#include #include #include #include #include #include "pinball0.h" #include "graphics.h" #include "table.h" // #include "notifications.h" // Table defaults #define LIVES 3 #define LIVES_POS Vec2(20, 20) void Lives::draw(Canvas* canvas) { // we don't draw the last one, as it's in play! constexpr float r = 20; if(display && value > 0) { float x = p.x; float y = p.y; float x_off = alignment == Align::Horizontal ? (2 * r) + r : 0; float y_off = alignment == Align::Vertical ? (2 * r) + r : 0; for(auto l = 0; l < value - 1; x += x_off, y += y_off, l++) { gfx_draw_disc(canvas, x + r, y + r, 20); } } } void Score::draw(Canvas* canvas) { if(display) { char buf[32]; snprintf(buf, 32, "%d", value); gfx_draw_str(canvas, p.x, p.y, AlignRight, AlignTop, buf); } } Table::Table() : game_over(false) , balls_released(false) , plunger(nullptr) , tilt_detect_enabled(true) , last_bump(furi_get_tick()) , bump_count(0) { } Table::~Table() { for(size_t i = 0; i < objects.size(); i++) { delete objects[i]; } if(plunger != nullptr) { delete plunger; } } void Table::draw(Canvas* canvas) { lives.draw(canvas); // da balls for(auto& b : balls) { b.draw(canvas); } // loop through objects on the table and draw them for(auto& o : objects) { o->draw(canvas); } // now draw flippers for(auto& f : flippers) { f.draw(canvas); } // is there a plunger in the house? if(plunger) { plunger->draw(canvas); } score.draw(canvas); } Table* table_init_table_select(void* ctx) { UNUSED(ctx); Table* table = new Table(); table->balls.push_back(Ball(Vec2(20, 880), 35)); table->balls.back().add_velocity(Vec2(7, 0), .10f); table->balls.push_back(Ball(Vec2(610, 920), 30)); table->balls.back().add_velocity(Vec2(-8, 0), .10f); table->balls.push_back(Ball(Vec2(250, 980), 20)); table->balls.back().add_velocity(Vec2(10, 0), .10f); table->balls_released = true; Polygon* new_rail = new Polygon(); new_rail->add_point({-1, 840}); new_rail->add_point({-1, 1280}); new_rail->finalize(); new_rail->hidden = true; table->objects.push_back(new_rail); new_rail = new Polygon(); new_rail->add_point({-1, 1280}); new_rail->add_point({640, 1280}); new_rail->finalize(); new_rail->hidden = true; table->objects.push_back(new_rail); new_rail = new Polygon(); new_rail->add_point({640, 1280}); new_rail->add_point({640, 840}); new_rail->finalize(); new_rail->hidden = true; table->objects.push_back(new_rail); int gap = 8; int speed = 3; float top = 20; // right side table->objects.push_back(new Chaser(Vec2(32, top), Vec2(62, top), gap, speed)); table->objects.push_back(new Chaser(Vec2(62, top), Vec2(62, 84), gap, speed)); table->objects.push_back(new Chaser(Vec2(62, 84), Vec2(32, 84), gap, speed)); // left side table->objects.push_back(new Chaser(Vec2(32, top), Vec2(1, top), gap, speed)); table->objects.push_back(new Chaser(Vec2(1, top), Vec2(1, 84), gap, speed)); table->objects.push_back(new Chaser(Vec2(1, 84), Vec2(32, 84), gap, speed)); return table; } Table* table_init_table_error(void* ctx) { UNUSED(ctx); // PinballApp* pb = (PinballApp*)ctx; Table* table = new Table(); table->balls.push_back(Ball(Vec2(20, 880), 30)); table->balls.back().add_velocity(Vec2(7, 0), .10f); // table->balls.push_back(Ball(Vec2(610, 920), 30)); // table->balls.back().add_velocity(Vec2(-8, 0), .10f); // table->balls.push_back(Ball(Vec2(250, 980), 20)); // table->balls.back().add_velocity(Vec2(10, 0), .10f); table->balls_released = true; Polygon* new_rail = new Polygon(); new_rail->add_point({-1, 840}); new_rail->add_point({-1, 1280}); new_rail->finalize(); new_rail->hidden = true; table->objects.push_back(new_rail); new_rail = new Polygon(); new_rail->add_point({-1, 1280}); new_rail->add_point({640, 1280}); new_rail->finalize(); new_rail->hidden = true; table->objects.push_back(new_rail); new_rail = new Polygon(); new_rail->add_point({640, 1280}); new_rail->add_point({640, 840}); new_rail->finalize(); new_rail->hidden = true; table->objects.push_back(new_rail); int gap = 8; int speed = 3; float top = 20; table->objects.push_back(new Chaser(Vec2(2, top), Vec2(61, top), gap, speed, Chaser::SLASH)); table->objects.push_back(new Chaser(Vec2(2, top), Vec2(2, 84), gap, speed, Chaser::SLASH)); table->objects.push_back(new Chaser(Vec2(2, 84), Vec2(61, 84), gap, speed, Chaser::SLASH)); table->objects.push_back(new Chaser(Vec2(61, top), Vec2(61, 84), gap, speed, Chaser::SLASH)); return table; } Table* table_init_table_settings(void* ctx) { UNUSED(ctx); Table* table = new Table(); // table->balls.push_back(Ball(Vec2(20, 880), 10)); // table->balls.back().add_velocity(Vec2(7, 0), .10f); // table->balls.push_back(Ball(Vec2(610, 920), 10)); // table->balls.back().add_velocity(Vec2(-8, 0), .10f); // table->balls.push_back(Ball(Vec2(250, 980), 10)); // table->balls.back().add_velocity(Vec2(10, 0), .10f); table->balls_released = true; Polygon* new_rail = new Polygon(); new_rail->add_point({-1, 840}); new_rail->add_point({-1, 1280}); new_rail->finalize(); new_rail->hidden = true; table->objects.push_back(new_rail); new_rail = new Polygon(); new_rail->add_point({-1, 1280}); new_rail->add_point({640, 1280}); new_rail->finalize(); new_rail->hidden = true; table->objects.push_back(new_rail); new_rail = new Polygon(); new_rail->add_point({640, 1280}); new_rail->add_point({640, 840}); new_rail->finalize(); new_rail->hidden = true; table->objects.push_back(new_rail); return table; } bool table_load_table(void* ctx, size_t index) { PinballApp* pb = (PinballApp*)ctx; // read the index'th file in pb->table_list and allocate FURI_LOG_I(TAG, "Loading table %u", index); // if there's already a table loaded, free it if(pb->table) { delete pb->table; pb->table = nullptr; } switch(index) { case TABLE_SELECT: pb->table = table_init_table_select(ctx); break; case TABLE_ERROR: pb->table = table_init_table_error(ctx); break; case TABLE_SETTINGS: pb->table = table_init_table_settings(ctx); break; default: pb->table = table_load_table_from_file(pb, index - TABLE_INDEX_OFFSET); break; } return pb->table != NULL; }