table.cxx 6.8 KB

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  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. : game_over(false)
  35. , balls_released(false)
  36. , plunger(nullptr)
  37. , tilt_detect_enabled(true)
  38. , last_bump(furi_get_tick())
  39. , bump_count(0) {
  40. }
  41. Table::~Table() {
  42. for(size_t i = 0; i < objects.size(); i++) {
  43. delete objects[i];
  44. }
  45. if(plunger != nullptr) {
  46. delete plunger;
  47. }
  48. }
  49. void Table::draw(Canvas* canvas) {
  50. lives.draw(canvas);
  51. // da balls
  52. for(auto& b : balls) {
  53. b.draw(canvas);
  54. }
  55. // loop through objects on the table and draw them
  56. for(auto& o : objects) {
  57. o->draw(canvas);
  58. }
  59. // now draw flippers
  60. for(auto& f : flippers) {
  61. f.draw(canvas);
  62. }
  63. // is there a plunger in the house?
  64. if(plunger) {
  65. plunger->draw(canvas);
  66. }
  67. score.draw(canvas);
  68. }
  69. Table* table_init_table_select(void* ctx) {
  70. UNUSED(ctx);
  71. Table* table = new Table();
  72. table->balls.push_back(Ball(Vec2(20, 880), 35));
  73. table->balls.back().add_velocity(Vec2(7, 0), .10f);
  74. table->balls.push_back(Ball(Vec2(610, 920), 30));
  75. table->balls.back().add_velocity(Vec2(-8, 0), .10f);
  76. table->balls.push_back(Ball(Vec2(250, 980), 20));
  77. table->balls.back().add_velocity(Vec2(10, 0), .10f);
  78. table->balls_released = true;
  79. Polygon* new_rail = new Polygon();
  80. new_rail->add_point({-1, 840});
  81. new_rail->add_point({-1, 1280});
  82. new_rail->finalize();
  83. new_rail->hidden = true;
  84. table->objects.push_back(new_rail);
  85. new_rail = new Polygon();
  86. new_rail->add_point({-1, 1280});
  87. new_rail->add_point({640, 1280});
  88. new_rail->finalize();
  89. new_rail->hidden = true;
  90. table->objects.push_back(new_rail);
  91. new_rail = new Polygon();
  92. new_rail->add_point({640, 1280});
  93. new_rail->add_point({640, 840});
  94. new_rail->finalize();
  95. new_rail->hidden = true;
  96. table->objects.push_back(new_rail);
  97. int gap = 8;
  98. int speed = 3;
  99. float top = 20;
  100. // right side
  101. table->objects.push_back(new Chaser(Vec2(32, top), Vec2(62, top), gap, speed));
  102. table->objects.push_back(new Chaser(Vec2(62, top), Vec2(62, 84), gap, speed));
  103. table->objects.push_back(new Chaser(Vec2(62, 84), Vec2(32, 84), gap, speed));
  104. // left side
  105. table->objects.push_back(new Chaser(Vec2(32, top), Vec2(1, top), gap, speed));
  106. table->objects.push_back(new Chaser(Vec2(1, top), Vec2(1, 84), gap, speed));
  107. table->objects.push_back(new Chaser(Vec2(1, 84), Vec2(32, 84), gap, speed));
  108. return table;
  109. }
  110. Table* table_init_table_error(void* ctx) {
  111. UNUSED(ctx);
  112. // PinballApp* pb = (PinballApp*)ctx;
  113. Table* table = new Table();
  114. table->balls.push_back(Ball(Vec2(20, 880), 30));
  115. table->balls.back().add_velocity(Vec2(7, 0), .10f);
  116. // table->balls.push_back(Ball(Vec2(610, 920), 30));
  117. // table->balls.back().add_velocity(Vec2(-8, 0), .10f);
  118. // table->balls.push_back(Ball(Vec2(250, 980), 20));
  119. // table->balls.back().add_velocity(Vec2(10, 0), .10f);
  120. table->balls_released = true;
  121. Polygon* new_rail = new Polygon();
  122. new_rail->add_point({-1, 840});
  123. new_rail->add_point({-1, 1280});
  124. new_rail->finalize();
  125. new_rail->hidden = true;
  126. table->objects.push_back(new_rail);
  127. new_rail = new Polygon();
  128. new_rail->add_point({-1, 1280});
  129. new_rail->add_point({640, 1280});
  130. new_rail->finalize();
  131. new_rail->hidden = true;
  132. table->objects.push_back(new_rail);
  133. new_rail = new Polygon();
  134. new_rail->add_point({640, 1280});
  135. new_rail->add_point({640, 840});
  136. new_rail->finalize();
  137. new_rail->hidden = true;
  138. table->objects.push_back(new_rail);
  139. int gap = 8;
  140. int speed = 3;
  141. float top = 20;
  142. table->objects.push_back(new Chaser(Vec2(2, top), Vec2(61, top), gap, speed, Chaser::SLASH));
  143. table->objects.push_back(new Chaser(Vec2(2, top), Vec2(2, 84), gap, speed, Chaser::SLASH));
  144. table->objects.push_back(new Chaser(Vec2(2, 84), Vec2(61, 84), gap, speed, Chaser::SLASH));
  145. table->objects.push_back(new Chaser(Vec2(61, top), Vec2(61, 84), gap, speed, Chaser::SLASH));
  146. return table;
  147. }
  148. Table* table_init_table_settings(void* ctx) {
  149. UNUSED(ctx);
  150. Table* table = new Table();
  151. // table->balls.push_back(Ball(Vec2(20, 880), 10));
  152. // table->balls.back().add_velocity(Vec2(7, 0), .10f);
  153. // table->balls.push_back(Ball(Vec2(610, 920), 10));
  154. // table->balls.back().add_velocity(Vec2(-8, 0), .10f);
  155. // table->balls.push_back(Ball(Vec2(250, 980), 10));
  156. // table->balls.back().add_velocity(Vec2(10, 0), .10f);
  157. table->balls_released = true;
  158. Polygon* new_rail = new Polygon();
  159. new_rail->add_point({-1, 840});
  160. new_rail->add_point({-1, 1280});
  161. new_rail->finalize();
  162. new_rail->hidden = true;
  163. table->objects.push_back(new_rail);
  164. new_rail = new Polygon();
  165. new_rail->add_point({-1, 1280});
  166. new_rail->add_point({640, 1280});
  167. new_rail->finalize();
  168. new_rail->hidden = true;
  169. table->objects.push_back(new_rail);
  170. new_rail = new Polygon();
  171. new_rail->add_point({640, 1280});
  172. new_rail->add_point({640, 840});
  173. new_rail->finalize();
  174. new_rail->hidden = true;
  175. table->objects.push_back(new_rail);
  176. return table;
  177. }
  178. bool table_load_table(void* ctx, size_t index) {
  179. PinballApp* pb = (PinballApp*)ctx;
  180. // read the index'th file in pb->table_list and allocate
  181. FURI_LOG_I(TAG, "Loading table %u", index);
  182. // if there's already a table loaded, free it
  183. if(pb->table) {
  184. delete pb->table;
  185. pb->table = nullptr;
  186. }
  187. switch(index) {
  188. case TABLE_SELECT:
  189. pb->table = table_init_table_select(ctx);
  190. break;
  191. case TABLE_ERROR:
  192. pb->table = table_init_table_error(ctx);
  193. break;
  194. case TABLE_SETTINGS:
  195. pb->table = table_init_table_settings(ctx);
  196. break;
  197. default:
  198. pb->table = table_load_table_from_file(pb, index - TABLE_INDEX_OFFSET);
  199. break;
  200. }
  201. return pb->table != NULL;
  202. }