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MarlinFirmware/Marlin/src/lcd/menu/menu_game.cpp

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/**
* Marlin 3D Printer Firmware
* Copyright (C) 2019 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 <http://www.gnu.org/licenses/>.
*
*/
#include "../../inc/MarlinConfigPre.h"
#if HAS_LCD_MENU && ANY(MARLIN_BRICKOUT, MARLIN_INVADERS, MARLIN_SNAKE)
#include "menu.h"
#include "../dogm/ultralcd_DOGM.h"
#include "../lcdprint.h"
#define SCREEN_M ((LCD_PIXEL_WIDTH) / 2)
#define _BUZZ(D,F) BUZZ(D,F)
//#define _BUZZ(D,F) NOOP
// 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)
int score;
uint8_t game_state;
millis_t next_frame;
inline void 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_moveto(lx, ly);
lcd_put_u8str_P(PSTR("GAME OVER"));
}
}
}
#if ENABLED(MARLIN_BRICKOUT)
#define BRICK_H 5
#define BRICK_TOP MENU_FONT_ASCENT
#define BRICK_ROWS 4
#define BRICK_COLS 16
#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))
uint8_t balls_left, brick_count;
uint16_t bricks[BRICK_ROWS];
inline void reset_bricks(const uint16_t v) {
brick_count = (BRICK_COLS) * (BRICK_ROWS);
LOOP_L_N(i, BRICK_ROWS) bricks[i] = v;
}
int8_t paddle_x, hit_dir;
fixed_t ballx, bally, ballh, ballv;
void reset_ball() {
constexpr uint8_t ball_dist = 24;
bally = BTOF(PADDLE_Y - ball_dist);
ballv = FTOP(1.3f);
ballh = -FTOP(1.25f);
uint8_t bx = paddle_x + (PADDLE_W) / 2 + ball_dist;
if (bx >= LCD_PIXEL_WIDTH - 10) { bx -= ball_dist * 2; ballh = -ballh; }
ballx = BTOF(bx);
hit_dir = -1;
}
void game_screen_brickout() {
static int8_t slew;
ui.refresh(LCDVIEW_CALL_NO_REDRAW); // Call as often as possible
if (ui.first_page) slew = 2;
if (slew-- > 0) { // Logic runs twice for finer resolution
// Update Paddle Position
paddle_x = (int8_t)ui.encoderPosition;
paddle_x = constrain(paddle_x, 0, (LCD_PIXEL_WIDTH - (PADDLE_W)) / (PADDLE_VEL));
ui.encoderPosition = paddle_x;
paddle_x *= (PADDLE_VEL);
// Run the ball logic
if (game_state) do {
// Provisionally update the position
const fixed_t newx = ballx + ballh, newy = bally + ballv; // current next position
if (!WITHIN(newx, 0, BTOF(LCD_PIXEL_WIDTH - 1))) { // out in x?
ballh = -ballh; _BUZZ(5, 220); // bounce x
}
if (newy < 0) { // out in y?
ballv = -ballv; _BUZZ(5, 280); // bounce v
hit_dir = 1;
}
// Did the ball go below the bottom?
else if (newy > BTOF(LCD_PIXEL_HEIGHT)) {
BUZZ(500, 75);
if (--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 (bricks[row] & mask) {
// Yes. Remove it!
bricks[row] &= ~mask;
// Score!
score += BRICK_ROWS - row;
// If bricks are gone, go to reset state
if (!--brick_count) game_state = 2;
// Bounce the ball cleverly
if ((ballv < 0) == (hit_dir < 0)) { ballv = -ballv; ballh += fixed_t(random(-16, 16)); _BUZZ(5, 880); }
else { ballh = -ballh; ballv += fixed_t(random(-16, 16)); _BUZZ(5, 640); }
}
}
// Is the ball moving down and in paddle range?
else if (ballv > 0 && WITHIN(newy, BTOF(PADDLE_Y), BTOF(PADDLE_Y + PADDLE_H))) {
// Ball actually hitting paddle
const int8_t diff = FTOB(newx) - paddle_x;
if (WITHIN(diff, 0, PADDLE_W - 1)) {
// Reverse Y direction
ballv = -ballv; _BUZZ(3, 880);
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 ((ballh > 0) == is_left_edge) ballh = -ballh;
}
else if (diff <= 3) {
ballh += fixed_t(random(-64, 0));
NOLESS(ballh, BTOF(-2));
NOMORE(ballh, BTOF(2));
}
else if (diff >= PADDLE_W-1 - 3) {
ballh += fixed_t(random( 0, 64));
NOLESS(ballh, BTOF(-2));
NOMORE(ballh, BTOF(2));
}
// Paddle hit after clearing the board? Reset the board.
if (game_state == 2) { reset_bricks(0xFFFF); game_state = 1; }
}
}
ballx += ballh; bally += ballv; // update with new velocity
} while (false);
}
u8g.setColorIndex(1);
// Draw bricks
if (PAGE_CONTAINS(BRICK_TOP, BRICK_BOT)) {
for (uint8_t y = 0; y < BRICK_ROWS; ++y) {
const uint8_t yy = y * BRICK_H + BRICK_TOP;
if (PAGE_CONTAINS(yy, yy + BRICK_H - 1)) {
for (uint8_t x = 0; x < BRICK_COLS; ++x) {
if (TEST(bricks[y], x)) {
const uint8_t xx = x * BRICK_W;
for (uint8_t v = 0; v < BRICK_H - 1; ++v)
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(paddle_x, PADDLE_Y, PADDLE_W);
#if PADDLE_H > 1
u8g.drawHLine(paddle_x, PADDLE_Y-1, PADDLE_W);
#if PADDLE_H > 2
u8g.drawHLine(paddle_x, PADDLE_Y-2, PADDLE_W);
#endif
#endif
}
// Draw ball while game is running
if (game_state) {
const uint8_t by = FTOB(bally);
if (PAGE_CONTAINS(by, by+1))
u8g.drawFrame(FTOB(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_moveto(sx, MENU_FONT_ASCENT - 1);
lcd_put_int(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 - balls_left);
}
// A click always exits this game
if (ui.use_click()) ui.goto_previous_screen();
}
void lcd_goto_brickout() {
constexpr uint8_t paddle_start = SCREEN_M - (PADDLE_W) / 2;
paddle_x = paddle_start;
game_state = 2; // reset bricks on paddle hit
score = 0;
balls_left = 3;
reset_bricks(0x0000);
reset_ball();
ui.goto_screen(game_screen_brickout, paddle_start / (PADDLE_VEL));
ui.defer_status_screen();
}
#endif // MARLIN_BRICKOUT
#if ENABLED(MARLIN_INVADERS)
// 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
};
#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
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
};
#define INVADER_RIGHT ((INVADER_COLS) * (COL_W))
#define CANNON_W 11
#define CANNON_H 8
#define CANNON_VEL 4
#define CANNON_Y (LCD_PIXEL_HEIGHT - 1 - CANNON_H)
#define COL_W 14
#define INVADER_H 8
#define ROW_H (INVADER_H + 2)
#define INVADER_VEL 3
#define INVADER_TOP MENU_FONT_ASCENT
#define INVADERS_WIDE ((COL_W) * (INVADER_COLS))
#define INVADERS_HIGH ((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_COL(X) ((X - invaders_x) / (COL_W))
#define INVADER_ROW(Y) ((Y - invaders_y + 2) / (ROW_H))
#define INV_X_LEFT(C,T) (invaders_x + (C) * (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) (invaders_y + (R + 1) * (ROW_H) - 2)
uint8_t cannons_left;
int8_t cannon_x;
typedef struct { int8_t x, y, v; } laser_t;
laser_t laser, expl, bullet[10];
constexpr uint8_t inv_off[] = { 2, 1, 0 }, inv_wide[] = { 8, 11, 12 };
int8_t invaders_x, invaders_y, invaders_dir, leftmost, rightmost, botmost;
uint8_t invader_count, invaders[INVADER_ROWS], shooters[(INVADER_ROWS) * (INVADER_COLS)];
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 = invaders[y];
if (m) botmost = y + 1;
inv_mask |= m;
for (uint8_t x = 0; x < INVADER_COLS; ++x)
if (TEST(m, x)) shooters[sc++] = (y << 4) | x;
}
leftmost = 0;
LOOP_L_N(i, INVADER_COLS) { if (TEST(inv_mask, i)) break; leftmost -= COL_W; }
rightmost = LCD_PIXEL_WIDTH - (INVADERS_WIDE);
for (uint8_t i = INVADER_COLS; i--;) { if (TEST(inv_mask, i)) break; rightmost += COL_W; }
if (invader_count == 2) invaders_dir = invaders_dir > 0 ? INVADER_VEL + 1 : -(INVADER_VEL + 1);
}
inline void reset_bullets() {
LOOP_L_N(i, COUNT(bullet)) bullet[i].v = 0;
}
inline void reset_invaders() {
invaders_x = 0; invaders_y = INVADER_TOP;
invaders_dir = INVADER_VEL;
invader_count = (INVADER_COLS) * (INVADER_ROWS);
LOOP_L_N(i, INVADER_ROWS) invaders[i] = _BV(INVADER_COLS) - 1;
update_invader_data();
reset_bullets();
}
int8_t ufox, ufov;
inline void spawn_ufo() {
ufov = random(0, 2) ? 1 : -1;
ufox = ufov > 0 ? -(UFO_W) : LCD_PIXEL_WIDTH - 1;
}
void reset_player() {
cannon_x = 0;
ui.encoderPosition = 0;
}
inline void fire_cannon() {
laser.x = cannon_x + CANNON_W / 2;
laser.y = LCD_PIXEL_HEIGHT - CANNON_H - (LASER_H);
laser.v = -(LASER_H);
}
inline void explode(const int8_t x, const int8_t y, const int8_t v=4) {
expl.x = x - (EXPL_W) / 2; expl.y = y; expl.v = v;
}
inline void kill_cannon(const uint8_t st) {
reset_bullets();
explode(cannon_x + (CANNON_W) / 2, CANNON_Y, 6);
_BUZZ(1000, 10);
if (--cannons_left) {
laser.v = 0;
game_state = st;
reset_player();
}
else
game_state = 0;
}
void game_screen_invaders() {
static bool game_blink;
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
int32_t ep = (int32_t)ui.encoderPosition;
ep = constrain(ep, 0, (LCD_PIXEL_WIDTH - (CANNON_W)) / (CANNON_VEL));
ui.encoderPosition = ep;
ep *= (CANNON_VEL);
if (ep > cannon_x) { cannon_x += CANNON_VEL - 1; if (ep - cannon_x < 2) cannon_x = ep; }
if (ep < cannon_x) { cannon_x -= CANNON_VEL - 1; if (cannon_x - ep < 2) cannon_x = ep; }
// Run the game logic
if (game_state) do {
// Move the UFO, if any
if (ufov) { ufox += ufov; if (!WITHIN(ufox, -(UFO_W), LCD_PIXEL_WIDTH - 1)) ufov = 0; }
if (game_state > 1) { if (--game_state == 2) { reset_invaders(); } else if (game_state == 100) { game_state = 1; } break; }
static uint8_t blink_count;
const bool did_blink = (++blink_count > invader_count >> 1);
if (did_blink) {
game_blink = !game_blink;
blink_count = 0;
}
if (invader_count && did_blink) {
const int8_t newx = invaders_x + invaders_dir;
if (!WITHIN(newx, leftmost, rightmost)) { // Invaders reached the edge?
invaders_dir *= -1; // Invaders change direction
invaders_y += (ROW_H) / 2; // Invaders move down
invaders_x -= invaders_dir; // ...and only move down this time.
if (invaders_y + botmost * (ROW_H) - 2 >= CANNON_Y) // Invaders reached the bottom?
kill_cannon(20); // Kill the cannon. Reset invaders.
}
invaders_x += invaders_dir; // Invaders take one step left/right
// Randomly shoot if invaders are listed
if (invader_count && !random(0, 20)) {
// Find a free bullet
laser_t *b = NULL;
LOOP_L_N(i, COUNT(bullet)) if (!bullet[i].v) { b = &bullet[i]; break; }
if (b) {
// Pick a random shooter and update the bullet
//SERIAL_ECHOLNPGM("free bullet found");
const uint8_t inv = shooters[random(0, invader_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 (laser.v) {
laser.y += laser.v;
if (laser.y < 0) laser.v = 0;
}
// Did the laser collide with an invader?
if (laser.v && WITHIN(laser.y, invaders_y, invaders_y + INVADERS_HIGH - 1)) {
const int8_t col = INVADER_COL(laser.x);
if (WITHIN(col, 0, INVADER_COLS - 1)) {
const int8_t row = INVADER_ROW(laser.y);
if (WITHIN(row, 0, INVADER_ROWS - 1)) {
const uint8_t mask = _BV(col);
if (invaders[row] & mask) {
const uint8_t type = inv_type[row];
const int8_t invx = INV_X_LEFT(col, type);
if (WITHIN(laser.x, invx, invx + inv_wide[type] - 1)) {
// Turn off laser
laser.v = 0;
// Remove the invader!
invaders[row] &= ~mask;
// Score!
score += INVADER_ROWS - row;
// Explode sound!
_BUZZ(40, 10);
// Explosion bitmap!
explode(invx + inv_wide[type] / 2, invaders_y + row * (ROW_H));
// If invaders are gone, go to reset invaders state
if (--invader_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(bullet)) {
laser_t *b = &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, cannon_x, cannon_x + CANNON_W - 1))
kill_cannon(120); // Hit the cannon
}
}
// Randomly spawn a UFO
if (!ufov && !random(0,500)) spawn_ufo();
// Did the laser hit a ufo?
if (laser.v && ufov && laser.y < UFO_H + 2 && WITHIN(laser.x, ufox, ufox + UFO_W - 1)) {
// Turn off laser and UFO
laser.v = ufov = 0;
// Score!
score += 10;
// Explode!
_BUZZ(40, 10);
// Explosion bitmap
explode(ufox + (UFO_W) / 2, 1);
}
} while (false);
}
// Click to fire or exit
if (ui.use_click()) {
if (!game_state)
ui.goto_previous_screen();
else if (game_state == 1 && !laser.v)
fire_cannon();
}
u8g.setColorIndex(1);
// Draw invaders
if (PAGE_CONTAINS(invaders_y, invaders_y + botmost * (ROW_H) - 2 - 1)) {
int8_t yy = invaders_y;
for (uint8_t y = 0; y < INVADER_ROWS; ++y) {
const uint8_t type = inv_type[y];
if (PAGE_CONTAINS(yy, yy + INVADER_H - 1)) {
int8_t xx = invaders_x;
for (uint8_t x = 0; x < INVADER_COLS; ++x) {
if (TEST(invaders[y], x))
u8g.drawBitmapP(xx, yy, 2, INVADER_H, invader[type][game_blink]);
xx += COL_W;
}
}
yy += ROW_H;
}
}
// Draw UFO
if (ufov && PAGE_UNDER(UFO_H + 2))
u8g.drawBitmapP(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(cannon_x, CANNON_Y, 2, CANNON_H, cannon);
// Draw laser
if (laser.v && PAGE_CONTAINS(laser.y, laser.y + LASER_H - 1))
u8g.drawVLine(laser.x, laser.y, LASER_H);
// Draw invader bullets
LOOP_L_N (i, COUNT(bullet)) {
if (bullet[i].v && PAGE_CONTAINS(bullet[i].y - (SHOT_H - 1), bullet[i].y))
u8g.drawVLine(bullet[i].x, bullet[i].y - (SHOT_H - 1), SHOT_H);
}
// Draw explosion
if (expl.v && PAGE_CONTAINS(expl.y, expl.y + 7 - 1)) {
u8g.drawBitmapP(expl.x, expl.y, 2, 7, explosion);
--expl.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_moveto(sx, MENU_FONT_ASCENT - 1);
lcd_put_int(score);
// Draw lives
if (cannons_left)
for (uint8_t i = 1; i <= cannons_left; ++i)
u8g.drawBitmapP(LCD_PIXEL_WIDTH - i * (LIFE_W), 6 - (LIFE_H), 1, LIFE_H, life);
}
}
void lcd_goto_invaders() {
game_state = 20; // countdown to reset invaders
score = 0;
cannons_left = 3;
laser.v = 0;
reset_invaders();
reset_player();
ui.goto_screen(game_screen_invaders, 0);
ui.defer_status_screen();
}
#endif // MARLIN_INVADERS
#if ENABLED(MARLIN_SNAKE)
#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);
int8_t snake_dir, // NESW
foodx, foody, food_cnt,
old_encoder;
fixed_t snakex, snakey;
// Up to 50 lines, then you win!
typedef struct { int8_t x, y; } pos_t;
uint8_t head_ind;
pos_t snake_tail[50];
// Remove the first pixel from the tail.
// If needed, shift out the first segment.
void shorten_tail() {
pos_t &p = snake_tail[0], &q = 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) {
head_ind--;
for (uint8_t i = 0; i <= head_ind; ++i)
snake_tail[i] = snake_tail[i + 1];
}
}
// The food is on a line
inline bool food_on_line() {
for (uint8_t n = 0; n < head_ind; ++n) {
pos_t &p = snake_tail[n], &q = snake_tail[n + 1];
if (p.x == q.x) {
if ((foodx == p.x - 1 || foodx == p.x) && WITHIN(foody, MIN(p.y, q.y), MAX(p.y, q.y)))
return true;
}
else if ((foody == p.y - 1 || foody == p.y) && WITHIN(foodx, MIN(p.x, q.x), MAX(p.x, q.x)))
return true;
}
return false;
}
// Add a new food blob
void food_reset() {
do {
foodx = random(0, GAME_W);
foody = random(0, GAME_H);
} while (food_on_line());
}
// Turn the snake cw or ccw
inline void turn_snake(const bool cw) {
snake_dir += cw ? 1 : -1;
snake_dir &= 0x03;
head_ind++;
snake_tail[head_ind].x = FTOB(snakex);
snake_tail[head_ind].y = FTOB(snakey);
}
// Reset the snake for a new game
void snake_reset() {
// Init the head and velocity
snakex = BTOF(1);
snakey = BTOF(GAME_H / 2);
//snakev = FTOP(0.25);
// Init the tail with a cw turn
snake_dir = 0;
head_ind = 0;
snake_tail[0].x = 0;
snake_tail[0].y = GAME_H / 2;
turn_snake(true);
// Clear food flag
food_cnt = 5;
// Clear the controls
ui.encoderPosition = 0;
old_encoder = 0;
}
// Check if head segment overlaps another
bool snake_overlap() {
// 4 lines must exist before a collision is possible
if (head_ind < 4) return false;
// Is the last segment crossing any others?
const pos_t &h1 = snake_tail[head_ind - 1], &h2 = snake_tail[head_ind];
// VERTICAL head segment?
if (h1.x == h2.x) {
// Loop from oldest to segment two away from head
for (uint8_t n = 0; n < head_ind - 2; ++n) {
// Segment p to q
const pos_t &p = snake_tail[n], &q = 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
for (uint8_t n = 0; n < head_ind - 2; ++n) {
// Segment p to q
const pos_t &p = snake_tail[n], &q = 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 game_screen_snake() {
static int8_t slew;
if (ui.first_page) slew = 2;
ui.refresh(LCDVIEW_CALL_NO_REDRAW); // Call as often as possible
// Run the snake logic
if (game_state && slew-- > 0) do { // Run logic twice for finer resolution
// Move the snake's head one unit in the current direction
const int8_t oldx = FTOB(snakex), oldy = FTOB(snakey);
switch (snake_dir) {
case 0: snakey -= snakev; break;
case 1: snakex += snakev; break;
case 2: snakey += snakev; break;
case 3: snakex -= snakev; break;
}
const int8_t x = FTOB(snakex), y = FTOB(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
}
snake_tail[head_ind].x = x;
snake_tail[head_ind].y = y;
// Change snake direction if set
const int8_t enc = int8_t(ui.encoderPosition), diff = enc - old_encoder;
if (diff) {
old_encoder = enc;
turn_snake(diff > 0);
}
if (food_cnt) --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 == foodx && y == foody) {
_BUZZ(5, 220);
_BUZZ(5, 280);
score++;
food_cnt = 2;
food_reset();
}
}
} while(0);
u8g.setColorIndex(1);
// Draw Score
if (PAGE_UNDER(HEADER_H)) {
lcd_moveto(0, HEADER_H - 1);
lcd_put_int(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
for (uint8_t n = 0; n < head_ind; ++n) {
const pos_t &p = snake_tail[n], &q = 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
for (uint8_t n = 0; n < head_ind; ++n) {
const pos_t &p = snake_tail[n], &q = 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
for (uint8_t n = 0; n < head_ind; ++n) {
const pos_t &p = snake_tail[n], &q = 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(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 GAME OVER
if (!game_state) draw_game_over();
// A click always exits this game
if (ui.use_click()) ui.goto_previous_screen();
}
void lcd_goto_snake() {
game_state = 1; // Game running
score = 0;
snake_reset();
food_reset();
ui.encoder_direction_normal();
ui.goto_screen(game_screen_snake);
ui.defer_status_screen();
}
#endif // MARLIN_SNAKE
#if HAS_GAME_MENU
void menu_game() {
START_MENU();
MENU_BACK(MSG_MAIN);
#if ENABLED(MARLIN_BRICKOUT)
MENU_ITEM(submenu, MSG_BRICKOUT, lcd_goto_brickout);
#endif
#if ENABLED(MARLIN_INVADERS)
MENU_ITEM(submenu, MSG_INVADERS, lcd_goto_invaders);
#endif
#if ENABLED(MARLIN_SNAKE)
MENU_ITEM(submenu, MSG_SNAKE, lcd_goto_snake);
#endif
END_MENU();
}
#endif
#endif // HAS_LCD_MENU && (MARLIN_BRICKOUT || MARLIN_INVADERS || MARLIN_SNAKE)