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📄 ship.c

📁 事件驱动程序设计很好的框架
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/****************************************************************************** Product: "Fly'n'Shoot" game example* Last Updated for Version: 4.0.00* Date of the Last Update:  Apr 06, 2008**                    Q u a n t u m     L e a P s*                    ---------------------------*                    innovating embedded systems** Copyright (C) 2002-2007 Quantum Leaps, LLC. All rights reserved.** This software may be distributed and modified under the terms of the GNU* General Public License version 2 (GPL) as published by the Free Software* Foundation and appearing in the file GPL.TXT included in the packaging of* this file. Please note that GPL Section 2[b] requires that all works based* on this software must also be made publicly available under the terms of* the GPL ("Copyleft").** Alternatively, this software may be distributed and modified under the* terms of Quantum Leaps commercial licenses, which expressly supersede* the GPL and are specifically designed for licensees interested in* retaining the proprietary status of their code.** Contact information:* Quantum Leaps Web site:  http://www.quantum-leaps.com* e-mail:                  info@quantum-leaps.com*****************************************************************************/#include "qp_port.h"#include "bsp.h"#include "game.h"/*Q_DEFINE_THIS_FILE */#define SHIP_WIDTH  5#define SHIP_HEIGHT 3/* local objects -----------------------------------------------------------*/typedef struct ShipTag {    QActive super;                              /* extend the QActive class */    uint8_t x;    uint8_t y;    uint8_t exp_ctr;    uint16_t score;} Ship;                                           /* the Ship active object */static QState Ship_initial  (Ship *me, QEvent const *e);static QState Ship_active   (Ship *me, QEvent const *e);static QState Ship_parked   (Ship *me, QEvent const *e);static QState Ship_flying   (Ship *me, QEvent const *e);static QState Ship_exploding(Ship *me, QEvent const *e);static Ship l_ship;          /* the sole instance of the Ship active object *//* global objects ----------------------------------------------------------*/QActive * const AO_Ship = (QActive *)&l_ship;  /* opaque pointer to Ship AO *//*..........................................................................*/void Ship_ctor(void) {    Ship *me = &l_ship;    QActive_ctor(&me->super, (QStateHandler)&Ship_initial);    me->x = GAME_SHIP_X;    me->y = GAME_SHIP_Y;}/* HSM definition ----------------------------------------------------------*//*..........................................................................*/QState Ship_initial(Ship *me, QEvent const *e) {    (void)e;                  /* avoid the "unreferenced parameter" warning */    QActive_subscribe((QActive *)me, TIME_TICK_SIG);    QActive_subscribe((QActive *)me, PLAYER_TRIGGER_SIG);    QS_OBJ_DICTIONARY(&l_ship);        /* object dictionary for Ship object */    QS_FUN_DICTIONARY(&Ship_initial); /* function dictionaries for Ship HSM */    QS_FUN_DICTIONARY(&Ship_active);    QS_FUN_DICTIONARY(&Ship_parked);    QS_FUN_DICTIONARY(&Ship_flying);    QS_FUN_DICTIONARY(&Ship_exploding);    QS_SIG_DICTIONARY(PLAYER_SHIP_MOVE_SIG, &l_ship);      /* local signals */    QS_SIG_DICTIONARY(TAKE_OFF_SIG,         &l_ship);    QS_SIG_DICTIONARY(HIT_WALL_SIG,         &l_ship);    QS_SIG_DICTIONARY(HIT_MINE_SIG,         &l_ship);    QS_SIG_DICTIONARY(DESTROYED_MINE_SIG,   &l_ship);    return Q_TRAN(&Ship_active);             /* top-most initial transition */}/*..........................................................................*/QState Ship_active(Ship *me, QEvent const *e) {    switch (e->sig) {        case Q_INIT_SIG: {                     /* nested initial transition */            return Q_TRAN(&Ship_parked);        }        case PLAYER_SHIP_MOVE_SIG: {            me->x = ((ObjectPosEvt const *)e)->x;            me->y = ((ObjectPosEvt const *)e)->y;            return Q_HANDLED();        }    }    return Q_SUPER(&QHsm_top);}/*..........................................................................*/QState Ship_parked(Ship *me, QEvent const *e) {    switch (e->sig) {        case TAKE_OFF_SIG: {               /* permition to take off granted */            return Q_TRAN(&Ship_flying);        }    }    return Q_SUPER(&Ship_active);}/*..........................................................................*/QState Ship_flying(Ship *me, QEvent const *e) {    switch (e->sig) {        case Q_ENTRY_SIG: {            ScoreEvt *sev;            me->score = 0;                               /* reset the score */            sev = Q_NEW(ScoreEvt, SCORE_SIG);            sev->score = me->score;            QActive_postFIFO(AO_Tunnel, (QEvent *)sev);            return Q_HANDLED();        }        case TIME_TICK_SIG: {            /* tell the Tunnel to draw the Ship and test for hits */            ObjectImageEvt *oie = Q_NEW(ObjectImageEvt, SHIP_IMG_SIG);            oie->x   = me->x;            oie->y   = me->y;            oie->bmp = SHIP_BMP;            QActive_postFIFO(AO_Tunnel, (QEvent *)oie);            ++me->score;  /* increment the score for surviving another tick */            if ((me->score % 10) == 0) {           /* is the score "round"? */                ScoreEvt *sev = Q_NEW(ScoreEvt, SCORE_SIG);                sev->score = me->score;                QActive_postFIFO(AO_Tunnel, (QEvent *)sev);            }            return Q_HANDLED();        }        case PLAYER_TRIGGER_SIG: {                   /* trigger the Missile */            ObjectPosEvt *ope = Q_NEW(ObjectPosEvt, MISSILE_FIRE_SIG);            ope->x = me->x;            ope->y = me->y + SHIP_HEIGHT - 1;            QActive_postFIFO(AO_Missile, (QEvent *)ope);            return Q_HANDLED();        }        case DESTROYED_MINE_SIG: {            me->score += ((ScoreEvt const *)e)->score;            /* the score will be sent to the Tunnel by the next TIME_TICK */            return Q_HANDLED();        }        case HIT_WALL_SIG:        case HIT_MINE_SIG: {            return Q_TRAN(&Ship_exploding);        }    }    return Q_SUPER(&Ship_active);}/*..........................................................................*/QState Ship_exploding(Ship *me, QEvent const *e) {    switch (e->sig) {        case Q_ENTRY_SIG: {            me->exp_ctr = 0;            return Q_HANDLED();        }        case TIME_TICK_SIG: {            if (me->exp_ctr < 15) {                ObjectImageEvt *oie;                ++me->exp_ctr;                  /* tell the Tunnel to draw the current stage of Explosion */                oie = Q_NEW(ObjectImageEvt, EXPLOSION_SIG);                oie->bmp = EXPLOSION0_BMP + (me->exp_ctr >> 2);                oie->x   = me->x;                         /* x of explosion */                oie->y   = (int8_t)((int)me->y - 4 + SHIP_HEIGHT);                QActive_postFIFO(AO_Tunnel, (QEvent *)oie);            }            else {                ScoreEvt *gameOver = Q_NEW(ScoreEvt, GAME_OVER_SIG);                gameOver->score = me->score;                QActive_postFIFO(AO_Tunnel, (QEvent *)gameOver);                return Q_TRAN(&Ship_parked);            }            return Q_HANDLED();        }    }    return Q_SUPER(&Ship_active);}

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