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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/snake.cpp | |
download | kp3s-lgvl-e8701195e66f2d27ffe17fb514eae8173795aaf7.tar.xz kp3s-lgvl-e8701195e66f2d27ffe17fb514eae8173795aaf7.zip |
Initial commit
Diffstat (limited to 'Marlin/src/lcd/menu/game/snake.cpp')
-rw-r--r-- | Marlin/src/lcd/menu/game/snake.cpp | 323 |
1 files changed, 323 insertions, 0 deletions
diff --git a/Marlin/src/lcd/menu/game/snake.cpp b/Marlin/src/lcd/menu/game/snake.cpp new file mode 100644 index 0000000..f8892a4 --- /dev/null +++ b/Marlin/src/lcd/menu/game/snake.cpp @@ -0,0 +1,323 @@ +/** + * 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_SNAKE) + +#include "game.h" + +#define SNAKE_BOX 4 + +#define HEADER_H (MENU_FONT_ASCENT - 2) +#define SNAKE_WH (SNAKE_BOX + 1) + +#define IDEAL_L 2 +#define IDEAL_R (LCD_PIXEL_WIDTH - 1 - 2) +#define IDEAL_T (HEADER_H + 2) +#define IDEAL_B (LCD_PIXEL_HEIGHT - 1 - 2) +#define IDEAL_W (IDEAL_R - (IDEAL_L) + 1) +#define IDEAL_H (IDEAL_B - (IDEAL_T) + 1) + +#define GAME_W int((IDEAL_W) / (SNAKE_WH)) +#define GAME_H int((IDEAL_H) / (SNAKE_WH)) + +#define BOARD_W ((SNAKE_WH) * (GAME_W) + 1) +#define BOARD_H ((SNAKE_WH) * (GAME_H) + 1) +#define BOARD_L ((LCD_PIXEL_WIDTH - (BOARD_W) + 1) / 2) +#define BOARD_R (BOARD_L + BOARD_W - 1) +#define BOARD_T (((LCD_PIXEL_HEIGHT + IDEAL_T) - (BOARD_H)) / 2) +#define BOARD_B (BOARD_T + BOARD_H - 1) + +#define GAMEX(X) (BOARD_L + ((X) * (SNAKE_WH))) +#define GAMEY(Y) (BOARD_T + ((Y) * (SNAKE_WH))) + +#if SNAKE_BOX > 2 + #define FOOD_WH SNAKE_BOX +#else + #define FOOD_WH 2 +#endif + +#if SNAKE_BOX < 1 + #define SNAKE_SIZ 1 +#else + #define SNAKE_SIZ SNAKE_BOX +#endif + +constexpr fixed_t snakev = FTOP(0.20); + +snake_data_t &sdat = marlin_game_data.snake; + +// Remove the first pixel from the tail. +// If needed, shift out the first segment. +void shorten_tail() { + pos_t &p = sdat.snake_tail[0], &q = sdat.snake_tail[1]; + bool shift = false; + if (p.x == q.x) { + // Vertical line + p.y += (q.y > p.y) ? 1 : -1; + shift = p.y == q.y; + } + else { + // Horizontal line + p.x += (q.x > p.x) ? 1 : -1; + shift = p.x == q.x; + } + if (shift) { + sdat.head_ind--; + LOOP_LE_N(i, sdat.head_ind) + sdat.snake_tail[i] = sdat.snake_tail[i + 1]; + } +} + +// The food is on a line +inline bool food_on_line() { + LOOP_L_N(n, sdat.head_ind) { + pos_t &p = sdat.snake_tail[n], &q = sdat.snake_tail[n + 1]; + if (p.x == q.x) { + if ((sdat.foodx == p.x - 1 || sdat.foodx == p.x) && WITHIN(sdat.foody, _MIN(p.y, q.y), _MAX(p.y, q.y))) + return true; + } + else if ((sdat.foody == p.y - 1 || sdat.foody == p.y) && WITHIN(sdat.foodx, _MIN(p.x, q.x), _MAX(p.x, q.x))) + return true; + } + return false; +} + +// Add a new food blob +void food_reset() { + do { + sdat.foodx = random(0, GAME_W); + sdat.foody = random(0, GAME_H); + } while (food_on_line()); +} + +// Turn the snake cw or ccw +inline void turn_snake(const bool cw) { + sdat.snake_dir += cw ? 1 : -1; + sdat.snake_dir &= 0x03; + sdat.head_ind++; + sdat.snake_tail[sdat.head_ind].x = FTOB(sdat.snakex); + sdat.snake_tail[sdat.head_ind].y = FTOB(sdat.snakey); +} + +// Reset the snake for a new game +void snake_reset() { + // Init the head and velocity + sdat.snakex = BTOF(1); + sdat.snakey = BTOF(GAME_H / 2); + //snakev = FTOP(0.25); + + // Init the tail with a cw turn + sdat.snake_dir = 0; + sdat.head_ind = 0; + sdat.snake_tail[0].x = 0; + sdat.snake_tail[0].y = GAME_H / 2; + turn_snake(true); + + // Clear food flag + sdat.food_cnt = 5; + + // Clear the controls + ui.encoderPosition = 0; + sdat.old_encoder = 0; +} + +// Check if head segment overlaps another +bool snake_overlap() { + // 4 lines must exist before a collision is possible + if (sdat.head_ind < 4) return false; + // Is the last segment crossing any others? + const pos_t &h1 = sdat.snake_tail[sdat.head_ind - 1], &h2 = sdat.snake_tail[sdat.head_ind]; + // VERTICAL head segment? + if (h1.x == h2.x) { + // Loop from oldest to segment two away from head + LOOP_L_N(n, sdat.head_ind - 2) { + // Segment p to q + const pos_t &p = sdat.snake_tail[n], &q = sdat.snake_tail[n + 1]; + if (p.x != q.x) { + // Crossing horizontal segment + if (WITHIN(h1.x, _MIN(p.x, q.x), _MAX(p.x, q.x)) && (h1.y <= p.y) == (h2.y >= p.y)) return true; + } // Overlapping vertical segment + else if (h1.x == p.x && _MIN(h1.y, h2.y) <= _MAX(p.y, q.y) && _MAX(h1.y, h2.y) >= _MIN(p.y, q.y)) return true; + } + } + else { + // Loop from oldest to segment two away from head + LOOP_L_N(n, sdat.head_ind - 2) { + // Segment p to q + const pos_t &p = sdat.snake_tail[n], &q = sdat.snake_tail[n + 1]; + if (p.y != q.y) { + // Crossing vertical segment + if (WITHIN(h1.y, _MIN(p.y, q.y), _MAX(p.y, q.y)) && (h1.x <= p.x) == (h2.x >= p.x)) return true; + } // Overlapping horizontal segment + else if (h1.y == p.y && _MIN(h1.x, h2.x) <= _MAX(p.x, q.x) && _MAX(h1.x, h2.x) >= _MIN(p.x, q.x)) return true; + } + } + return false; +} + +void SnakeGame::game_screen() { + // Run the snake logic + if (game_frame()) do { // Run logic twice for finer resolution + + // Move the snake's head one unit in the current direction + const int8_t oldx = FTOB(sdat.snakex), oldy = FTOB(sdat.snakey); + switch (sdat.snake_dir) { + case 0: sdat.snakey -= snakev; break; + case 1: sdat.snakex += snakev; break; + case 2: sdat.snakey += snakev; break; + case 3: sdat.snakex -= snakev; break; + } + const int8_t x = FTOB(sdat.snakex), y = FTOB(sdat.snakey); + + // If movement took place... + if (oldx != x || oldy != y) { + + if (!WITHIN(x, 0, GAME_W - 1) || !WITHIN(y, 0, GAME_H - 1)) { + game_state = 0; // Game Over + _BUZZ(400, 40); // Bzzzt! + break; // ...out of do-while + } + + sdat.snake_tail[sdat.head_ind].x = x; + sdat.snake_tail[sdat.head_ind].y = y; + + // Change snake direction if set + const int8_t enc = int8_t(ui.encoderPosition), diff = enc - sdat.old_encoder; + if (diff) { + sdat.old_encoder = enc; + turn_snake(diff > 0); + } + + if (sdat.food_cnt) --sdat.food_cnt; else shorten_tail(); + + // Did the snake collide with itself or go out of bounds? + if (snake_overlap()) { + game_state = 0; // Game Over + _BUZZ(400, 40); // Bzzzt! + } + // Is the snake at the food? + else if (x == sdat.foodx && y == sdat.foody) { + _BUZZ(5, 220); + _BUZZ(5, 280); + score++; + sdat.food_cnt = 2; + food_reset(); + } + } + + } while(0); + + u8g.setColorIndex(1); + + // Draw Score + if (PAGE_UNDER(HEADER_H)) lcd_put_int(0, HEADER_H - 1, score); + + // DRAW THE PLAYFIELD BORDER + u8g.drawFrame(BOARD_L - 2, BOARD_T - 2, BOARD_R - BOARD_L + 4, BOARD_B - BOARD_T + 4); + + // Draw the snake (tail) + #if SNAKE_WH < 2 + + // At this scale just draw a line + LOOP_L_N(n, sdat.head_ind) { + const pos_t &p = sdat.snake_tail[n], &q = sdat.snake_tail[n + 1]; + if (p.x == q.x) { + const int8_t y1 = GAMEY(_MIN(p.y, q.y)), y2 = GAMEY(_MAX(p.y, q.y)); + if (PAGE_CONTAINS(y1, y2)) + u8g.drawVLine(GAMEX(p.x), y1, y2 - y1 + 1); + } + else if (PAGE_CONTAINS(GAMEY(p.y), GAMEY(p.y))) { + const int8_t x1 = GAMEX(_MIN(p.x, q.x)), x2 = GAMEX(_MAX(p.x, q.x)); + u8g.drawHLine(x1, GAMEY(p.y), x2 - x1 + 1); + } + } + + #elif SNAKE_WH == 2 + + // At this scale draw two lines + LOOP_L_N(n, sdat.head_ind) { + const pos_t &p = sdat.snake_tail[n], &q = sdat.snake_tail[n + 1]; + if (p.x == q.x) { + const int8_t y1 = GAMEY(_MIN(p.y, q.y)), y2 = GAMEY(_MAX(p.y, q.y)); + if (PAGE_CONTAINS(y1, y2 + 1)) + u8g.drawFrame(GAMEX(p.x), y1, 2, y2 - y1 + 1 + 1); + } + else { + const int8_t py = GAMEY(p.y); + if (PAGE_CONTAINS(py, py + 1)) { + const int8_t x1 = GAMEX(_MIN(p.x, q.x)), x2 = GAMEX(_MAX(p.x, q.x)); + u8g.drawFrame(x1, py, x2 - x1 + 1 + 1, 2); + } + } + } + + #else + + // Draw a series of boxes + LOOP_L_N(n, sdat.head_ind) { + const pos_t &p = sdat.snake_tail[n], &q = sdat.snake_tail[n + 1]; + if (p.x == q.x) { + const int8_t y1 = _MIN(p.y, q.y), y2 = _MAX(p.y, q.y); + if (PAGE_CONTAINS(GAMEY(y1), GAMEY(y2) + SNAKE_SIZ - 1)) { + for (int8_t i = y1; i <= y2; ++i) { + const int8_t y = GAMEY(i); + if (PAGE_CONTAINS(y, y + SNAKE_SIZ - 1)) + u8g.drawBox(GAMEX(p.x), y, SNAKE_SIZ, SNAKE_SIZ); + } + } + } + else { + const int8_t py = GAMEY(p.y); + if (PAGE_CONTAINS(py, py + SNAKE_SIZ - 1)) { + const int8_t x1 = _MIN(p.x, q.x), x2 = _MAX(p.x, q.x); + for (int8_t i = x1; i <= x2; ++i) + u8g.drawBox(GAMEX(i), py, SNAKE_SIZ, SNAKE_SIZ); + } + } + } + + #endif + + // Draw food + const int8_t fy = GAMEY(sdat.foody); + if (PAGE_CONTAINS(fy, fy + FOOD_WH - 1)) { + const int8_t fx = GAMEX(sdat.foodx); + u8g.drawFrame(fx, fy, FOOD_WH, FOOD_WH); + if (FOOD_WH == 5) u8g.drawPixel(fx + 2, fy + 2); + } + + // Draw GAME OVER + if (!game_state) draw_game_over(); + + // A click always exits this game + if (ui.use_click()) exit_game(); +} + +void SnakeGame::enter_game() { + init_game(1, game_screen); // 1 = Game running + snake_reset(); + food_reset(); +} + +#endif // MARLIN_SNAKE |