From e8701195e66f2d27ffe17fb514eae8173795aaf7 Mon Sep 17 00:00:00 2001
From: Georgiy Bondarenko <69736697+nehilo@users.noreply.github.com>
Date: Thu, 4 Mar 2021 22:54:23 +0500
Subject: Initial commit
---
Marlin/src/lcd/menu/game/brickout.cpp | 207 ++++++++++++++++
Marlin/src/lcd/menu/game/brickout.h | 38 +++
Marlin/src/lcd/menu/game/game.cpp | 66 +++++
Marlin/src/lcd/menu/game/game.h | 62 +++++
Marlin/src/lcd/menu/game/invaders.cpp | 438 ++++++++++++++++++++++++++++++++++
Marlin/src/lcd/menu/game/invaders.h | 62 +++++
Marlin/src/lcd/menu/game/maze.cpp | 134 +++++++++++
Marlin/src/lcd/menu/game/maze.h | 30 +++
Marlin/src/lcd/menu/game/snake.cpp | 323 +++++++++++++++++++++++++
Marlin/src/lcd/menu/game/snake.h | 38 +++
Marlin/src/lcd/menu/game/types.h | 46 ++++
11 files changed, 1444 insertions(+)
create mode 100644 Marlin/src/lcd/menu/game/brickout.cpp
create mode 100644 Marlin/src/lcd/menu/game/brickout.h
create mode 100644 Marlin/src/lcd/menu/game/game.cpp
create mode 100644 Marlin/src/lcd/menu/game/game.h
create mode 100644 Marlin/src/lcd/menu/game/invaders.cpp
create mode 100644 Marlin/src/lcd/menu/game/invaders.h
create mode 100644 Marlin/src/lcd/menu/game/maze.cpp
create mode 100644 Marlin/src/lcd/menu/game/maze.h
create mode 100644 Marlin/src/lcd/menu/game/snake.cpp
create mode 100644 Marlin/src/lcd/menu/game/snake.h
create mode 100644 Marlin/src/lcd/menu/game/types.h
(limited to 'Marlin/src/lcd/menu/game')
diff --git a/Marlin/src/lcd/menu/game/brickout.cpp b/Marlin/src/lcd/menu/game/brickout.cpp
new file mode 100644
index 0000000..4bdc924
--- /dev/null
+++ b/Marlin/src/lcd/menu/game/brickout.cpp
@@ -0,0 +1,207 @@
+/**
+ * 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 .
+ *
+ */
+
+#include "../../../inc/MarlinConfigPre.h"
+
+#if ENABLED(MARLIN_BRICKOUT)
+
+#include "game.h"
+
+#define BRICK_H 5
+#define BRICK_TOP MENU_FONT_ASCENT
+
+#define PADDLE_H 2
+#define PADDLE_VEL 3
+#define PADDLE_W ((LCD_PIXEL_WIDTH) / 8)
+#define PADDLE_Y (LCD_PIXEL_HEIGHT - 1 - PADDLE_H)
+
+#define BRICK_W ((LCD_PIXEL_WIDTH) / (BRICK_COLS))
+#define BRICK_BOT (BRICK_TOP + BRICK_H * BRICK_ROWS - 1)
+
+#define BRICK_COL(X) ((X) / (BRICK_W))
+#define BRICK_ROW(Y) ((Y - (BRICK_TOP)) / (BRICK_H))
+
+brickout_data_t &bdat = marlin_game_data.brickout;
+
+inline void reset_bricks(const uint16_t v) {
+ bdat.brick_count = (BRICK_COLS) * (BRICK_ROWS);
+ LOOP_L_N(i, BRICK_ROWS) bdat.bricks[i] = v;
+}
+
+void reset_ball() {
+ constexpr uint8_t ball_dist = 24;
+ bdat.bally = BTOF(PADDLE_Y - ball_dist);
+ bdat.ballv = FTOP(1.3f);
+ bdat.ballh = -FTOP(1.25f);
+ uint8_t bx = bdat.paddle_x + (PADDLE_W) / 2 + ball_dist;
+ if (bx >= LCD_PIXEL_WIDTH - 10) { bx -= ball_dist * 2; bdat.ballh = -bdat.ballh; }
+ bdat.ballx = BTOF(bx);
+ bdat.hit_dir = -1;
+}
+
+void BrickoutGame::game_screen() {
+ if (game_frame()) { // Run logic twice for finer resolution
+ // Update Paddle Position
+ bdat.paddle_x = constrain(int8_t(ui.encoderPosition), 0, (LCD_PIXEL_WIDTH - (PADDLE_W)) / (PADDLE_VEL));
+ ui.encoderPosition = bdat.paddle_x;
+ bdat.paddle_x *= (PADDLE_VEL);
+
+ // Run the ball logic
+ if (game_state) do {
+
+ // Provisionally update the ball position
+ const fixed_t newx = bdat.ballx + bdat.ballh, newy = bdat.bally + bdat.ballv; // current next position
+ if (!WITHIN(newx, 0, BTOF(LCD_PIXEL_WIDTH - 1))) { // out in x?
+ bdat.ballh = -bdat.ballh; _BUZZ(5, 220); // bounce x
+ }
+ if (newy < 0) { // out in y?
+ bdat.ballv = -bdat.ballv; _BUZZ(5, 280); // bounce v
+ bdat.hit_dir = 1;
+ }
+ // Did the ball go below the bottom?
+ else if (newy > BTOF(LCD_PIXEL_HEIGHT)) {
+ _BUZZ(500, 75);
+ if (--bdat.balls_left) reset_ball(); else game_state = 0;
+ break; // done
+ }
+
+ // Is the ball colliding with a brick?
+ if (WITHIN(newy, BTOF(BRICK_TOP), BTOF(BRICK_BOT))) {
+ const int8_t bit = BRICK_COL(FTOB(newx)), row = BRICK_ROW(FTOB(newy));
+ const uint16_t mask = _BV(bit);
+ if (bdat.bricks[row] & mask) {
+ // Yes. Remove it!
+ bdat.bricks[row] &= ~mask;
+ // Score!
+ score += BRICK_ROWS - row;
+ // If bricks are gone, go to reset state
+ if (!--bdat.brick_count) game_state = 2;
+ // Bounce the ball cleverly
+ if ((bdat.ballv < 0) == (bdat.hit_dir < 0)) { bdat.ballv = -bdat.ballv; bdat.ballh += fixed_t(random(-16, 16)); _BUZZ(5, 880); }
+ else { bdat.ballh = -bdat.ballh; bdat.ballv += fixed_t(random(-16, 16)); _BUZZ(5, 640); }
+ }
+ }
+ // Is the ball moving down and in paddle range?
+ else if (bdat.ballv > 0 && WITHIN(newy, BTOF(PADDLE_Y), BTOF(PADDLE_Y + PADDLE_H))) {
+ // Ball actually hitting paddle
+ const int8_t diff = FTOB(newx) - bdat.paddle_x;
+ if (WITHIN(diff, 0, PADDLE_W - 1)) {
+
+ // Reverse Y direction
+ bdat.ballv = -bdat.ballv; _BUZZ(3, 880);
+ bdat.hit_dir = -1;
+
+ // Near edges affects X velocity
+ const bool is_left_edge = (diff <= 1);
+ if (is_left_edge || diff >= PADDLE_W-1 - 1) {
+ if ((bdat.ballh > 0) == is_left_edge) bdat.ballh = -bdat.ballh;
+ }
+ else if (diff <= 3) {
+ bdat.ballh += fixed_t(random(-64, 0));
+ NOLESS(bdat.ballh, BTOF(-2));
+ NOMORE(bdat.ballh, BTOF(2));
+ }
+ else if (diff >= PADDLE_W-1 - 3) {
+ bdat.ballh += fixed_t(random( 0, 64));
+ NOLESS(bdat.ballh, BTOF(-2));
+ NOMORE(bdat.ballh, BTOF(2));
+ }
+
+ // Paddle hit after clearing the board? Reset the board.
+ if (game_state == 2) { reset_bricks(0xFFFF); game_state = 1; }
+ }
+ }
+
+ bdat.ballx += bdat.ballh; bdat.bally += bdat.ballv; // update with new velocity
+
+ } while (false);
+ }
+
+ u8g.setColorIndex(1);
+
+ // Draw bricks
+ if (PAGE_CONTAINS(BRICK_TOP, BRICK_BOT)) {
+ LOOP_L_N(y, BRICK_ROWS) {
+ const uint8_t yy = y * BRICK_H + BRICK_TOP;
+ if (PAGE_CONTAINS(yy, yy + BRICK_H - 1)) {
+ LOOP_L_N(x, BRICK_COLS) {
+ if (TEST(bdat.bricks[y], x)) {
+ const uint8_t xx = x * BRICK_W;
+ LOOP_L_N(v, BRICK_H - 1)
+ if (PAGE_CONTAINS(yy + v, yy + v))
+ u8g.drawHLine(xx, yy + v, BRICK_W - 1);
+ }
+ }
+ }
+ }
+ }
+
+ // Draw paddle
+ if (PAGE_CONTAINS(PADDLE_Y-1, PADDLE_Y)) {
+ u8g.drawHLine(bdat.paddle_x, PADDLE_Y, PADDLE_W);
+ #if PADDLE_H > 1
+ u8g.drawHLine(bdat.paddle_x, PADDLE_Y-1, PADDLE_W);
+ #if PADDLE_H > 2
+ u8g.drawHLine(bdat.paddle_x, PADDLE_Y-2, PADDLE_W);
+ #endif
+ #endif
+ }
+
+ // Draw ball while game is running
+ if (game_state) {
+ const uint8_t by = FTOB(bdat.bally);
+ if (PAGE_CONTAINS(by, by+1))
+ u8g.drawFrame(FTOB(bdat.ballx), by, 2, 2);
+ }
+ // Or draw GAME OVER
+ else
+ draw_game_over();
+
+ if (PAGE_UNDER(MENU_FONT_ASCENT)) {
+ // Score Digits
+ //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);
+
+ // Balls Left
+ lcd_moveto(LCD_PIXEL_WIDTH - MENU_FONT_WIDTH * 3, MENU_FONT_ASCENT - 1);
+ PGM_P const ohs = PSTR("ooo\0\0");
+ lcd_put_u8str_P(ohs + 3 - bdat.balls_left);
+ }
+
+ // A click always exits this game
+ if (ui.use_click()) exit_game();
+}
+
+#define SCREEN_M ((LCD_PIXEL_WIDTH) / 2)
+
+void BrickoutGame::enter_game() {
+ init_game(2, game_screen); // 2 = reset bricks on paddle hit
+ constexpr uint8_t paddle_start = SCREEN_M - (PADDLE_W) / 2;
+ bdat.paddle_x = paddle_start;
+ bdat.balls_left = 3;
+ reset_bricks(0x0000);
+ reset_ball();
+ ui.encoderPosition = paddle_start / (PADDLE_VEL);
+}
+
+#endif // MARLIN_BRICKOUT
diff --git a/Marlin/src/lcd/menu/game/brickout.h b/Marlin/src/lcd/menu/game/brickout.h
new file mode 100644
index 0000000..cf1fbc6
--- /dev/null
+++ b/Marlin/src/lcd/menu/game/brickout.h
@@ -0,0 +1,38 @@
+/**
+ * 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 .
+ *
+ */
+#pragma once
+
+#include "types.h"
+
+#define BRICK_ROWS 4
+#define BRICK_COLS 16
+
+typedef struct {
+ uint8_t balls_left, brick_count;
+ uint16_t bricks[BRICK_ROWS];
+ int8_t paddle_x, hit_dir;
+ fixed_t ballx, bally, ballh, ballv;
+} brickout_data_t;
+
+class BrickoutGame : MarlinGame { public: static void enter_game(), game_screen(); };
+
+extern BrickoutGame brickout;
diff --git a/Marlin/src/lcd/menu/game/game.cpp b/Marlin/src/lcd/menu/game/game.cpp
new file mode 100644
index 0000000..c14bd2a
--- /dev/null
+++ b/Marlin/src/lcd/menu/game/game.cpp
@@ -0,0 +1,66 @@
+/**
+ * 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 .
+ *
+ */
+
+#include "../../../inc/MarlinConfigPre.h"
+
+#if HAS_GAMES
+
+#include "game.h"
+
+int MarlinGame::score;
+uint8_t MarlinGame::game_state;
+millis_t MarlinGame::next_frame;
+
+MarlinGameData marlin_game_data;
+
+bool MarlinGame::game_frame() {
+ static int8_t slew;
+ if (ui.first_page) slew = 2;
+ ui.refresh(LCDVIEW_CALL_NO_REDRAW); // Refresh as often as possible
+ return (game_state && slew-- > 0);
+}
+
+void MarlinGame::draw_game_over() {
+ constexpr int8_t gowide = (MENU_FONT_WIDTH) * 9,
+ gohigh = MENU_FONT_ASCENT - 3,
+ lx = (LCD_PIXEL_WIDTH - gowide) / 2,
+ ly = (LCD_PIXEL_HEIGHT + gohigh) / 2;
+ if (PAGE_CONTAINS(ly - gohigh - 1, ly + 1)) {
+ u8g.setColorIndex(0);
+ u8g.drawBox(lx - 1, ly - gohigh - 1, gowide + 2, gohigh + 2);
+ u8g.setColorIndex(1);
+ if (ui.get_blink()) lcd_put_u8str_P(lx, ly, PSTR("GAME OVER"));
+ }
+}
+
+void MarlinGame::init_game(const uint8_t init_state, const screenFunc_t screen) {
+ score = 0;
+ game_state = init_state;
+ ui.goto_screen(screen);
+ ui.defer_status_screen();
+}
+
+void MarlinGame::exit_game() {
+ ui.goto_previous_screen_no_defer();
+}
+
+#endif // HAS_GAMES
diff --git a/Marlin/src/lcd/menu/game/game.h b/Marlin/src/lcd/menu/game/game.h
new file mode 100644
index 0000000..cba79e4
--- /dev/null
+++ b/Marlin/src/lcd/menu/game/game.h
@@ -0,0 +1,62 @@
+/**
+ * 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 .
+ *
+ */
+#pragma once
+
+#include "../../../inc/MarlinConfigPre.h"
+#include "../../dogm/marlinui_DOGM.h"
+#include "../../lcdprint.h"
+#include "../../marlinui.h"
+
+//#define MUTE_GAMES
+
+#if ENABLED(MUTE_GAMES) || !HAS_BUZZER
+ #define _BUZZ(D,F) NOOP
+#else
+ #define _BUZZ(D,F) BUZZ(D,F)
+#endif
+
+#if HAS_GAME_MENU
+ void menu_game();
+#endif
+
+#if ENABLED(MARLIN_BRICKOUT)
+ #include "brickout.h"
+#endif
+#if ENABLED(MARLIN_INVADERS)
+ #include "invaders.h"
+#endif
+#if ENABLED(MARLIN_MAZE)
+ #include "maze.h"
+#endif
+#if ENABLED(MARLIN_SNAKE)
+ #include "snake.h"
+#endif
+
+// Pool game data to save SRAM
+union MarlinGameData {
+ TERN_(MARLIN_BRICKOUT, brickout_data_t brickout);
+ TERN_(MARLIN_INVADERS, invaders_data_t invaders);
+ TERN_(MARLIN_SNAKE, snake_data_t snake);
+ TERN_(MARLIN_MAZE, maze_data_t maze);
+};
+
+extern MarlinGameData marlin_game_data;
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 .
+ *
+ */
+
+#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
diff --git a/Marlin/src/lcd/menu/game/invaders.h b/Marlin/src/lcd/menu/game/invaders.h
new file mode 100644
index 0000000..c99e6c1
--- /dev/null
+++ b/Marlin/src/lcd/menu/game/invaders.h
@@ -0,0 +1,62 @@
+/**
+ * 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 .
+ *
+ */
+#pragma once
+
+#include "types.h"
+
+#define INVASION_SIZE 3
+
+#if INVASION_SIZE == 3
+ #define INVADER_COLS 5
+#elif INVASION_SIZE == 4
+ #define INVADER_COLS 6
+#else
+ #define INVADER_COLS 8
+ #undef INVASION_SIZE
+ #define INVASION_SIZE 5
+#endif
+
+#define INVADER_ROWS INVASION_SIZE
+
+#define INVADER_COL_W 14
+#define INVADER_H 8
+#define INVADER_ROW_H (INVADER_H + 2)
+
+typedef struct { int8_t x, y, v; } laser_t;
+
+typedef struct {
+ pos_t pos;
+ uint8_t cannons_left;
+ int8_t cannon_x;
+ laser_t bullet[10], laser, explod;
+ int8_t dir, leftmost, rightmost, botmost;
+ uint8_t count, quit_count, blink_count;
+ uint8_t bugs[INVADER_ROWS], shooters[(INVADER_ROWS) * (INVADER_COLS)];
+ int8_t ufox, ufov;
+ bool game_blink;
+ int8_t laser_col() { return ((laser.x - pos.x) / (INVADER_COL_W)); };
+ int8_t laser_row() { return ((laser.y - pos.y + 2) / (INVADER_ROW_H)); };
+} invaders_data_t;
+
+class InvadersGame : MarlinGame { public: static void enter_game(), game_screen(); };
+
+extern InvadersGame invaders;
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 .
+ *
+ */
+
+#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
diff --git a/Marlin/src/lcd/menu/game/maze.h b/Marlin/src/lcd/menu/game/maze.h
new file mode 100644
index 0000000..ff5dde0
--- /dev/null
+++ b/Marlin/src/lcd/menu/game/maze.h
@@ -0,0 +1,30 @@
+/**
+ * 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 .
+ *
+ */
+#pragma once
+
+#include "types.h"
+
+typedef struct { pos_t pos; } maze_data_t;
+
+class MazeGame : MarlinGame { public: static void enter_game(), game_screen(); };
+
+extern MazeGame maze;
diff --git a/Marlin/src/lcd/menu/game/snake.cpp b/Marlin/src/lcd/menu/game/snake.cpp
new file mode 100644
index 0000000..f8892a4
--- /dev/null
+++ b/Marlin/src/lcd/menu/game/snake.cpp
@@ -0,0 +1,323 @@
+/**
+ * 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 .
+ *
+ */
+
+#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
diff --git a/Marlin/src/lcd/menu/game/snake.h b/Marlin/src/lcd/menu/game/snake.h
new file mode 100644
index 0000000..09a3a72
--- /dev/null
+++ b/Marlin/src/lcd/menu/game/snake.h
@@ -0,0 +1,38 @@
+/**
+ * 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 .
+ *
+ */
+#pragma once
+
+#include "types.h"
+
+typedef struct {
+ int8_t snake_dir, // NESW
+ foodx, foody,
+ food_cnt,
+ old_encoder;
+ pos_t snake_tail[50];
+ fixed_t snakex, snakey;
+ uint8_t head_ind;
+} snake_data_t;
+
+class SnakeGame : MarlinGame { public: static void enter_game(), game_screen(); };
+
+extern SnakeGame snake;
diff --git a/Marlin/src/lcd/menu/game/types.h b/Marlin/src/lcd/menu/game/types.h
new file mode 100644
index 0000000..f6e6c78
--- /dev/null
+++ b/Marlin/src/lcd/menu/game/types.h
@@ -0,0 +1,46 @@
+/**
+ * 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 .
+ *
+ */
+#pragma once
+
+#include
+
+typedef struct { int8_t x, y; } pos_t;
+
+// Simple 8:8 fixed-point
+typedef int16_t fixed_t;
+#define FTOP(F) fixed_t((F)*256.0f)
+#define PTOF(P) (float(P)*(1.0f/256.0f))
+#define BTOF(X) (fixed_t(X)<<8)
+#define FTOB(X) int8_t(fixed_t(X)>>8)
+
+class MarlinGame {
+protected:
+ static int score;
+ static uint8_t game_state;
+ static millis_t next_frame;
+
+ static bool game_frame();
+ static void draw_game_over();
+ static void exit_game();
+public:
+ static void init_game(const uint8_t init_state, const screenFunc_t screen);
+};
--
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