
说明一下:
BPI是对拍死的BPI的计数,对应最终的成绩
RANK是难度 数值越低难度越高 每当打死10个BPI以后就会减一即难度高一级 默认初始化RANK等于15
DIE是存在的BPI数量,一旦数量大于或者等于5就GameOver了..........
最后会把最终成绩打印在屏幕和终端上。

下面仅仅是主函数代码:
int main(int argc,char **argv)
{
byte xx=0,yy=0,BPI[8]={0,0,0,0,0},A_BPI_Start[8]={0,0,0,0,0},A_BPI_Stop[8]={0,0,0,0,0},A_BPI_ii=0;
byte AA0=0,AA1=0,AA2=0,AA3=0,AA4=0,AA5=0,AA6=0,AA7=0,Rank=15,NumString_Rank[10]={0,0,0,0,0,0,0,0,0,0},NumString_BPI[10]={0,0,0,0,0,0,0,0,0,0};
byte NumString_Die_Cnt[10];
byte Die_Cnt[8]={0,0,0,0,0},Die_Num=0,ca=0;
dword CNT=1,Rand_Cnt=0,BPI_Cnt=0;
pthread_t pid1, pid2; //thread
LCD_Init();
Num2String(BPI_Cnt,3,NumString_BPI);
Num2String(Rank,3,NumString_Rank);
if(pthread_create(&pid1, NULL, thread_mice, NULL))
{
return -1;
}
Draw_BMP(bananapi);
sleep(2);
Draw_BMP(gImage_start);
sleep(1);
Draw_BMP(gImage_start);
sleep(1);
Draw_BMP(gImage_anykey);
while(1)
{
if(Left_Check==1)
{
Left_Check=0;
break;
}
}
srand((int) time(0));
while(1)
{
if(Pos_Mark)
{
if(X_LCD_Pos>119)X_LCD_Pos=119;
if(Y_LCD_Pos>55)Y_LCD_Pos=55;
old_X_LCD_Pos=X_LCD_Pos;
old_Y_LCD_Pos=Y_LCD_Pos;
Pos_Mark = 0;
}
CNT++;
Rand_Cnt++;
Num2String(Die_Num,1,NumString_Die_Cnt);
LCD_W_BMP(0,16,24,24,gImage_A_BPI[BPI[0]],1);
LCD_W_BMP(30,16,24,24,gImage_A_BPI[BPI[1]],1);
LCD_W_BMP(60,16,24,24,gImage_A_BPI[BPI[2]],1);
LCD_W_BMP(90,16,24,24,gImage_A_BPI[BPI[3]],1);
LCD_W_BMP(0,40,24,24,gImage_A_BPI[BPI[4]],1);
LCD_W_BMP(30,40,24,24,gImage_A_BPI[BPI[5]],1);
LCD_W_BMP(60,40,24,24,gImage_A_BPI[BPI[6]],1);
LCD_W_BMP(90,40,24,24,gImage_A_BPI[BPI[7]],1);
LCD_P6x8Str(0,0,"BPI:",1);
LCD_P6x8Str(0,1,"RANK:",1);
LCD_P6x8Str(60,1,"DIE:",1);
LCD_P6x8Str(60,0,"Whac-a-BPI",1);
LCD_P6x8Str(30,0,NumString_BPI,1);
LCD_P6x8Str(30,1,NumString_Rank,1);
LCD_P6x8Str(90,1,NumString_Die_Cnt,1);
LCD_W_BMP(X_LCD_Pos,Y_LCD_Pos,8,8,OLED_mice,1);
Draw_BMP(LCD_Buffer);
LCD_W_BMP(old_X_LCD_Pos,old_Y_LCD_Pos,8,8,OLED_mice,0);
LCD_P6x8Str(0,0,"BPI:",0);
LCD_P6x8Str(0,1,"RANK:",0);
LCD_P6x8Str(90,1,"DIE:",0);
LCD_P6x8Str(60,0,"Whac-a-BPI",1);
LCD_P6x8Str(30,0,NumString_BPI,0);
LCD_P6x8Str(30,1,NumString_Rank,0);
LCD_P6x8Str(80,1,NumString_Die_Cnt,0);
LCD_W_BMP(0,16,24,24,gImage_A_BPI[BPI[0]],0);
LCD_W_BMP(30,16,24,24,gImage_A_BPI[BPI[1]],0);
LCD_W_BMP(60,16,24,24,gImage_A_BPI[BPI[2]],0);
LCD_W_BMP(90,16,24,24,gImage_A_BPI[BPI[3]],0);
LCD_W_BMP(0,40,24,24,gImage_A_BPI[BPI[4]],0);
LCD_W_BMP(30,40,24,24,gImage_A_BPI[BPI[5]],0);
LCD_W_BMP(60,40,24,24,gImage_A_BPI[BPI[6]],0);
LCD_W_BMP(90,40,24,24,gImage_A_BPI[BPI[7]],0);
if(Rand_Cnt >= Rank)
{
Rand_Cnt=0;
switch(rand()%8)
{
case 0:if(A_BPI_Stop[0]==0) A_BPI_Stop[0]=1,A_BPI_Start[0]=1;break;
case 1:if(A_BPI_Stop[1]==0) A_BPI_Stop[1]=1,A_BPI_Start[1]=1;break;
case 2:if(A_BPI_Stop[2]==0) A_BPI_Stop[2]=1,A_BPI_Start[2]=1;break;
case 3:if(A_BPI_Stop[3]==0) A_BPI_Stop[3]=1,A_BPI_Start[3]=1;break;
case 4:if(A_BPI_Stop[4]==0) A_BPI_Stop[4]=1,A_BPI_Start[4]=1;break;
case 5:if(A_BPI_Stop[5]==0) A_BPI_Stop[5]=1,A_BPI_Start[5]=1;break;
case 6:if(A_BPI_Stop[6]==0) A_BPI_Stop[6]=1,A_BPI_Start[6]=1;break;
case 7:if(A_BPI_Stop[7]==0) A_BPI_Stop[7]=1,A_BPI_Start[7]=1;break;
default:break;
}
}
if(CNT==2)
{
for(A_BPI_ii=0;A_BPI_ii<8;A_BPI_ii++)
{
if(A_BPI_Start[A_BPI_ii]==1)
{
if(BPI[A_BPI_ii]<4)BPI[A_BPI_ii]++;
else
{
Die_Num++;
A_BPI_Start[A_BPI_ii]=2;
}
}
if(A_BPI_Stop[A_BPI_ii]==2)
{
if(BPI[A_BPI_ii]<8)
BPI[A_BPI_ii]++;
else
{
BPI[A_BPI_ii]=0;
A_BPI_Stop[A_BPI_ii]=0;
A_BPI_Start[A_BPI_ii]=0;
}
}
}
if(Right_Check==1)
{
LCD_Init();
Right_Check=0;
}
if(Left_Check==1)
{
if( 4 <Left_Check_X&& 24 >Left_Check_X&& 18 <Left_Check_Y&&35>Left_Check_Y&&A_BPI_Stop[0]==1)
{
A_BPI_Stop[0]=2;
BPI[0]=5;
BPI_Cnt++;
Die_Num--;
ca=1;
}
else if( 34 <Left_Check_X&& 49 >Left_Check_X&& 18 <Left_Check_Y&& 35 >Left_Check_Y&&A_BPI_Stop[1]==1)
{
A_BPI_Stop[1]=2;
BPI[1]=5;
BPI_Cnt++;
Die_Num--;
ca=1;
}
else if( 63 <Left_Check_X&& 80 >Left_Check_X&& 18 <Left_Check_Y&& 35 >Left_Check_Y&&A_BPI_Stop[2]==1)
{
A_BPI_Stop[2]=2;
BPI[2]=5;
BPI_Cnt++;
Die_Num--;
ca=1;
}
else if( 93 <Left_Check_X&& 109 >Left_Check_X&& 18 <Left_Check_Y&& 35 >Left_Check_Y&&A_BPI_Stop[3]==1)
{
A_BPI_Stop[3]=2;
BPI[3]=5;
BPI_Cnt++;
Die_Num--;
ca=1;
}
else if( 4 <Left_Check_X&& 24 >Left_Check_X&& 43 <Left_Check_Y&&67>Left_Check_Y&&A_BPI_Stop[4]==1)
{
A_BPI_Stop[4]=2;
BPI[4]=5;
BPI_Cnt++;
Die_Num--;
ca=1;
}
else if( 34 <Left_Check_X&& 49 >Left_Check_X&& 43 <Left_Check_Y&& 67 >Left_Check_Y&&A_BPI_Stop[5]==1)
{
A_BPI_Stop[5]=2;
BPI[5]=5;
BPI_Cnt++;
Die_Num--;
ca=1;
}
else if( 63 <Left_Check_X&& 80 >Left_Check_X&& 43 <Left_Check_Y&& 67 >Left_Check_Y&&A_BPI_Stop[6]==1)
{
A_BPI_Stop[6]=2;
BPI[6]=5;
BPI_Cnt++;
Die_Num--;
ca=1;
}
else if( 93 <Left_Check_X&& 109 >Left_Check_X&& 43 <Left_Check_Y&& 67 >Left_Check_Y&&A_BPI_Stop[7]==1)
{
A_BPI_Stop[7]=2;
BPI[7]=5;
BPI_Cnt++;
Die_Num--;
ca=1;
}
if(ca)
{
if(!(BPI_Cnt%11)) Rank--;
Num2String(BPI_Cnt,3,NumString_BPI);
Num2String(Rank,3,NumString_Rank);
Left_Check=0;
ca=0;
}
}
CNT=0;
}
if(Die_Num>=5)
{
Draw_BMP(gImage_gameover);
LCD_P8x16Str(75,5,NumString_BPI);
printf("Game Score:%d
",BPI_Cnt);
return 0;
}
}
return 0;
}
使用软SPI驱动OLED,有时会出现花屏的现象,一直没查明白这个bug原因也就先这样了....视频里也可以看到突然会全屏花.为了继续游戏我把右击鼠标写成了对OLED重新初始化一次,所以花屏以后需要再右击一下就OK啦,就当这是给游戏提高难度了吧........
这是源码 我都写一个c文件里了:
编译:
gcc game1.c -o game1 -lwiringPi
执行:
./game1
源码里面没注释,我觉得我现在再看已经无法理解好多变量的作用了....
需要wiringBPI的库,不知道的可以参考这里
http://www.eeboard.com/bbs/thread-40235-1-2.html