Very first commit

This commit is contained in:
Sylvain PILLOT 2023-05-27 21:48:20 +02:00
commit 4a94bceb8f
21 changed files with 1118 additions and 0 deletions

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# Build files
/build-fx
/build-cg
/build-cg-push
/*.g1a
/*.g3a
/compile_flags.txt
# Python bytecode
__pycache__/
# Common IDE files
*.sublime-project
*.sublime-workspace
.vscode

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CMakeLists.txt Normal file
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# Configure with [fxsdk build-fx] or [fxsdk build-cg], which provide the
# toolchain file and module path of the fxSDK
cmake_minimum_required(VERSION 3.15)
project(Pinball VERSION 1.0 LANGUAGES CXX C ASM)
include(GenerateG3A)
include(Fxconv)
find_package(Azur 0.1 REQUIRED)
find_package(Gint 2.9 REQUIRED)
find_package(LibProf 2.4 REQUIRED)
set(SOURCES
src/main.cpp
# ...
)
# Shared assets, fx-9860G-only assets and fx-CG-50-only assets
set(ASSETS
# ...
)
set(ASSETS_cg
assets-cg/font.png
# ...
)
fxconv_declare_assets(${ASSETS} ${ASSETS_cg} WITH_METADATA)
add_executable(myaddin ${SOURCES} ${ASSETS} ${ASSETS_${FXSDK_PLATFORM}})
target_compile_options(myaddin PRIVATE -Wall -Wextra -O3 -std=c++20)
target_link_options(myaddin PRIVATE -Wl,-Map=Build_Addin.map -Wl,--print-memory-usage)
target_link_libraries(myaddin Azur::Azur -lnum LibProf::LibProf Gint::Gint -lstdc++)
if("${FXSDK_PLATFORM_LONG}" STREQUAL fxCG50)
generate_g3a(TARGET myaddin OUTPUT "Pinball.g3a"
NAME "Pinball" ICONS assets-cg/icon-uns.png assets-cg/icon-sel.png)
endif()

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README.md Normal file
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# This is my contribution for the Casio Programming Contest #30 (CPC#30)
Program made using fxSDK/gint/Azur from Lephenixnoir.
The theme of the contest is "The depths".
7 days to prepare a game around that general theme.
Started Saturday May 27th 2023 6pm and to be done by Saturday June 3rd 2023 6pm.

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TODO.txt Normal file
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Add non circular obstacles
Add several boards
Add background pictures
Add targets and enable bonus

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*.png:
type: bopti-image
name_regex: (.*)\.png img_\1
profile: p8_rgb565a

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build Executable file
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fxsdk build-cg VERBOSE=1

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buildpush Executable file
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rm -r build-cg
rm *.g3a
fxsdk build-cg-push -s VERBOSE=1

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capture Executable file
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fxlink -iw

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clean Executable file
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rm -r build-cg/
rm -r build-cg-push/
rm assets-cg/levels/*.json
rm *.g3a

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fxlink -sw *.g3a -u

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src/extrakeyboard.h Normal file
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#ifndef EXTRAKEYBOARD_H
#define EXTRAKEYBOARD_H
#include "extrakeyboard.h"
#include <cstdint>
#include <gint/keyboard.h>
#include <gint/rtc.h>
enum {
MYKEY_F1 = 0,
MYKEY_F2,
MYKEY_F3,
MYKEY_F4,
MYKEY_F5,
MYKEY_F6,
MYKEY_SHIFT,
MYKEY_OPTN,
MYKEY_VARS,
MYKEY_MENU,
MYKEY_LEFT,
MYKEY_UP,
MYKEY_ALPHA,
MYKEY_SQUARE,
MYKEY_POWER,
MYKEY_EXIT,
MYKEY_DOWN,
MYKEY_RIGHT,
MYKEY_XOT,
MYKEY_LOG,
MYKEY_LN,
MYKEY_SIN,
MYKEY_COS,
MYKEY_TAN,
MYKEY_FRAC,
MYKEY_FD,
MYKEY_LEFTP,
MYKEY_RIGHTP,
MYKEY_COMMA,
MYKEY_ARROW,
MYKEY_7,
MYKEY_8,
MYKEY_9,
MYKEY_DEL,
MYKEY_4,
MYKEY_5,
MYKEY_6,
MYKEY_MUL,
MYKEY_DIV,
MYKEY_1,
MYKEY_2,
MYKEY_3,
MYKEY_ADD,
MYKEY_SUB,
MYKEY_0,
MYKEY_DOT,
MYKEY_EXP,
MYKEY_NEG,
MYKEY_EXE,
MYKEY_ACON,
MYKEY_LASTENUM,
};
typedef struct {
bool pressed;
uint32_t since = 0;
} keyinfo;
keyinfo MyKeyMapper[MYKEY_LASTENUM + 1];
class KeyboardExtra {
public:
KeyboardExtra() {
uint32_t timer = rtc_ticks();
now = timer;
for (int i = 0; i <= MYKEY_LASTENUM; i++)
MyKeyMapper[i] = {.pressed = false, .since = timer};
}
~KeyboardExtra() {}
void Update(float dt) {
uint32_t timer = rtc_ticks();
now = timer;
key_event_t ev;
int keycode = -1;
while ((ev = pollevent()).type != KEYEV_NONE) {
if (ev.key == KEY_F1)
keycode = MYKEY_F1;
else if (ev.key == KEY_F2)
keycode = MYKEY_F2;
else if (ev.key == KEY_F3)
keycode = MYKEY_F3;
else if (ev.key == KEY_F4)
keycode = MYKEY_F4;
else if (ev.key == KEY_F5)
keycode = MYKEY_F5;
else if (ev.key == KEY_F6)
keycode = MYKEY_F6;
else if (ev.key == KEY_SHIFT)
keycode = MYKEY_SHIFT;
else if (ev.key == KEY_OPTN)
keycode = MYKEY_OPTN;
else if (ev.key == KEY_VARS)
keycode = MYKEY_VARS;
else if (ev.key == KEY_MENU)
keycode = MYKEY_MENU;
else if (ev.key == KEY_LEFT)
keycode = MYKEY_LEFT;
else if (ev.key == KEY_UP)
keycode = MYKEY_UP;
else if (ev.key == KEY_ALPHA)
keycode = MYKEY_ALPHA;
else if (ev.key == KEY_SQUARE)
keycode = MYKEY_SQUARE;
else if (ev.key == KEY_POWER)
keycode = MYKEY_POWER;
else if (ev.key == KEY_EXIT)
keycode = MYKEY_EXIT;
else if (ev.key == KEY_DOWN)
keycode = MYKEY_DOWN;
else if (ev.key == KEY_RIGHT)
keycode = MYKEY_RIGHT;
else if (ev.key == KEY_XOT)
keycode = MYKEY_XOT;
else if (ev.key == KEY_LOG)
keycode = MYKEY_LOG;
else if (ev.key == KEY_LN)
keycode = MYKEY_LN;
else if (ev.key == KEY_SIN)
keycode = MYKEY_SIN;
else if (ev.key == KEY_COS)
keycode = MYKEY_COS;
else if (ev.key == KEY_TAN)
keycode = MYKEY_TAN;
else if (ev.key == KEY_FRAC)
keycode = MYKEY_FRAC;
else if (ev.key == KEY_FD)
keycode = MYKEY_FD;
else if (ev.key == KEY_LEFTP)
keycode = MYKEY_LEFTP;
else if (ev.key == KEY_RIGHTP)
keycode = MYKEY_RIGHTP;
else if (ev.key == KEY_COMMA)
keycode = MYKEY_COMMA;
else if (ev.key == KEY_ARROW)
keycode = MYKEY_ARROW;
else if (ev.key == KEY_7)
keycode = MYKEY_7;
else if (ev.key == KEY_8)
keycode = MYKEY_8;
else if (ev.key == KEY_9)
keycode = MYKEY_9;
else if (ev.key == KEY_DEL)
keycode = MYKEY_DEL;
else if (ev.key == KEY_4)
keycode = MYKEY_4;
else if (ev.key == KEY_5)
keycode = MYKEY_5;
else if (ev.key == KEY_6)
keycode = MYKEY_6;
else if (ev.key == KEY_MUL)
keycode = MYKEY_MUL;
else if (ev.key == KEY_DIV)
keycode = MYKEY_DIV;
else if (ev.key == KEY_1)
keycode = MYKEY_1;
else if (ev.key == KEY_2)
keycode = MYKEY_2;
else if (ev.key == KEY_3)
keycode = MYKEY_3;
else if (ev.key == KEY_ADD)
keycode = MYKEY_ADD;
else if (ev.key == KEY_SUB)
keycode = MYKEY_SUB;
else if (ev.key == KEY_0)
keycode = MYKEY_0;
else if (ev.key == KEY_DOT)
keycode = MYKEY_DOT;
else if (ev.key == KEY_EXP)
keycode = MYKEY_EXP;
else if (ev.key == KEY_NEG)
keycode = MYKEY_NEG;
else if (ev.key == KEY_EXE)
keycode = MYKEY_EXE;
else if (ev.key == KEY_ACON)
keycode = MYKEY_ACON;
if (keycode != -1) {
if (ev.type == KEYEV_DOWN)
MyKeyMapper[keycode] = {.pressed = true, .since = timer};
else if (ev.type == KEYEV_UP)
MyKeyMapper[keycode] = {.pressed = false, .since = timer};
else if (ev.type == KEYEV_HOLD) {
}
} else {
// do nothing, just unstack the event from the events queue
};
}
}
bool IsKeyPressedEvent(int key) {
return (MyKeyMapper[key].pressed && MyKeyMapper[key].since == now);
}
bool IsKeyReleasedEvent(int key) {
return (!MyKeyMapper[key].pressed && MyKeyMapper[key].since == now);
}
bool IsKeyPressed(int key) { return MyKeyMapper[key].pressed; }
bool IsKeyReleased(int key) { return (!MyKeyMapper[key].pressed); }
uint32_t IsKeyHoldPressed(int key) {
if (MyKeyMapper[key].pressed && MyKeyMapper[key].since < now)
return (uint32_t)(now - MyKeyMapper[key].since);
else
return 0;
}
uint32_t IsKeyHoldReleased(int key) {
if (!MyKeyMapper[key].pressed && MyKeyMapper[key].since < now)
return (uint32_t)(now - MyKeyMapper[key].since);
else
return 0;
}
uint32_t GetLastTickKeyEvent(int key) {
return (uint32_t)MyKeyMapper[key].since;
}
private:
uint32_t now;
};
#endif

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#include "parameters.h"
#include <azur/azur.h>
#include <azur/gint/render.h>
#include <gint/drivers/r61524.h>
#include <gint/rtc.h>
#include <gint/clock.h>
#include <gint/kmalloc.h>
#include <gint/usb-ff-bulk.h>
#include <gint/usb.h>
#include <libprof.h>
#include <cstdint>
#include <fxlibc/printf.h>
#include <stdio.h>
#include <stdlib.h>
#include <string.h>
#include <num/num.h>
#include "extrakeyboard.h"
#include "pinball_entities.h"
#include "stdint-gcc.h"
#include "utilities.h"
#include "vector2D.h"
#include <vector>
#include <math.h>
bool screenshot = false;
bool record = false;
bool textoutput = false;
bool exitToOS = false;
uint8_t texttodraw = 1;
#define SCALE_PIXEL 1
#define X_RESOL (DWIDTH / SCALE_PIXEL)
#define Y_RESOL (DHEIGHT / SCALE_PIXEL)
float elapsedTime = 0.0f;
uint32_t time_update = 0, time_render = 0;
prof_t perf_update, perf_render;
static kmalloc_arena_t extended_ram = {0};
static kmalloc_arena_t *_uram;
kmalloc_gint_stats_t *_uram_stats;
kmalloc_gint_stats_t *extram_stats;
KeyboardExtra MyKeyboard;
Scene MyPinball;
libnum::num32 flipperHeight;
libnum::num32 cScale;
libnum::num32 simWidth;
libnum::num32 simHeight;
/* return the scaled x component of a vector */
uint16_t CX(Vector2D pos) { return (int) (pos.x * cScale); }
/* return the scaled y component of a vector */
uint16_t CY(Vector2D pos) { return (int) (libnum::num32(azrp_height) - pos.y * cScale); }
/* create the pinball board */
void SetupScene(void) {
libnum::num32 offset = libnum::num32(0.02);
flipperHeight = libnum::num32(1.7);
cScale = libnum::num32(azrp_height) / flipperHeight;
simWidth = libnum::num32(azrp_width) / cScale;
simHeight = libnum::num32(azrp_height) / cScale;
MyPinball.score = 0;
MyPinball.borders.clear();
MyPinball.borders.push_back( Vector2D( libnum::num32(0.74) , libnum::num32(0.25)));
MyPinball.borders.push_back( Vector2D( libnum::num32(1.0)-offset, libnum::num32(0.4)));
MyPinball.borders.push_back( Vector2D( libnum::num32(1.0)-offset, flipperHeight - offset));
MyPinball.borders.push_back( Vector2D( offset , flipperHeight - offset));
MyPinball.borders.push_back( Vector2D( offset , libnum::num32(0.4)));
MyPinball.borders.push_back( Vector2D( libnum::num32(0.26) , libnum::num32(0.25)));
MyPinball.borders.push_back( Vector2D( libnum::num32(0.26) , libnum::num32(offset)));
MyPinball.borders.push_back( Vector2D( libnum::num32(0.74) , libnum::num32(offset)));
MyPinball.balls.clear();
libnum::num32 ball_radius = libnum::num32(0.03);
libnum::num32 ball_mass = libnum::num32( PI ) * ball_radius * ball_radius;
Vector2D ball_pos1( libnum::num32(0.92), libnum::num32(0.5) );
Vector2D ball_vel1( libnum::num32(0.2) , libnum::num32(3.5) );
MyPinball.balls.push_back( Ball( ball_radius, ball_mass, ball_pos1, ball_vel1, 0.2 ) );
Vector2D ball_pos2( libnum::num32(0.08), libnum::num32(0.5) );
Vector2D ball_vel2( libnum::num32(0.2) , libnum::num32(3.5) );
MyPinball.balls.push_back( Ball( ball_radius, ball_mass, ball_pos2, ball_vel2, 0.2 ) );
MyPinball.obstacles.clear();
MyPinball.obstacles.push_back( Obstacle( 0.1 , Vector2D( libnum::num32(0.25), libnum::num32(0.6) ), 2.0 ) );
MyPinball.obstacles.push_back( Obstacle( 0.1 , Vector2D( libnum::num32(0.75), libnum::num32(0.5) ), 2.0 ) );
MyPinball.obstacles.push_back( Obstacle( 0.12, Vector2D( libnum::num32(0.7 ), libnum::num32(1.0) ), 2.0 ) );
MyPinball.obstacles.push_back( Obstacle( 0.1 , Vector2D( libnum::num32(0.2 ), libnum::num32(1.2) ), 2.0 ) );
libnum::num32 flip_radius = libnum::num32( 0.03);
libnum::num32 flip_length = libnum::num32( 0.2);
libnum::num32 flip_maxRotation = libnum::num32(1.0);
libnum::num32 flip_restAngle = libnum::num32(0.5);
libnum::num32 flip_angularVelocity = libnum::num32(10.0);
libnum::num32 flip_restitution = libnum::num32(0.0);
Vector2D flip_pos1( libnum::num32(0.26), libnum::num32(0.22) );
Vector2D flip_pos2( libnum::num32(0.74), libnum::num32(0.22) );
MyPinball.flippers.push_back( Flipper( flip_radius, flip_pos1, flip_length, -flip_restAngle, flip_maxRotation, flip_angularVelocity, flip_restitution) );
MyPinball.flippers.push_back( Flipper( flip_radius, flip_pos2, flip_length, libnum::num32(PI) + flip_restAngle, -flip_maxRotation, flip_angularVelocity, flip_restitution) );
}
void HandleBallBallCollision( Ball ball1, Ball ball2 )
{
libnum::num32 restitution = MIN( ball1.restitution, ball2.restitution );
Vector2D dir = ball2.pos - ball1.pos;
libnum::num32 d = dir.Length();
if ( d==libnum::num32(0) || d > (ball1.radius + ball2.radius) ) return;
dir.Normalise();
libnum::num32 corr = (ball1.radius + ball2.radius-d) / libnum::num32(2);
ball1.pos.Add(dir, -corr);
ball2.pos.Add(dir, corr);
libnum::num32 v1 = ball1.vel.Dot(dir);
libnum::num32 v2 = ball2.vel.Dot(dir);
libnum::num32 m1 = ball1.mass;
libnum::num32 m2 = ball2.mass;
libnum::num32 newV1 = (m1*v1 + m2*v2 - m2*(v1-v2)*restitution / (m1+m2) );
libnum::num32 newV2 = (m1*v1 + m2*v2 - m1*(v2-v1)*restitution / (m1+m2) );
ball1.vel.Add(dir, newV1-v1 );
ball2.vel.Add(dir, newV2-v2 );
}
void HandleBallOsbtacleCollision( Ball ball, Obstacle obstacle )
{
Vector2D dir = ball.pos - obstacle.pos;
libnum::num32 d = dir.Length();
if ( d==libnum::num32(0) || d > (ball.radius + obstacle.radius) ) return;
dir.Normalise();
libnum::num32 corr = ball.radius + obstacle.radius-d;
ball.pos.Add(dir, corr);
libnum::num32 v = ball.vel.Dot(dir);
ball.vel.Add(dir, obstacle.pushVel-v );
MyPinball.score++;
}
static void hook_prefrag(int id, void *fragment, int size) {
if (!screenshot && !record)
return;
/* Screenshot takes precedence */
char const *type = screenshot ? "image" : "video";
int pipe = usb_ff_bulk_output();
if (id == 0) {
usb_fxlink_header_t h;
usb_fxlink_image_t sh;
int size = azrp_width * azrp_height * 2;
usb_fxlink_fill_header(&h, "fxlink", type, size + sizeof sh);
sh.width = htole32(azrp_width);
sh.height = htole32(azrp_height);
sh.pixel_format = htole32(USB_FXLINK_IMAGE_RGB565);
usb_write_sync(pipe, &h, sizeof h, false);
usb_write_sync(pipe, &sh, sizeof sh, false);
}
usb_write_sync(pipe, fragment, size, false);
if (id == azrp_frag_count - 1) {
usb_commit_sync(pipe);
screenshot = false;
}
}
static void update(float dt) {}
static void render(void) {
azrp_clear(C_BLACK);
int mod = MyPinball.borders.size();
for( int i=0; i<MyPinball.borders.size(); i++ ) azrp_line( CX(MyPinball.borders[i]), CY(MyPinball.borders[i]), CX(MyPinball.borders[(i+1) % mod]), CY(MyPinball.borders[(i+1) % mod]), C_WHITE );
for( int i=0; i<MyPinball.obstacles.size(); i++ ) azrp_filledcircle( CX(MyPinball.obstacles[i].pos), CY(MyPinball.obstacles[i].pos), (int) (MyPinball.obstacles[i].radius*cScale), C_BLUE );
for( int i=0; i<MyPinball.balls.size(); i++ ) azrp_filledcircle( CX(MyPinball.balls[i].pos), CY(MyPinball.balls[i].pos), (int) (MyPinball.balls[i].radius*cScale), C_RED );
for( int i=0; i<MyPinball.flippers.size(); i++ )
{
libnum::num32 angleflip = MyPinball.flippers[i].restAngle + MyPinball.flippers[i].sign * MyPinball.flippers[i].rotation;
azrp_filledcircle( CX(MyPinball.flippers[i].pos), CY(MyPinball.flippers[i].pos), (int) (MyPinball.flippers[i].radius*cScale), C_GREEN );
Vector2D extremity = MyPinball.flippers[i].pos.Clone();
extremity.x += COS(angleflip)*MyPinball.flippers[i].length;
extremity.y += SIN(angleflip)*MyPinball.flippers[i].length;
azrp_filledcircle( CX(extremity), CY(extremity), (int) (MyPinball.flippers[i].radius*cScale), C_GREEN );
azrp_line( CX(MyPinball.flippers[i].pos), CY(MyPinball.flippers[i].pos), CX(extremity), CY(extremity), C_GREEN );
}
azrp_draw_text(150, 01, "FPS = %.0f - Mem Free = %d", (float)(1000.0f / elapsedTime), _uram_stats->free_memory + extram_stats->free_memory);
}
static void get_inputs(float dt) {
if (MyKeyboard.IsKeyPressed(MYKEY_SHIFT) &&
MyKeyboard.IsKeyHoldPressed(MYKEY_EXIT)) {
exitToOS = true;
};
#if (DEBUG_MODE)
if (MyKeyboard.IsKeyPressed(MYKEY_OPTN) &&
MyKeyboard.IsKeyPressedEvent(MYKEY_7) && usb_is_open()) {
screenshot = true;
};
if (MyKeyboard.IsKeyPressed(MYKEY_OPTN) &&
MyKeyboard.IsKeyPressedEvent(MYKEY_8) && usb_is_open()) {
record = true;
};
if (MyKeyboard.IsKeyPressed(MYKEY_OPTN) &&
MyKeyboard.IsKeyPressedEvent(MYKEY_9) && usb_is_open()) {
record = false;
};
if (MyKeyboard.IsKeyPressedEvent(MYKEY_F1)) {
}
if (MyKeyboard.IsKeyPressedEvent(MYKEY_F2)) {
}
if (MyKeyboard.IsKeyPressedEvent(MYKEY_F3)) {
}
if (MyKeyboard.IsKeyPressedEvent(MYKEY_F4)) {
}
if (MyKeyboard.IsKeyPressedEvent(MYKEY_F5)) {
}
if (MyKeyboard.IsKeyPressedEvent(MYKEY_F6)) {
}
#endif
/* we can have either LEFT or RIGHT or NONE OF THEM pressed for the direction
*/
}
bool AddMoreRAM(void) {
/* allow more RAM */
char const *osv = (char *)0x80020020;
if ((!strncmp(osv, "03.", 3) && osv[3] <= '8') &&
gint[HWCALC] == HWCALC_FXCG50) // CG-50
{
extended_ram.name = "extram";
extended_ram.is_default = true;
extended_ram.start = (void *)0x8c200000;
extended_ram.end = (void *)0x8c4e0000;
kmalloc_init_arena(&extended_ram, true);
kmalloc_add_arena(&extended_ram);
return true;
} else if (gint[HWCALC] == HWCALC_PRIZM) // CG-10/20
{
extended_ram.name = "extram";
extended_ram.is_default = true;
uint16_t *vram1, *vram2;
dgetvram(&vram1, &vram2);
dsetvram(vram1, vram1);
extended_ram.start = vram2;
extended_ram.end = (char *)vram2 + 396 * 224 * 2;
kmalloc_init_arena(&extended_ram, true);
kmalloc_add_arena(&extended_ram);
return true;
} else if (gint[HWCALC] == HWCALC_FXCG_MANAGER) // CG-50 EMULATOR
{
extended_ram.name = "extram";
extended_ram.is_default = true;
extended_ram.start = (void *)0x88200000;
extended_ram.end = (void *)0x884e0000;
kmalloc_init_arena(&extended_ram, true);
kmalloc_add_arena(&extended_ram);
return true;
} else {
return false;
}
}
void FreeMoreRAM(void) {
memset(extended_ram.start, 0,
(char *)extended_ram.end - (char *)extended_ram.start);
}
int main(void) {
exitToOS = false;
_uram = kmalloc_get_arena("_uram");
bool canWeAllocate3Mb = AddMoreRAM();
__printf_enable_fp();
__printf_enable_fixed();
azrp_config_scale(SCALE_PIXEL);
azrp_shader_clear_configure();
azrp_shader_image_rgb16_configure();
azrp_shader_image_p8_configure();
azrp_shader_image_p4_configure();
azrp_shader_line_configure();
azrp_shader_circle_configure();
azrp_hook_set_prefrag(hook_prefrag);
usb_interface_t const *interfaces[] = {&usb_ff_bulk, NULL};
usb_open(interfaces, GINT_CALL_NULL);
SetupScene();
prof_init();
do {
perf_update = prof_make();
prof_enter(perf_update);
{
// all the stuff to be update should be put here
MyKeyboard.Update(elapsedTime);
get_inputs(elapsedTime);
update(elapsedTime);
// update the RAM consumption status
_uram_stats = kmalloc_get_gint_stats(_uram);
extram_stats = kmalloc_get_gint_stats(&extended_ram);
}
prof_leave(perf_update);
time_update = prof_time(perf_update);
perf_render = prof_make();
prof_enter(perf_render);
{
// all the stuff to be rendered should be put here
render();
azrp_update();
}
prof_leave(perf_render);
time_render = prof_time(perf_render);
elapsedTime = ((float)(time_update + time_render)) / 1000.0f;
} while (exitToOS == false);
prof_quit();
usb_close();
if (canWeAllocate3Mb)
FreeMoreRAM();
return 1;
}

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#ifndef PARAMETERS_H
#define PARAMETERS_H
#define DEBUG_MODE 1
#define BIAS 1
#define NOBIAS (1-BIAS)
#endif

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#ifndef PINBALL_ENTITIES_H
#define PINBALL_ENTITIES_H
#include "stdint-gcc.h"
#include "utilities.h"
#include "vector2D.h"
#include <num/num.h>
#include <vector>
class Ball {
public:
Ball(libnum::num32 radius, libnum::num32 mass, Vector2D pos, Vector2D vel,
libnum::num32 restitution) {
this->radius = radius;
this->mass = mass;
this->pos = pos.Clone();
this->vel = vel.Clone();
this->restitution = restitution;
}
~Ball() {}
void Simulate(libnum::num32 dt, Vector2D gravity) {
this->vel.Add(gravity, dt);
this->pos.Add(this->vel, dt);
}
libnum::num32 radius, mass, restitution;
Vector2D pos, vel;
};
class Obstacle {
public:
Obstacle(libnum::num32 radius, Vector2D pos, libnum::num32 pushVel) {
this->radius = radius;
this->pos = pos.Clone();
this->pushVel = pushVel;
}
Obstacle() {}
libnum::num32 radius, pushVel;
Vector2D pos;
};
class Flipper {
public:
Flipper(libnum::num32 radius, Vector2D pos, libnum::num32 length,
libnum::num32 restAngle, libnum::num32 maxRotation,
libnum::num32 angularVelocity, libnum::num32 restitution) {
this->radius = radius;
this->pos = pos.Clone();
this->length = length;
this->restAngle = restAngle;
this->maxRotation = ABS(maxRotation);
this->sign = SIGN(maxRotation);
this->angularVelocity = angularVelocity;
this->rotation = libnum::num32(0);
this->currentAngularVelocity = libnum::num32(0);
this->touchIdentifier = libnum::num32(-1);
}
void Simulate(libnum::num32 dt) {
libnum::num32 prevRotation = this->rotation;
bool pressed = this->touchIdentifier >= 0;
if (pressed)
this->rotation = MIN(this->rotation + dt * this->angularVelocity, this->maxRotation);
else
this->rotation = MAX(this->rotation - dt * this->angularVelocity, 0.0);
this->currentAngularVelocity = this->sign * (this->rotation - prevRotation) / dt;
}
bool Select(Vector2D pos)
{
Vector2D D;;
D.SubtractVectors(this->pos, pos);
bool test = (D.Length() < this->length);
return test;
}
Vector2D getTip()
{
libnum::num32 angle = this->restAngle + this->sign * this->rotation;
Vector2D D( COS(angle) , SIN(angle) );
Vector2D tip = this->pos.Clone();
tip.Add(D, this->length);
return tip;
}
libnum::num32 radius;
Vector2D pos;
libnum::num32 length;
libnum::num32 restAngle;
libnum::num32 maxRotation;
libnum::num32 sign;
libnum::num32 angularVelocity;
libnum::num32 rotation;
libnum::num32 currentAngularVelocity;
libnum::num32 touchIdentifier;
};
struct Scene
{
Vector2D gravity;
libnum::num32 dt;
uint32_t score;
bool pause;
std::vector<Vector2D> borders;
std::vector<Ball> balls;
std::vector<Obstacle> obstacles;
std::vector<Flipper> flippers;
};
#endif

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#ifndef UTILITIES_H
#define UTILITIES_H
#include <azur/gint/render.h>
#include <math.h>
#include <num/num.h>
void azrp_draw_text(int x, int y, char const *fmt, ...)
{
char str[128];
va_list args;
va_start(args, fmt);
vsnprintf(str, 128, fmt, args);
va_end(args);
extern bopti_image_t img_font;
for(int i = 0; str[i]; i++) {
if(str[i] < 32 || str[i] >= 0x7f) continue;
int row = (str[i] - 32) >> 4;
int col = (str[i] - 32) & 15;
azrp_subimage(x + 5 * i, y, &img_font, 7 * col + 1, 9 * row + 1, 6, 8, DIMAGE_NONE);
}
}
libnum::num32 COS( libnum::num32 angle )
{
float a = (float) angle;
float c = cos( a );
return libnum::num32(c);
}
libnum::num32 SIN( libnum::num32 angle )
{
float a = (float) angle;
float s = sin( a );
return libnum::num32(s);
}
#define MIN(a,b) ( ((a)>=(b)) ? (b) : (a) )
#define MAX(a,b) ( ((a)<=(b)) ? (b) : (a) )
#define ABS(a) ( ((a)>=0) ? (a) : -(a) )
#define SIGN(a) ( (a)<0 ? -1 : (a>0) ? +1 : 0 )
#define PI 3.14159265
#endif

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#ifndef VECTOR2D_H
#define VECTOR2D_H
#include <num/num.h>
#include <stdint.h>
libnum::num32 sqrt_num32(libnum::num32 v) {
uint32_t t, q, b, r;
r = v.v;
b = 0x40000000;
q = 0;
while (b > 0x40) {
t = q + b;
if (r >= t) {
r -= t;
q = t + b;
}
r <<= 1;
b >>= 1;
}
q >>= 8;
libnum::num32 ret;
ret.v = q;
return ret;
}
class Vector2D {
public:
Vector2D() {
this->x = libnum::num32(0);
this->y = libnum::num32(0);
}
Vector2D(float x, float y) {
this->x = libnum::num32(x);
this->y = libnum::num32(y);
}
Vector2D(libnum::num32 x, libnum::num32 y) {
this->x = x;
this->y = y;
}
Vector2D(const Vector2D &v) {
this->x = v.x;
this->y = v.y;
}
~Vector2D() {}
void Set( Vector2D v )
{
this->x = v.x;
this->y = v.y;
}
void Normalise( void )
{
libnum::num32 len = this->Length();
this->x /= len;
this->y /= len;
}
Vector2D Clone(void) {
Vector2D NewVector(this->x, this->y);
return NewVector;
}
Vector2D MakeVector(Vector2D A, Vector2D B) {
Vector2D NewVector(B.x - A.x, B.y - A.y);
return NewVector;
}
void AddVectors(Vector2D a, Vector2D b) {
this->x = a.x + b.x;
this->y = a.y + b.y;
}
void Add(Vector2D v, libnum::num32 scale) {
this->x += v.x * scale;
this->y += v.y * scale;
}
void SubtractVectors(Vector2D a, Vector2D b) {
this->x = a.x - b.x;
this->y = a.y - b.y;
}
void Subtract(Vector2D v, libnum::num32 scale) {
this->x -= v.x * scale;
this->y -= v.y * scale;
}
libnum::num32 Length(void) {
return sqrt_num32(this->x * this->x + this->y * this->y);
}
void Scale(libnum::num32 scale) {
this->x *= scale;
this->y *= scale;
}
libnum::num32 Dot(Vector2D v) { return (this->x * v.x + this->y * v.y); }
libnum::num32 Det(Vector2D v) { return (this->x * v.y - this->y * v.x); }
Vector2D PerpCW(void) {
Vector2D temp(-this->y, this->x);
return temp;
}
Vector2D PerpCCW(void) {
Vector2D temp(this->y, -this->x);
return temp;
}
/* overloading of most interesting operators */
libnum::num32 operator[](uint8_t pos) { return pos == 0 ? x : y; }
Vector2D &operator=(const Vector2D &v) {
this->x = v.x;
this->y = v.y;
return *this;
}
Vector2D operator+(const Vector2D &v) const {
return Vector2D(x + v.x, y + v.y);
}
Vector2D operator-(const Vector2D &v) const {
return Vector2D(x - v.x, y - v.y);
}
Vector2D &operator+=(Vector2D const &other) {
this->x += other.x;
this->y += other.y;
return *this;
}
Vector2D operator-() const { return (Vector2D(-x, -y)); }
Vector2D operator+() const { return *this; }
Vector2D &operator-=(Vector2D const &other) {
this->x -= other.x;
this->y -= other.y;
return *this;
}
Vector2D &operator*=(libnum::num32 scale) {
this->x *= scale;
this->y *= scale;
return *this;
}
Vector2D &operator/=(libnum::num32 scale) {
this->x /= scale;
this->y /= scale;
return *this;
}
friend Vector2D operator*(libnum::num32 scale, Vector2D const &v) {
Vector2D r;
r.x = v.x * scale;
r.y = v.y * scale;
return r;
}
friend Vector2D operator*(Vector2D const &v, libnum::num32 scale) {
Vector2D r;
r.x = v.x * scale;
r.y = v.y * scale;
return r;
}
friend Vector2D operator/(Vector2D const &v, libnum::num32 scale) {
Vector2D r;
r.x = v.x / scale;
r.y = v.y / scale;
return r;
}
libnum::num32 x;
libnum::num32 y;
};
Vector2D ClosestPointOnSegment(Vector2D P, Vector2D A, Vector2D B ) {
Vector2D AB = B - A;
libnum::num32 t = AB.Dot(AB);
if (t == 0) return A;
libnum::num32 t2 = (P.Dot(AB) - A.Dot(AB)) / t;
if (t2 < libnum::num32(0)) t2 = libnum::num32(0);
if (t2 > libnum::num32(1)) t2 = libnum::num32(1);
Vector2D C = A.Clone();
C.Add(AB, t2);
return C;
}
#endif