table.cxx 6.6 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235
  1. #include <toolbox/dir_walk.h>
  2. #include <toolbox/path.h>
  3. #include <toolbox/stream/stream.h>
  4. #include <toolbox/stream/file_stream.h>
  5. #include <toolbox/args.h>
  6. #include "pinball0.h"
  7. #include "graphics.h"
  8. #include "table.h"
  9. // #include "notifications.h"
  10. // Table defaults
  11. #define LIVES 3
  12. #define LIVES_POS Vec2(20, 20)
  13. void Lives::draw(Canvas* canvas) {
  14. // we don't draw the last one, as it's in play!
  15. constexpr float r = 20;
  16. if(display && value > 0) {
  17. float x = p.x;
  18. float y = p.y;
  19. float x_off = alignment == Align::Horizontal ? (2 * r) + r : 0;
  20. float y_off = alignment == Align::Vertical ? (2 * r) + r : 0;
  21. for(auto l = 0; l < value - 1; x += x_off, y += y_off, l++) {
  22. gfx_draw_disc(canvas, x + r, y + r, 20);
  23. }
  24. }
  25. }
  26. void Score::draw(Canvas* canvas) {
  27. if(display) {
  28. char buf[32];
  29. snprintf(buf, 32, "%d", value);
  30. gfx_draw_str(canvas, p.x, p.y, AlignRight, AlignTop, buf);
  31. }
  32. }
  33. Table::~Table() {
  34. for(size_t i = 0; i < objects.size(); i++) {
  35. delete objects[i];
  36. }
  37. if(plunger != nullptr) {
  38. delete plunger;
  39. }
  40. }
  41. void Table::draw(Canvas* canvas) {
  42. lives.draw(canvas);
  43. // da balls
  44. for(auto& b : balls) {
  45. b.draw(canvas);
  46. }
  47. // loop through objects on the table and draw them
  48. for(auto& o : objects) {
  49. o->draw(canvas);
  50. }
  51. // now draw flippers
  52. for(auto& f : flippers) {
  53. f.draw(canvas);
  54. }
  55. // is there a plunger in the house?
  56. if(plunger) {
  57. plunger->draw(canvas);
  58. }
  59. score.draw(canvas);
  60. }
  61. Table* table_init_table_select(void* ctx) {
  62. UNUSED(ctx);
  63. Table* table = new Table();
  64. table->balls.push_back(Ball(Vec2(20, 880), 35));
  65. table->balls.back().add_velocity(Vec2(7, 0), .10f);
  66. table->balls.push_back(Ball(Vec2(610, 920), 30));
  67. table->balls.back().add_velocity(Vec2(-8, 0), .10f);
  68. table->balls.push_back(Ball(Vec2(250, 980), 20));
  69. table->balls.back().add_velocity(Vec2(10, 0), .10f);
  70. table->balls_released = true;
  71. Polygon* new_rail = new Polygon();
  72. new_rail->add_point({-1, 840});
  73. new_rail->add_point({-1, 1280});
  74. new_rail->finalize();
  75. new_rail->hidden = true;
  76. table->objects.push_back(new_rail);
  77. new_rail = new Polygon();
  78. new_rail->add_point({-1, 1280});
  79. new_rail->add_point({640, 1280});
  80. new_rail->finalize();
  81. new_rail->hidden = true;
  82. table->objects.push_back(new_rail);
  83. new_rail = new Polygon();
  84. new_rail->add_point({640, 1280});
  85. new_rail->add_point({640, 840});
  86. new_rail->finalize();
  87. new_rail->hidden = true;
  88. table->objects.push_back(new_rail);
  89. int gap = 8;
  90. int speed = 3;
  91. float top = 20;
  92. // right side
  93. table->objects.push_back(new Chaser(Vec2(32, top), Vec2(62, top), gap, speed));
  94. table->objects.push_back(new Chaser(Vec2(62, top), Vec2(62, 84), gap, speed));
  95. table->objects.push_back(new Chaser(Vec2(62, 84), Vec2(32, 84), gap, speed));
  96. // left side
  97. table->objects.push_back(new Chaser(Vec2(32, top), Vec2(1, top), gap, speed));
  98. table->objects.push_back(new Chaser(Vec2(1, top), Vec2(1, 84), gap, speed));
  99. table->objects.push_back(new Chaser(Vec2(1, 84), Vec2(32, 84), gap, speed));
  100. return table;
  101. }
  102. Table* table_init_table_error(void* ctx) {
  103. UNUSED(ctx);
  104. // PinballApp* pb = (PinballApp*)ctx;
  105. Table* table = new Table();
  106. table->balls.push_back(Ball(Vec2(20, 880), 30));
  107. table->balls.back().add_velocity(Vec2(7, 0), .10f);
  108. // table->balls.push_back(Ball(Vec2(610, 920), 30));
  109. // table->balls.back().add_velocity(Vec2(-8, 0), .10f);
  110. // table->balls.push_back(Ball(Vec2(250, 980), 20));
  111. // table->balls.back().add_velocity(Vec2(10, 0), .10f);
  112. table->balls_released = true;
  113. Polygon* new_rail = new Polygon();
  114. new_rail->add_point({-1, 840});
  115. new_rail->add_point({-1, 1280});
  116. new_rail->finalize();
  117. new_rail->hidden = true;
  118. table->objects.push_back(new_rail);
  119. new_rail = new Polygon();
  120. new_rail->add_point({-1, 1280});
  121. new_rail->add_point({640, 1280});
  122. new_rail->finalize();
  123. new_rail->hidden = true;
  124. table->objects.push_back(new_rail);
  125. new_rail = new Polygon();
  126. new_rail->add_point({640, 1280});
  127. new_rail->add_point({640, 840});
  128. new_rail->finalize();
  129. new_rail->hidden = true;
  130. table->objects.push_back(new_rail);
  131. int gap = 8;
  132. int speed = 3;
  133. float top = 20;
  134. table->objects.push_back(new Chaser(Vec2(2, top), Vec2(61, top), gap, speed, Chaser::SLASH));
  135. table->objects.push_back(new Chaser(Vec2(2, top), Vec2(2, 84), gap, speed, Chaser::SLASH));
  136. table->objects.push_back(new Chaser(Vec2(2, 84), Vec2(61, 84), gap, speed, Chaser::SLASH));
  137. table->objects.push_back(new Chaser(Vec2(61, top), Vec2(61, 84), gap, speed, Chaser::SLASH));
  138. return table;
  139. }
  140. Table* table_init_table_settings(void* ctx) {
  141. UNUSED(ctx);
  142. Table* table = new Table();
  143. // table->balls.push_back(Ball(Vec2(20, 880), 10));
  144. // table->balls.back().add_velocity(Vec2(7, 0), .10f);
  145. // table->balls.push_back(Ball(Vec2(610, 920), 10));
  146. // table->balls.back().add_velocity(Vec2(-8, 0), .10f);
  147. // table->balls.push_back(Ball(Vec2(250, 980), 10));
  148. // table->balls.back().add_velocity(Vec2(10, 0), .10f);
  149. table->balls_released = true;
  150. Polygon* new_rail = new Polygon();
  151. new_rail->add_point({-1, 840});
  152. new_rail->add_point({-1, 1280});
  153. new_rail->finalize();
  154. new_rail->hidden = true;
  155. table->objects.push_back(new_rail);
  156. new_rail = new Polygon();
  157. new_rail->add_point({-1, 1280});
  158. new_rail->add_point({640, 1280});
  159. new_rail->finalize();
  160. new_rail->hidden = true;
  161. table->objects.push_back(new_rail);
  162. new_rail = new Polygon();
  163. new_rail->add_point({640, 1280});
  164. new_rail->add_point({640, 840});
  165. new_rail->finalize();
  166. new_rail->hidden = true;
  167. table->objects.push_back(new_rail);
  168. return table;
  169. }
  170. bool table_load_table(void* ctx, size_t index) {
  171. PinballApp* pb = (PinballApp*)ctx;
  172. // read the index'th file in pb->table_list and allocate
  173. FURI_LOG_I(TAG, "Loading table %u", index);
  174. // if there's already a table loaded, free it
  175. if(pb->table) {
  176. delete pb->table;
  177. pb->table = nullptr;
  178. }
  179. pb->gameStarted = false;
  180. switch(index) {
  181. case TABLE_SELECT:
  182. pb->table = table_init_table_select(ctx);
  183. break;
  184. case TABLE_ERROR:
  185. pb->table = table_init_table_error(ctx);
  186. break;
  187. case TABLE_SETTINGS:
  188. pb->table = table_init_table_settings(ctx);
  189. break;
  190. default:
  191. pb->table = table_load_table_from_file(pb, index - TABLE_INDEX_OFFSET);
  192. break;
  193. }
  194. return pb->table != NULL;
  195. }