/** * 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 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)