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Diffstat (limited to 'Marlin/src/lcd/menu/game/maze.cpp')
-rw-r--r-- | Marlin/src/lcd/menu/game/maze.cpp | 134 |
1 files changed, 134 insertions, 0 deletions
diff --git a/Marlin/src/lcd/menu/game/maze.cpp b/Marlin/src/lcd/menu/game/maze.cpp new file mode 100644 index 0000000..85f752e --- /dev/null +++ b/Marlin/src/lcd/menu/game/maze.cpp @@ -0,0 +1,134 @@ +/** + * 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 |