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1 /*
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2 * render.cpp
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3 *
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4 * Created on: Oct 24, 2014
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5 * Author: parallels
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6 */
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7
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8
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giuliomoro@301
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9 #include <Bela.h>
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10 #include <Utilities.h>
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11 #include "game.h"
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12 #include <rtdk.h>
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13 #include <cmath>
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14 #include <cstdlib>
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15 #include <time.h>
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16
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17 int gAudioFramesPerMatrixFrame = 2; // Ratio in audio to matrix sample rate
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18
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19 int gInputTank1Angle = 0; // Inputs for the cannon angles
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20 int gInputTank2Angle = 1;
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21 int gInputLauncher = 2; // Input for launcher FSR
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22
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23 int gOutputX = 0; // Outputs for the scope
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24 int gOutputY = 1;
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25 int gOutputPlayer1LED = 2;
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26 int gOutputPlayer2LED = 3;
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27
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28 int gGameFramesPerSecond = 60; // How often the physics are updated
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29 int gGameFrameInterval; // ...and in frames
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30 int gSamplesUntilNextFrame; // Counter until next update
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31 int gSamplesSinceFinish = 0; // How long since somebody won?
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32 bool gGameShouldRestart = false;// Whether we need to reinitiliase the game
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33
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34 // Counter for overall number of samples that have elapsed
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35 unsigned int gSampleCounter = 0;
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36
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37 // 1st-order filter and peak detector for launcher input
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38 float gLauncherLastSample = 0;
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39 float gLauncherFilterPole = 0.8;
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40 float gLauncherPeakValue = 0;
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41 float gLauncherPeakFilterPole = 0.999;
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42 float gLauncherNoiseThreshold = 0.01;
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43 float gLauncherMinimumPeak = 0.1;
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44 bool gLauncherTriggered = false;
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45
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46 // Screen update rate; affects buffer size. Actual contents of buffer
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47 // may be smaller than this
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48 int gScreenWidth = 512;
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49 int gScreenHeight = 512;
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50 int gScreenFramesPerSecond = 25;
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51
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52 // Double buffer for rendering screen. Each is an interleaved buffer
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53 // of XY data.
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54 float *gScreenBuffer1, *gScreenBuffer2;
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55 float *gScreenBufferWrite, *gScreenBufferRead;
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56 int gScreenBufferMaxLength; // What is the total buffer allocated?
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57 int gScreenBufferReadLength; // How long is the read buffer?
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58 int gScreenBufferWriteLength; // How long is the write (next) buffer?
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59 int gScreenBufferReadPointer; // Where are we in the read buffer now?
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60 int gScreenBufferNextUpdateLocation; // When should we render the next buffer?
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61 bool gScreenNextBufferReady; // Is the next buffer ready to go?
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62
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63 // Auxiliary (low-priority) task for updating the screen
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64 AuxiliaryTask gScreenUpdateTask;
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65
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66 // Buffers for music and sound effects
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67 extern float *gMusicBuffer;
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68 extern int gMusicBufferLength;
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69 extern float *gSoundBoomBuffer;
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70 extern int gSoundBoomBufferLength;
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71 extern float *gSoundHitBuffer;
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72 extern int gSoundHitBufferLength;
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73
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74 // Current state for sound and music
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75 int gMusicBufferPointer = 0; // 0 means start of buffer...
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76 int gSoundBoomBufferPointer = -1; // -1 means don't play...
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77 int gSoundHitBufferPointer = -1;
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78 float gSoundProjectileOscillatorPhase = 0;
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79 float gSoundProjectileOscillatorGain = 0.2;
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80 float gOscillatorPhaseScaler = 0;
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81
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82 void screen_update();
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83
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84 // setup() is called once before the audio rendering starts.
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85 // Use it to perform any initialisation and allocation which is dependent
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86 // on the period size or sample rate.
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87 //
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88 // userData holds an opaque pointer to a data structure that was passed
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89 // in from the call to initAudio().
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90 //
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91 // Return true on success; returning false halts the program.
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92
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giuliomoro@301
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93 bool setup(BelaContext *context, void *userData)
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94 {
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95 srandom(time(NULL));
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96
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97 // Verify we are running with matrix enabled
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98 if(context->analogFrames == 0 || context->analogChannels < 4) {
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99 rt_printf("Error: this example needs the matrix enabled with at least 4 channels\n");
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100 return false;
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101 }
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102
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103 // Initialise audio variables
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104 gAudioFramesPerMatrixFrame = context->audioFrames / context->analogFrames;
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105 gOscillatorPhaseScaler = 2.0 * M_PI / context->audioSampleRate;
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106
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107 // Initialise the screen buffers
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108 gScreenBufferMaxLength = 2 * context->analogSampleRate / gScreenFramesPerSecond;
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109 gScreenBuffer1 = new float[gScreenBufferMaxLength];
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110 gScreenBuffer2 = new float[gScreenBufferMaxLength];
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111 if(gScreenBuffer1 == 0 || gScreenBuffer2 == 0) {
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112 rt_printf("Error initialising screen buffers\n");
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113 return false;
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114 }
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115
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116 gScreenBufferRead = gScreenBuffer1;
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117 gScreenBufferWrite = gScreenBuffer2;
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118 gScreenBufferReadLength = gScreenBufferWriteLength = 0;
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119 gScreenBufferReadPointer = 0;
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120 gScreenBufferNextUpdateLocation = 0;
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121 gScreenNextBufferReady = false;
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122
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123 // Initialise the game
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124 setupGame(gScreenWidth, gScreenHeight);
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125 gGameFrameInterval = context->analogSampleRate / gGameFramesPerSecond;
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126 gSamplesUntilNextFrame = gGameFrameInterval;
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127
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128 // Initialise auxiliary tasks
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129 if((gScreenUpdateTask = Bela_createAuxiliaryTask(&screen_update, 90,
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130 "bela-screen-update")) == 0)
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131 return false;
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132
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133 return true;
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134 }
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135
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136 // Swap buffers on the screen
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137 void swap_buffers()
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138 {
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139 if(gScreenBufferRead == gScreenBuffer1) {
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140 gScreenBufferRead = gScreenBuffer2;
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141 gScreenBufferWrite = gScreenBuffer1;
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142 }
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143 else {
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144 gScreenBufferRead = gScreenBuffer1;
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145 gScreenBufferWrite = gScreenBuffer2;
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146 }
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147
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148 gScreenBufferReadLength = gScreenBufferWriteLength;
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149 gScreenBufferReadPointer = 0;
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150
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151 // Schedule next update for 3/4 of the way through the buffer
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152 gScreenBufferNextUpdateLocation = gScreenBufferReadLength * 0.75;
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153 gScreenNextBufferReady = false;
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154 }
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155
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156 // render() is called regularly at the highest priority by the audio engine.
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157 // Input and output are given from the audio hardware and the other
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158 // ADCs and DACs (if available). If only audio is available, numMatrixFrames
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159 // will be 0.
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160
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161 void render(BelaContext *context, void *userData)
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162 {
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163 int audioIndex = 0;
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164
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165 for(unsigned int n = 0; n < context->analogFrames; n++) {
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166 for(int k = 0; k < gAudioFramesPerMatrixFrame; k++) {
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167 // Render music and sound
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168 float audioSample = 0;
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169
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170 // Music plays in a loop
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171 if(gMusicBuffer != 0 && gMusicBufferPointer >= 0) {
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172 audioSample += gMusicBuffer[gMusicBufferPointer++];
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173 if(gMusicBufferPointer >= gMusicBufferLength)
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174 gMusicBufferPointer = 0;
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175 }
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176
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177 // Sound effect plays until finished, then stops
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178 if(gSoundBoomBuffer != 0 && gSoundBoomBufferPointer >= 0) {
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179 audioSample += gSoundBoomBuffer[gSoundBoomBufferPointer++];
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180 if(gSoundBoomBufferPointer >= gSoundBoomBufferLength)
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181 gSoundBoomBufferPointer = -1;
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182 }
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183
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184 if(gSoundHitBuffer != 0 && gSoundHitBufferPointer >= 0) {
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185 audioSample += gSoundHitBuffer[gSoundHitBufferPointer++];
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186 if(gSoundHitBufferPointer >= gSoundHitBufferLength)
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187 gSoundHitBufferPointer = -1;
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188 }
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189
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190 // Oscillator plays to indicate projectile height
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191 if(gameStatusProjectileInMotion()) {
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192 audioSample += gSoundProjectileOscillatorGain * sinf(gSoundProjectileOscillatorPhase);
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193
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194 gSoundProjectileOscillatorPhase += gOscillatorPhaseScaler * constrain(map(gameStatusProjectileHeight(),
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195 1.0, 0, 300, 2000), 200, 6000);
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196 if(gSoundProjectileOscillatorPhase > 2.0 * M_PI)
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197 gSoundProjectileOscillatorPhase -= 2.0 * M_PI;
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198 }
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199
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200 context->audioOut[2*audioIndex] = context->audioOut[2*audioIndex + 1] = audioSample;
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201 audioIndex++;
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202 }
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203
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204 // First-order lowpass filter to remove noise on launch FSR
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205 float rawSample = analogRead(context, n, gInputLauncher);
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206 float launchSample = gLauncherFilterPole * gLauncherLastSample +
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207 (1.0f - gLauncherFilterPole) * rawSample;
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208 gLauncherLastSample = launchSample;
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209
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210 // Peak-detect on launch signal
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211 if(launchSample >= gLauncherPeakValue) {
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212 gLauncherPeakValue = launchSample;
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213 gLauncherTriggered = false;
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214 }
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215 else {
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216 if(gLauncherPeakValue - launchSample > gLauncherNoiseThreshold && !gLauncherTriggered) {
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217 // Detected a peak; is it big enough overall?
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218 if(gLauncherPeakValue >= gLauncherMinimumPeak) {
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219 gLauncherTriggered = true;
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220 // Peak detected-- fire!!
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221 // Set both cannon strengths but only one will
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222 // fire depending on whose turn it is
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223 float strength = map(gLauncherPeakValue,
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224 gLauncherMinimumPeak, 1.0,
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225 0.5f, 10.0f);
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226 setTank1CannonStrength(strength);
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227 setTank2CannonStrength(strength);
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228 fireProjectile();
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229 }
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230 }
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231
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232 gLauncherPeakValue *= gLauncherPeakFilterPole;
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233 }
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234
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235 if(--gSamplesUntilNextFrame <= 0) {
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236 // Update game physics and cannon angles
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237 gSamplesUntilNextFrame = gGameFrameInterval;
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238
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239 setTank1CannonAngle(map(analogRead(context, n, gInputTank1Angle),
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240 0, 1.0, M_PI, 0));
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241 setTank2CannonAngle(map(analogRead(context, n, gInputTank2Angle),
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242 0, 1.0, M_PI, 0));
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243 nextGameFrame();
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244
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245 // Check for collision and start sound accordingly
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246 if(gameStatusCollisionOccurred()) {
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247 gSoundBoomBufferPointer = 0;
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248 }
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249
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250 if(gameStatusTankHitOccurred()) {
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251 gSoundHitBufferPointer = 0;
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252 }
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253 }
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254
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255 if(gScreenBufferReadPointer >= gScreenBufferReadLength - 1
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256 && gScreenNextBufferReady) {
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257 // Got to the end; swap buffers
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258 swap_buffers();
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259 }
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260
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261 // Push current screen buffer to the matrix output
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262 if(gScreenBufferReadPointer < gScreenBufferReadLength - 1) {
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263 float x = gScreenBufferRead[gScreenBufferReadPointer++];
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264 float y = gScreenBufferRead[gScreenBufferReadPointer++];
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265
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266 // Rescale screen coordinates to matrix ranges; invert the Y
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267 // coordinate to go from normal screen coordinates to scope coordinates
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268 analogWriteOnce(context, n, gOutputX, constrain(map(x, 0, gScreenWidth, 0, 1.0), 0, 1.0));
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269 analogWriteOnce(context, n, gOutputY, constrain(map(y, 0, gScreenHeight, 1.0, 0), 0, 1.0));
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270 }
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271 else {
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272 // Still not ready! Write 0 until something happens
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273 analogWriteOnce(context, n, gOutputX, 0);
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274 analogWriteOnce(context, n, gOutputY, 0);
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275 }
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276
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277 if(gameStatusWinner() != 0) {
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278 // Blink one LED to show who won
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279 // Blink both LEDs when projectile is in motion
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280 float val = (gSampleCounter % 4000 > 2000) ? 1.0 : 0;
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281 analogWriteOnce(context, n, gOutputPlayer1LED, gameStatusWinner() == 1 ? val : 0);
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282 analogWriteOnce(context, n, gOutputPlayer2LED, gameStatusWinner() == 2 ? val : 0);
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283
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284 // After 5 seconds, restart the game
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285 gSamplesSinceFinish++;
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286 if(gSamplesSinceFinish > 22050*5)
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287 gGameShouldRestart = true;
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288 }
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289 else if(gameStatusProjectileInMotion()) {
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290 // Blink both LEDs when projectile is in motion
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291 float val = (gSampleCounter % 2000 > 1000) ? 1.0 : 0;
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292 analogWriteOnce(context, n, gOutputPlayer1LED, val);
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293 analogWriteOnce(context, n, gOutputPlayer2LED, val);
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294 }
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295 else if(gameStatusPlayer1Turn()) {
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296 analogWriteOnce(context, n, gOutputPlayer1LED, 1.0);
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297 analogWriteOnce(context, n, gOutputPlayer2LED, 0);
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298 }
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299 else {
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300 analogWriteOnce(context, n, gOutputPlayer2LED, 1.0);
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301 analogWriteOnce(context, n, gOutputPlayer1LED, 0);
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302 }
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303
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andrewm@10
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304 // Check if we have reached the point where we should next update
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305 if(gScreenBufferReadPointer >= gScreenBufferNextUpdateLocation &&
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306 !gScreenNextBufferReady) {
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307 // Update the screen at lower priority than the audio thread
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308 Bela_scheduleAuxiliaryTask(gScreenUpdateTask);
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309 }
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310
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311 gSampleCounter++;
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312 }
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313 }
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314
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315 void screen_update()
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316 {
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317 // If we should restart, reinitialise the game
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318 if(gGameShouldRestart) {
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319 restartGame();
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320 gGameShouldRestart = false;
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321 gSamplesSinceFinish = 0;
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322 }
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323
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324 // Render the game based on the current state
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325 gScreenBufferWriteLength = drawGame(gScreenBufferWrite, gScreenBufferMaxLength);
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326
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327 // Flag it as ready to go
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328 gScreenNextBufferReady = true;
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329 }
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330
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331 // cleanup() is called once at the end, after the audio has stopped.
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andrewm@56
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332 // Release any resources that were allocated in setup().
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andrewm@10
|
333
|
giuliomoro@301
|
334 void cleanup(BelaContext *context, void *userData)
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andrewm@10
|
335 {
|
andrewm@10
|
336 // Clean up the game state
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andrewm@10
|
337 cleanupGame();
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andrewm@10
|
338 }
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