Click-hold to exit Invaders, fix Brickout compile

This commit is contained in:
Scott Lahteine
2019-04-04 17:07:38 -05:00
parent 240ea1bbb3
commit 83e214478e
6 changed files with 18 additions and 9 deletions

View File

@@ -185,7 +185,7 @@ int8_t cannon_x;
laser_t laser, expl, bullet[10];
constexpr uint8_t inv_off[] = { 2, 1, 0 }, inv_wide[] = { 8, 11, 12 };
int8_t invaders_x, invaders_y, invaders_dir, leftmost, rightmost, botmost;
uint8_t invader_count, bugs[INVADER_ROWS], shooters[(INVADER_ROWS) * (INVADER_COLS)];
uint8_t invader_count, quit_count, bugs[INVADER_ROWS], shooters[(INVADER_ROWS) * (INVADER_COLS)];
inline void update_invader_data() {
uint8_t inv_mask = 0;
@@ -380,14 +380,19 @@ void InvadersGame::game_screen() {
}
// Click-and-hold to abort
if (ui.button_pressed()) --quit_count; else quit_count = 10;
// Click to fire or exit
if (ui.use_click()) {
if (!game_state)
ui.goto_previous_screen();
quit_count = 0;
else if (game_state == 1 && !laser.v)
fire_cannon();
}
if (!quit_count) exit_game();
u8g.setColorIndex(1);
// Draw invaders
@@ -452,6 +457,7 @@ void InvadersGame::game_screen() {
void InvadersGame::enter_game() {
init_game(20, game_screen); // countdown to reset invaders
cannons_left = 3;
quit_count = 10;
laser.v = 0;
reset_invaders();
reset_player();