big session of house cleaning

This commit is contained in:
Sylvain PILLOT 2023-06-07 09:02:10 +02:00
parent 66fcf2c503
commit 8a65dad4bb
8 changed files with 479 additions and 459 deletions

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4
build
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@ -1 +1,3 @@
fxsdk build-cg VERBOSE=1
rm -r build-cg
rm -r build-cg-push
fxsdk build-cg -B VERBOSE=1

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@ -1,3 +1,4 @@
rm -r build-cg
rm -r build-cg-push
rm *.g3a
fxsdk build-cg-push -s VERBOSE=1
fxsdk build-cg-push -B -s VERBOSE=1

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@ -8,10 +8,12 @@
#include <gint/rtc.h>
#include <gint/clock.h>
#include <gint/kmalloc.h>
#include <gint/usb-ff-bulk.h>
#include <gint/usb.h>
#if (DEBUG_MODE)
#include <gint/usb-ff-bulk.h>
#include <gint/usb.h>
#endif
#include <libprof.h>
#include <cstdint>
@ -35,16 +37,16 @@
#include "tables.h"
#include <math.h>
bool screenshot = false;
bool record = false;
bool textoutput = false;
#if (DEBUG_MODE)
bool screenshot = false;
bool record = false;
bool textoutput = false;
#endif
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;
float realDeltaTime = 0.0f;
@ -52,26 +54,14 @@ float cumulatedTime = 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;
/* TODO : this is for debugging purpose */
/* TODO : this is for debugging purpose only to be removed when fixed */
bool targetline = true;
/* create the pinball board */
void SetupScene(int which_table) {
@ -174,45 +164,50 @@ static void render(void) {
/* Clear Screen */
azrp_clear(RGB565_BLACK);
/* render the side image if available */
if (MyPinball.sideimage != nullptr)
azrp_image_p8(azrp_width - MyPinball.sideimage->width - 25, 5,
MyPinball.sideimage, DIMAGE_NONE);
/* Render the border of the pinball table */
CollectionRender( MyPinball.borders, RGB565_WHITE );
if (MyPinball.has_locker)
{
/* draw the locker : red if inactive and white if active and considered as a border*/
CollectionRender( MyPinball.locker, MyPinball.locker_is_enabled ? RGB565_WHITE : RGB565_BLOODYRED);
/* TODO this is for debugging */
/* Something is buggy when azrp_filled_circle is used !!! */
/* wile it is working when lines are drawn - strange bug, need to be fixed */
if (targetline) {
azrp_line(CX(MyPinball.Lock_pos)-5, CY(MyPinball.Lock_pos),CX(MyPinball.Lock_pos)+5, CY(MyPinball.Lock_pos), MyPinball.Lock_color);
azrp_line(CX(MyPinball.Lock_pos), CY(MyPinball.Lock_pos)-5,CX(MyPinball.Lock_pos), CY(MyPinball.Lock_pos)+5, MyPinball.Lock_color);
}
else {
azrp_filledcircle(CX(MyPinball.Lock_pos), CY(MyPinball.Lock_pos), CR(MyPinball.Lock_radius), MyPinball.Lock_color);
}
else azrp_filledcircle(CX(MyPinball.Lock_pos), CY(MyPinball.Lock_pos), CR(MyPinball.Lock_radius), MyPinball.Lock_color);
}
/* Render the circular bumpers that gives score points and push the ball away */
for (int i = 0; i < MyPinball.obstacles.size(); i++) MyPinball.obstacles[i].Render();
/* render the non circular obstacles that just block the path of the ball */
for (int i = 0; i < MyPinball.islands.size(); i++)
CollectionRender( MyPinball.islands[i] , RGB565_WHITE);
/* render the balls */
for (int i = 0; i < MyPinball.balls.size(); i++) MyPinball.balls[i].Render();
/* render de flippers */
for (int i = 0; i < MyPinball.flippers.size(); i++) MyPinball.flippers[i].Render();
azrp_draw_text(150, 0, "FPS = %.0f - Mem Free = %d - Time = %.2 f" ,
(float)(1.0f / realDeltaTime),
_uram_stats->free_memory + extram_stats->free_memory, cumulatedTime);
#if (DEBUG_MODE)
/* debug info (FPS and current game duration )*/
azrp_draw_text(150, 0, "FPS = %.0f - Time = %.2 f" ,
(float)(1.0f / realDeltaTime));
#endif
/* score */
azrp_draw_pinball(250, 200, RGB565_DEEPPURPLE, "Score:%d", MyPinball.score);
}
@ -222,7 +217,7 @@ static void get_inputs(float dt) {
if (MyKeyboard.IsKeyPressed(MYKEY_SHIFT) &&
MyKeyboard.IsKeyHoldPressed(MYKEY_EXIT)) {
exitToOS = true;
};
}
/* LEFT FLIPPER */
if (MyKeyboard.IsKeyPressed(MYKEY_F1)) {
@ -246,7 +241,7 @@ static void get_inputs(float dt) {
MyPinball.flippers[i].touchIdentifier = libnum::num32(-1);
}
/* RESET THE GAME */
/* RESET THE GAME AND CHANGE THE CURRENT TABLE ( [OPTN] + [Fx] loads Table #x )*/
if (MyKeyboard.IsKeyPressed(MYKEY_OPTN) &&
MyKeyboard.IsKeyHoldPressed(MYKEY_F1)) {
SetupScene(0);
@ -286,73 +281,13 @@ static void get_inputs(float dt) {
MyKeyboard.IsKeyPressedEvent(MYKEY_9) && usb_is_open()) {
record = false;
};
#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();
@ -367,59 +302,56 @@ int main(void) {
azrp_hook_set_prefrag(hook_prefrag);
#if (DEBUG_MODE)
usb_interface_t const *interfaces[] = {&usb_ff_bulk, NULL};
usb_open(interfaces, GINT_CALL_NULL);
#endif
// TODO : Currently Loads Table #4 that is the most complete one
// To be adjusted by a menu and based on user input in final version
SetupScene(4);
prof_init();
do {
perf_update = prof_make();
prof_enter(perf_update);
{
// all the stuff to be update should be put here
MyKeyboard.Update();
get_inputs(elapsedTime);
{
// all the stuff to be update should be put here
MyKeyboard.Update();
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);
}
update(elapsedTime);
}
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();
{
// all the stuff to be rendered should be put here
render();
azrp_update();
}
azrp_update();
}
prof_leave(perf_render);
time_render = prof_time(perf_render);
/* elapsedTime expressed in microseconds when coming from the libprof high
* accuracy time measurement */
realDeltaTime = ((float)(time_update + time_render)) / 1000000.0f;
elapsedTime = ((float)1.0f / 60.0f);
cumulatedTime += elapsedTime;
realDeltaTime = ((float)(time_update + time_render)) / 1000000.0f; /* this is actual real time */
elapsedTime = ((float)1.0f / 60.0f); /* TODO : when shaders will be optimized and quick enough, elapsedTime will be set to actual realDeltaTime */
cumulatedTime += elapsedTime; /* TODO : this is a ugly trick to mitigate the problem with the locker - for now it closes after a certain time*/
} while (exitToOS == false);
prof_quit();
usb_close();
if (canWeAllocate3Mb)
FreeMoreRAM();
#if (DEBUG_MODE)
usb_close();
#endif
return 1;
}

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@ -1,9 +1,12 @@
#ifndef PARAMETERS_H
#define PARAMETERS_H
/* define main macros and usefull parameters */
#define DEBUG_MODE 1
#define BIAS 1
#define NOBIAS (1-BIAS)
#define DEBUG_MODE 1
#define BIAS 1
#define NOBIAS (1-BIAS)
#define SCALE_PIXEL 1
#endif

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@ -8,14 +8,15 @@
#include <vector>
extern Scene MyPinball;
extern libnum::num32 flipperHeight;
extern libnum::num32 cScale;
extern libnum::num32 simWidth;
extern libnum::num32 simHeight;
libnum::num32 flipperHeight;
libnum::num32 cScale;
libnum::num32 simWidth;
libnum::num32 simHeight;
extern bopti_image_t img_abyss;
void Setup_Table_0(void) {
libnum::num32 offset = libnum::num32(0.02);
@ -25,39 +26,52 @@ void Setup_Table_0(void) {
simHeight = libnum::num32(azrp_height) / cScale;
MyPinball.has_locker = false;
MyPinball.score = 0;
MyPinball.gravity.Set(Vector2D(libnum::num32(0.0), libnum::num32(-1.0)));
MyPinball.sideimage = nullptr;
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.borders.emplace_back(libnum::num32(0.74), libnum::num32(0.25));
MyPinball.borders.emplace_back(libnum::num32(1.0) - offset,
libnum::num32(0.4));
MyPinball.borders.emplace_back(libnum::num32(1.0) - offset,
flipperHeight - offset);
MyPinball.borders.emplace_back(offset, flipperHeight - offset);
MyPinball.borders.emplace_back(offset, libnum::num32(0.4));
MyPinball.borders.emplace_back(libnum::num32(0.26), libnum::num32(0.25));
MyPinball.borders.emplace_back(libnum::num32(0.26), libnum::num32(offset));
MyPinball.borders.emplace_back(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, RGB565_BLOODYRED));
MyPinball.balls.push_back(Ball(ball_radius, ball_mass, ball_pos1, ball_vel1,
0.2, RGB565_BLOODYRED));
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, RGB565_BLOODYRED ));
MyPinball.balls.push_back(Ball(ball_radius, ball_mass, ball_pos2, ball_vel2,
0.2, RGB565_BLOODYRED));
MyPinball.obstacles.clear();
MyPinball.obstacles.push_back( Obstacle(0.10, Vector2D(libnum::num32(0.25), libnum::num32(0.6)), 2.0, RGB565_OCEANBLUE, 25));
MyPinball.obstacles.push_back( Obstacle(0.10, Vector2D(libnum::num32(0.75), libnum::num32(0.5)), 2.0, RGB565_OCEANBLUE, 25));
MyPinball.obstacles.push_back( Obstacle(0.12, Vector2D(libnum::num32(0.70), libnum::num32(1.0)), 2.0, RGB565_OCEANBLUE, 25));
MyPinball.obstacles.push_back( Obstacle(0.10, Vector2D(libnum::num32(0.20), libnum::num32(1.2)), 2.0, RGB565_OCEANBLUE, 25));
MyPinball.obstacles.emplace_back(
0.10, Vector2D(libnum::num32(0.25), libnum::num32(0.6)), 2.0,
RGB565_OCEANBLUE, 25);
MyPinball.obstacles.emplace_back(
0.10, Vector2D(libnum::num32(0.75), libnum::num32(0.5)), 2.0,
RGB565_OCEANBLUE, 25);
MyPinball.obstacles.emplace_back(
0.12, Vector2D(libnum::num32(0.70), libnum::num32(1.0)), 2.0,
RGB565_OCEANBLUE, 25);
MyPinball.obstacles.emplace_back(
0.10, Vector2D(libnum::num32(0.20), libnum::num32(1.2)), 2.0,
RGB565_OCEANBLUE, 25);
for(int i=0; i<MyPinball.islands.size(); i++ ) MyPinball.islands[i].clear();
for (int i = 0; i < MyPinball.islands.size(); i++)
MyPinball.islands[i].clear();
MyPinball.islands.clear();
MyPinball.flippers.clear();
@ -69,19 +83,27 @@ void Setup_Table_0(void) {
libnum::num32 flip_restitution = libnum::num32(0.0);
Vector2D flip_pos1(libnum::num32(0.26), libnum::num32(0.22));
MyPinball.flippers.push_back(Flipper(flip_radius, flip_pos1, flip_length, -flip_restAngle, flip_maxRotation, flip_angularVelocity, flip_restitution, LEFT, RGB565_LEMONYELLOW));
MyPinball.flippers.emplace_back(
flip_radius, flip_pos1, flip_length, -flip_restAngle, flip_maxRotation,
flip_angularVelocity, flip_restitution, LEFT, RGB565_LEMONYELLOW);
Vector2D flip_pos2(libnum::num32(0.74), libnum::num32(0.22));
MyPinball.flippers.push_back(Flipper( flip_radius, flip_pos2, flip_length, libnum::num32(PI) + flip_restAngle, -flip_maxRotation, flip_angularVelocity, flip_restitution, RIGHT, RGB565_LEMONYELLOW));
MyPinball.flippers.emplace_back(flip_radius, flip_pos2, flip_length,
libnum::num32(PI) + flip_restAngle,
-flip_maxRotation, flip_angularVelocity,
flip_restitution, RIGHT, RGB565_LEMONYELLOW);
// Vector2D flip_pos3(libnum::num32(offset), libnum::num32(1.50));
// MyPinball.flippers.push_back(Flipper(flip_radius, flip_pos3, flip_length, -flip_restAngle, flip_maxRotation, flip_angularVelocity, flip_restitution, LEFT, RGB565_LEMONYELLOW));
// Vector2D flip_pos3(libnum::num32(offset), libnum::num32(1.50));
// MyPinball.flippers.emplace_back( flip_radius, flip_pos3, flip_length,
// -flip_restAngle, flip_maxRotation, flip_angularVelocity, flip_restitution,
// LEFT, RGB565_LEMONYELLOW));
// Vector2D flip_pos4(libnum::num32(1.0)-offset, libnum::num32(1.25));
// MyPinball.flippers.push_back(Flipper( flip_radius, flip_pos4, flip_length, libnum::num32(PI) + flip_restAngle, -flip_maxRotation, flip_angularVelocity, flip_restitution, RIGHT, RGB565_LEMONYELLOW));
// Vector2D flip_pos4(libnum::num32(1.0)-offset, libnum::num32(1.25));
// MyPinball.flippers.emplace_back( flip_radius, flip_pos4, flip_length,
// libnum::num32(PI) + flip_restAngle, -flip_maxRotation,
// flip_angularVelocity, flip_restitution, RIGHT, RGB565_LEMONYELLOW));
}
void Setup_Table_1(void) {
libnum::num32 offset = libnum::num32(0.02);
@ -94,51 +116,69 @@ void Setup_Table_1(void) {
MyPinball.score = 0;
MyPinball.gravity.Set(Vector2D(libnum::num32(0.0), libnum::num32(-1.0)));
MyPinball.sideimage = nullptr;
MyPinball.borders.clear();
MyPinball.borders.push_back( Vector2D(libnum::num32(0.74), libnum::num32(0.25)));
MyPinball.borders.push_back( Vector2D(libnum::num32(0.98), libnum::num32(0.40)));
MyPinball.borders.push_back( Vector2D(libnum::num32(0.98), libnum::num32(1.20)));
MyPinball.borders.push_back( Vector2D(libnum::num32(0.96), libnum::num32(1.34)));
MyPinball.borders.push_back( Vector2D(libnum::num32(0.90), libnum::num32(1.46)));
MyPinball.borders.push_back( Vector2D(libnum::num32(0.81), libnum::num32(1.56)));
MyPinball.borders.push_back( Vector2D(libnum::num32(0.70), libnum::num32(1.64)));
MyPinball.borders.push_back( Vector2D(libnum::num32(0.57), libnum::num32(1.68)));
MyPinball.borders.push_back( Vector2D(libnum::num32(0.43), libnum::num32(1.68)));
MyPinball.borders.push_back( Vector2D(libnum::num32(0.30), libnum::num32(1.64)));
MyPinball.borders.push_back( Vector2D(libnum::num32(0.19), libnum::num32(1.56)));
MyPinball.borders.push_back( Vector2D(libnum::num32(0.10), libnum::num32(1.46)));
MyPinball.borders.push_back( Vector2D(libnum::num32(0.04), libnum::num32(1.34)));
MyPinball.borders.push_back( Vector2D(libnum::num32(0.02), libnum::num32(1.20)));
MyPinball.borders.push_back( Vector2D(libnum::num32(0.02), libnum::num32(0.40)));
MyPinball.borders.push_back( Vector2D(libnum::num32(0.26), libnum::num32(0.25)));
MyPinball.borders.push_back( Vector2D(libnum::num32(0.26), libnum::num32(0.02)));
MyPinball.borders.push_back( Vector2D(libnum::num32(0.74), libnum::num32(0.02)));
MyPinball.borders.emplace_back(libnum::num32(0.74), libnum::num32(0.25));
MyPinball.borders.emplace_back(libnum::num32(0.98), libnum::num32(0.40));
MyPinball.borders.emplace_back(libnum::num32(0.98), libnum::num32(1.20));
MyPinball.borders.emplace_back(libnum::num32(0.96), libnum::num32(1.34));
MyPinball.borders.emplace_back(libnum::num32(0.90), libnum::num32(1.46));
MyPinball.borders.emplace_back(libnum::num32(0.81), libnum::num32(1.56));
MyPinball.borders.emplace_back(libnum::num32(0.70), libnum::num32(1.64));
MyPinball.borders.emplace_back(libnum::num32(0.57), libnum::num32(1.68));
MyPinball.borders.emplace_back(libnum::num32(0.43), libnum::num32(1.68));
MyPinball.borders.emplace_back(libnum::num32(0.30), libnum::num32(1.64));
MyPinball.borders.emplace_back(libnum::num32(0.19), libnum::num32(1.56));
MyPinball.borders.emplace_back(libnum::num32(0.10), libnum::num32(1.46));
MyPinball.borders.emplace_back(libnum::num32(0.04), libnum::num32(1.34));
MyPinball.borders.emplace_back(libnum::num32(0.02), libnum::num32(1.20));
MyPinball.borders.emplace_back(libnum::num32(0.02), libnum::num32(0.40));
MyPinball.borders.emplace_back(libnum::num32(0.26), libnum::num32(0.25));
MyPinball.borders.emplace_back(libnum::num32(0.26), libnum::num32(0.02));
MyPinball.borders.emplace_back(libnum::num32(0.74), libnum::num32(0.02));
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(0.60), 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, RGB565_LEMONYELLOW));
MyPinball.balls.push_back(Ball(ball_radius, ball_mass, ball_pos1, ball_vel1,
0.2, RGB565_LEMONYELLOW));
Vector2D ball_pos2(libnum::num32(0.40), 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, RGB565_LEMONYELLOW ));
MyPinball.balls.push_back(Ball(ball_radius, ball_mass, ball_pos2, ball_vel2,
0.2, RGB565_LEMONYELLOW));
MyPinball.obstacles.clear();
MyPinball.obstacles.push_back( Obstacle(0.08, Vector2D(libnum::num32(0.50), libnum::num32(1.45)), 1.5, RGB565_RED, 100));
MyPinball.obstacles.push_back( Obstacle(0.08, Vector2D(libnum::num32(0.74), libnum::num32(1.20)), 1.5, RGB565_RED, 100));
MyPinball.obstacles.push_back( Obstacle(0.08, Vector2D(libnum::num32(0.26), libnum::num32(1.20)), 1.5, RGB565_RED, 100));
MyPinball.obstacles.push_back( Obstacle(0.08, Vector2D(libnum::num32(0.50), libnum::num32(0.95)), 1.5, RGB565_RED, 100));
MyPinball.obstacles.push_back( Obstacle(0.04, Vector2D(libnum::num32(0.13), libnum::num32(0.80)), 1.5, RGB565_LEMONYELLOW, 25));
MyPinball.obstacles.push_back( Obstacle(0.04, Vector2D(libnum::num32(0.87), libnum::num32(0.80)), 1.5, RGB565_LEMONYELLOW, 25));
MyPinball.obstacles.push_back( Obstacle(0.04, Vector2D(libnum::num32(0.15), libnum::num32(0.60)), 1.5, RGB565_GREEN, 10));
MyPinball.obstacles.push_back( Obstacle(0.04, Vector2D(libnum::num32(0.85), libnum::num32(0.60)), 1.5, RGB565_GREEN, 10));
MyPinball.obstacles.emplace_back(
0.08, Vector2D(libnum::num32(0.50), libnum::num32(1.45)), 1.5, RGB565_RED,
100);
MyPinball.obstacles.emplace_back(
0.08, Vector2D(libnum::num32(0.74), libnum::num32(1.20)), 1.5, RGB565_RED,
100);
MyPinball.obstacles.emplace_back(
0.08, Vector2D(libnum::num32(0.26), libnum::num32(1.20)), 1.5, RGB565_RED,
100);
MyPinball.obstacles.emplace_back(
0.08, Vector2D(libnum::num32(0.50), libnum::num32(0.95)), 1.5, RGB565_RED,
100);
MyPinball.obstacles.emplace_back(
0.04, Vector2D(libnum::num32(0.13), libnum::num32(0.80)), 1.5,
RGB565_LEMONYELLOW, 25);
MyPinball.obstacles.emplace_back(
0.04, Vector2D(libnum::num32(0.87), libnum::num32(0.80)), 1.5,
RGB565_LEMONYELLOW, 25);
MyPinball.obstacles.emplace_back(
0.04, Vector2D(libnum::num32(0.15), libnum::num32(0.60)), 1.5,
RGB565_GREEN, 10);
MyPinball.obstacles.emplace_back(
0.04, Vector2D(libnum::num32(0.85), libnum::num32(0.60)), 1.5,
RGB565_GREEN, 10);
for(int i=0; i<MyPinball.islands.size(); i++ ) MyPinball.islands[i].clear();
for (int i = 0; i < MyPinball.islands.size(); i++)
MyPinball.islands[i].clear();
MyPinball.islands.clear();
MyPinball.flippers.clear();
@ -150,10 +190,15 @@ void Setup_Table_1(void) {
libnum::num32 flip_restitution = libnum::num32(0.0);
Vector2D flip_pos1(libnum::num32(0.26), libnum::num32(0.22));
MyPinball.flippers.push_back(Flipper(flip_radius, flip_pos1, flip_length, -flip_restAngle, flip_maxRotation, flip_angularVelocity, flip_restitution, LEFT, RGB565_OCEANBLUE));
MyPinball.flippers.emplace_back(
flip_radius, flip_pos1, flip_length, -flip_restAngle, flip_maxRotation,
flip_angularVelocity, flip_restitution, LEFT, RGB565_OCEANBLUE);
Vector2D flip_pos2(libnum::num32(0.74), libnum::num32(0.22));
MyPinball.flippers.push_back(Flipper( flip_radius, flip_pos2, flip_length, libnum::num32(PI) + flip_restAngle, -flip_maxRotation, flip_angularVelocity, flip_restitution, RIGHT, RGB565_OCEANBLUE));
MyPinball.flippers.emplace_back(flip_radius, flip_pos2, flip_length,
libnum::num32(PI) + flip_restAngle,
-flip_maxRotation, flip_angularVelocity,
flip_restitution, RIGHT, RGB565_OCEANBLUE);
}
void Setup_Table_2(void) {
@ -172,64 +217,80 @@ void Setup_Table_2(void) {
MyPinball.sideimage = nullptr;
MyPinball.borders.clear();
MyPinball.borders.push_back( Vector2D(libnum::num32(0.74), libnum::num32(0.25)));
MyPinball.borders.push_back( Vector2D(libnum::num32(0.98), libnum::num32(0.40)));
MyPinball.borders.push_back( Vector2D(libnum::num32(0.98), libnum::num32(1.20)));
MyPinball.borders.push_back( Vector2D(libnum::num32(0.96), libnum::num32(1.34)));
MyPinball.borders.push_back( Vector2D(libnum::num32(0.90), libnum::num32(1.46)));
MyPinball.borders.push_back( Vector2D(libnum::num32(0.81), libnum::num32(1.56)));
MyPinball.borders.push_back( Vector2D(libnum::num32(0.70), libnum::num32(1.64)));
MyPinball.borders.push_back( Vector2D(libnum::num32(0.57), libnum::num32(1.68)));
MyPinball.borders.push_back( Vector2D(libnum::num32(0.43), libnum::num32(1.68)));
MyPinball.borders.push_back( Vector2D(libnum::num32(0.30), libnum::num32(1.64)));
MyPinball.borders.push_back( Vector2D(libnum::num32(0.19), libnum::num32(1.56)));
MyPinball.borders.push_back( Vector2D(libnum::num32(0.10), libnum::num32(1.46)));
MyPinball.borders.push_back( Vector2D(libnum::num32(0.04), libnum::num32(1.34)));
MyPinball.borders.push_back( Vector2D(libnum::num32(0.02), libnum::num32(1.20)));
MyPinball.borders.push_back( Vector2D(libnum::num32(0.02), libnum::num32(0.40)));
MyPinball.borders.push_back( Vector2D(libnum::num32(0.26), libnum::num32(0.25)));
MyPinball.borders.push_back( Vector2D(libnum::num32(0.26), libnum::num32(0.02)));
MyPinball.borders.push_back( Vector2D(libnum::num32(0.74), libnum::num32(0.02)));
MyPinball.borders.emplace_back(libnum::num32(0.74), libnum::num32(0.25));
MyPinball.borders.emplace_back(libnum::num32(0.98), libnum::num32(0.40));
MyPinball.borders.emplace_back(libnum::num32(0.98), libnum::num32(1.20));
MyPinball.borders.emplace_back(libnum::num32(0.96), libnum::num32(1.34));
MyPinball.borders.emplace_back(libnum::num32(0.90), libnum::num32(1.46));
MyPinball.borders.emplace_back(libnum::num32(0.81), libnum::num32(1.56));
MyPinball.borders.emplace_back(libnum::num32(0.70), libnum::num32(1.64));
MyPinball.borders.emplace_back(libnum::num32(0.57), libnum::num32(1.68));
MyPinball.borders.emplace_back(libnum::num32(0.43), libnum::num32(1.68));
MyPinball.borders.emplace_back(libnum::num32(0.30), libnum::num32(1.64));
MyPinball.borders.emplace_back(libnum::num32(0.19), libnum::num32(1.56));
MyPinball.borders.emplace_back(libnum::num32(0.10), libnum::num32(1.46));
MyPinball.borders.emplace_back(libnum::num32(0.04), libnum::num32(1.34));
MyPinball.borders.emplace_back(libnum::num32(0.02), libnum::num32(1.20));
MyPinball.borders.emplace_back(libnum::num32(0.02), libnum::num32(0.40));
MyPinball.borders.emplace_back(libnum::num32(0.26), libnum::num32(0.25));
MyPinball.borders.emplace_back(libnum::num32(0.26), libnum::num32(0.02));
MyPinball.borders.emplace_back(libnum::num32(0.74), libnum::num32(0.02));
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(0.70), 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, RGB565_LEMONYELLOW));
MyPinball.balls.push_back(Ball(ball_radius, ball_mass, ball_pos1, ball_vel1,
0.2, RGB565_LEMONYELLOW));
Vector2D ball_pos2(libnum::num32(0.30), 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, RGB565_LEMONYELLOW ));
MyPinball.balls.push_back(Ball(ball_radius, ball_mass, ball_pos2, ball_vel2,
0.2, RGB565_LEMONYELLOW));
MyPinball.obstacles.clear();
MyPinball.obstacles.push_back( Obstacle(0.06, Vector2D(libnum::num32(0.50), libnum::num32(1.45)), 1.5, RGB565_RED, 100));
MyPinball.obstacles.push_back( Obstacle(0.06, Vector2D(libnum::num32(0.74), libnum::num32(1.20)), 1.5, RGB565_RED, 100));
MyPinball.obstacles.push_back( Obstacle(0.06, Vector2D(libnum::num32(0.26), libnum::num32(1.20)), 1.5, RGB565_RED, 100));
MyPinball.obstacles.push_back( Obstacle(0.06, Vector2D(libnum::num32(0.50), libnum::num32(0.95)), 1.5, RGB565_RED, 100));
MyPinball.obstacles.push_back( Obstacle(0.04, Vector2D(libnum::num32(0.13), libnum::num32(0.80)), 1.5, RGB565_LEMONYELLOW, 25));
MyPinball.obstacles.push_back( Obstacle(0.04, Vector2D(libnum::num32(0.87), libnum::num32(0.80)), 1.5, RGB565_LEMONYELLOW, 25));
MyPinball.obstacles.push_back( Obstacle(0.04, Vector2D(libnum::num32(0.15), libnum::num32(0.60)), 1.5, RGB565_GREEN, 10));
MyPinball.obstacles.push_back( Obstacle(0.04, Vector2D(libnum::num32(0.85), libnum::num32(0.60)), 1.5, RGB565_GREEN, 10));
MyPinball.obstacles.emplace_back(
0.06, Vector2D(libnum::num32(0.50), libnum::num32(1.45)), 1.5, RGB565_RED,
100);
MyPinball.obstacles.emplace_back(
0.06, Vector2D(libnum::num32(0.74), libnum::num32(1.20)), 1.5, RGB565_RED,
100);
MyPinball.obstacles.emplace_back(
0.06, Vector2D(libnum::num32(0.26), libnum::num32(1.20)), 1.5, RGB565_RED,
100);
MyPinball.obstacles.emplace_back(
0.06, Vector2D(libnum::num32(0.50), libnum::num32(0.95)), 1.5, RGB565_RED,
100);
MyPinball.obstacles.emplace_back(
0.04, Vector2D(libnum::num32(0.13), libnum::num32(0.80)), 1.5,
RGB565_LEMONYELLOW, 25);
MyPinball.obstacles.emplace_back(
0.04, Vector2D(libnum::num32(0.87), libnum::num32(0.80)), 1.5,
RGB565_LEMONYELLOW, 25);
MyPinball.obstacles.emplace_back(
0.04, Vector2D(libnum::num32(0.15), libnum::num32(0.60)), 1.5,
RGB565_GREEN, 10);
MyPinball.obstacles.emplace_back(
0.04, Vector2D(libnum::num32(0.85), libnum::num32(0.60)), 1.5,
RGB565_GREEN, 10);
for(int i=0; i<MyPinball.islands.size(); i++ ) MyPinball.islands[i].clear();
for (int i = 0; i < MyPinball.islands.size(); i++)
MyPinball.islands[i].clear();
MyPinball.islands.clear();
std::vector<Vector2D> island1;
island1.push_back( Vector2D(libnum::num32(0.50), libnum::num32(1.10)) );
island1.push_back( Vector2D(libnum::num32(0.40), libnum::num32(1.20)) );
island1.push_back( Vector2D(libnum::num32(0.50), libnum::num32(1.30)) );
island1.push_back( Vector2D(libnum::num32(0.60), libnum::num32(1.20)) );
MyPinball.islands.push_back( island1 );
island1.emplace_back(libnum::num32(0.50), libnum::num32(1.10));
island1.emplace_back(libnum::num32(0.40), libnum::num32(1.20));
island1.emplace_back(libnum::num32(0.50), libnum::num32(1.30));
island1.emplace_back(libnum::num32(0.60), libnum::num32(1.20));
MyPinball.islands.push_back(island1);
std::vector<Vector2D> island2;
island2.push_back( Vector2D(libnum::num32(0.50), libnum::num32(0.50)) );
island2.push_back( Vector2D(libnum::num32(0.40), libnum::num32(0.70)) );
island2.push_back( Vector2D(libnum::num32(0.50), libnum::num32(0.72)) );
island2.push_back( Vector2D(libnum::num32(0.60), libnum::num32(0.70)) );
MyPinball.islands.push_back( island2 );
island2.emplace_back(libnum::num32(0.50), libnum::num32(0.50));
island2.emplace_back(libnum::num32(0.40), libnum::num32(0.70));
island2.emplace_back(libnum::num32(0.50), libnum::num32(0.72));
island2.emplace_back(libnum::num32(0.60), libnum::num32(0.70));
MyPinball.islands.push_back(island2);
MyPinball.flippers.clear();
libnum::num32 flip_radius = libnum::num32(0.03);
@ -240,10 +301,15 @@ void Setup_Table_2(void) {
libnum::num32 flip_restitution = libnum::num32(0.0);
Vector2D flip_pos1(libnum::num32(0.26), libnum::num32(0.22));
MyPinball.flippers.push_back(Flipper(flip_radius, flip_pos1, flip_length, -flip_restAngle, flip_maxRotation, flip_angularVelocity, flip_restitution, LEFT, RGB565_OCEANBLUE));
MyPinball.flippers.emplace_back(
flip_radius, flip_pos1, flip_length, -flip_restAngle, flip_maxRotation,
flip_angularVelocity, flip_restitution, LEFT, RGB565_OCEANBLUE);
Vector2D flip_pos2(libnum::num32(0.74), libnum::num32(0.22));
MyPinball.flippers.push_back(Flipper( flip_radius, flip_pos2, flip_length, libnum::num32(PI) + flip_restAngle, -flip_maxRotation, flip_angularVelocity, flip_restitution, RIGHT, RGB565_OCEANBLUE));
MyPinball.flippers.emplace_back(flip_radius, flip_pos2, flip_length,
libnum::num32(PI) + flip_restAngle,
-flip_maxRotation, flip_angularVelocity,
flip_restitution, RIGHT, RGB565_OCEANBLUE);
}
void Setup_Table_3(void) {
@ -262,96 +328,113 @@ void Setup_Table_3(void) {
MyPinball.sideimage = &img_abyss;
MyPinball.borders.clear();
MyPinball.borders.push_back( Vector2D(libnum::num32(0.74), libnum::num32(0.25)));
MyPinball.borders.push_back( Vector2D(libnum::num32(0.98), libnum::num32(0.40)));
MyPinball.borders.push_back( Vector2D(libnum::num32(0.98), libnum::num32(1.20)));
MyPinball.borders.push_back( Vector2D(libnum::num32(0.96), libnum::num32(1.34)));
MyPinball.borders.push_back( Vector2D(libnum::num32(0.90), libnum::num32(1.46)));
MyPinball.borders.push_back( Vector2D(libnum::num32(0.81), libnum::num32(1.56)));
MyPinball.borders.push_back( Vector2D(libnum::num32(0.70), libnum::num32(1.64)));
MyPinball.borders.push_back( Vector2D(libnum::num32(0.57), libnum::num32(1.68)));
MyPinball.borders.push_back( Vector2D(libnum::num32(0.43), libnum::num32(1.68)));
MyPinball.borders.push_back( Vector2D(libnum::num32(0.30), libnum::num32(1.64)));
MyPinball.borders.push_back( Vector2D(libnum::num32(0.19), libnum::num32(1.56)));
MyPinball.borders.push_back( Vector2D(libnum::num32(0.10), libnum::num32(1.46)));
MyPinball.borders.push_back( Vector2D(libnum::num32(0.04), libnum::num32(1.34)));
MyPinball.borders.push_back( Vector2D(libnum::num32(0.02), libnum::num32(1.20)));
MyPinball.borders.push_back( Vector2D(libnum::num32(0.02), libnum::num32(0.40)));
MyPinball.borders.push_back( Vector2D(libnum::num32(0.26), libnum::num32(0.25)));
MyPinball.borders.push_back( Vector2D(libnum::num32(0.26), libnum::num32(0.02)));
MyPinball.borders.push_back( Vector2D(libnum::num32(0.74), libnum::num32(0.02)));
MyPinball.borders.emplace_back(libnum::num32(0.74), libnum::num32(0.25));
MyPinball.borders.emplace_back(libnum::num32(0.98), libnum::num32(0.40));
MyPinball.borders.emplace_back(libnum::num32(0.98), libnum::num32(1.20));
MyPinball.borders.emplace_back(libnum::num32(0.96), libnum::num32(1.34));
MyPinball.borders.emplace_back(libnum::num32(0.90), libnum::num32(1.46));
MyPinball.borders.emplace_back(libnum::num32(0.81), libnum::num32(1.56));
MyPinball.borders.emplace_back(libnum::num32(0.70), libnum::num32(1.64));
MyPinball.borders.emplace_back(libnum::num32(0.57), libnum::num32(1.68));
MyPinball.borders.emplace_back(libnum::num32(0.43), libnum::num32(1.68));
MyPinball.borders.emplace_back(libnum::num32(0.30), libnum::num32(1.64));
MyPinball.borders.emplace_back(libnum::num32(0.19), libnum::num32(1.56));
MyPinball.borders.emplace_back(libnum::num32(0.10), libnum::num32(1.46));
MyPinball.borders.emplace_back(libnum::num32(0.04), libnum::num32(1.34));
MyPinball.borders.emplace_back(libnum::num32(0.02), libnum::num32(1.20));
MyPinball.borders.emplace_back(libnum::num32(0.02), libnum::num32(0.40));
MyPinball.borders.emplace_back(libnum::num32(0.26), libnum::num32(0.25));
MyPinball.borders.emplace_back(libnum::num32(0.26), libnum::num32(0.02));
MyPinball.borders.emplace_back(libnum::num32(0.74), libnum::num32(0.02));
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(0.70), libnum::num32(0.70));
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, RGB565_LEMONYELLOW));
MyPinball.balls.push_back(Ball(ball_radius, ball_mass, ball_pos1, ball_vel1,
0.2, RGB565_LEMONYELLOW));
Vector2D ball_pos2(libnum::num32(0.30), libnum::num32(0.70));
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, RGB565_LEMONYELLOW ));
MyPinball.balls.push_back(Ball(ball_radius, ball_mass, ball_pos2, ball_vel2,
0.2, RGB565_LEMONYELLOW));
MyPinball.obstacles.clear();
MyPinball.obstacles.push_back( Obstacle(0.06, Vector2D(libnum::num32(0.50), libnum::num32(1.45)), 1.5, RGB565_RED, 100));
MyPinball.obstacles.push_back( Obstacle(0.06, Vector2D(libnum::num32(0.74), libnum::num32(1.20)), 1.5, RGB565_RED, 100));
MyPinball.obstacles.push_back( Obstacle(0.06, Vector2D(libnum::num32(0.26), libnum::num32(1.20)), 1.5, RGB565_RED, 100));
MyPinball.obstacles.push_back( Obstacle(0.06, Vector2D(libnum::num32(0.50), libnum::num32(0.95)), 1.5, RGB565_RED, 100));
MyPinball.obstacles.push_back( Obstacle(0.04, Vector2D(libnum::num32(0.15), libnum::num32(0.80)), 1.5, RGB565_LEMONYELLOW, 25));
MyPinball.obstacles.push_back( Obstacle(0.04, Vector2D(libnum::num32(0.85), libnum::num32(0.80)), 1.5, RGB565_LEMONYELLOW, 25));
MyPinball.obstacles.push_back( Obstacle(0.04, Vector2D(libnum::num32(0.30), libnum::num32(0.60)), 1.5, RGB565_GREEN, 10));
MyPinball.obstacles.push_back( Obstacle(0.04, Vector2D(libnum::num32(0.70), libnum::num32(0.60)), 1.5, RGB565_GREEN, 10));
MyPinball.obstacles.emplace_back(
0.06, Vector2D(libnum::num32(0.50), libnum::num32(1.45)), 1.5, RGB565_RED,
100);
MyPinball.obstacles.emplace_back(
0.06, Vector2D(libnum::num32(0.74), libnum::num32(1.20)), 1.5, RGB565_RED,
100);
MyPinball.obstacles.emplace_back(
0.06, Vector2D(libnum::num32(0.26), libnum::num32(1.20)), 1.5, RGB565_RED,
100);
MyPinball.obstacles.emplace_back(
0.06, Vector2D(libnum::num32(0.50), libnum::num32(0.95)), 1.5, RGB565_RED,
100);
MyPinball.obstacles.emplace_back(
0.04, Vector2D(libnum::num32(0.15), libnum::num32(0.80)), 1.5,
RGB565_LEMONYELLOW, 25);
MyPinball.obstacles.emplace_back(
0.04, Vector2D(libnum::num32(0.85), libnum::num32(0.80)), 1.5,
RGB565_LEMONYELLOW, 25);
MyPinball.obstacles.emplace_back(
0.04, Vector2D(libnum::num32(0.30), libnum::num32(0.60)), 1.5,
RGB565_GREEN, 10);
MyPinball.obstacles.emplace_back(
0.04, Vector2D(libnum::num32(0.70), libnum::num32(0.60)), 1.5,
RGB565_GREEN, 10);
for( int i=0; i<MyPinball.islands.size(); i++ ) MyPinball.islands[i].clear();
for (int i = 0; i < MyPinball.islands.size(); i++)
MyPinball.islands[i].clear();
MyPinball.islands.clear();
std::vector<Vector2D> island1;
island1.push_back( Vector2D(libnum::num32(0.50), libnum::num32(1.10)) );
island1.push_back( Vector2D(libnum::num32(0.40), libnum::num32(1.20)) );
island1.push_back( Vector2D(libnum::num32(0.50), libnum::num32(1.30)) );
island1.push_back( Vector2D(libnum::num32(0.60), libnum::num32(1.20)) );
MyPinball.islands.push_back( island1 );
island1.emplace_back( libnum::num32(0.50), libnum::num32(1.10) );
island1.emplace_back( libnum::num32(0.40), libnum::num32(1.20) );
island1.emplace_back( libnum::num32(0.50), libnum::num32(1.30) );
island1.emplace_back( libnum::num32(0.60), libnum::num32(1.20) );
MyPinball.islands.push_back(island1);
std::vector<Vector2D> island2;
island2.push_back( Vector2D(libnum::num32(0.50), libnum::num32(0.60)) );
island2.push_back( Vector2D(libnum::num32(0.40), libnum::num32(0.80)) );
island2.push_back( Vector2D(libnum::num32(0.50), libnum::num32(0.82)) );
island2.push_back( Vector2D(libnum::num32(0.60), libnum::num32(0.80)) );
MyPinball.islands.push_back( island2 );
std::vector<Vector2D> island2;
island2.emplace_back( libnum::num32(0.50), libnum::num32(0.60) );
island2.emplace_back( libnum::num32(0.40), libnum::num32(0.80) );
island2.emplace_back( libnum::num32(0.50), libnum::num32(0.82) );
island2.emplace_back( libnum::num32(0.60), libnum::num32(0.80) );
MyPinball.islands.push_back(island2);
std::vector<Vector2D> island3;
island3.emplace_back( libnum::num32(0.12), libnum::num32(0.45) );
island3.emplace_back( libnum::num32(0.12), libnum::num32(0.65) );
island3.emplace_back( libnum::num32(0.26), libnum::num32(0.37) );
MyPinball.islands.push_back(island3);
std::vector<Vector2D> island3;
island3.push_back( Vector2D(libnum::num32(0.12), libnum::num32(0.45)) );
island3.push_back( Vector2D(libnum::num32(0.12), libnum::num32(0.65)) );
island3.push_back( Vector2D(libnum::num32(0.26), libnum::num32(0.37)) );
MyPinball.islands.push_back( island3 );
std::vector<Vector2D> island4;
island4.emplace_back( libnum::num32(0.88), libnum::num32(0.65) );
island4.emplace_back( libnum::num32(0.88), libnum::num32(0.45) );
island4.emplace_back( libnum::num32(0.74), libnum::num32(0.37) );
MyPinball.islands.push_back(island4);
std::vector<Vector2D> island4;
island4.push_back( Vector2D(libnum::num32(0.88), libnum::num32(0.65)) );
island4.push_back( Vector2D(libnum::num32(0.88), libnum::num32(0.45)) );
island4.push_back( Vector2D(libnum::num32(0.74), libnum::num32(0.37)) );
MyPinball.islands.push_back( island4 );
MyPinball.flippers.clear();
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));
MyPinball.flippers.emplace_back(
flip_radius, flip_pos1, flip_length, -flip_restAngle, flip_maxRotation,
flip_angularVelocity, flip_restitution, LEFT, RGB565_OCEANBLUE);
MyPinball.flippers.clear();
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));
MyPinball.flippers.push_back(Flipper(flip_radius, flip_pos1, flip_length, -flip_restAngle, flip_maxRotation, flip_angularVelocity, flip_restitution, LEFT, RGB565_OCEANBLUE));
Vector2D flip_pos2(libnum::num32(0.74), libnum::num32(0.22));
MyPinball.flippers.push_back(Flipper( flip_radius, flip_pos2, flip_length, libnum::num32(PI) + flip_restAngle, -flip_maxRotation, flip_angularVelocity, flip_restitution, RIGHT, RGB565_OCEANBLUE));
Vector2D flip_pos2(libnum::num32(0.74), libnum::num32(0.22));
MyPinball.flippers.emplace_back(flip_radius, flip_pos2, flip_length,
libnum::num32(PI) + flip_restAngle,
-flip_maxRotation, flip_angularVelocity,
flip_restitution, RIGHT, RGB565_OCEANBLUE);
}
void Setup_Table_4(void) {
libnum::num32 offset = libnum::num32(0.02);
@ -368,51 +451,51 @@ void Setup_Table_4(void) {
MyPinball.sideimage = &img_abyss;
MyPinball.borders.clear();
MyPinball.borders.push_back( Vector2D(libnum::num32(0.74), libnum::num32(0.25)));
MyPinball.borders.push_back( Vector2D(libnum::num32(0.98), libnum::num32(0.40)));
MyPinball.borders.push_back( Vector2D(libnum::num32(0.98), libnum::num32(1.10)));
MyPinball.borders.emplace_back( libnum::num32(0.74), libnum::num32(0.25) );
MyPinball.borders.emplace_back( libnum::num32(0.98), libnum::num32(0.40) );
MyPinball.borders.emplace_back( libnum::num32(0.98), libnum::num32(1.10) );
// MyPinball.borders.push_back( Vector2D(libnum::num32(0.96), libnum::num32(1.34)));
// MyPinball.borders.emplace_back( libnum::num32(0.96),
// libnum::num32(1.34)));
MyPinball.borders.push_back( Vector2D(libnum::num32(1.04), libnum::num32(1.10)));
MyPinball.borders.push_back( Vector2D(libnum::num32(1.04), libnum::num32(0.10)));
MyPinball.borders.push_back( Vector2D(libnum::num32(1.11), libnum::num32(0.10)));
MyPinball.borders.push_back( Vector2D(libnum::num32(1.11), libnum::num32(1.20)));
MyPinball.borders.emplace_back( libnum::num32(1.04), libnum::num32(1.10) );
MyPinball.borders.emplace_back( libnum::num32(1.04), libnum::num32(0.10) );
MyPinball.borders.emplace_back( libnum::num32(1.11), libnum::num32(0.10) );
MyPinball.borders.emplace_back( libnum::num32(1.11), libnum::num32(1.20) );
MyPinball.borders.push_back( Vector2D(libnum::num32(0.90), libnum::num32(1.46)));
MyPinball.borders.push_back( Vector2D(libnum::num32(0.81), libnum::num32(1.56)));
MyPinball.borders.push_back( Vector2D(libnum::num32(0.70), libnum::num32(1.64)));
MyPinball.borders.push_back( Vector2D(libnum::num32(0.57), libnum::num32(1.68)));
MyPinball.borders.push_back( Vector2D(libnum::num32(0.43), libnum::num32(1.68)));
MyPinball.borders.push_back( Vector2D(libnum::num32(0.30), libnum::num32(1.64)));
MyPinball.borders.push_back( Vector2D(libnum::num32(0.19), libnum::num32(1.56)));
MyPinball.borders.push_back( Vector2D(libnum::num32(0.10), libnum::num32(1.46)));
MyPinball.borders.push_back( Vector2D(libnum::num32(0.04), libnum::num32(1.34)));
MyPinball.borders.push_back( Vector2D(libnum::num32(0.02), libnum::num32(1.20)));
MyPinball.borders.push_back( Vector2D(libnum::num32(0.02), libnum::num32(0.40)));
MyPinball.borders.push_back( Vector2D(libnum::num32(0.26), libnum::num32(0.25)));
MyPinball.borders.push_back( Vector2D(libnum::num32(0.26), libnum::num32(0.02)));
MyPinball.borders.push_back( Vector2D(libnum::num32(0.74), libnum::num32(0.02)));
MyPinball.borders.emplace_back( libnum::num32(0.90), libnum::num32(1.46) );
MyPinball.borders.emplace_back( libnum::num32(0.81), libnum::num32(1.56) );
MyPinball.borders.emplace_back( libnum::num32(0.70), libnum::num32(1.64) );
MyPinball.borders.emplace_back( libnum::num32(0.57), libnum::num32(1.68) );
MyPinball.borders.emplace_back( libnum::num32(0.43), libnum::num32(1.68) );
MyPinball.borders.emplace_back( libnum::num32(0.30), libnum::num32(1.64) );
MyPinball.borders.emplace_back( libnum::num32(0.19), libnum::num32(1.56) );
MyPinball.borders.emplace_back( libnum::num32(0.10), libnum::num32(1.46) );
MyPinball.borders.emplace_back( libnum::num32(0.04), libnum::num32(1.34) );
MyPinball.borders.emplace_back( libnum::num32(0.02), libnum::num32(1.20) );
MyPinball.borders.emplace_back( libnum::num32(0.02), libnum::num32(0.40) );
MyPinball.borders.emplace_back( libnum::num32(0.26), libnum::num32(0.25) );
MyPinball.borders.emplace_back( libnum::num32(0.26), libnum::num32(0.02) );
MyPinball.borders.emplace_back( libnum::num32(0.74), libnum::num32(0.02) );
MyPinball.has_locker = true;
MyPinball.locker.clear();
MyPinball.locker.push_back( Vector2D(libnum::num32(0.90), libnum::num32(1.46)));
MyPinball.locker.push_back( Vector2D(libnum::num32(1.11), libnum::num32(1.20)));
MyPinball.locker.push_back( Vector2D(libnum::num32(1.11), libnum::num32(1.10)));
MyPinball.locker.push_back( Vector2D(libnum::num32(1.04), libnum::num32(1.10)));
MyPinball.locker.push_back( Vector2D(libnum::num32(0.98), libnum::num32(1.10)));
MyPinball.locker.push_back( Vector2D(libnum::num32(0.98), libnum::num32(1.20)));
MyPinball.locker.push_back( Vector2D(libnum::num32(0.96), libnum::num32(1.34)));
MyPinball.locker.emplace_back( libnum::num32(0.90), libnum::num32(1.46) );
MyPinball.locker.emplace_back( libnum::num32(1.11), libnum::num32(1.20) );
MyPinball.locker.emplace_back( libnum::num32(1.11), libnum::num32(1.10) );
MyPinball.locker.emplace_back( libnum::num32(1.04), libnum::num32(1.10) );
MyPinball.locker.emplace_back( libnum::num32(0.98), libnum::num32(1.10) );
MyPinball.locker.emplace_back( libnum::num32(0.98), libnum::num32(1.20) );
MyPinball.locker.emplace_back( libnum::num32(0.96), libnum::num32(1.34) );
MyPinball.locker_is_enabled = false;
MyPinball.Lock_radius = libnum::num( 0.03 );
MyPinball.Lock_radius = libnum::num(0.03);
MyPinball.Lock_pos = Vector2D(libnum::num32(0.50), libnum::num32(1.64));
MyPinball.Lock_color = RGB565_LEMONYELLOW;
// MyPinball.Locker_enabler.push_back( Target( libnum::num32(0.06), Vector2D(libnum::num32(0.83), libnum::num32(1.39)), RGB565_APPLEGREEN, 0 ) );
// MyPinball.Locker_enabler.push_back( Target( libnum::num32(0.06),
// Vector2D(libnum::num32(0.83), libnum::num32(1.39)), RGB565_APPLEGREEN, 0 )
// );
MyPinball.balls.clear();
libnum::num32 ball_radius = libnum::num32(0.03);
@ -420,75 +503,73 @@ void Setup_Table_4(void) {
Vector2D ball_pos1(libnum::num32(1.075), libnum::num32(0.15));
Vector2D ball_vel1(libnum::num32(0.0), libnum::num32(3.5));
MyPinball.balls.push_back( Ball(ball_radius, ball_mass, ball_pos1, ball_vel1, 0.2, RGB565_LEMONYELLOW));
MyPinball.balls.push_back(Ball(ball_radius, ball_mass, ball_pos1, ball_vel1,
0.2, RGB565_LEMONYELLOW));
Vector2D ball_pos2(libnum::num32(1.075), libnum::num32(0.45));
Vector2D ball_vel2(libnum::num32(0.0), libnum::num32(3.5));
MyPinball.balls.push_back( Ball(ball_radius, ball_mass, ball_pos2, ball_vel2, 0.2, RGB565_LEMONYELLOW ));
MyPinball.balls.push_back(Ball(ball_radius, ball_mass, ball_pos2, ball_vel2,
0.2, RGB565_LEMONYELLOW));
MyPinball.obstacles.clear();
MyPinball.obstacles.reserve( 16 );
MyPinball.obstacles.reserve(16);
MyPinball.obstacles.push_back( Obstacle(0.06, Vector2D(libnum::num32(0.50), libnum::num32(1.45)), 1.5, RGB565_RED, 100));
MyPinball.obstacles.push_back( Obstacle(0.06, Vector2D(libnum::num32(0.74), libnum::num32(1.20)), 1.5, RGB565_RED, 100));
MyPinball.obstacles.push_back( Obstacle(0.06, Vector2D(libnum::num32(0.26), libnum::num32(1.20)), 1.5, RGB565_RED, 100));
MyPinball.obstacles.push_back( Obstacle(0.06, Vector2D(libnum::num32(0.50), libnum::num32(0.95)), 1.5, RGB565_RED, 100));
MyPinball.obstacles.push_back( Obstacle(0.04, Vector2D(libnum::num32(0.15), libnum::num32(0.80)), 1.5, RGB565_LEMONYELLOW, 25));
MyPinball.obstacles.push_back( Obstacle(0.04, Vector2D(libnum::num32(0.85), libnum::num32(0.80)), 1.5, RGB565_LEMONYELLOW, 25));
MyPinball.obstacles.push_back( Obstacle(0.04, Vector2D(libnum::num32(0.30), libnum::num32(0.60)), 1.5, RGB565_GREEN, 10));
MyPinball.obstacles.push_back( Obstacle(0.04, Vector2D(libnum::num32(0.70), libnum::num32(0.60)), 1.5, RGB565_GREEN, 10));
MyPinball.obstacles.emplace_back( 0.06, Vector2D(libnum::num32(0.50), libnum::num32(1.45)), 1.5, RGB565_RED, 100 );
MyPinball.obstacles.emplace_back( 0.06, Vector2D(libnum::num32(0.74), libnum::num32(1.20)), 1.5, RGB565_RED, 100 );
MyPinball.obstacles.emplace_back( 0.06, Vector2D(libnum::num32(0.26), libnum::num32(1.20)), 1.5, RGB565_RED, 100 );
MyPinball.obstacles.emplace_back( 0.06, Vector2D(libnum::num32(0.50), libnum::num32(0.95)), 1.5, RGB565_RED, 100 );
MyPinball.obstacles.emplace_back( 0.04, Vector2D(libnum::num32(0.15), libnum::num32(0.80)), 1.5, RGB565_LEMONYELLOW, 25 );
MyPinball.obstacles.emplace_back( 0.04, Vector2D(libnum::num32(0.85), libnum::num32(0.80)), 1.5, RGB565_LEMONYELLOW, 25 );
MyPinball.obstacles.emplace_back( 0.04, Vector2D(libnum::num32(0.30), libnum::num32(0.60)), 1.5, RGB565_GREEN, 10 );
MyPinball.obstacles.emplace_back( 0.04, Vector2D(libnum::num32(0.70), libnum::num32(0.60)), 1.5, RGB565_GREEN, 10 );
for( int i=0; i<MyPinball.islands.size(); i++ ) MyPinball.islands[i].clear();
for (int i = 0; i < MyPinball.islands.size(); i++)
MyPinball.islands[i].clear();
MyPinball.islands.clear();
std::vector<Vector2D> island1;
island1.push_back( Vector2D(libnum::num32(0.50), libnum::num32(1.15)) );
island1.push_back( Vector2D(libnum::num32(0.45), libnum::num32(1.20)) );
island1.push_back( Vector2D(libnum::num32(0.50), libnum::num32(1.25)) );
island1.push_back( Vector2D(libnum::num32(0.55), libnum::num32(1.20)) );
//island1.push_back( Vector2D(libnum::num32(0.50), libnum::num32(1.10)) );
//island1.push_back( Vector2D(libnum::num32(0.40), libnum::num32(1.20)) );
//island1.push_back( Vector2D(libnum::num32(0.50), libnum::num32(1.30)) );
//island1.push_back( Vector2D(libnum::num32(0.60), libnum::num32(1.20)) );
MyPinball.islands.push_back( island1 );
island1.emplace_back( libnum::num32(0.50), libnum::num32(1.15) );
island1.emplace_back( libnum::num32(0.45), libnum::num32(1.20) );
island1.emplace_back( libnum::num32(0.50), libnum::num32(1.25) );
island1.emplace_back( libnum::num32(0.55), libnum::num32(1.20) );
// island1.emplace_back( libnum::num32(0.50), libnum::num32(1.10) );
// island1.emplace_back( libnum::num32(0.40), libnum::num32(1.20) );
// island1.emplace_back( libnum::num32(0.50), libnum::num32(1.30) );
// island1.emplace_back( libnum::num32(0.60), libnum::num32(1.20) );
MyPinball.islands.push_back(island1);
std::vector<Vector2D> island2;
island2.push_back( Vector2D(libnum::num32(0.50), libnum::num32(0.60)) );
island2.push_back( Vector2D(libnum::num32(0.40), libnum::num32(0.80)) );
island2.push_back( Vector2D(libnum::num32(0.50), libnum::num32(0.82)) );
island2.push_back( Vector2D(libnum::num32(0.60), libnum::num32(0.80)) );
MyPinball.islands.push_back( island2 );
std::vector<Vector2D> island2;
island2.emplace_back( libnum::num32(0.50), libnum::num32(0.60) );
island2.emplace_back( libnum::num32(0.40), libnum::num32(0.80) );
island2.emplace_back( libnum::num32(0.50), libnum::num32(0.82) );
island2.emplace_back( libnum::num32(0.60), libnum::num32(0.80) );
MyPinball.islands.push_back(island2);
std::vector<Vector2D> island3;
island3.emplace_back( libnum::num32(0.12), libnum::num32(0.45) );
island3.emplace_back( libnum::num32(0.12), libnum::num32(0.65) );
island3.emplace_back( libnum::num32(0.26), libnum::num32(0.37) );
MyPinball.islands.push_back(island3);
std::vector<Vector2D> island3;
island3.push_back( Vector2D(libnum::num32(0.12), libnum::num32(0.45)) );
island3.push_back( Vector2D(libnum::num32(0.12), libnum::num32(0.65)) );
island3.push_back( Vector2D(libnum::num32(0.26), libnum::num32(0.37)) );
MyPinball.islands.push_back( island3 );
std::vector<Vector2D> island4;
island4.emplace_back( libnum::num32(0.88), libnum::num32(0.65) );
island4.emplace_back( libnum::num32(0.88), libnum::num32(0.45) );
island4.emplace_back( libnum::num32(0.74), libnum::num32(0.37) );
MyPinball.islands.push_back(island4);
std::vector<Vector2D> island4;
island4.push_back( Vector2D(libnum::num32(0.88), libnum::num32(0.65)) );
island4.push_back( Vector2D(libnum::num32(0.88), libnum::num32(0.45)) );
island4.push_back( Vector2D(libnum::num32(0.74), libnum::num32(0.37)) );
MyPinball.islands.push_back( island4 );
MyPinball.flippers.clear();
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);
MyPinball.flippers.clear();
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));
MyPinball.flippers.push_back(Flipper(flip_radius, flip_pos1, flip_length, -flip_restAngle, flip_maxRotation, flip_angularVelocity, flip_restitution, LEFT, RGB565_OCEANBLUE));
Vector2D flip_pos1(libnum::num32(0.26), libnum::num32(0.22));
MyPinball.flippers.emplace_back( flip_radius, flip_pos1, flip_length, -flip_restAngle, flip_maxRotation, flip_angularVelocity, flip_restitution, LEFT, RGB565_OCEANBLUE );
Vector2D flip_pos2(libnum::num32(0.74), libnum::num32(0.22));
MyPinball.flippers.push_back(Flipper( flip_radius, flip_pos2, flip_length, libnum::num32(PI) + flip_restAngle, -flip_maxRotation, flip_angularVelocity, flip_restitution, RIGHT, RGB565_OCEANBLUE));
MyPinball.flippers.emplace_back( flip_radius, flip_pos2, flip_length, libnum::num32(PI) + flip_restAngle, -flip_maxRotation, flip_angularVelocity, flip_restitution, RIGHT, RGB565_OCEANBLUE );
}
#endif

View File

@ -6,66 +6,64 @@
#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);
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;
extern bopti_image_t img_font;
for(int i = 0; str[i]; i++) {
if(str[i] < 32 || str[i] >= 0x7f) continue;
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);
}
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);
}
}
void azrp_draw_pinball(int x, int y, uint16_t color, char const *fmt, ...)
{
char str[128];
va_list args;
va_start(args, fmt);
vsnprintf(str, 128, fmt, args);
va_end(args);
void azrp_draw_pinball(int x, int y, uint16_t color, 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_pinball;
extern bopti_image_t img_font_pinball;
for(int i = 0; str[i]; i++) {
if(str[i] < 32 || str[i] >= 0x7f) continue;
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_p8_dye(x + 11 * i, y, &img_font_pinball, 14 * col + 1, 20 * row + 2, 11, 14, IMAGE_DYE, color);
}
int row = (str[i] - 32) >> 4;
int col = (str[i] - 32) & 15;
azrp_subimage_p8_dye(x + 11 * i, y, &img_font_pinball, 14 * col + 1,
20 * row + 2, 11, 14, IMAGE_DYE, color);
}
}
libnum::num32 COS(libnum::num32 angle) {
libnum::num32 COS( libnum::num32 angle )
{
float a = (float)angle;
float c = cos(a);
return libnum::num32(c);
float a = (float) angle;
float c = cos( a );
return libnum::num32(c);
//return cos_num32( angle );
// return cos_num32( angle );
}
libnum::num32 SIN( libnum::num32 angle )
{
libnum::num32 SIN(libnum::num32 angle) {
float a = (float) angle;
float s = sin( a );
return libnum::num32(s);
float a = (float)angle;
float s = sin(a);
return libnum::num32(s);
//return sin_num32( angle );
// return sin_num32( angle );
}
extern libnum::num32 flipperHeight;
extern libnum::num32 cScale;
extern libnum::num32 simWidth;
@ -79,44 +77,46 @@ uint16_t CY(Vector2D pos) {
return (int)(libnum::num32(azrp_height) - pos.y * cScale);
}
/* return the scaled disctance given in argument (typically for circles radii) */
uint16_t CR(libnum::num distance ) {
return (int)(distance * cScale);
}
/* return the scaled disctance given in argument (typically for circles radii)
*/
uint16_t CR(libnum::num distance) { return (int)(distance * cScale); }
#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
/* Some usefull macros */
#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)
/* Some constants */
#define PI 3.14159265
/* usual colors*/
#define RGB565_BLACK 0x0000
#define RGB565_RED 0xF800
#define RGB565_GREEN 0x07E0
#define RGB565_BLUE 0x001F
#define RGB565_YELLOW 0xFFE0
#define RGB565_PURPLE 0xF81F
#define RGB565_CYAN 0x07FF
#define RGB565_WHITE 0xFFFF
#define RGB565_BLACK 0x0000
#define RGB565_RED 0xF800
#define RGB565_GREEN 0x07E0
#define RGB565_BLUE 0x001F
#define RGB565_YELLOW 0xFFE0
#define RGB565_PURPLE 0xF81F
#define RGB565_CYAN 0x07FF
#define RGB565_WHITE 0xFFFF
/* advanced palette */
#define RGB565_DARKORANGE 0xF280
#define RGB565_ORANGE 0xF4A0
#define RGB565_LIGHORANGE 0xF5C0
#define RGB565_DARKORANGE 0xF280
#define RGB565_ORANGE 0xF4A0
#define RGB565_LIGHORANGE 0xF5C0
#define RGB565_LEMONYELLOW 0xF7C6
#define RGB565_APPLEGREEN 0xCF25
#define RGB565_LEAFGREEN 0x6566
#define RGB565_LEMONYELLOW 0xF7C6
#define RGB565_APPLEGREEN 0xCF25
#define RGB565_LEAFGREEN 0x6566
#define RGB565_OCEANBLUE 0x0479
#define RGB565_AZURBLUE 0x023E
#define RGB565_DEEPBLUE 0x3813
#define RGB565_OCEANBLUE 0x0479
#define RGB565_AZURBLUE 0x023E
#define RGB565_DEEPBLUE 0x3813
#define RGB565_DEEPPURPLE 0x8015
#define RGB565_CHERRYRED 0xA0C9
#define RGB565_BLOODYRED 0xF122
#define RGB565_DEEPPURPLE 0x8015
#define RGB565_CHERRYRED 0xA0C9
#define RGB565_BLOODYRED 0xF122
#endif

View File

@ -253,6 +253,7 @@ public:
libnum::num32 y;
};
Vector2D ClosestPointOnSegment(Vector2D P, Vector2D A, Vector2D B) {
Vector2D AB = B - A;