLE_SZ-EMBLEM_SZ)/2, + SHOTY+(BUBBLE_SZ-EMBLEM_SZ)/2, + EMBLEM_SZ, EMBLEM_SZ); rb->lcd_set_drawmode(DRMODE_FG); rb->lcd_mono_bitmap((const unsigned char *)bubbles_bubble, XOFS/2-BUBBLE_SZ/2, SHOTY, @@ -1579,7 +1584,8 @@ static int bubbles_fire(struct game_context* bb) { shotxofs += 2*((XOFS<<10)-(((SHOTX)<<10)+shotxofs)); shotxdirec *= -1; } else if(SHOTX+(shotxofs>>10) > XOFS+(BB_WIDTH-1)*BUBBLE_SZ) { - shotxofs -= 2*((((SHOTX)<<10)+shotxofs)-((XOFS<<10)+(((BB_WIDTH-1)*BUBBLE_SZ)<<10))); + shotxofs -= 2*((((SHOTX)<<10)+shotxofs)- + ((XOFS<<10)+(((BB_WIDTH-1)*BUBBLE_SZ)<<10))); shotxdirec *= -1; } @@ -1640,7 +1646,7 @@ static int bubbles_fire(struct game_context* bb) { } /* handle button events */ - buttonres = bubbles_handlebuttons(bb, true); + buttonres = bubbles_handlebuttons(bb, true, 0); if(buttonres != BB_NONE) return buttonres; /* framerate limiting */ @@ -1693,7 +1699,8 @@ static bool bubbles_collision(struct game_context* bb, int y, int x, if(nearcol-1+adj >= 0) { if(nearrow-1 >= 0) { if(bb->playboard[nearrow-1][nearcol-1+adj].type >= 0) { - nx = XOFS+((nearrow-1)%2 ? ROW_INDENT : 0)+BUBBLE_SZ*(nearcol-1+adj); + nx = XOFS+((nearrow-1)%2 ? ROW_INDENT : 0)+ + BUBBLE_SZ*(nearcol-1+adj); ny = ROW_HEIGHT*(nearrow-1)+bb->compress*ROW_HEIGHT; if((x-nx)*(x-nx)+(y-ny)*(y-ny) < MIN_DISTANCE) return true; } @@ -1701,7 +1708,8 @@ static bool bubbles_collision(struct game_context* bb, int y, int x, if(nearrow+1 < BB_HEIGHT) { if(bb->playboard[nearrow+1][nearcol-1+adj].type >= 0) { - nx = XOFS+((nearrow+1)%2 ? ROW_INDENT : 0)+BUBBLE_SZ*(nearcol-1+adj); + nx = XOFS+((nearrow+1)%2 ? ROW_INDENT : 0)+ + BUBBLE_SZ*(nearcol-1+adj); ny = ROW_HEIGHT*(nearrow+1)+bb->compress*ROW_HEIGHT; if((x-nx)*(x-nx)+(y-ny)*(y-ny) < MIN_DISTANCE) return true; } @@ -1711,7 +1719,8 @@ static bool bubbles_collision(struct game_context* bb, int y, int x, if(nearcol+adj >= 0) { if(nearrow-1 >= 0) { if(bb->playboard[nearrow-1][nearcol+adj].type >= 0) { - nx = XOFS+((nearrow-1)%2 ? ROW_INDENT : 0)+BUBBLE_SZ*(nearcol+adj); + nx = XOFS+((nearrow-1)%2 ? ROW_INDENT : 0)+ + BUBBLE_SZ*(nearcol+adj); ny = ROW_HEIGHT*(nearrow-1)+bb->compress*ROW_HEIGHT; if((x-nx)*(x-nx)+(y-ny)*(y-ny) < MIN_DISTANCE) return true; } @@ -1719,7 +1728,8 @@ static bool bubbles_collision(struct game_context* bb, int y, int x, if(nearrow+1 < BB_HEIGHT) { if(bb->playboard[nearrow+1][nearcol+adj].type >= 0) { - nx = XOFS+((nearrow+1)%2 ? ROW_INDENT : 0)+BUBBLE_SZ*(nearcol+adj); + nx = XOFS+((nearrow+1)%2 ? ROW_INDENT : 0)+ + BUBBLE_SZ*(nearcol+adj); ny = ROW_HEIGHT*(nearrow+1)+bb->compress*ROW_HEIGHT; if((x-nx)*(x-nx)+(y-ny)*(y-ny) < MIN_DISTANCE) return true; } @@ -1874,7 +1884,7 @@ static int bubbles_remove(struct game_context* bb) { for(i=0; iplayboard[i][j].type >= 0 && - (!bb->playboard[i][j].anchored || bb->playboard[i][j].ingroup)) { + (!bb->playboard[i][j].anchored || bb->playboard[i][j].ingroup)) { bb->playboard[i][j].delete = true; } } @@ -2018,6 +2028,7 @@ static int bubbles_fall(struct game_context* bb) { for(j=0; jplayboard[i][j].delete) { bb->playboard[i][j].fallx = rb->rand()%25 - 12; + bb->playboard[i][j].fallvel = rb->rand()%5 + 6; } } } @@ -2036,23 +2047,27 @@ static int bubbles_fall(struct game_context* bb) { if(bb->playboard[i][j].delete) { indent = (i%2 ? ROW_INDENT : 0); xofs = ((bb->playboard[i][j].fallx*count)*BUBBLE_SZ)/48; - yofs = ((count*count - 8*count)*BUBBLE_SZ)/20; + yofs = ((count*count - bb->playboard[i][j].fallvel*count)* + BUBBLE_SZ)/20; /* draw bubble if it is still on the screen */ - if(ROW_HEIGHT*i+bb->compress*ROW_HEIGHT+yofs <= LCD_HEIGHT) { + if(ROW_HEIGHT*i+bb->compress*ROW_HEIGHT+yofs + <= LCD_HEIGHT) { onscreen = true; - rb->lcd_bitmap_part(bubbles_emblem, - 0, EMBLEM_SZ*bb->playboard[i][j].type, EMBLEM_SZ, - XOFS+indent+BUBBLE_SZ*j+(BUBBLE_SZ-EMBLEM_SZ)/2+xofs, - ROW_HEIGHT*i+(BUBBLE_SZ-EMBLEM_SZ)/2+bb->compress*ROW_HEIGHT+yofs, - EMBLEM_SZ, EMBLEM_SZ); + rb->lcd_bitmap_part(bubbles_emblem, 0, + EMBLEM_SZ*bb->playboard[i][j].type, EMBLEM_SZ, + XOFS+indent+BUBBLE_SZ*j+ + (BUBBLE_SZ-EMBLEM_SZ)/2+xofs, + ROW_HEIGHT*i+(BUBBLE_SZ-EMBLEM_SZ)/2+ + bb->compress*ROW_HEIGHT+yofs, + EMBLEM_SZ, EMBLEM_SZ); rb->lcd_set_drawmode(DRMODE_FG); rb->lcd_mono_bitmap( - (const unsigned char *)bubbles_bubble, - XOFS+indent+BUBBLE_SZ*j+xofs, - ROW_HEIGHT*i+bb->compress*ROW_HEIGHT+yofs, - BUBBLE_SZ, BUBBLE_SZ); + (const unsigned char *)bubbles_bubble, + XOFS+indent+BUBBLE_SZ*j+xofs, + ROW_HEIGHT*i+bb->compress*ROW_HEIGHT+yofs, + BUBBLE_SZ, BUBBLE_SZ); rb->lcd_set_drawmode(DRMODE_SOLID); } } @@ -2065,7 +2080,7 @@ static int bubbles_fall(struct game_context* bb) { if(!onscreen) break; /* handle button events */ - buttonres = bubbles_handlebuttons(bb, true); + buttonres = bubbles_handlebuttons(bb, true, 0); if(buttonres != BB_NONE) return buttonres; /* framerate limiting */ @@ -2290,11 +2305,12 @@ static void bubbles_callback(void* param) { /***************************************************************************** * bubbles_handlebuttons() handles button events during a game. ******************************************************************************/ -static int bubbles_handlebuttons(struct game_context* bb, bool animblock) { +static int bubbles_handlebuttons(struct game_context* bb, bool animblock, + int timeout) { int button; int buttonres; - button = rb->button_get(false); + button = rb->button_get_w_tmo(timeout); switch(button){ case (BUBBLES_LEFT|BUTTON_REPEAT): if(bb->angle > MIN_ANGLE) bb->angle -= 4; @@ -2310,11 +2326,13 @@ static int bubbles_handlebuttons(struct game_context* bb, bool animblock) { case BUBBLES_SELECT: /* fire the shot */ if(!animblock) { + bb->elapsedlvl += bb->elapsedshot; bb->elapsedshot = 0; buttonres = bubbles_fire(bb); if(buttonres != BB_NONE) return buttonres; buttonres = bubbles_checklevel(bb); if(buttonres != BB_NONE) return buttonres; + bb->startedshot = *rb->current_tick; } break; @@ -2361,7 +2379,7 @@ static int bubbles(struct game_context* bb) { char *title = "Bubbles"; bool startgame = false; bool showscores = false; - long lasttick, currenttick; + long timeout; bubbles_setcolors(); @@ -2412,7 +2430,8 @@ static int bubbles(struct game_context* bb) { rb->lcd_puts(0, 7, "LEFT/RIGHT to aim"); rb->lcd_puts(0, 8, "UP/DOWN to change level"); #endif - rb->snprintf(str, 28, "Start on level %d of %d", startlevel+1, bb->highlevel+1); + rb->snprintf(str, 28, "Start on level %d of %d", startlevel+1, + bb->highlevel+1); rb->lcd_puts(0, 10, str); rb->lcd_puts(0, 12, "High Score:"); rb->snprintf(str, 30, "%d, Lvl %d", @@ -2496,35 +2515,38 @@ static int bubbles(struct game_context* bb) { /********************** * play * **********************/ - lasttick = *rb->current_tick; + bb->startedshot = *rb->current_tick; while(true) { /* refresh the board */ bubbles_drawboard(bb); rb->lcd_update(); + /* manange idle framerate */ + bb->elapsedshot = *rb->current_tick-bb->startedshot; + + if(MAX_SHOTTIME-bb->elapsedshot < HZ/2) { + timeout = MAX_SHOTTIME-bb->elapsedshot; + } else { + timeout = HZ/2; + } + /* handle button events */ - buttonres = bubbles_handlebuttons(bb, false); + buttonres = bubbles_handlebuttons(bb, false, timeout); if(buttonres != BB_NONE) return buttonres; /* handle timing */ - bb->elapsedlvl += (HZ*3)/(MAX_FPS*4); - bb->elapsedshot += (HZ*3)/(MAX_FPS*4); + bb->elapsedshot = *rb->current_tick-bb->startedshot; if(bb->elapsedshot > MAX_SHOTTIME) { + bb->elapsedlvl += bb->elapsedshot; bb->elapsedshot = 0; buttonres = bubbles_fire(bb); if(buttonres != BB_NONE) return buttonres; buttonres = bubbles_checklevel(bb); if(buttonres != BB_NONE) return buttonres; + bb->startedshot = *rb->current_tick; } - - /* framerate limiting */ - currenttick = *rb->current_tick; - if(currenttick-lasttick < HZ/MAX_FPS) { - rb->sleep((HZ/MAX_FPS)-(currenttick-lasttick)); - } - lasttick = currenttick; } } -- cgit v1.2.3