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author | Georgiy Bondarenko <69736697+nehilo@users.noreply.github.com> | 2021-03-04 20:54:23 +0300 |
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committer | Georgiy Bondarenko <69736697+nehilo@users.noreply.github.com> | 2021-03-04 20:54:23 +0300 |
commit | e8701195e66f2d27ffe17fb514eae8173795aaf7 (patch) | |
tree | 9f519c4abf6556b9ae7190a6210d87ead1dfadde /Marlin/src/lcd/menu/game/brickout.cpp | |
download | kp3s-lgvl-e8701195e66f2d27ffe17fb514eae8173795aaf7.tar.xz kp3s-lgvl-e8701195e66f2d27ffe17fb514eae8173795aaf7.zip |
Initial commit
Diffstat (limited to 'Marlin/src/lcd/menu/game/brickout.cpp')
-rw-r--r-- | Marlin/src/lcd/menu/game/brickout.cpp | 207 |
1 files changed, 207 insertions, 0 deletions
diff --git a/Marlin/src/lcd/menu/game/brickout.cpp b/Marlin/src/lcd/menu/game/brickout.cpp new file mode 100644 index 0000000..4bdc924 --- /dev/null +++ b/Marlin/src/lcd/menu/game/brickout.cpp @@ -0,0 +1,207 @@ +/** + * Marlin 3D Printer Firmware + * Copyright (c) 2020 MarlinFirmware [https://github.com/MarlinFirmware/Marlin] + * + * Based on Sprinter and grbl. + * Copyright (c) 2011 Camiel Gubbels / Erik van der Zalm + * + * This program is free software: you can redistribute it and/or modify + * it under the terms of the GNU General Public License as published by + * the Free Software Foundation, either version 3 of the License, or + * (at your option) any later version. + * + * This program is distributed in the hope that it will be useful, + * but WITHOUT ANY WARRANTY; without even the implied warranty of + * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the + * GNU General Public License for more details. + * + * You should have received a copy of the GNU General Public License + * along with this program. If not, see <https://www.gnu.org/licenses/>. + * + */ + +#include "../../../inc/MarlinConfigPre.h" + +#if ENABLED(MARLIN_BRICKOUT) + +#include "game.h" + +#define BRICK_H 5 +#define BRICK_TOP MENU_FONT_ASCENT + +#define PADDLE_H 2 +#define PADDLE_VEL 3 +#define PADDLE_W ((LCD_PIXEL_WIDTH) / 8) +#define PADDLE_Y (LCD_PIXEL_HEIGHT - 1 - PADDLE_H) + +#define BRICK_W ((LCD_PIXEL_WIDTH) / (BRICK_COLS)) +#define BRICK_BOT (BRICK_TOP + BRICK_H * BRICK_ROWS - 1) + +#define BRICK_COL(X) ((X) / (BRICK_W)) +#define BRICK_ROW(Y) ((Y - (BRICK_TOP)) / (BRICK_H)) + +brickout_data_t &bdat = marlin_game_data.brickout; + +inline void reset_bricks(const uint16_t v) { + bdat.brick_count = (BRICK_COLS) * (BRICK_ROWS); + LOOP_L_N(i, BRICK_ROWS) bdat.bricks[i] = v; +} + +void reset_ball() { + constexpr uint8_t ball_dist = 24; + bdat.bally = BTOF(PADDLE_Y - ball_dist); + bdat.ballv = FTOP(1.3f); + bdat.ballh = -FTOP(1.25f); + uint8_t bx = bdat.paddle_x + (PADDLE_W) / 2 + ball_dist; + if (bx >= LCD_PIXEL_WIDTH - 10) { bx -= ball_dist * 2; bdat.ballh = -bdat.ballh; } + bdat.ballx = BTOF(bx); + bdat.hit_dir = -1; +} + +void BrickoutGame::game_screen() { + if (game_frame()) { // Run logic twice for finer resolution + // Update Paddle Position + bdat.paddle_x = constrain(int8_t(ui.encoderPosition), 0, (LCD_PIXEL_WIDTH - (PADDLE_W)) / (PADDLE_VEL)); + ui.encoderPosition = bdat.paddle_x; + bdat.paddle_x *= (PADDLE_VEL); + + // Run the ball logic + if (game_state) do { + + // Provisionally update the ball position + const fixed_t newx = bdat.ballx + bdat.ballh, newy = bdat.bally + bdat.ballv; // current next position + if (!WITHIN(newx, 0, BTOF(LCD_PIXEL_WIDTH - 1))) { // out in x? + bdat.ballh = -bdat.ballh; _BUZZ(5, 220); // bounce x + } + if (newy < 0) { // out in y? + bdat.ballv = -bdat.ballv; _BUZZ(5, 280); // bounce v + bdat.hit_dir = 1; + } + // Did the ball go below the bottom? + else if (newy > BTOF(LCD_PIXEL_HEIGHT)) { + _BUZZ(500, 75); + if (--bdat.balls_left) reset_ball(); else game_state = 0; + break; // done + } + + // Is the ball colliding with a brick? + if (WITHIN(newy, BTOF(BRICK_TOP), BTOF(BRICK_BOT))) { + const int8_t bit = BRICK_COL(FTOB(newx)), row = BRICK_ROW(FTOB(newy)); + const uint16_t mask = _BV(bit); + if (bdat.bricks[row] & mask) { + // Yes. Remove it! + bdat.bricks[row] &= ~mask; + // Score! + score += BRICK_ROWS - row; + // If bricks are gone, go to reset state + if (!--bdat.brick_count) game_state = 2; + // Bounce the ball cleverly + if ((bdat.ballv < 0) == (bdat.hit_dir < 0)) { bdat.ballv = -bdat.ballv; bdat.ballh += fixed_t(random(-16, 16)); _BUZZ(5, 880); } + else { bdat.ballh = -bdat.ballh; bdat.ballv += fixed_t(random(-16, 16)); _BUZZ(5, 640); } + } + } + // Is the ball moving down and in paddle range? + else if (bdat.ballv > 0 && WITHIN(newy, BTOF(PADDLE_Y), BTOF(PADDLE_Y + PADDLE_H))) { + // Ball actually hitting paddle + const int8_t diff = FTOB(newx) - bdat.paddle_x; + if (WITHIN(diff, 0, PADDLE_W - 1)) { + + // Reverse Y direction + bdat.ballv = -bdat.ballv; _BUZZ(3, 880); + bdat.hit_dir = -1; + + // Near edges affects X velocity + const bool is_left_edge = (diff <= 1); + if (is_left_edge || diff >= PADDLE_W-1 - 1) { + if ((bdat.ballh > 0) == is_left_edge) bdat.ballh = -bdat.ballh; + } + else if (diff <= 3) { + bdat.ballh += fixed_t(random(-64, 0)); + NOLESS(bdat.ballh, BTOF(-2)); + NOMORE(bdat.ballh, BTOF(2)); + } + else if (diff >= PADDLE_W-1 - 3) { + bdat.ballh += fixed_t(random( 0, 64)); + NOLESS(bdat.ballh, BTOF(-2)); + NOMORE(bdat.ballh, BTOF(2)); + } + + // Paddle hit after clearing the board? Reset the board. + if (game_state == 2) { reset_bricks(0xFFFF); game_state = 1; } + } + } + + bdat.ballx += bdat.ballh; bdat.bally += bdat.ballv; // update with new velocity + + } while (false); + } + + u8g.setColorIndex(1); + + // Draw bricks + if (PAGE_CONTAINS(BRICK_TOP, BRICK_BOT)) { + LOOP_L_N(y, BRICK_ROWS) { + const uint8_t yy = y * BRICK_H + BRICK_TOP; + if (PAGE_CONTAINS(yy, yy + BRICK_H - 1)) { + LOOP_L_N(x, BRICK_COLS) { + if (TEST(bdat.bricks[y], x)) { + const uint8_t xx = x * BRICK_W; + LOOP_L_N(v, BRICK_H - 1) + if (PAGE_CONTAINS(yy + v, yy + v)) + u8g.drawHLine(xx, yy + v, BRICK_W - 1); + } + } + } + } + } + + // Draw paddle + if (PAGE_CONTAINS(PADDLE_Y-1, PADDLE_Y)) { + u8g.drawHLine(bdat.paddle_x, PADDLE_Y, PADDLE_W); + #if PADDLE_H > 1 + u8g.drawHLine(bdat.paddle_x, PADDLE_Y-1, PADDLE_W); + #if PADDLE_H > 2 + u8g.drawHLine(bdat.paddle_x, PADDLE_Y-2, PADDLE_W); + #endif + #endif + } + + // Draw ball while game is running + if (game_state) { + const uint8_t by = FTOB(bdat.bally); + if (PAGE_CONTAINS(by, by+1)) + u8g.drawFrame(FTOB(bdat.ballx), by, 2, 2); + } + // Or draw GAME OVER + else + draw_game_over(); + + if (PAGE_UNDER(MENU_FONT_ASCENT)) { + // Score Digits + //const uint8_t sx = (LCD_PIXEL_WIDTH - (score >= 10 ? score >= 100 ? score >= 1000 ? 4 : 3 : 2 : 1) * MENU_FONT_WIDTH) / 2; + constexpr uint8_t sx = 0; + lcd_put_int(sx, MENU_FONT_ASCENT - 1, score); + + // Balls Left + lcd_moveto(LCD_PIXEL_WIDTH - MENU_FONT_WIDTH * 3, MENU_FONT_ASCENT - 1); + PGM_P const ohs = PSTR("ooo\0\0"); + lcd_put_u8str_P(ohs + 3 - bdat.balls_left); + } + + // A click always exits this game + if (ui.use_click()) exit_game(); +} + +#define SCREEN_M ((LCD_PIXEL_WIDTH) / 2) + +void BrickoutGame::enter_game() { + init_game(2, game_screen); // 2 = reset bricks on paddle hit + constexpr uint8_t paddle_start = SCREEN_M - (PADDLE_W) / 2; + bdat.paddle_x = paddle_start; + bdat.balls_left = 3; + reset_bricks(0x0000); + reset_ball(); + ui.encoderPosition = paddle_start / (PADDLE_VEL); +} + +#endif // MARLIN_BRICKOUT |