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4 Commits
d811790f66
...
v0.5.4
| Author | SHA1 | Date | |
|---|---|---|---|
| 376c15c272 | |||
| f21f199917 | |||
| 12383f9309 | |||
| d101da4a43 |
13
ascii.cpp
13
ascii.cpp
@@ -19,6 +19,7 @@ uint8_t *color_screen = NULL;
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uint8_t screen_width = 40;
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uint8_t screen_height = 30;
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uint8_t current_color = 0x1e;
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uint8_t current_border = 0;
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uint8_t current_mode = 1;
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uint8_t cursor_x = 0;
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uint8_t cursor_y = 0;
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@@ -65,6 +66,7 @@ void reinit() {
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screen_width = 80;
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screen_height = 30;
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current_color = 0x07;
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current_border = 0;
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cursor_x = 0;
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cursor_y = 0;
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char_screen = &mem[0];
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@@ -76,6 +78,7 @@ void reinit() {
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screen_width = 40;
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screen_height = 30;
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current_color = 0x07;
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current_border = 0;
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cursor_x = 0;
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cursor_y = 0;
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char_screen = &mem[0];
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@@ -87,6 +90,7 @@ void reinit() {
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screen_width = 20;
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screen_height = 15;
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current_color = 0x07;
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current_border = 0;
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cursor_x = 0;
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cursor_y = 0;
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char_screen = &mem[0];
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@@ -268,7 +272,7 @@ int main(int argc,char*argv[]) {
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//for (int i=0;i<screen_surface->size;++i) pixels[i] = palette[screen_surface->p[i]];
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SDL_UnlockTexture(mini_bak);
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SDL_SetRenderDrawColor(mini_ren, (palette[0] >> 16)&0xff, (palette[0] >> 8)&0xff, palette[0]&0xff, 0);
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SDL_SetRenderDrawColor(mini_ren, (palette[current_border] >> 16)&0xff, (palette[current_border] >> 8)&0xff, palette[current_border]&0xff, 0);
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//SDL_SetRenderDrawColor(mini_ren, 255, 0, 0, 0);
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SDL_RenderClear(mini_ren);
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SDL_Rect rect = {40, 40, 640, 480};
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@@ -300,8 +304,13 @@ void paper(uint8_t value) {
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current_color = (current_color & 0x0f) + (value << 4);
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}
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void color(uint8_t ink, uint8_t paper) {
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void border(uint8_t value) {
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current_border = value & 0xf;
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}
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void color(uint8_t ink, uint8_t paper, int8_t border) {
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current_color = (ink & 0x0f) + (paper << 4);
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if (border >= 0) current_border = border & 0xf;
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}
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void locate(uint8_t x, uint8_t y) {
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3
ascii.h
3
ascii.h
@@ -115,7 +115,8 @@ void loop();
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void cls(uint8_t value=32);
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void ink(uint8_t value); // global::ink
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void paper(uint8_t value); // global::paper
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void color(uint8_t ink, uint8_t paper);
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void border(uint8_t value);
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void color(uint8_t ink, uint8_t paper, int8_t border=-1);
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void locate(uint8_t x, uint8_t y); // global::cursorx, global::cursory
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void print(const char *str, int x = -1, int y = -1);
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94
breakout.lua
Normal file
94
breakout.lua
Normal file
@@ -0,0 +1,94 @@
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function init()
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setmode(1)
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reset()
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end
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function reset()
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bx,by=20,28
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dx,dy=-1+rnd(1)*2,-1
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px=18
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wait=1
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speed=6
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bricks = {}
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for i=0,35 do bricks[i]=COLOR_RED end
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for i=36,71 do bricks[i]=COLOR_BROWN end
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for i=72,107 do bricks[i]=COLOR_GREEN end
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for i=108,143 do bricks[i]=COLOR_YELLOW end
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end
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function update()
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-- move ball
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wait=wait-1
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if wait==0 then
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wait=speed
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bx=bx+dx
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by=by+dy
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if speed<6 then
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if bx==2 or bx==37 then dx=-dx play("o3l0c") end
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if by<9 then
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local index=flr(bx/2)-1+(by-1)*18
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if bricks[index]~=COLOR_BLACK then
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play("o5l0c")
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bricks[index]=COLOR_BLACK
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dy=-dy
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else
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if by==1 then dy=-dy play("o3l0c") end
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end
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end
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if by==28 and bx>=px and bx<=px+4 then
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play("o4l0c")
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dy=-dy
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end
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if by==29 then
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play("l0o3bagfedc")
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reset()
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end
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else
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if bx==2 or bx==37 then dx=-dx end
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if by==9 or by==29 then dy=-dy end
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end
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end
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-- move paddle
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if btn(KEY_LEFT) and px>2 then px=px-1 end
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if btn(KEY_RIGHT) and px<34 then px=px+1 end
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-- clear screen
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paper(COLOR_BLACK)
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cls()
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-- draw white border
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ink(COLOR_WHITE)
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print("\150\154\154\154\154\154\154\154\154\154\154\154\154\154\154\154\154\154\154\154\154\154\154\154\154\154\154\154\154\154\154\154\154\154\154\154\154\156",1,0)
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for i=1,29 do
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print("\149",1,i)
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print("\149",38,i)
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end
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-- draw bricks
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for i=0,143 do
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color(0,bricks[i])
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print("\095\003",2+2*(i%18),1+flr(i/18))
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end
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--draw ball
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color(COLOR_WHITE,COLOR_BLACK)
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print("\233",bx,by)
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-- draw paddle
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ink(COLOR_LIGHT_BLUE)
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for i=0,3 do print("\131",px+i,29) end
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if speed==6 then
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ink(rnd(16))
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print("BREAKOUT",16,13)
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ink(COLOR_WHITE)
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print("Press '1' to play EASY",9,18)
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print("Press '2' to play NORMAL",8,20)
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print("Press '3' to play HARD",9,22)
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if btn(KEY_1) then reset() speed=4 end
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if btn(KEY_2) then reset() speed=3 end
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if btn(KEY_3) then reset() speed=2 end
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end
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end
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16
lua.cpp
16
lua.cpp
@@ -21,10 +21,21 @@ extern "C" {
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return 0;
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}
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static int cpp_border(lua_State *L) {
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uint8_t val = luaL_checkinteger(L, 1);
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border(val);
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return 0;
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}
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static int cpp_color(lua_State *L) {
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uint8_t ink = luaL_checkinteger(L, 1);
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uint8_t paper = luaL_checkinteger(L, 2);
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color(ink, paper);
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if (lua_gettop(L) > 2) {
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uint8_t border = luaL_checkinteger(L, 3);
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color(ink, paper, border);
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} else {
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color(ink, paper);
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}
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return 0;
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}
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@@ -274,7 +285,7 @@ bool lua_is_playing() {
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return lua_state == STATE_PLAYING;
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}
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const char boot[] = "function init()setmode(1)cls()play('o5l0v5cegv4cegv3cegv2cegv1ceg')memcpy(360,4608,240)memcpy(1560,4848,240)ink(1)print('G A M E',8,16)ink(4)print('S Y S T E M',20,16)ink(8)print('v0.5.2',26,8)w=0 end function update()w=w+1 if w>90 then cls()load()end end";
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const char boot[] = "function init()setmode(1)cls()play('o5l0v5cegv4cegv3cegv2cegv1ceg')memcpy(360,4608,240)memcpy(1560,4848,240)ink(1)print('G A M E',8,16)ink(4)print('S Y S T E M',20,16)ink(7)print('mini',9,8)ink(8)print('v0.5.4',34,29)w=0 end function update()w=w+1 if w>90 then cls()load()end end";
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void lua_init(const char* filename, const bool start_playing) {
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if (lua_state != STATE_STOPPED) lua_quit();
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@@ -303,6 +314,7 @@ void lua_init(const char* filename, const bool start_playing) {
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lua_pushcfunction(L,cpp_cls); lua_setglobal(L, "cls");
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lua_pushcfunction(L,cpp_ink); lua_setglobal(L, "ink");
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lua_pushcfunction(L,cpp_paper); lua_setglobal(L, "paper");
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lua_pushcfunction(L,cpp_border); lua_setglobal(L, "border");
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lua_pushcfunction(L,cpp_color); lua_setglobal(L, "color");
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lua_pushcfunction(L,cpp_locate); lua_setglobal(L, "locate");
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2
main.cpp
2
main.cpp
@@ -32,6 +32,8 @@ void do_terminal() {
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else if (key == KEY_COMMA) { if (mods & KMOD_SHIFT) { debugchr(';'); } else { debugchr(','); } }
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else if (key == KEY_PERIOD) { if (mods & KMOD_SHIFT) { debugchr(':'); } else { debugchr('.'); } }
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else if (key == KEY_SLASH) { if (mods & KMOD_SHIFT) { debugchr('_'); } else { debugchr('-'); } }
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else if (key == KEY_LEFTBRACKET) { if (mods & KMOD_SHIFT) { debugchr(160); } else if (mods & KMOD_RALT) { debugchr('['); } else { debugchr(96); } }
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else if (key == KEY_RIGHTBRACKET) { if (mods & KMOD_SHIFT) { debugchr('*'); } else if (mods & KMOD_RALT) { debugchr(']'); } else { debugchr('+'); } }
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}
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//cls(0);
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pdebug();
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3
play.cpp
3
play.cpp
@@ -23,6 +23,9 @@ uint32_t interpret_note(uint8_t* buffer, const char note, const char param ) {
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}
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void play_init(const char* new_song) {
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volume=64;
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octave=4;
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tempo=44100;
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if (song != NULL) free(song);
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song = (char*)malloc( strlen( new_song ) + 1 );
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strcpy( song, new_song );
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115
pong.lua
Normal file
115
pong.lua
Normal file
@@ -0,0 +1,115 @@
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function init()
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-- mode 1: 40x30 characters
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setmode(1)
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-- prepare everything for the match
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reset_match()
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p1,p2=0,0 -- reset scores
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end
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function update()
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cls()
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-- ball movement
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-- 'wait' is a counter to skip some cycles before moving the ball, so it starts slower
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-- 'speed' defines how many cycles to skip. Every 5 hits to the paddles 'speed' goes down by 1, effectively increasing the ball's speed
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-- 'speed' is reset every point
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wait=wait-1
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if wait==0 then
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wait=speed
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-- move ball
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bx=bx+dx
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by=by+dy
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-- if ball hits top or down walls, bounce
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if by==0 or by==29 then
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dy=-dy
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if playing then play("a") end -- if we are not playing, be quiet
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end
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-- during a match, paddles bounce the ball and left and right walls award points
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-- but before or after a match the ball just bounces around
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if playing then
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-- if ball hits left or right ball, reset the ball and award a point to the opposing paddle
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if bx==0 then p2=p2+1 reset_ball() end
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if bx==39 then p1=p1+1 reset_ball() end
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-- if ball hits paddle, bounce
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if (bx==1 and by>=y1 and by<=y1+4) or (bx==38 and by>=y2 and by<=y2+4) then
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play("c")
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dx=-dx
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-- also, increase hits. Every 5 hits the ball will speed up (only if it's not already as fast as possible)
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hits=hits+1
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if (hits%5 == 0) and (speed>0) then speed=speed-1 end
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end
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else
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-- when not playing, just bounce freely
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if bx==0 or bx==39 then dx=-dx end
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end
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end
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-- player 1 controls
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if btn(KEY_Q) and y1>0 then y1=y1-1 end
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if btn(KEY_A) and y1<25 then y1=y1+1 end
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-- player 2 controls
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if btn(KEY_UP) and y2>0 then y2=y2-1 end
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if btn(KEY_DOWN) and y2<25 then y2=y2+1 end
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-- draw net
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if playing then for i=0,29 do print("\145",20,i) end end
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-- draw score
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print(p1,18,3)
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print(p2,22,3)
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-- draw ball
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print("\143",flr(bx),flr(by))
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-- draw paddles
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for i=0,4 do
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print("\143",1,y1+i)
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print("\143",38,y2+i)
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end
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if not playing then
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-- while not playing show the messages
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if p1==10 then print("PLAYER 1 WINS!", 14, 8)
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elseif p2==10 then print("PLAYER 2 WINS!", 14, 8)
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else print("PONG!", 18, 10) end
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print("Press SPACE to play", 11, 20)
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if btn(KEY_SPACE) then
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start_match()
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end
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end
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end
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function start_match()
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playing=true
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p1,p2=0,0 -- reset scores
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end
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function reset_match()
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play("l2drl2d#l4e>l2crr<e>crr<l4e>crrrl2r cl4dl2d#l4el2cl4del2r<b>l4dl2rl4crrrl2r< drl2d#l4e>l2crr<e>crr<l4e>crrrl2r< l2argl4f#l2a>l4cl2errdl4cl2<al4>drrrl2r< l2drl2d#l4e>l2crr<e>crr<l4e>crrrl2r cl4dl2d#l4el2cl4del2r<b>l4dl2rl4crrrl2r<")
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playing=false
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bx,by=20,15 -- init ball's position
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dx,dy=1,1 -- init ball's direction
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y1,y2=14,14 -- init paddle's y coordinate
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wait=1 -- reset wait counter
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speed=4 -- reset speed
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hits=0 -- reset hits counter
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end
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function reset_ball()
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play("l0o3bagfedc") -- play sad tune
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bx,by=20,15 -- reset ball's position
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speed=4 -- reset speed
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hits=0 -- reset hits counter
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dx=-dx -- invert x direction
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-- si algu arriba a 10, la partida acaba
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if p1==10 or p2==10 then
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playing=false
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play("o5l1crl0ergrl4o6c")
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end
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end
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Reference in New Issue
Block a user