micro:drop - A simple game for the BBC micro:bit Fruits falling from the sky. Use buttons A & B to control the player and catch them all. Drop speed increases every 10 catches. How much can you get? After game over press AB to restart.
main.cpp
- Committer:
- novecento
- Date:
- 2018-01-26
- Revision:
- 1:89b525515734
- Parent:
- 0:53f603890bd2
File content as of revision 1:89b525515734:
/* MIT License Copyright (c) 2018 Alexander Dölz Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions: The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software. THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ /* micro:drop - A simple game for the BBC micro:bit Fruits falling from the sky. Use buttons A & B to control the player and catch them all. Drop speed increases every 10 catches. How much can you get? After game over press AB to restart. */ #include "MicroBit.h" struct Sprite { int x; int y; }; const MicroBitImage imageCross("255,0,0,0,255\n0,255,0,255,0\n0,0,255,0,0\n0,255,0,255,0\n255,0,0,0,255\n"); const MicroBitImage imageFlash("255,255,255,255,255\n255,255,255,255,255\n255,255,255,255,255\n255,255,255,255,255\n255,255,255,255,255\n"); MicroBit uBit; Sprite player; Sprite fruit; int game_over; int paused; int life; int score; int level; int game_speed; int high_score; int new_high_score; /* Move player sprite to the left */ void onButtonA(MicroBitEvent e) { if (player.x > 0 && !paused && !game_over) { uBit.display.image.setPixelValue(player.x, player.y, 0); player.x--; uBit.display.image.setPixelValue(player.x, player.y, 255); } } /* Move player sprite to the right */ void onButtonB(MicroBitEvent e) { if (player.x < 4 && !paused && !game_over) { uBit.display.image.setPixelValue(player.x, player.y, 0); player.x++; uBit.display.image.setPixelValue(player.x, player.y, 255); } } /* Move fruit down and check for missed fruits */ void dropFruit() { while(!game_over) { if(!paused) { uBit.display.image.setPixelValue(fruit.x, fruit.y, 0); fruit.y++; // When the fruit is moved below the screen, it's a miss if (fruit.y > 4) { // Create a new fruit fruit.x=uBit.random(5); fruit.y=0; // Show a cross to indicate the miss uBit.display.print(imageCross); uBit.sleep(25); uBit.display.clear(); // Reduce life life--; // No more lifes means game over if (life == 0) game_over = true; } uBit.display.image.setPixelValue(fruit.x, fruit.y, 255); } // Wait some time to give the human a chance uBit.sleep(game_speed); } } /* Update player sprite and check for catched fruits*/ void updatePlayer() { while(!game_over) { uBit.display.image.setPixelValue(player.x, player.y, 255); // Check if the player catched the fruit if (player.x==fruit.x && player.y==fruit.y) { // Create a new fruit above the screen; dropFruit will do the rest fruit.x=uBit.random(5); fruit.y=-1; // Flash all LEDs to indicate the catch uBit.display.print(imageFlash); uBit.sleep(25); uBit.display.clear(); // Score a point score++; // Level and speed will be incressed every 10 points if (score % 10 == 0) { // Pause the game during the "Next Level" message paused = true; level++; if (game_speed > 50) game_speed -= 50; uBit.display.clear(); uBit.display.scroll("LEVEL:"); uBit.display.scroll(level); // Bring Play back to the initial position uBit.display.image.setPixelValue(player.x, player.y, 0); player.x = 2; uBit.display.image.setPixelValue(player.x, player.y, 255); // Resume the game paused = false; } } // Give the CPU a rest uBit.sleep(25); } } /* Game over message */ void gameOver() { // Concatenate everthiny to ensure it will be in the right order at async // output const int cScore = score; ManagedString msGameOver = ManagedString("GAME OVER! SCORE: ") + ManagedString(cScore); if (new_high_score) msGameOver = msGameOver + ManagedString(" NEW HIGH SCORE!"); uBit.display.scrollAsync(msGameOver); } /* The Game */ void dropGame() { // Show current high score if (high_score > 0) { uBit.display.scroll("HIGH SCORE:"); uBit.display.scroll(high_score); } uBit.display.scroll("LEVEL: 1"); // Initialize player sprite player.x=2; player.y=4; uBit.display.image.setPixelValue(player.x, player.y, 255); // Initialize fruit sprite above the screen; dropFruit will do the rest fruit.x=uBit.random(5); fruit.y=-1; // Reset game state paused = false; game_speed = 400; level = 1; score = 0; life = 3; new_high_score = false; game_over = false; //Create background tasks for player and fruit update create_fiber(updatePlayer); create_fiber(dropFruit); // Game logik is in fibers updatePlayer and dropFruit // So, while playing do nothing while(!game_over) uBit.sleep(200); // Check for new high score if (score > high_score) { high_score = score; // Maker it persistent uBit.storage.put("high_score", (uint8_t *)&high_score, sizeof(int)); new_high_score = true; } // Show "Game Over" screen and score until A&B ist pressed together uBit.display.clear(); while(!uBit.buttonAB.isPressed()) { gameOver(); uBit.sleep(200); } uBit.display.stopAnimation(); } int main(void) { // Initialize the micro:bit runtime uBit.init(); // Game titel uBit.display.scroll("MICRO:DROP"); // Get current high score from storage KeyValuePair* stroredHighScore = uBit.storage.get("high_score"); if(stroredHighScore == NULL) { high_score = 0; // Seems to be the first boot; there is no high score } else { // Copy high score from key value pair into int var memcpy(&high_score, stroredHighScore->value, sizeof(int)); delete stroredHighScore; } //Disable buttons & background tasks at startup game_over = true; //Register functions to buttons A & B uBit.messageBus.listen(MICROBIT_ID_BUTTON_A, MICROBIT_BUTTON_EVT_DOWN, onButtonA); uBit.messageBus.listen(MICROBIT_ID_BUTTON_B, MICROBIT_BUTTON_EVT_DOWN, onButtonB); // Play forever ;-) while(1) { dropGame(); } }