diff options
Diffstat (limited to 'Marlin/src/lcd/menu/game/invaders.cpp')
-rw-r--r-- | Marlin/src/lcd/menu/game/invaders.cpp | 438 |
1 files changed, 438 insertions, 0 deletions
diff --git a/Marlin/src/lcd/menu/game/invaders.cpp b/Marlin/src/lcd/menu/game/invaders.cpp new file mode 100644 index 0000000..56e4c22 --- /dev/null +++ b/Marlin/src/lcd/menu/game/invaders.cpp @@ -0,0 +1,438 @@ +/** + * 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_INVADERS) + +#include "game.h" + +#define CANNON_W 11 +#define CANNON_H 8 +#define CANNON_VEL 4 +#define CANNON_Y (LCD_PIXEL_HEIGHT - 1 - CANNON_H) + +#define INVADER_VEL 3 + +#define INVADER_TOP MENU_FONT_ASCENT +#define INVADERS_WIDE ((INVADER_COL_W) * (INVADER_COLS)) +#define INVADERS_HIGH ((INVADER_ROW_H) * (INVADER_ROWS)) + +#define UFO_H 5 +#define UFO_W 13 + +#define LASER_H 4 +#define SHOT_H 3 +#define EXPL_W 11 +#define LIFE_W 8 +#define LIFE_H 5 + +#define INVADER_RIGHT ((INVADER_COLS) * (INVADER_COL_W)) + +// 11x8 +const unsigned char invader[3][2][16] PROGMEM = { + { { B00000110,B00000000, + B00001111,B00000000, + B00011111,B10000000, + B00110110,B11000000, + B00111111,B11000000, + B00001001,B00000000, + B00010110,B10000000, + B00101001,B01000000 + }, { + B00000110,B00000000, + B00001111,B00000000, + B00011111,B10000000, + B00110110,B11000000, + B00111111,B11000000, + B00010110,B10000000, + B00100000,B01000000, + B00010000,B10000000 + } + }, { + { B00010000,B01000000, + B00001000,B10000000, + B00011111,B11000000, + B00110111,B01100000, + B01111111,B11110000, + B01011111,B11010000, + B01010000,B01010000, + B00001101,B10000000 + }, { + B00010000,B01000000, + B01001000,B10010000, + B01011111,B11010000, + B01110111,B01110000, + B01111111,B11110000, + B00011111,B11000000, + B00010000,B01000000, + B00100000,B00100000 + } + }, { + { B00001111,B00000000, + B01111111,B11100000, + B11111111,B11110000, + B11100110,B01110000, + B11111111,B11110000, + B00011001,B10000000, + B00110110,B11000000, + B11000000,B00110000 + }, { + B00001111,B00000000, + B01111111,B11100000, + B11111111,B11110000, + B11100110,B01110000, + B11111111,B11110000, + B00011001,B10000000, + B00110110,B11000000, + B00011001,B10000000 + } + } +}; +const unsigned char cannon[] PROGMEM = { + B00000100,B00000000, + B00001110,B00000000, + B00001110,B00000000, + B01111111,B11000000, + B11111111,B11100000, + B11111111,B11100000, + B11111111,B11100000, + B11111111,B11100000 +}; +const unsigned char life[] PROGMEM = { + B00010000, + B01111100, + B11111110, + B11111110, + B11111110 +}; +const unsigned char explosion[] PROGMEM = { + B01000100,B01000000, + B00100100,B10000000, + B00000000,B00000000, + B00110001,B10000000, + B00000000,B00000000, + B00100100,B10000000, + B01000100,B01000000 +}; +const unsigned char ufo[] PROGMEM = { + B00011111,B11000000, + B01111111,B11110000, + B11011101,B11011000, + B11111111,B11111000, + B01111111,B11110000 +}; + +constexpr uint8_t inv_type[] = { + #if INVADER_ROWS == 5 + 0, 1, 1, 2, 2 + #elif INVADER_ROWS == 4 + 0, 1, 1, 2 + #elif INVADER_ROWS == 3 + 0, 1, 2 + #else + #error "INVASION_SIZE must be 3, 4, or 5." + #endif +}; + +invaders_data_t &idat = marlin_game_data.invaders; + +#define INV_X_LEFT(C,T) (idat.pos.x + (C) * (INVADER_COL_W) + inv_off[T]) +#define INV_X_CTR(C,T) (INV_X_LEFT(C,T) + inv_wide[T] / 2) +#define INV_Y_BOT(R) (idat.pos.y + (R + 1) * (INVADER_ROW_H) - 2) + +constexpr uint8_t inv_off[] = { 2, 1, 0 }, inv_wide[] = { 8, 11, 12 }; + +inline void update_invader_data() { + uint8_t inv_mask = 0; + // Get a list of all active invaders + uint8_t sc = 0; + LOOP_L_N(y, INVADER_ROWS) { + uint8_t m = idat.bugs[y]; + if (m) idat.botmost = y + 1; + inv_mask |= m; + LOOP_L_N(x, INVADER_COLS) + if (TEST(m, x)) idat.shooters[sc++] = (y << 4) | x; + } + idat.leftmost = 0; + LOOP_L_N(i, INVADER_COLS) { if (TEST(inv_mask, i)) break; idat.leftmost -= INVADER_COL_W; } + idat.rightmost = LCD_PIXEL_WIDTH - (INVADERS_WIDE); + for (uint8_t i = INVADER_COLS; i--;) { if (TEST(inv_mask, i)) break; idat.rightmost += INVADER_COL_W; } + if (idat.count == 2) idat.dir = idat.dir > 0 ? INVADER_VEL + 1 : -(INVADER_VEL + 1); +} + +inline void reset_bullets() { + LOOP_L_N(i, COUNT(idat.bullet)) idat.bullet[i].v = 0; +} + +inline void reset_invaders() { + idat.pos.x = 0; idat.pos.y = INVADER_TOP; + idat.dir = INVADER_VEL; + idat.count = (INVADER_COLS) * (INVADER_ROWS); + LOOP_L_N(i, INVADER_ROWS) idat.bugs[i] = _BV(INVADER_COLS) - 1; + update_invader_data(); + reset_bullets(); +} + + +inline void spawn_ufo() { + idat.ufov = random(0, 2) ? 1 : -1; + idat.ufox = idat.ufov > 0 ? -(UFO_W) : LCD_PIXEL_WIDTH - 1; +} + +inline void reset_player() { + idat.cannon_x = 0; + ui.encoderPosition = 0; +} + +inline void fire_cannon() { + idat.laser.x = idat.cannon_x + CANNON_W / 2; + idat.laser.y = LCD_PIXEL_HEIGHT - CANNON_H - (LASER_H); + idat.laser.v = -(LASER_H); +} + +inline void explode(const int8_t x, const int8_t y, const int8_t v=4) { + idat.explod.x = x - (EXPL_W) / 2; + idat.explod.y = y; + idat.explod.v = v; +} + +inline void kill_cannon(uint8_t &game_state, const uint8_t st) { + reset_bullets(); + explode(idat.cannon_x + (CANNON_W) / 2, CANNON_Y, 6); + _BUZZ(1000, 10); + if (--idat.cannons_left) { + idat.laser.v = 0; + game_state = st; + reset_player(); + } + else + game_state = 0; +} + +void InvadersGame::game_screen() { + ui.refresh(LCDVIEW_CALL_NO_REDRAW); // Call as often as possible + + // Run game logic once per full screen + if (ui.first_page) { + + // Update Cannon Position + int16_t ep = constrain(int16_t(ui.encoderPosition), 0, (LCD_PIXEL_WIDTH - (CANNON_W)) / (CANNON_VEL)); + ui.encoderPosition = ep; + + ep *= (CANNON_VEL); + if (ep > idat.cannon_x) { idat.cannon_x += CANNON_VEL - 1; if (ep - idat.cannon_x < 2) idat.cannon_x = ep; } + if (ep < idat.cannon_x) { idat.cannon_x -= CANNON_VEL - 1; if (idat.cannon_x - ep < 2) idat.cannon_x = ep; } + + // Run the game logic + if (game_state) do { + + // Move the UFO, if any + if (idat.ufov) { idat.ufox += idat.ufov; if (!WITHIN(idat.ufox, -(UFO_W), LCD_PIXEL_WIDTH - 1)) idat.ufov = 0; } + + if (game_state > 1) { if (--game_state == 2) { reset_invaders(); } else if (game_state == 100) { game_state = 1; } break; } + + const bool did_blink = (++idat.blink_count > idat.count >> 1); + if (did_blink) { + idat.game_blink = !idat.game_blink; + idat.blink_count = 0; + } + + if (idat.count && did_blink) { + const int8_t newx = idat.pos.x + idat.dir; + if (!WITHIN(newx, idat.leftmost, idat.rightmost)) { // Invaders reached the edge? + idat.dir *= -1; // Invaders change direction + idat.pos.y += (INVADER_ROW_H) / 2; // Invaders move down + idat.pos.x -= idat.dir; // ...and only move down this time. + if (idat.pos.y + idat.botmost * (INVADER_ROW_H) - 2 >= CANNON_Y) // Invaders reached the bottom? + kill_cannon(game_state, 20); // Kill the cannon. Reset invaders. + } + + idat.pos.x += idat.dir; // Invaders take one step left/right + + // Randomly shoot if invaders are listed + if (idat.count && !random(0, 20)) { + + // Find a free bullet + laser_t *b = nullptr; + LOOP_L_N(i, COUNT(idat.bullet)) if (!idat.bullet[i].v) { b = &idat.bullet[i]; break; } + if (b) { + // Pick a random shooter and update the bullet + //SERIAL_ECHOLNPGM("free bullet found"); + const uint8_t inv = idat.shooters[random(0, idat.count + 1)], col = inv & 0x0F, row = inv >> 4, type = inv_type[row]; + b->x = INV_X_CTR(col, type); + b->y = INV_Y_BOT(row); + b->v = 2 + random(0, 2); + } + } + } + + // Update the laser position + if (idat.laser.v) { + idat.laser.y += idat.laser.v; + if (idat.laser.y < 0) idat.laser.v = 0; + } + + // Did the laser collide with an invader? + if (idat.laser.v && WITHIN(idat.laser.y, idat.pos.y, idat.pos.y + INVADERS_HIGH - 1)) { + const int8_t col = idat.laser_col(); + if (WITHIN(col, 0, INVADER_COLS - 1)) { + const int8_t row = idat.laser_row(); + if (WITHIN(row, 0, INVADER_ROWS - 1)) { + const uint8_t mask = _BV(col); + if (idat.bugs[row] & mask) { + const uint8_t type = inv_type[row]; + const int8_t invx = INV_X_LEFT(col, type); + if (WITHIN(idat.laser.x, invx, invx + inv_wide[type] - 1)) { + // Turn off laser + idat.laser.v = 0; + // Remove the invader! + idat.bugs[row] &= ~mask; + // Score! + score += INVADER_ROWS - row; + // Explode sound! + _BUZZ(40, 10); + // Explosion bitmap! + explode(invx + inv_wide[type] / 2, idat.pos.y + row * (INVADER_ROW_H)); + // If invaders are gone, go to reset invaders state + if (--idat.count) update_invader_data(); else { game_state = 20; reset_bullets(); } + } // laser x hit + } // invader exists + } // good row + } // good col + } // laser in invader zone + + // Handle alien bullets + LOOP_L_N(s, COUNT(idat.bullet)) { + laser_t *b = &idat.bullet[s]; + if (b->v) { + // Update alien bullet position + b->y += b->v; + if (b->y >= LCD_PIXEL_HEIGHT) + b->v = 0; // Offscreen + else if (b->y >= CANNON_Y && WITHIN(b->x, idat.cannon_x, idat.cannon_x + CANNON_W - 1)) + kill_cannon(game_state, 120); // Hit the cannon + } + } + + // Randomly spawn a UFO + if (!idat.ufov && !random(0,500)) spawn_ufo(); + + // Did the laser hit a ufo? + if (idat.laser.v && idat.ufov && idat.laser.y < UFO_H + 2 && WITHIN(idat.laser.x, idat.ufox, idat.ufox + UFO_W - 1)) { + // Turn off laser and UFO + idat.laser.v = idat.ufov = 0; + // Score! + score += 10; + // Explode! + _BUZZ(40, 10); + // Explosion bitmap + explode(idat.ufox + (UFO_W) / 2, 1); + } + + } while (false); + + } + + // Click-and-hold to abort + if (ui.button_pressed()) --idat.quit_count; else idat.quit_count = 10; + + // Click to fire or exit + if (ui.use_click()) { + if (!game_state) + idat.quit_count = 0; + else if (game_state == 1 && !idat.laser.v) + fire_cannon(); + } + + if (!idat.quit_count) exit_game(); + + u8g.setColorIndex(1); + + // Draw invaders + if (PAGE_CONTAINS(idat.pos.y, idat.pos.y + idat.botmost * (INVADER_ROW_H) - 2 - 1)) { + int8_t yy = idat.pos.y; + LOOP_L_N(y, INVADER_ROWS) { + const uint8_t type = inv_type[y]; + if (PAGE_CONTAINS(yy, yy + INVADER_H - 1)) { + int8_t xx = idat.pos.x; + LOOP_L_N(x, INVADER_COLS) { + if (TEST(idat.bugs[y], x)) + u8g.drawBitmapP(xx, yy, 2, INVADER_H, invader[type][idat.game_blink]); + xx += INVADER_COL_W; + } + } + yy += INVADER_ROW_H; + } + } + + // Draw UFO + if (idat.ufov && PAGE_UNDER(UFO_H + 2)) + u8g.drawBitmapP(idat.ufox, 2, 2, UFO_H, ufo); + + // Draw cannon + if (game_state && PAGE_CONTAINS(CANNON_Y, CANNON_Y + CANNON_H - 1) && (game_state < 2 || (game_state & 0x02))) + u8g.drawBitmapP(idat.cannon_x, CANNON_Y, 2, CANNON_H, cannon); + + // Draw laser + if (idat.laser.v && PAGE_CONTAINS(idat.laser.y, idat.laser.y + LASER_H - 1)) + u8g.drawVLine(idat.laser.x, idat.laser.y, LASER_H); + + // Draw invader bullets + LOOP_L_N (i, COUNT(idat.bullet)) { + if (idat.bullet[i].v && PAGE_CONTAINS(idat.bullet[i].y - (SHOT_H - 1), idat.bullet[i].y)) + u8g.drawVLine(idat.bullet[i].x, idat.bullet[i].y - (SHOT_H - 1), SHOT_H); + } + + // Draw explosion + if (idat.explod.v && PAGE_CONTAINS(idat.explod.y, idat.explod.y + 7 - 1)) { + u8g.drawBitmapP(idat.explod.x, idat.explod.y, 2, 7, explosion); + --idat.explod.v; + } + + // Blink GAME OVER when game is over + if (!game_state) draw_game_over(); + + if (PAGE_UNDER(MENU_FONT_ASCENT - 1)) { + // Draw Score + //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); + + // Draw lives + if (idat.cannons_left) + for (uint8_t i = 1; i <= idat.cannons_left; ++i) + u8g.drawBitmapP(LCD_PIXEL_WIDTH - i * (LIFE_W), 6 - (LIFE_H), 1, LIFE_H, life); + } + +} + +void InvadersGame::enter_game() { + init_game(20, game_screen); // countdown to reset invaders + idat.cannons_left = 3; + idat.quit_count = 10; + idat.laser.v = 0; + reset_invaders(); + reset_player(); +} + +#endif // MARLIN_INVADERS |