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- #define SAF_PROGRAM_NAME "meow"
- #include "saf.h"
- #define PADDLE_SPEED 3
- #define DELAYTIMEUNTILBALLVISIBLE 25 * 1
- #define DELAYTIMEUNTILBALLRUN 25 * 2
- int8_t ball[2];
- int8_t ballold[2];
- int8_t ballv[2];
- uint8_t ballOut = 1;
- int8_t paddle1[2];
- int8_t paddle2[2];
- uint8_t paddleWidth = 2;
- uint8_t paddleHeight = 6;
- uint8_t paddleWallDistance;
- uint8_t delayBallSpawnCurrent = 0;
- uint8_t player1Score = 0;
- uint8_t player2Score = 0;
- void GAME_clampBall(int8_t ball_in[2], int8_t ballv_in[2])
- {
- // Check if ball collided with top region of the screen
- if (ball_in[1] < 0)
- {
- ball_in[1] = 0;
- ballv_in[1] *= -1;
- }
- // Check if ball collided with bottom region of the screen
- else if (ball_in[1] >= SAF_SCREEN_HEIGHT)
- {
- ball_in[1] = SAF_SCREEN_HEIGHT - 1;
- ballv_in[1] *= -1;
- }
- }
- void GAME_drawPaddle(int8_t paddle_in[2], uint8_t ballHit_in)
- {
- SAF_drawRect(paddle_in[0], // position x
- paddle_in[1], // position y
- paddleWidth, // position width
- paddleHeight, // position height
- // color the paddle red if paddle was hit by a ball
- ballHit_in == 0 ? SAF_COLOR_WHITE : SAF_COLOR_RED,
- 1); // Make the paddle filled rectangle
- }
- void SAF_init(void)
- {
- paddleWallDistance = 2;
- paddle1[0] = paddleWallDistance,
- paddle1[1] = (SAF_SCREEN_HEIGHT / 2) - (paddleHeight / 2);
- paddle2[0] = SAF_SCREEN_WIDTH - paddleWallDistance - paddleWidth,
- paddle2[1] = paddle1[1];
-
-
- ball[0] = SAF_SCREEN_WIDTH / 2, ball[1] = SAF_SCREEN_HEIGHT / 2;
- ballv[0] = 1, ballv[1] = 1;
- }
- uint8_t SAF_loop()
- {
- ballold[0] = ball[0], ballold[1] = ball[1];
- uint8_t ballHit1 = 0, ballHit2 = 0;
- // Paddle 1
- if (SAF_buttonPressed(SAF_BUTTON_UP))
- {
- paddle1[1] -= PADDLE_SPEED;
- if (paddle1[1] < 0)
- paddle1[1] = 0;
- }
- if (SAF_buttonPressed(SAF_BUTTON_DOWN))
- {
- paddle1[1] += PADDLE_SPEED;
- if (paddle1[1] + paddleHeight >= SAF_SCREEN_HEIGHT)
- paddle1[1] = SAF_SCREEN_HEIGHT - paddleHeight;
- }
- // Paddle 2
- if (SAF_buttonPressed(SAF_BUTTON_B))
- {
- paddle2[1] -= PADDLE_SPEED;
- if (paddle2[1] < 0)
- paddle2[1] = 0;
- }
- if (SAF_buttonPressed(SAF_BUTTON_A))
- {
- paddle2[1] += PADDLE_SPEED;
- if (paddle2[1] + paddleHeight >= SAF_SCREEN_HEIGHT)
- paddle2[1] = SAF_SCREEN_HEIGHT - paddleHeight;
- }
- if (ballOut == 0)
- {
- // Apply ball's velocity
- ball[0] += ballv[0];
- ball[1] += ballv[1];
- }
- else
- {
- delayBallSpawnCurrent += 1;
- if (delayBallSpawnCurrent > DELAYTIMEUNTILBALLRUN)
- {
- delayBallSpawnCurrent = 0;
- ballOut = 0;
- }
- }
- // Check collision between ball and paddle 1
- if (ball[0] < paddle1[0] + paddleWidth &&
- ballold[0] >= paddle1[0] &&
- ball[1] < paddle1[1] + paddleHeight &&
- ball[1] >= paddle1[1])
- {
- ball[0] = paddle1[0] + paddleWidth + 1;
- ballv[0] *= -1;
- ballHit1 = 1;
- SAF_playSound(SAF_SOUND_BEEP);
- }
-
- // Check collision between ball and paddle 2
- if (ball[0] >= paddle2[0] &&
- ballold[0] < paddle2[0] &&
- ball[1] < paddle2[1] + paddleHeight &&
- ball[1] >= paddle2[1])
- {
- ball[0] = paddle2[0] - 1;
- ballv[0] *= -1;
- ballHit2 = 1;
- SAF_playSound(SAF_SOUND_BEEP);
- }
-
- /* Check if ball went outside the screen through
- left or right side. */
- if (ball[0] < 0)
- {
- ball[0] = SAF_SCREEN_WIDTH / 2;
- ball[1] = SAF_SCREEN_HEIGHT / 2;
- ballv[0] *= -1;
- ballOut = 1;
- player2Score += 1;
- SAF_playSound(SAF_SOUND_BOOM);
- }
- if (ball[0] >= SAF_SCREEN_WIDTH)
- {
- ball[0] = SAF_SCREEN_WIDTH / 2;
- ball[1] = SAF_SCREEN_HEIGHT / 2;
- ballv[0] *= -1;
- ballOut = 1;
- player1Score += 1;
- SAF_playSound(SAF_SOUND_BOOM);
- }
-
- GAME_clampBall(ball, ballv);
- /////////////////////////
- //// Draw code below ////
- /////////////////////////
- SAF_clearScreen(SAF_COLOR_BLUE_DARK);
- GAME_drawPaddle(paddle1, ballHit1);
- GAME_drawPaddle(paddle2, ballHit2);
-
- if (delayBallSpawnCurrent > DELAYTIMEUNTILBALLVISIBLE || !ballOut)
- SAF_drawPixel(ball[0], ball[1], SAF_COLOR_WHITE);
- char player1ScoreStr[3];
- SAF_intToStr(player1Score, player1ScoreStr);
- char player2ScoreStr[3];
- SAF_intToStr(player2Score, player2ScoreStr);
- SAF_drawText(player1ScoreStr, 0, 0, SAF_COLOR_WHITE, 1);
- SAF_drawText(player2ScoreStr, player2Score < 10 ? 60 : 54, 0, SAF_COLOR_WHITE, 1);
- /*
- SAF_drawPixel(SAF_SCREEN_WIDTH / 2,
- SAF_SCREEN_HEIGHT / 2,
- SAF_COLOR_RED);
- */
- return 1;
- }
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