/** * 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 . * */ #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)) { 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(bdat.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(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