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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_MAZE)
+
+#include "game.h"
+
+int8_t move_dir, last_move_dir, // NESW0
+ prizex, prizey, prize_cnt, old_encoder;
+fixed_t playerx, playery;
+
+// Up to 50 lines, then you win!
+typedef struct { int8_t x, y; } pos_t;
+uint8_t head_ind;
+pos_t maze_walls[50] = {
+ { 0, 0 }
+};
+
+// Turn the player cw or ccw
+inline void turn_player(const bool cw) {
+ if (move_dir == 4) move_dir = last_move_dir;
+ move_dir += cw ? 1 : -1;
+ move_dir &= 0x03;
+ last_move_dir = move_dir;
+}
+
+// Reset the player for a new game
+void player_reset() {
+ // Init position
+ playerx = BTOF(1);
+ playery = BTOF(GAME_H / 2);
+
+ // Init motion with a ccw turn
+ move_dir = 0;
+ turn_player(false);
+
+ // Clear prize flag
+ prize_cnt = 255;
+
+ // Clear the controls
+ ui.encoderPosition = 0;
+ old_encoder = 0;
+}
+
+void MazeGame::game_screen() {
+ // Run the sprite logic
+ if (game_frame()) do { // Run logic twice for finer resolution
+
+ // Move the man one unit in the current direction
+ // Direction index 4 is for the stopped man
+ const int8_t oldx = FTOB(playerx), oldy = FTOB(playery);
+ pos_t dir_add[] = { { 0, -1 }, { 1, 0 }, { 0, 1 }, { -1, 0 }, { 0, 0 } };
+ playerx += dir_add[move_dir].x;
+ playery += dir_add[move_dir].y;
+ const int8_t x = FTOB(playerx), y = FTOB(playery);
+
+ } while(0);
+
+ u8g.setColorIndex(1);
+
+ // Draw Score
+ if (PAGE_UNDER(HEADER_H)) lcd_put_int(0, HEADER_H - 1, score);
+
+ // Draw the maze
+ // LOOP_L_N(n, head_ind) {
+ // const pos_t &p = maze_walls[n], &q = maze_walls[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);
+ // }
+ // }
+
+ // Draw Man
+ // const int8_t fy = GAMEY(foody);
+ // if (PAGE_CONTAINS(fy, fy + FOOD_WH - 1)) {
+ // const int8_t fx = GAMEX(foodx);
+ // u8g.drawFrame(fx, fy, FOOD_WH, FOOD_WH);
+ // if (FOOD_WH == 5) u8g.drawPixel(fx + 2, fy + 2);
+ // }
+
+ // Draw Ghosts
+ // const int8_t fy = GAMEY(foody);
+ // if (PAGE_CONTAINS(fy, fy + FOOD_WH - 1)) {
+ // const int8_t fx = GAMEX(foodx);
+ // u8g.drawFrame(fx, fy, FOOD_WH, FOOD_WH);
+ // if (FOOD_WH == 5) u8g.drawPixel(fx + 2, fy + 2);
+ // }
+
+ // Draw Prize
+ // if (PAGE_CONTAINS(prizey, prizey + PRIZE_WH - 1)) {
+ // u8g.drawFrame(prizex, prizey, PRIZE_WH, PRIZE_WH);
+ // if (PRIZE_WH == 5) u8g.drawPixel(prizex + 2, prizey + 2);
+ // }
+
+ // Draw GAME OVER
+ if (!game_state) draw_game_over();
+
+ // A click always exits this game
+ if (ui.use_click()) exit_game();
+}
+
+void MazeGame::enter_game() {
+ init_game(1, game_screen); // Game running
+ reset_player();
+ reset_enemies();
+}
+
+#endif // MARLIN_MAZE