From fec52e61ea22640d70d7aaa0c8c235958cfe4b24 Mon Sep 17 00:00:00 2001 From: Marcio Teixeira Date: Sun, 28 Jul 2019 00:44:16 -0600 Subject: [PATCH] Use shared memory space for game data (#14727) --- Marlin/src/lcd/menu/game/brickout.cpp | 96 ++++---- Marlin/src/lcd/menu/game/brickout.h | 38 +++ Marlin/src/lcd/menu/game/game.cpp | 2 + Marlin/src/lcd/menu/game/game.h | 56 ++--- Marlin/src/lcd/menu/game/invaders.cpp | 258 +++++++++------------ Marlin/src/lcd/menu/game/invaders.h | 62 +++++ Marlin/src/lcd/menu/game/maze.h | 30 +++ Marlin/src/lcd/menu/game/snake.cpp | 112 +++++---- Marlin/src/lcd/menu/game/snake.h | 38 +++ Marlin/src/lcd/menu/game/types.h | 46 ++++ buildroot/share/tests/megaatmega2560-tests | 7 +- 11 files changed, 458 insertions(+), 287 deletions(-) create mode 100644 Marlin/src/lcd/menu/game/brickout.h create mode 100644 Marlin/src/lcd/menu/game/invaders.h create mode 100644 Marlin/src/lcd/menu/game/maze.h create mode 100644 Marlin/src/lcd/menu/game/snake.h create mode 100644 Marlin/src/lcd/menu/game/types.h diff --git a/Marlin/src/lcd/menu/game/brickout.cpp b/Marlin/src/lcd/menu/game/brickout.cpp index 1cb19a5cd..db360e44f 100644 --- a/Marlin/src/lcd/menu/game/brickout.cpp +++ b/Marlin/src/lcd/menu/game/brickout.cpp @@ -28,8 +28,6 @@ #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 @@ -42,51 +40,47 @@ #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]; +brickout_data_t &bdat = marlin_game_data.brickout; inline void reset_bricks(const uint16_t v) { - brick_count = (BRICK_COLS) * (BRICK_ROWS); - LOOP_L_N(i, BRICK_ROWS) bricks[i] = v; + bdat.brick_count = (BRICK_COLS) * (BRICK_ROWS); + LOOP_L_N(i, BRICK_ROWS) bdat.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; + 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 - paddle_x = constrain(int8_t(ui.encoderPosition), 0, (LCD_PIXEL_WIDTH - (PADDLE_W)) / (PADDLE_VEL)); - ui.encoderPosition = paddle_x; - paddle_x *= (PADDLE_VEL); + 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 = ballx + ballh, newy = bally + ballv; // current next 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? - ballh = -ballh; _BUZZ(5, 220); // bounce x + bdat.ballh = -bdat.ballh; _BUZZ(5, 220); // bounce x } if (newy < 0) { // out in y? - ballv = -ballv; _BUZZ(5, 280); // bounce v - hit_dir = 1; + 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 (--balls_left) reset_ball(); else game_state = 0; + if (--bdat.balls_left) reset_ball(); else game_state = 0; break; // done } @@ -94,42 +88,42 @@ void BrickoutGame::game_screen() { 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) { + if (bdat.bricks[row] & mask) { // Yes. Remove it! - bricks[row] &= ~mask; + bdat.bricks[row] &= ~mask; // Score! score += BRICK_ROWS - row; // If bricks are gone, go to reset state - if (!--brick_count) game_state = 2; + if (!--bdat.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); } + 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 (ballv > 0 && WITHIN(newy, BTOF(PADDLE_Y), BTOF(PADDLE_Y + PADDLE_H))) { + 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) - paddle_x; + const int8_t diff = FTOB(newx) - bdat.paddle_x; if (WITHIN(diff, 0, PADDLE_W - 1)) { // Reverse Y direction - ballv = -ballv; _BUZZ(3, 880); - hit_dir = -1; + 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 ((ballh > 0) == is_left_edge) ballh = -ballh; + if ((bdat.ballh > 0) == is_left_edge) bdat.ballh = -bdat.ballh; } else if (diff <= 3) { - ballh += fixed_t(random(-64, 0)); - NOLESS(ballh, BTOF(-2)); - NOMORE(ballh, BTOF(2)); + bdat.ballh += fixed_t(random(-64, 0)); + NOLESS(bdat.ballh, BTOF(-2)); + NOMORE(bdat.ballh, BTOF(2)); } else if (diff >= PADDLE_W-1 - 3) { - ballh += fixed_t(random( 0, 64)); - NOLESS(ballh, BTOF(-2)); - NOMORE(ballh, BTOF(2)); + 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. @@ -137,7 +131,7 @@ void BrickoutGame::game_screen() { } } - ballx += ballh; bally += ballv; // update with new velocity + bdat.ballx += bdat.ballh; bdat.bally += bdat.ballv; // update with new velocity } while (false); } @@ -150,7 +144,7 @@ void BrickoutGame::game_screen() { 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)) { + 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)) @@ -163,20 +157,20 @@ void BrickoutGame::game_screen() { // Draw paddle if (PAGE_CONTAINS(PADDLE_Y-1, PADDLE_Y)) { - u8g.drawHLine(paddle_x, PADDLE_Y, PADDLE_W); + u8g.drawHLine(bdat.paddle_x, PADDLE_Y, PADDLE_W); #if PADDLE_H > 1 - u8g.drawHLine(paddle_x, PADDLE_Y-1, PADDLE_W); + u8g.drawHLine(bdat.paddle_x, PADDLE_Y-1, PADDLE_W); #if PADDLE_H > 2 - u8g.drawHLine(paddle_x, PADDLE_Y-2, PADDLE_W); + 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(bally); + const uint8_t by = FTOB(bdat.bally); if (PAGE_CONTAINS(by, by+1)) - u8g.drawFrame(FTOB(ballx), by, 2, 2); + u8g.drawFrame(FTOB(bdat.ballx), by, 2, 2); } // Or draw GAME OVER else @@ -192,18 +186,20 @@ void BrickoutGame::game_screen() { // 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); + 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; - paddle_x = paddle_start; - balls_left = 3; + bdat.paddle_x = paddle_start; + bdat.balls_left = 3; reset_bricks(0x0000); reset_ball(); ui.encoderPosition = paddle_start / (PADDLE_VEL); diff --git a/Marlin/src/lcd/menu/game/brickout.h b/Marlin/src/lcd/menu/game/brickout.h new file mode 100644 index 000000000..9037e5383 --- /dev/null +++ b/Marlin/src/lcd/menu/game/brickout.h @@ -0,0 +1,38 @@ +/** + * 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 . + * + */ +#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 index d1f74a6bc..1f1982615 100644 --- a/Marlin/src/lcd/menu/game/game.cpp +++ b/Marlin/src/lcd/menu/game/game.cpp @@ -30,6 +30,8 @@ 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; diff --git a/Marlin/src/lcd/menu/game/game.h b/Marlin/src/lcd/menu/game/game.h index 398f06af3..f0e76225b 100644 --- a/Marlin/src/lcd/menu/game/game.h +++ b/Marlin/src/lcd/menu/game/game.h @@ -34,45 +34,37 @@ #define _BUZZ(D,F) BUZZ(D,F) #endif -// 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) - -#define SCREEN_M ((LCD_PIXEL_WIDTH) / 2) - #if HAS_GAME_MENU void menu_game(); #endif -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); -}; - #if ENABLED(MARLIN_BRICKOUT) - class BrickoutGame : MarlinGame { public: static void enter_game(); static void game_screen(); }; - extern BrickoutGame brickout; + #include "brickout.h" #endif #if ENABLED(MARLIN_INVADERS) - class InvadersGame : MarlinGame { public: static void enter_game(); static void game_screen(); }; - extern InvadersGame invaders; -#endif -#if ENABLED(MARLIN_SNAKE) - class SnakeGame : MarlinGame { public: static void enter_game(); static void game_screen(); }; - extern SnakeGame snake; + #include "invaders.h" #endif #if ENABLED(MARLIN_MAZE) - class MazeGame : MarlinGame { public: static void enter_game(); static void game_screen(); }; - extern MazeGame maze; + #include "maze.h" #endif +#if ENABLED(MARLIN_SNAKE) + #include "snake.h" +#endif + +// Pool game data to save SRAM +union MarlinGameData { + #if ENABLED(MARLIN_BRICKOUT) + brickout_data_t brickout; + #endif + #if ENABLED(MARLIN_INVADERS) + invaders_data_t invaders; + #endif + #if ENABLED(MARLIN_SNAKE) + snake_data_t snake; + #endif + #if ENABLED(MARLIN_MAZE) + maze_data_t maze; + #endif +}; + +extern MarlinGameData marlin_game_data; diff --git a/Marlin/src/lcd/menu/game/invaders.cpp b/Marlin/src/lcd/menu/game/invaders.cpp index b54566c3f..c183867ea 100644 --- a/Marlin/src/lcd/menu/game/invaders.cpp +++ b/Marlin/src/lcd/menu/game/invaders.cpp @@ -26,6 +26,28 @@ #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, @@ -120,20 +142,6 @@ const unsigned char ufo[] PROGMEM = { 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 @@ -146,107 +154,74 @@ constexpr uint8_t inv_type[] = { #endif }; -#define INVADER_RIGHT ((INVADER_COLS) * (COL_W)) +invaders_data_t &idat = marlin_game_data.invaders; -#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_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) (invaders_y + (R + 1) * (ROW_H) - 2) +#define INV_Y_BOT(R) (idat.pos.y + (R + 1) * (INVADER_ROW_H) - 2) -typedef struct { int8_t x, y, v; } laser_t; - -uint8_t cannons_left; -int8_t cannon_x; -laser_t explod, laser, 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, quit_count, bugs[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 = bugs[y]; - if (m) botmost = y + 1; + uint8_t m = idat.bugs[y]; + if (m) idat.botmost = y + 1; inv_mask |= m; for (uint8_t x = 0; x < INVADER_COLS; ++x) - if (TEST(m, x)) shooters[sc++] = (y << 4) | x; + if (TEST(m, x)) idat.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); + 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(bullet)) bullet[i].v = 0; + LOOP_L_N(i, COUNT(idat.bullet)) idat.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) bugs[i] = _BV(INVADER_COLS) - 1; + 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(); } -int8_t ufox, ufov; + inline void spawn_ufo() { - ufov = random(0, 2) ? 1 : -1; - ufox = ufov > 0 ? -(UFO_W) : LCD_PIXEL_WIDTH - 1; + idat.ufov = random(0, 2) ? 1 : -1; + idat.ufox = idat.ufov > 0 ? -(UFO_W) : LCD_PIXEL_WIDTH - 1; } inline void reset_player() { - cannon_x = 0; + idat.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); + 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) { - explod.x = x - (EXPL_W) / 2; - explod.y = y; - explod.v = v; + 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(cannon_x + (CANNON_W) / 2, CANNON_Y, 6); + explode(idat.cannon_x + (CANNON_W) / 2, CANNON_Y, 6); _BUZZ(1000, 10); - if (--cannons_left) { - laser.v = 0; + if (--idat.cannons_left) { + idat.laser.v = 0; game_state = st; reset_player(); } @@ -255,8 +230,6 @@ inline void kill_cannon(uint8_t &game_state, const uint8_t st) { } void InvadersGame::game_screen() { - static bool game_blink; - ui.refresh(LCDVIEW_CALL_NO_REDRAW); // Call as often as possible // Run game logic once per full screen @@ -267,46 +240,45 @@ void InvadersGame::game_screen() { 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; } + 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 (ufov) { ufox += ufov; if (!WITHIN(ufox, -(UFO_W), LCD_PIXEL_WIDTH - 1)) ufov = 0; } + 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; } - static uint8_t blink_count; - const bool did_blink = (++blink_count > invader_count >> 1); + const bool did_blink = (++idat.blink_count > idat.count >> 1); if (did_blink) { - game_blink = !game_blink; - blink_count = 0; + idat.game_blink = !idat.game_blink; + idat.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(game_state, 20); // Kill the cannon. Reset invaders. + 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. } - invaders_x += invaders_dir; // Invaders take one step left/right + idat.pos.x += idat.dir; // Invaders take one step left/right // Randomly shoot if invaders are listed - if (invader_count && !random(0, 20)) { + if (idat.count && !random(0, 20)) { // Find a free bullet laser_t *b = nullptr; - LOOP_L_N(i, COUNT(bullet)) if (!bullet[i].v) { b = &bullet[i]; break; } + 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 = shooters[random(0, invader_count + 1)], col = inv & 0x0F, row = inv >> 4, type = inv_type[row]; + 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); @@ -315,34 +287,34 @@ void InvadersGame::game_screen() { } // Update the laser position - if (laser.v) { - laser.y += laser.v; - if (laser.y < 0) laser.v = 0; + 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 (laser.v && WITHIN(laser.y, invaders_y, invaders_y + INVADERS_HIGH - 1)) { - const int8_t col = INVADER_COL(laser.x); + 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 = INVADER_ROW(laser.y); + const int8_t row = idat.laser_row(); if (WITHIN(row, 0, INVADER_ROWS - 1)) { const uint8_t mask = _BV(col); - if (bugs[row] & mask) { + if (idat.bugs[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)) { + if (WITHIN(idat.laser.x, invx, invx + inv_wide[type] - 1)) { // Turn off laser - laser.v = 0; + idat.laser.v = 0; // Remove the invader! - bugs[row] &= ~mask; + idat.bugs[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)); + explode(invx + inv_wide[type] / 2, idat.pos.y + row * (INVADER_ROW_H)); // If invaders are gone, go to reset invaders state - if (--invader_count) update_invader_data(); else { game_state = 20; reset_bullets(); } + if (--idat.count) update_invader_data(); else { game_state = 20; reset_bullets(); } } // laser x hit } // invader exists } // good row @@ -350,31 +322,31 @@ void InvadersGame::game_screen() { } // laser in invader zone // Handle alien bullets - LOOP_L_N(s, COUNT(bullet)) { - laser_t *b = &bullet[s]; + 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, cannon_x, cannon_x + CANNON_W - 1)) + 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 (!ufov && !random(0,500)) spawn_ufo(); + if (!idat.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)) { + 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 - laser.v = ufov = 0; + idat.laser.v = idat.ufov = 0; // Score! score += 10; // Explode! _BUZZ(40, 10); // Explosion bitmap - explode(ufox + (UFO_W) / 2, 1); + explode(idat.ufox + (UFO_W) / 2, 1); } } while (false); @@ -382,59 +354,59 @@ void InvadersGame::game_screen() { } // Click-and-hold to abort - if (ui.button_pressed()) --quit_count; else quit_count = 10; + if (ui.button_pressed()) --idat.quit_count; else idat.quit_count = 10; // Click to fire or exit if (ui.use_click()) { if (!game_state) - quit_count = 0; - else if (game_state == 1 && !laser.v) + idat.quit_count = 0; + else if (game_state == 1 && !idat.laser.v) fire_cannon(); } - if (!quit_count) exit_game(); + if (!idat.quit_count) exit_game(); u8g.setColorIndex(1); // Draw invaders - if (PAGE_CONTAINS(invaders_y, invaders_y + botmost * (ROW_H) - 2 - 1)) { - int8_t yy = invaders_y; + if (PAGE_CONTAINS(idat.pos.y, idat.pos.y + idat.botmost * (INVADER_ROW_H) - 2 - 1)) { + int8_t yy = idat.pos.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; + int8_t xx = idat.pos.x; for (uint8_t x = 0; x < INVADER_COLS; ++x) { - if (TEST(bugs[y], x)) - u8g.drawBitmapP(xx, yy, 2, INVADER_H, invader[type][game_blink]); - xx += COL_W; + if (TEST(idat.bugs[y], x)) + u8g.drawBitmapP(xx, yy, 2, INVADER_H, invader[type][idat.game_blink]); + xx += INVADER_COL_W; } } - yy += ROW_H; + yy += INVADER_ROW_H; } } // Draw UFO - if (ufov && PAGE_UNDER(UFO_H + 2)) - u8g.drawBitmapP(ufox, 2, 2, UFO_H, 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(cannon_x, CANNON_Y, 2, CANNON_H, cannon); + u8g.drawBitmapP(idat.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); + 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(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); + 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 (explod.v && PAGE_CONTAINS(explod.y, explod.y + 7 - 1)) { - u8g.drawBitmapP(explod.x, explod.y, 2, 7, explosion); - --explod.v; + 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 @@ -448,8 +420,8 @@ void InvadersGame::game_screen() { lcd_put_int(score); // Draw lives - if (cannons_left) - for (uint8_t i = 1; i <= cannons_left; ++i) + 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); } @@ -457,9 +429,9 @@ void InvadersGame::game_screen() { void InvadersGame::enter_game() { init_game(20, game_screen); // countdown to reset invaders - cannons_left = 3; - quit_count = 10; - laser.v = 0; + idat.cannons_left = 3; + idat.quit_count = 10; + idat.laser.v = 0; reset_invaders(); reset_player(); } diff --git a/Marlin/src/lcd/menu/game/invaders.h b/Marlin/src/lcd/menu/game/invaders.h new file mode 100644 index 000000000..f04e91da6 --- /dev/null +++ b/Marlin/src/lcd/menu/game/invaders.h @@ -0,0 +1,62 @@ +/** + * 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 . + * + */ +#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.h b/Marlin/src/lcd/menu/game/maze.h new file mode 100644 index 000000000..5d7fff66a --- /dev/null +++ b/Marlin/src/lcd/menu/game/maze.h @@ -0,0 +1,30 @@ +/** + * 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 . + * + */ +#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 index a39fb1890..f12a8b395 100644 --- a/Marlin/src/lcd/menu/game/snake.cpp +++ b/Marlin/src/lcd/menu/game/snake.cpp @@ -65,20 +65,12 @@ 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]; +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 = snake_tail[0], &q = snake_tail[1]; + pos_t &p = sdat.snake_tail[0], &q = sdat.snake_tail[1]; bool shift = false; if (p.x == q.x) { // Vertical line @@ -91,21 +83,21 @@ void shorten_tail() { 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]; + sdat.head_ind--; + for (uint8_t i = 0; i <= sdat.head_ind; ++i) + sdat.snake_tail[i] = sdat.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]; + for (uint8_t n = 0; n < sdat.head_ind; ++n) { + pos_t &p = sdat.snake_tail[n], &q = sdat.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))) + 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 ((foody == p.y - 1 || foody == p.y) && WITHIN(foodx, _MIN(p.x, q.x), _MAX(p.x, q.x))) + 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; @@ -114,54 +106,54 @@ inline bool food_on_line() { // Add a new food blob void food_reset() { do { - foodx = random(0, GAME_W); - foody = random(0, GAME_H); + 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) { - snake_dir += cw ? 1 : -1; - snake_dir &= 0x03; - head_ind++; - snake_tail[head_ind].x = FTOB(snakex); - snake_tail[head_ind].y = FTOB(snakey); + 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 - snakex = BTOF(1); - snakey = BTOF(GAME_H / 2); + sdat.snakex = BTOF(1); + sdat.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; + 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 - food_cnt = 5; + sdat.food_cnt = 5; // Clear the controls ui.encoderPosition = 0; - old_encoder = 0; + sdat.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; + if (sdat.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]; + 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 - for (uint8_t n = 0; n < head_ind - 2; ++n) { + for (uint8_t n = 0; n < sdat.head_ind - 2; ++n) { // Segment p to q - const pos_t &p = snake_tail[n], &q = snake_tail[n + 1]; + 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; @@ -171,9 +163,9 @@ bool snake_overlap() { } else { // Loop from oldest to segment two away from head - for (uint8_t n = 0; n < head_ind - 2; ++n) { + for (uint8_t n = 0; n < sdat.head_ind - 2; ++n) { // Segment p to q - const pos_t &p = snake_tail[n], &q = snake_tail[n + 1]; + 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; @@ -189,14 +181,14 @@ void SnakeGame::game_screen() { 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(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 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(snakex), y = FTOB(snakey); + const int8_t x = FTOB(sdat.snakex), y = FTOB(sdat.snakey); // If movement took place... if (oldx != x || oldy != y) { @@ -207,17 +199,17 @@ void SnakeGame::game_screen() { break; // ...out of do-while } - snake_tail[head_ind].x = x; - snake_tail[head_ind].y = y; + 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 - old_encoder; + const int8_t enc = int8_t(ui.encoderPosition), diff = enc - sdat.old_encoder; if (diff) { - old_encoder = enc; + sdat.old_encoder = enc; turn_snake(diff > 0); } - if (food_cnt) --food_cnt; else shorten_tail(); + if (sdat.food_cnt) --sdat.food_cnt; else shorten_tail(); // Did the snake collide with itself or go out of bounds? if (snake_overlap()) { @@ -225,11 +217,11 @@ void SnakeGame::game_screen() { _BUZZ(400, 40); // Bzzzt! } // Is the snake at the food? - else if (x == foodx && y == foody) { + else if (x == sdat.foodx && y == sdat.foody) { _BUZZ(5, 220); _BUZZ(5, 280); score++; - food_cnt = 2; + sdat.food_cnt = 2; food_reset(); } } @@ -251,8 +243,8 @@ void SnakeGame::game_screen() { #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]; + for (uint8_t n = 0; n < sdat.head_ind; ++n) { + 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)) @@ -267,8 +259,8 @@ void SnakeGame::game_screen() { #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]; + for (uint8_t n = 0; n < sdat.head_ind; ++n) { + 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)) @@ -286,8 +278,8 @@ void SnakeGame::game_screen() { #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]; + for (uint8_t n = 0; n < sdat.head_ind; ++n) { + 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)) { @@ -311,9 +303,9 @@ void SnakeGame::game_screen() { #endif // Draw food - const int8_t fy = GAMEY(foody); + const int8_t fy = GAMEY(sdat.foody); if (PAGE_CONTAINS(fy, fy + FOOD_WH - 1)) { - const int8_t fx = GAMEX(foodx); + 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); } diff --git a/Marlin/src/lcd/menu/game/snake.h b/Marlin/src/lcd/menu/game/snake.h new file mode 100644 index 000000000..ec8524f2e --- /dev/null +++ b/Marlin/src/lcd/menu/game/snake.h @@ -0,0 +1,38 @@ +/** + * 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 . + * + */ +#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 000000000..872d034dc --- /dev/null +++ b/Marlin/src/lcd/menu/game/types.h @@ -0,0 +1,46 @@ +/** + * 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 . + * + */ +#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); +}; diff --git a/buildroot/share/tests/megaatmega2560-tests b/buildroot/share/tests/megaatmega2560-tests index d5ee8e44f..fa9e22b09 100755 --- a/buildroot/share/tests/megaatmega2560-tests +++ b/buildroot/share/tests/megaatmega2560-tests @@ -319,8 +319,11 @@ opt_set Z_DRIVER_TYPE TMC2208 opt_set E0_DRIVER_TYPE TMC2130 opt_set X_MIN_ENDSTOP_INVERTING true opt_set Y_MIN_ENDSTOP_INVERTING true -opt_enable REPRAP_DISCOUNT_FULL_GRAPHIC_SMART_CONTROLLER MONITOR_DRIVER_STATUS STEALTHCHOP_XY STEALTHCHOP_Z STEALTHCHOP_E HYBRID_THRESHOLD USE_ZMIN_PLUG SENSORLESS_HOMING TMC_DEBUG -exec_test $1 $2 "Mixed TMC configuration" +opt_enable REPRAP_DISCOUNT_FULL_GRAPHIC_SMART_CONTROLLER \ + MARLIN_BRICKOUT MARLIN_INVADERS MARLIN_SNAKE \ + MONITOR_DRIVER_STATUS STEALTHCHOP_XY STEALTHCHOP_Z STEALTHCHOP_E HYBRID_THRESHOLD \ + USE_ZMIN_PLUG SENSORLESS_HOMING TMC_DEBUG +exec_test $1 $2 "Mixed TMC configuration, with games!" # # tvrrug Config need to check board type for sanguino atmega644p