■Stairs_of_infinty

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#include<time.h>
#include<stdlib.h>
#include "2450addr.h"
#include "my_lib.h"
#include "macro.h"
void MMU_Init(void);
 
#include "./Images/BLOCK.H"
#include "./Images/CLOUD.H"
#include "./Images/TITLE1.H"
#include "./Images/TITLE2.H"
#include "./Images/ICON.H"
#include "./Images/ENDGAME.H"
 
#include "./Images/RPENGUIN.H"
#include "./Images/LPENGUIN.H"
#include "./Images/RHEDGE.H"
#include "./Images/LHEDGE.H"
#include "./Images/RDINO.H"
#include "./Images/LDINO.H"
 
// Color Define
#define BLACK    0x0000
#define WHITE        0xfffe
#define BLUE        0x003e
#define GREEN    0x07c0
#define RED        0xf800
#define YELLOW    0xffc0
 
// ISR Functions declaration
 
#define LCD_XSIZE         (480)    
#define LCD_YSIZE         (272)
 
// Functions Declaration
 
void HW_Initial(void);
void Show_Welcome(char * msg);
 
// Global Variables Declaration
 
volatile int Touch_pressed = 0;
volatile int ADC_x=0, ADC_y=0;
 
 
volatile int Cal_x1=848;
volatile int Cal_y1=656;
volatile int Cal_x2=186;
volatile int Cal_y2=349
 
 
volatile int Touch_x, Touch_y;
 
volatile unsigned int Touch_config=1;
/**************************************************************************************************/
typedef struct _Block{
    int x;
    int y;
}Block;
 
void Lcd_Make_Bmp_Buffer (int x, int y, const unsigned char *fp);
void Make_Buffer(int x,int y,int color);
 
void Creat_Block(void);
void Print_Block(void);
void touch_block(void);
void CountPrintf(void);
void ScorePrintf(void);
 
unsigned int bmp_buffer[272][480]; 
static unsigned int Fbuf[2= {0x338000000x33c00000};
 
unsigned short bfType;
unsigned int bfSize;
unsigned int bfOffbits;
unsigned int biWidth, biWidth2;
unsigned int biHeight;
/**************************************************************************************************/
void Touch_ISR(void) __attribute__ ((interrupt ("IRQ")));
 
void Touch_ISR()
{
    rINTSUBMSK |= (0x1<<9);
    rINTMSK1 |= (0x1<<31);    
    
    /* TO DO: Pendng Clear on Touch */    
    rSUBSRCPND |= (0x1<<9);
    rSRCPND1 |= (0x1<<31);
    rINTPND1 |= (0x1<<31);
    
    // Touch UP
    if(rADCTSC&0x100)
    {
        rADCTSC&=0xff;
        Touch_pressed = 0;
    }
    // Touch Down
    else 
    {
        rADCTSC=(0<<8)|(1<<7)|(1<<6)|(0<<5)|(1<<4)|(1<<3)|(1<<2)|(0);
        // SADC_ylus Down,Don't care,Don't care,Don't care,Don't care,XP pullup Dis,Auto,No operation
        rADCCON|=0x1;
        while(rADCCON & 0x1);
        while(!(0x8000&rADCCON));
        ADC_x=(int)(0x3ff&rADCDAT0);
        ADC_y=(int)(0x3ff&rADCDAT1);
        // Touch calibration complete
        if(Touch_config)
        {
            Touch_y=(ADC_y-Cal_y1)*(LCD_YSIZE-10)/(Cal_y2-Cal_y1)+5;
            Touch_x=(ADC_x-Cal_x2)*(LCD_XSIZE-10)/(Cal_x1-Cal_x2)+5;
            Touch_x=LCD_XSIZE-Touch_x;
            if(Touch_x<0) Touch_x=0;
            if(Touch_x>=LCD_XSIZE) Touch_x=LCD_XSIZE-1;
            if(Touch_y<0) Touch_y=0;
            if(Touch_y>=LCD_YSIZE) Touch_y=LCD_YSIZE-1;
        }
        // before calibration        
        else
        {
            Touch_x = ADC_x;
            Touch_y = ADC_y;
        }
 
        rADCTSC=(1<<8)|(1<<7)|(1<<6)|(0<<5)|(1<<4)|(0<<3)|(0<<2)|(3);
        // SADC_ylus Up,Don't care,Don't care,Don't care,Don't care,XP pullup En,Normal,Waiting mode
        Touch_pressed = 1
    }
 
    rINTSUBMSK &= ~(0x1<<9);
    rINTMSK1 &= ~(0x1<<31);
}
// Lower Layer Functions
 
void HW_Initial(void)
{
    Exception_Init();
    Uart_Init(115200);    
//    Led_Init();
    Buzzer_Init();
 
    Timer0_Init();
    Graphic_Init();
    
    Touch_Isr_Init(Touch_ISR);
    MMU_Init();
}
/***********************************************************************************************/
void Show_Welcome(char * msg)
{
    Uart_Printf("\n%s\n", msg);
    Lcd_Draw_BMP(0,0, title1);        //Flushing
    Timer0_Delay(3000);            
    Lcd_Draw_BMP(0,0, title2);        
    Timer0_Delay(3000);            
}
 
 
/********** Background Save **************************************************************************/
void Make_Buffer(int x,int y,int color)
{
    bmp_buffer[y][x] = (unsigned short int)color;    
}
void Lcd_Make_Bmp_Buffer (int x, int y, const unsigned char *fp)
{
     int xx=0, yy=0;    
     unsigned int tmp;
     unsigned char tmpR, tmpG, tmpB;
    
 
     bfType=*(unsigned short *)(fp+0);
     bfSize=*(unsigned short *)(fp+2);
     tmp=*(unsigned short *)(fp+4);
     bfSize=(tmp<<16)+bfSize;
     bfOffbits=*(unsigned short *)(fp+10);
     biWidth=*(unsigned short *)(fp+18);    
     biHeight=*(unsigned short *)(fp+22);    
 
     biWidth2=(bfSize-bfOffbits)/biHeight;    
 
     for(yy=0;yy<biHeight;yy++)
     {
         for(xx=0;xx<biWidth;xx++)
         {
             tmpB=*(unsigned char *)(fp+bfOffbits+(biHeight-yy-1)*biWidth*3+xx*3+0);
             tmpG=*(unsigned char *)(fp+bfOffbits+(biHeight-yy-1)*biWidth*3+xx*3+1);
             tmpR=*(unsigned char *)(fp+bfOffbits+(biHeight-yy-1)*biWidth*3+xx*3+2);
             tmpR>>=3
             tmpG>>=3;
             tmpB>>=3;
             
             if(xx<biWidth2) Make_Buffer(x+xx,y+yy,(tmpR<<10)+(tmpG<<5)+(tmpB<<0));
         } 
     }
}
/*************************************************************************************************/
void Lcd_Display_Frame_Buffer(unsigned int id)
{
    Lcd_Set_Address(Fbuf[id]);
}
 
void Lcd_Set_Address(unsigned int fp)
{
    rVIDW00ADD0B0 = fp;
    rVIDW00ADD1B0 = 0;
    rVIDW00ADD2B0 = (0<<13)|((LCD_XSIZE*4*2)&0x1fff);
 
    rVIDW00ADD1B0 = 0+(LCD_XSIZE*LCD_YSIZE);
}
/*************************************************************************************************/
int random;
int icon_flag=0;
int game_enable =1;
int Survival_count=20;//Survival time
int character_pose = 0;//0 : Right, 1 : Left
 
int size = 15;        //init block count
Block block_ary[15];
int blockS_x = 390, blockS_y = 120;    //start point
int block_cnt = 0;
 
 
void Creat_Block(void)    //height : 28 , width : 48 ; block
{
 
    int i;
    int position_x,position_y;
 
    block_ary[0].x=blockS_x;
    block_ary[0].y=blockS_y;
 
    position_x = blockS_x;
    position_y = blockS_y;
 
    for(i=1;i<size;i++)
    {
    random =rand()%5;
 
    if(random>2)
        {
            block_ary[i].x = position_x-28;
            block_ary[i].y = position_y-48;
            position_x = block_ary[i].x;
            position_y = block_ary[i].y;
        }
    else
        {
            block_ary[i].x = position_x-28;
            block_ary[i].y = position_y+48;
            position_x = block_ary[i].x;
            position_y = block_ary[i].y;
        }
    }
}
 
 
 
void Print_Block(void)
{
    int i;
 
    Lcd_Select_Frame_Buffer(0);
 
    for(i=0;i<size;i++)
    Lcd_Draw_BMP(block_ary[i].x,block_ary[i].y, block);    
 
    Lcd_Draw_BMP(432,0, icon);        
 
    if(icon_flag==0){
    if(character_pose== 0)
    Lcd_Draw_BMP(362,130, Rpenguin);
    else
    Lcd_Draw_BMP(362,130, Lpenguin);
    }
 
    if(icon_flag==1){
    if(character_pose== 0)
    Lcd_Draw_BMP(362,130, Rhedge);    
    else
    Lcd_Draw_BMP(362,130, Lhedge);    
    }
 
    if(icon_flag==2){
    if(character_pose== 0)
    Lcd_Draw_BMP(362,130, Rdino);    
    else
    Lcd_Draw_BMP(362,130, Ldino);    
    }
}
 
void touch_block(void)
{
    int i;
    int x,y;
 
    
    if(!game_enable && Touch_pressed)        //game end
    {
        block_cnt = 0;
        Survival_count=20;
 
 
        for(i=0;i<size;i++)
            for(x=block_ary[i].x;x<block_ary[i].x+28;x++)
                for(y=block_ary[i].y ;y<block_ary[i].y+48 ;y++)
                    Lcd_Put_Pixel(x,y,bmp_buffer[y][x]);
 
        Creat_Block();
        /*clear end bar, score bar*******************/
 
            for(x=150;x<150 +32;x++)
                for(y=0 ;y<272;y++)
                    Lcd_Put_Pixel(x,y,bmp_buffer[y][x]);
 
            for(x=450;x<450 +32;x++)
                for(y=0 ;y<272 + 10;y++)
                    Lcd_Put_Pixel(x,y,bmp_buffer[y][x]);
 
 
        /*************************************/
        game_enable =1;    //game restart
 
    }
 
    else if(game_enable&&Touch_pressed)    //game start
    {
        Uart_Printf("\nX:%d, Y:%d", Touch_x, Touch_y); 
 
        Jumpsound();    //buzzer
 
        /*difficulty control*************************/
        if(block_cnt <10)
        Survival_count=20;
        else
        Survival_count=14;    //2sec..
        /*************************************/
        if(Touch_x>200 &&Touch_x<450&& Touch_y>140){
 
        block_cnt++;
 
        /*clear block image from background*******************/
        for(i=0;i<size;i++)
            for(x=block_ary[i].x;x<block_ary[i].x+28;x++)
                for(y=block_ary[i].y ;y<block_ary[i].y+48 ;y++)
                    Lcd_Put_Pixel(x,y,bmp_buffer[y][x]);
        /************************************************/
 
            Uart_Printf("<<<<<<<<Left Click ... <<<<<<<<<<<<\n"); 
            for(i=0;i<size;i++)
            {
                block_ary[i].x+=28;
                block_ary[i].y-=48;
            }
 
            /*first block delete and create end block*******************/
            for(i=0;i<size-1;i++)
            {
                block_ary[i].x = block_ary[i+1].x;
                block_ary[i].y = block_ary[i+1].y;
            }
                random =rand()%5;
 
                if(random>2)
                {
                    block_ary[size-1].x = block_ary[size-2].x - 28;
                    block_ary[size-1].y = block_ary[size-2].y - 48;
                }
                else
                {
                    block_ary[size-1].x = block_ary[size-2].x - 28;
                    block_ary[size-1].y = block_ary[size-2].y + 48;
                }
        
 
            /*get off the block ***********************************/
            if(blockS_x != block_ary[0].x || blockS_y != block_ary[0].y){
                    Lcd_Draw_BMP(150,0, endgame);
                    game_enable=0;
                }
            /************************************************/
            character_pose = 1;
 
        }
        else if(Touch_x>200 &&Touch_x<450&& Touch_y<140){
 
        block_cnt++;
 
        for(i=0;i<size;i++)
            for(x=block_ary[i].x;x<block_ary[i].x+28;x++)
                for(y=block_ary[i].y ;y<block_ary[i].y+48 ;y++)
                    Lcd_Put_Pixel(x,y,bmp_buffer[y][x]);
        
            Uart_Printf(">>>>>>>>>Right Click ... >>>>>>>>>>>>>\n"); 
            
            for(i=0;i<size;i++)
            {
                block_ary[i].x+=28;
                block_ary[i].y+=48;
            }
            /*first block delete and create end block*******************/
            for(i=0;i<size-1;i++)
            {
                block_ary[i].x = block_ary[i+1].x;
                block_ary[i].y = block_ary[i+1].y;
            }
                random =rand()%5;
 
                if(random<3)
                {
                    block_ary[size-1].x = block_ary[size-2].x - 28;
                    block_ary[size-1].y = block_ary[size-2].y - 48;
                }
                else
                {
                    block_ary[size-1].x = block_ary[size-2].x - 28;
                    block_ary[size-1].y = block_ary[size-2].y + 48;
                }
            /*get off the block ***********************************/
            if(blockS_x != block_ary[0].x || blockS_y != block_ary[0].y){
                    Lcd_Draw_BMP(150,0, endgame);
                    game_enable=0;
                }
            /************************************************/
            character_pose= 0;
 
        }
        /*character change icon ***********************************/
        else if(Touch_x>430 &&Touch_x<480&& Touch_y<100)
        {
            icon_flag++;
            icon_flag = (icon_flag ==3) ? (icon_flag%3) : icon_flag;
        }
    }
}
 
void ScorePrintf()
{
    Lcd_Printf(170,450, RED, BLACK, 1,1,"Score : %d", block_cnt);
}
 
void CountPrintf()
{
        Survival_count--;
        if(Survival_count<0)// 3sec..
        {
            Survival_count++;
            Lcd_Draw_BMP(150,0, endgame);
            game_enable = 0 ;//gram end
        }
        Lcd_Printf(200,430, RED, BLACK, 1,1,"Survival time : %d",Survival_count/7);
}
 
void Main(void)
{
    Uart_Init(115200);
    HW_Initial();    
    Show_Welcome("Stairs of infinity");
 
    Creat_Block();
 
    Lcd_Select_Frame_Buffer(1);
    Lcd_Draw_BMP(0,0, cloud);
    Lcd_Copy(1,0);
    Lcd_Display_Frame_Buffer(0);
 
    srand(time(NULL));                
 
    Lcd_Make_Bmp_Buffer(0,0,cloud);
 
 
 
    while(1){    
        CountPrintf();
        Touch_ISR_Enable(1);
        touch_block();
        if(game_enable)
        Print_Block();
        ScorePrintf();
    }
    
}
cs



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