#include #include #include #define MAXCH 256 #define FPS 60 #define CHAR_PER_SEC 10 struct character { char ch; int x, y, v; } chars[MAXCH]; int screen_width, screen_height, char_width, char_height; int hit, miss, wrong; int randint(int l, int r) { return l + (rand() & 0x7fffffff) % (r - l + 1); } void new_char() { for (int i = 0; i < LENGTH(chars); i++) { struct character *c = &chars[i]; if (c->ch == '\0') { c->ch = 'A' + randint(0, 25); c->x = randint(0, screen_width - char_width); c->y = 0; c->v = (screen_height - char_height + 1) / randint(FPS * 3 / 2, FPS * 2); return; } } } void progress(int frame) { if (frame % (FPS / CHAR_PER_SEC) == 0) { new_char(); } for (int i = 0; i < LENGTH(chars); i++) { struct character *c = &chars[i]; if (c->ch) { c->y += c->v; if (c->y < 0) { c->ch = '\0'; } if (c->y + char_height >= screen_height) { miss++; c->ch = '\0'; } } } } void check_hit(char ch) { int m = -1; for (int i = 0; i < LENGTH(chars); i++) { struct character *c = &chars[i]; if (ch == c->ch && c->v > 0 && (m < 0 || c->y > chars[m].y)) { m = i; } } if (m == -1) { wrong++; } else { hit++; chars[m].v = -(screen_height - char_height + 1) / (FPS); } } uint32_t px[32 * 16], blank[32 * 16]; void render() { static int x[MAXCH], y[MAXCH], n; for (int i = 0; i < n; i++) { io_write(AM_GPU_FBDRAW, x[i], y[i], blank, char_width, char_height, false); } n = 0; for (int i = 0; i < LENGTH(chars); i++) { struct character *c = &chars[i]; if (c->ch) { x[n] = c->x; y[n] = c->y; n++; io_write(AM_GPU_FBDRAW, c->x, c->y, px, char_width, char_height, false); } } io_write(AM_GPU_FBDRAW, 0, 0, NULL, 0, 0, true); for (int i = 0; i < 80; i++) putch('\b'); printf("Hit: %d; Miss: %d; Wrong: %d", hit, miss, wrong); } char lut[256] = { [AM_KEY_A] = 'A', [AM_KEY_B] = 'B', [AM_KEY_C] = 'C', [AM_KEY_D] = 'D', [AM_KEY_E] = 'E', [AM_KEY_F] = 'F', [AM_KEY_G] = 'G', [AM_KEY_H] = 'H', [AM_KEY_I] = 'I', [AM_KEY_J] = 'J', [AM_KEY_K] = 'K', [AM_KEY_L] = 'L', [AM_KEY_M] = 'M', [AM_KEY_N] = 'N', [AM_KEY_O] = 'O', [AM_KEY_P] = 'P', [AM_KEY_Q] = 'Q', [AM_KEY_R] = 'R', [AM_KEY_S] = 'S', [AM_KEY_T] = 'T', [AM_KEY_U] = 'U', [AM_KEY_V] = 'V', [AM_KEY_W] = 'W', [AM_KEY_X] = 'X', [AM_KEY_Y] = 'Y', [AM_KEY_Z] = 'Z', }; int main() { char_width = 8; char_height = 16; for (int i = 0; i < char_width * char_height; i ++) px[i] = 0x345678; for (int i = 0; i < char_width * char_height; i ++) blank[i] = 0; ioe_init(); screen_width = io_read(AM_GPU_CONFIG).width; screen_height = io_read(AM_GPU_CONFIG).height; int current = 0, rendered = 0; while (1) { int frames = io_read(AM_TIMER_UPTIME).us / (1000000 / FPS); while (current < frames) { progress(current); current++; } while (1) { AM_INPUT_KEYBRD_T ev = io_read(AM_INPUT_KEYBRD); if (ev.keycode == AM_KEY_NONE) break; if (ev.keydown && lut[ev.keycode]) { check_hit(lut[ev.keycode]); } }; if (current > rendered) { render(); rendered = current; } } }