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-rw-r--r--Marlin/src/lcd/menu/game/invaders.cpp438
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diff --git a/Marlin/src/lcd/menu/game/invaders.cpp b/Marlin/src/lcd/menu/game/invaders.cpp
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+/**
+ * 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