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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_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