335 lines
9.3 KiB
C++
335 lines
9.3 KiB
C++
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/**
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* Marlin 3D Printer Firmware
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* Copyright (C) 2019 MarlinFirmware [https://github.com/MarlinFirmware/Marlin]
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*
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* Based on Sprinter and grbl.
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* Copyright (C) 2011 Camiel Gubbels / Erik van der Zalm
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*
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* This program is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program. If not, see <http://www.gnu.org/licenses/>.
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*
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*/
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#include "../../../inc/MarlinConfigPre.h"
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#if ENABLED(MARLIN_SNAKE)
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#include "game.h"
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#define SNAKE_BOX 4
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#define HEADER_H (MENU_FONT_ASCENT - 2)
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#define SNAKE_WH (SNAKE_BOX + 1)
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#define IDEAL_L 2
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#define IDEAL_R (LCD_PIXEL_WIDTH - 1 - 2)
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#define IDEAL_T (HEADER_H + 2)
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#define IDEAL_B (LCD_PIXEL_HEIGHT - 1 - 2)
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#define IDEAL_W (IDEAL_R - (IDEAL_L) + 1)
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#define IDEAL_H (IDEAL_B - (IDEAL_T) + 1)
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#define GAME_W int((IDEAL_W) / (SNAKE_WH))
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#define GAME_H int((IDEAL_H) / (SNAKE_WH))
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#define BOARD_W ((SNAKE_WH) * (GAME_W) + 1)
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#define BOARD_H ((SNAKE_WH) * (GAME_H) + 1)
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#define BOARD_L ((LCD_PIXEL_WIDTH - (BOARD_W) + 1) / 2)
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#define BOARD_R (BOARD_L + BOARD_W - 1)
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#define BOARD_T (((LCD_PIXEL_HEIGHT + IDEAL_T) - (BOARD_H)) / 2)
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#define BOARD_B (BOARD_T + BOARD_H - 1)
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#define GAMEX(X) (BOARD_L + ((X) * (SNAKE_WH)))
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#define GAMEY(Y) (BOARD_T + ((Y) * (SNAKE_WH)))
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#if SNAKE_BOX > 2
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#define FOOD_WH SNAKE_BOX
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#else
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#define FOOD_WH 2
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#endif
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#if SNAKE_BOX < 1
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#define SNAKE_SIZ 1
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#else
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#define SNAKE_SIZ SNAKE_BOX
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#endif
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constexpr fixed_t snakev = FTOP(0.20);
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int8_t snake_dir, // NESW
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foodx, foody, food_cnt,
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old_encoder;
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fixed_t snakex, snakey;
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// Up to 50 lines, then you win!
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typedef struct { int8_t x, y; } pos_t;
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uint8_t head_ind;
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pos_t snake_tail[50];
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// Remove the first pixel from the tail.
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// If needed, shift out the first segment.
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void shorten_tail() {
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pos_t &p = snake_tail[0], &q = snake_tail[1];
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bool shift = false;
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if (p.x == q.x) {
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// Vertical line
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p.y += (q.y > p.y) ? 1 : -1;
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shift = p.y == q.y;
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}
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else {
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// Horizontal line
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p.x += (q.x > p.x) ? 1 : -1;
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shift = p.x == q.x;
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}
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if (shift) {
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head_ind--;
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for (uint8_t i = 0; i <= head_ind; ++i)
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snake_tail[i] = snake_tail[i + 1];
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}
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}
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// The food is on a line
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inline bool food_on_line() {
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for (uint8_t n = 0; n < head_ind; ++n) {
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pos_t &p = snake_tail[n], &q = snake_tail[n + 1];
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if (p.x == q.x) {
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if ((foodx == p.x - 1 || foodx == p.x) && WITHIN(foody, MIN(p.y, q.y), MAX(p.y, q.y)))
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return true;
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}
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else if ((foody == p.y - 1 || foody == p.y) && WITHIN(foodx, MIN(p.x, q.x), MAX(p.x, q.x)))
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return true;
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}
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return false;
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}
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// Add a new food blob
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void food_reset() {
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do {
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foodx = random(0, GAME_W);
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foody = random(0, GAME_H);
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} while (food_on_line());
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}
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// Turn the snake cw or ccw
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inline void turn_snake(const bool cw) {
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snake_dir += cw ? 1 : -1;
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snake_dir &= 0x03;
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head_ind++;
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snake_tail[head_ind].x = FTOB(snakex);
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snake_tail[head_ind].y = FTOB(snakey);
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}
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// Reset the snake for a new game
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void snake_reset() {
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// Init the head and velocity
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snakex = BTOF(1);
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snakey = BTOF(GAME_H / 2);
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//snakev = FTOP(0.25);
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// Init the tail with a cw turn
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snake_dir = 0;
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head_ind = 0;
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snake_tail[0].x = 0;
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snake_tail[0].y = GAME_H / 2;
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turn_snake(true);
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// Clear food flag
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food_cnt = 5;
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// Clear the controls
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ui.encoderPosition = 0;
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old_encoder = 0;
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}
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// Check if head segment overlaps another
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bool snake_overlap() {
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// 4 lines must exist before a collision is possible
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if (head_ind < 4) return false;
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// Is the last segment crossing any others?
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const pos_t &h1 = snake_tail[head_ind - 1], &h2 = snake_tail[head_ind];
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// VERTICAL head segment?
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if (h1.x == h2.x) {
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// Loop from oldest to segment two away from head
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for (uint8_t n = 0; n < head_ind - 2; ++n) {
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// Segment p to q
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const pos_t &p = snake_tail[n], &q = snake_tail[n + 1];
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if (p.x != q.x) {
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// Crossing horizontal segment
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if (WITHIN(h1.x, MIN(p.x, q.x), MAX(p.x, q.x)) && (h1.y <= p.y) == (h2.y >= p.y)) return true;
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} // Overlapping vertical segment
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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;
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}
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}
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else {
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// Loop from oldest to segment two away from head
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for (uint8_t n = 0; n < head_ind - 2; ++n) {
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// Segment p to q
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const pos_t &p = snake_tail[n], &q = snake_tail[n + 1];
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if (p.y != q.y) {
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// Crossing vertical segment
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if (WITHIN(h1.y, MIN(p.y, q.y), MAX(p.y, q.y)) && (h1.x <= p.x) == (h2.x >= p.x)) return true;
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} // Overlapping horizontal segment
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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;
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}
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}
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return false;
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}
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void SnakeGame::game_screen() {
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// Run the snake logic
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if (game_frame()) do { // Run logic twice for finer resolution
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// Move the snake's head one unit in the current direction
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const int8_t oldx = FTOB(snakex), oldy = FTOB(snakey);
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switch (snake_dir) {
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case 0: snakey -= snakev; break;
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case 1: snakex += snakev; break;
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case 2: snakey += snakev; break;
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case 3: snakex -= snakev; break;
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}
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const int8_t x = FTOB(snakex), y = FTOB(snakey);
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// If movement took place...
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if (oldx != x || oldy != y) {
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if (!WITHIN(x, 0, GAME_W - 1) || !WITHIN(y, 0, GAME_H - 1)) {
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game_state = 0; // Game Over
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_BUZZ(400, 40); // Bzzzt!
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break; // ...out of do-while
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}
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snake_tail[head_ind].x = x;
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snake_tail[head_ind].y = y;
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// Change snake direction if set
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const int8_t enc = int8_t(ui.encoderPosition), diff = enc - old_encoder;
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if (diff) {
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old_encoder = enc;
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turn_snake(diff > 0);
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}
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if (food_cnt) --food_cnt; else shorten_tail();
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// Did the snake collide with itself or go out of bounds?
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if (snake_overlap()) {
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game_state = 0; // Game Over
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_BUZZ(400, 40); // Bzzzt!
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}
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// Is the snake at the food?
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else if (x == foodx && y == foody) {
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_BUZZ(5, 220);
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_BUZZ(5, 280);
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score++;
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food_cnt = 2;
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food_reset();
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}
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}
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} while(0);
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u8g.setColorIndex(1);
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// Draw Score
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if (PAGE_UNDER(HEADER_H)) {
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lcd_moveto(0, HEADER_H - 1);
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lcd_put_int(score);
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}
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// DRAW THE PLAYFIELD BORDER
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u8g.drawFrame(BOARD_L - 2, BOARD_T - 2, BOARD_R - BOARD_L + 4, BOARD_B - BOARD_T + 4);
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// Draw the snake (tail)
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#if SNAKE_WH < 2
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// At this scale just draw a line
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for (uint8_t n = 0; n < head_ind; ++n) {
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const pos_t &p = snake_tail[n], &q = snake_tail[n + 1];
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if (p.x == q.x) {
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const int8_t y1 = GAMEY(MIN(p.y, q.y)), y2 = GAMEY(MAX(p.y, q.y));
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if (PAGE_CONTAINS(y1, y2))
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u8g.drawVLine(GAMEX(p.x), y1, y2 - y1 + 1);
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}
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else if (PAGE_CONTAINS(GAMEY(p.y), GAMEY(p.y))) {
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const int8_t x1 = GAMEX(MIN(p.x, q.x)), x2 = GAMEX(MAX(p.x, q.x));
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u8g.drawHLine(x1, GAMEY(p.y), x2 - x1 + 1);
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}
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}
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#elif SNAKE_WH == 2
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// At this scale draw two lines
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for (uint8_t n = 0; n < head_ind; ++n) {
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const pos_t &p = snake_tail[n], &q = snake_tail[n + 1];
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if (p.x == q.x) {
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const int8_t y1 = GAMEY(MIN(p.y, q.y)), y2 = GAMEY(MAX(p.y, q.y));
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if (PAGE_CONTAINS(y1, y2 + 1))
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u8g.drawFrame(GAMEX(p.x), y1, 2, y2 - y1 + 1 + 1);
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}
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else {
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const int8_t py = GAMEY(p.y);
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if (PAGE_CONTAINS(py, py + 1)) {
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const int8_t x1 = GAMEX(MIN(p.x, q.x)), x2 = GAMEX(MAX(p.x, q.x));
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u8g.drawFrame(x1, py, x2 - x1 + 1 + 1, 2);
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}
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}
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}
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#else
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// Draw a series of boxes
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for (uint8_t n = 0; n < head_ind; ++n) {
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const pos_t &p = snake_tail[n], &q = snake_tail[n + 1];
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if (p.x == q.x) {
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const int8_t y1 = MIN(p.y, q.y), y2 = MAX(p.y, q.y);
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if (PAGE_CONTAINS(GAMEY(y1), GAMEY(y2) + SNAKE_SIZ - 1)) {
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for (int8_t i = y1; i <= y2; ++i) {
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const int8_t y = GAMEY(i);
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if (PAGE_CONTAINS(y, y + SNAKE_SIZ - 1))
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u8g.drawBox(GAMEX(p.x), y, SNAKE_SIZ, SNAKE_SIZ);
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}
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}
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}
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else {
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const int8_t py = GAMEY(p.y);
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if (PAGE_CONTAINS(py, py + SNAKE_SIZ - 1)) {
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const int8_t x1 = MIN(p.x, q.x), x2 = MAX(p.x, q.x);
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for (int8_t i = x1; i <= x2; ++i)
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u8g.drawBox(GAMEX(i), py, SNAKE_SIZ, SNAKE_SIZ);
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}
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}
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}
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#endif
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// Draw food
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const int8_t fy = GAMEY(foody);
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if (PAGE_CONTAINS(fy, fy + FOOD_WH - 1)) {
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const int8_t fx = GAMEX(foodx);
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u8g.drawFrame(fx, fy, FOOD_WH, FOOD_WH);
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if (FOOD_WH == 5) u8g.drawPixel(fx + 2, fy + 2);
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}
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// Draw GAME OVER
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if (!game_state) draw_game_over();
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// A click always exits this game
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if (ui.use_click()) ui.goto_previous_screen();
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}
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void SnakeGame::enter_game() {
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init_game(1, game_screen); // 1 = Game running
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snake_reset();
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food_reset();
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}
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#endif // MARLIN_SNAKE
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