diff --git a/Marlin/src/feature/runout.h b/Marlin/src/feature/runout.h
index dfc0592ce..3f1e5fa01 100644
--- a/Marlin/src/feature/runout.h
+++ b/Marlin/src/feature/runout.h
@@ -49,7 +49,7 @@ class FilamentMonitorBase {
#if ENABLED(HOST_ACTION_COMMANDS)
static bool host_handling;
#else
- constexpr static bool host_handling = false;
+ static constexpr bool host_handling = false;
#endif
};
diff --git a/Marlin/src/inc/Conditionals_LCD.h b/Marlin/src/inc/Conditionals_LCD.h
index d816b9124..5054b622d 100644
--- a/Marlin/src/inc/Conditionals_LCD.h
+++ b/Marlin/src/inc/Conditionals_LCD.h
@@ -510,9 +510,11 @@
#define HAS_FILAMENT_SENSOR ENABLED(FILAMENT_RUNOUT_SENSOR)
#define Z_MULTI_STEPPER_DRIVERS EITHER(Z_DUAL_STEPPER_DRIVERS, Z_TRIPLE_STEPPER_DRIVERS)
-#define Z_MULTI_ENDSTOPS EITHER(Z_DUAL_ENDSTOPS, Z_TRIPLE_ENDSTOPS)
-#define HAS_EXTRA_ENDSTOPS (EITHER(X_DUAL_ENDSTOPS, Y_DUAL_ENDSTOPS) || Z_MULTI_ENDSTOPS)
-#define HAS_GAME_MENU (1 < ENABLED(MARLIN_BRICKOUT) + ENABLED(MARLIN_INVADERS) + ENABLED(MARLIN_SNAKE))
+#define Z_MULTI_ENDSTOPS EITHER(Z_DUAL_ENDSTOPS, Z_TRIPLE_ENDSTOPS)
+#define HAS_EXTRA_ENDSTOPS (EITHER(X_DUAL_ENDSTOPS, Y_DUAL_ENDSTOPS) || Z_MULTI_ENDSTOPS)
+
+#define HAS_GAMES ANY(MARLIN_BRICKOUT, MARLIN_INVADERS, MARLIN_SNAKE, MARLIN_MAZE)
+#define HAS_GAME_MENU (1 < ENABLED(MARLIN_BRICKOUT) + ENABLED(MARLIN_INVADERS) + ENABLED(MARLIN_SNAKE) + ENABLED(MARLIN_MAZE))
#define IS_SCARA EITHER(MORGAN_SCARA, MAKERARM_SCARA)
#define IS_KINEMATIC (ENABLED(DELTA) || IS_SCARA)
diff --git a/Marlin/src/lcd/menu/game/brickout.cpp b/Marlin/src/lcd/menu/game/brickout.cpp
new file mode 100644
index 000000000..daa48c4b3
--- /dev/null
+++ b/Marlin/src/lcd/menu/game/brickout.cpp
@@ -0,0 +1,213 @@
+/**
+ * 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 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 BrickoutGame::game_screen() {
+ if (game_frame()) do { // Run logic 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 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;
+ reset_bricks(0x0000);
+ reset_ball();
+ ui.encoderPosition = paddle_start / (PADDLE_VEL);
+}
+
+#endif // MARLIN_BRICKOUT
diff --git a/Marlin/src/lcd/menu/game/game.cpp b/Marlin/src/lcd/menu/game/game.cpp
new file mode 100644
index 000000000..546bc1b57
--- /dev/null
+++ b/Marlin/src/lcd/menu/game/game.cpp
@@ -0,0 +1,66 @@
+/**
+ * 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_GAMES
+
+#include "game.h"
+
+int MarlinGame::score;
+uint8_t MarlinGame::game_state;
+millis_t MarlinGame::next_frame;
+
+bool MarlinGame::game_frame() {
+ static int8_t slew;
+ if (ui.first_page) slew = 2;
+ ui.refresh(LCDVIEW_CALL_NO_REDRAW); // Refresh as often as possible
+ return (game_state && slew-- > 0);
+}
+
+void MarlinGame::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"));
+ }
+ }
+}
+
+void MarlinGame::init_game(const uint8_t init_state, const screenFunc_t screen) {
+ score = 0;
+ game_state = init_state;
+ ui.encoder_direction_normal();
+ ui.goto_screen(screen);
+ ui.defer_status_screen();
+}
+
+//void MarlinGame::exit_game() { ui.goto_previous_screen(); }
+
+#endif // HAS_GAMES
diff --git a/Marlin/src/lcd/menu/game/game.h b/Marlin/src/lcd/menu/game/game.h
new file mode 100644
index 000000000..3117e2dd2
--- /dev/null
+++ b/Marlin/src/lcd/menu/game/game.h
@@ -0,0 +1,78 @@
+/**
+ * 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 "../../../inc/MarlinConfigPre.h"
+#include "../../dogm/ultralcd_DOGM.h"
+#include "../../lcdprint.h"
+#include "../../ultralcd.h"
+
+//#define MUTE_GAMES
+
+#ifdef MUTE_GAMES
+ #define _BUZZ(D,F) NOOP
+#else
+ #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();
+public:
+ MarlinGame() {}
+ 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;
+#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;
+#endif
+#if ENABLED(MARLIN_MAZE)
+ class MazeGame : MarlinGame { public: static void enter_game(); static void game_screen(); };
+ extern MazeGame maze;
+#endif
diff --git a/Marlin/src/lcd/menu/game/invaders.cpp b/Marlin/src/lcd/menu/game/invaders.cpp
new file mode 100644
index 000000000..133f978ca
--- /dev/null
+++ b/Marlin/src/lcd/menu/game/invaders.cpp
@@ -0,0 +1,460 @@
+/**
+ * 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_INVADERS)
+
+#include "game.h"
+
+// 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)
+
+typedef struct { int8_t x, y, v; } laser_t;
+
+uint8_t cannons_left;
+int8_t cannon_x;
+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, 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;
+ 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) 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;
+}
+
+inline 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(uint8_t &game_state, 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 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
+ 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(game_state, 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 (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)) {
+ // Turn off laser
+ laser.v = 0;
+ // Remove the invader!
+ 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));
+ // 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(game_state, 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(bugs[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 InvadersGame::enter_game() {
+ init_game(20, game_screen); // countdown to reset invaders
+ cannons_left = 3;
+ laser.v = 0;
+ reset_invaders();
+ reset_player();
+}
+
+#endif // MARLIN_INVADERS
diff --git a/Marlin/src/lcd/menu/game/maze.cpp b/Marlin/src/lcd/menu/game/maze.cpp
new file mode 100644
index 000000000..b82ddcdcc
--- /dev/null
+++ b/Marlin/src/lcd/menu/game/maze.cpp
@@ -0,0 +1,137 @@
+/**
+ * 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_MAZE)
+
+#include "game.h"
+
+int8_t move_dir, last_move_dir, // NESW0
+ prizex, prizey, prize_cnt, old_encoder;
+fixed_t playerx, playery;
+
+// Up to 50 lines, then you win!
+typedef struct { int8_t x, y; } pos_t;
+uint8_t head_ind;
+pos_t maze_walls[50] = {
+ { 0, 0 }
+};
+
+// Turn the player cw or ccw
+inline void turn_player(const bool cw) {
+ if (move_dir == 4) move_dir = last_move_dir;
+ move_dir += cw ? 1 : -1;
+ move_dir &= 0x03;
+ last_move_dir = move_dir;
+}
+
+// Reset the player for a new game
+void player_reset() {
+ // Init position
+ playerx = BTOF(1);
+ playery = BTOF(GAME_H / 2);
+
+ // Init motion with a ccw turn
+ move_dir = 0;
+ turn_player(false);
+
+ // Clear prize flag
+ prize_cnt = 255;
+
+ // Clear the controls
+ ui.encoderPosition = 0;
+ old_encoder = 0;
+}
+
+void MazeGame::game_screen() {
+ // Run the sprite logic
+ if (game_frame()) do { // Run logic twice for finer resolution
+
+ // Move the man one unit in the current direction
+ // Direction index 4 is for the stopped man
+ const int8_t oldx = FTOB(playerx), oldy = FTOB(playery);
+ pos_t dir_add[] = { { 0, -1 }, { 1, 0 }, { 0, 1 }, { -1, 0 }, { 0, 0 } };
+ playerx += dir_add[move_dir].x;
+ playery += dir_add[move_dir].y;
+ const int8_t x = FTOB(playerx), y = FTOB(playery);
+
+ } while(0);
+
+ u8g.setColorIndex(1);
+
+ // Draw Score
+ if (PAGE_UNDER(HEADER_H)) {
+ lcd_moveto(0, HEADER_H - 1);
+ lcd_put_int(score);
+ }
+
+ // Draw the maze
+ // for (uint8_t n = 0; n < head_ind; ++n) {
+ // const pos_t &p = maze_walls[n], &q = maze_walls[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);
+ // }
+ // }
+
+ // Draw Man
+ // 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 Ghosts
+ // 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 Prize
+ // if (PAGE_CONTAINS(prizey, prizey + PRIZE_WH - 1)) {
+ // u8g.drawFrame(prizex, prizey, PRIZE_WH, PRIZE_WH);
+ // if (PRIZE_WH == 5) u8g.drawPixel(prizex + 2, prizey + 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 MazeGame::enter_game() {
+ init_game(1, game_screen); // Game running
+ reset_player();
+ reset_enemies();
+}
+
+#endif // MARLIN_MAZE
diff --git a/Marlin/src/lcd/menu/game/snake.cpp b/Marlin/src/lcd/menu/game/snake.cpp
new file mode 100644
index 000000000..a6f6ade8c
--- /dev/null
+++ b/Marlin/src/lcd/menu/game/snake.cpp
@@ -0,0 +1,334 @@
+/**
+ * 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_SNAKE)
+
+#include "game.h"
+
+#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 SnakeGame::game_screen() {
+ // Run the snake logic
+ 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 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 SnakeGame::enter_game() {
+ init_game(1, game_screen); // 1 = Game running
+ snake_reset();
+ food_reset();
+}
+
+#endif // MARLIN_SNAKE
diff --git a/Marlin/src/lcd/menu/menu_game.cpp b/Marlin/src/lcd/menu/menu_game.cpp
index 9ec33f734..9e0af2c7f 100644
--- a/Marlin/src/lcd/menu/menu_game.cpp
+++ b/Marlin/src/lcd/menu/menu_game.cpp
@@ -22,1007 +22,27 @@
#include "../../inc/MarlinConfigPre.h"
-#if HAS_LCD_MENU && ANY(MARLIN_BRICKOUT, MARLIN_INVADERS, MARLIN_SNAKE)
+#if HAS_GAME_MENU
#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
+#include "game/game.h"
- #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
+void menu_game() {
+ START_MENU();
+ MENU_BACK(MSG_MAIN);
+ #if ENABLED(MARLIN_BRICKOUT)
+ MENU_ITEM(submenu, MSG_BRICKOUT, brickout.enter_game);
#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
+ #if ENABLED(MARLIN_INVADERS)
+ MENU_ITEM(submenu, MSG_INVADERS, invaders.enter_game);
#endif
-
- #if SNAKE_BOX < 1
- #define SNAKE_SIZ 1
- #else
- #define SNAKE_SIZ SNAKE_BOX
+ #if ENABLED(MARLIN_SNAKE)
+ MENU_ITEM(submenu, MSG_SNAKE, snake.enter_game);
#endif
+ #if ENABLED(MARLIN_MAZE)
+ MENU_ITEM(submenu, MSG_MAZE, maze.enter_game);
+ #endif
+ END_MENU();
+}
- 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)
+#endif // HAS_GAME_MENU
diff --git a/Marlin/src/lcd/menu/menu_main.cpp b/Marlin/src/lcd/menu/menu_main.cpp
index 6bba914d6..ad7dc241a 100644
--- a/Marlin/src/lcd/menu/menu_main.cpp
+++ b/Marlin/src/lcd/menu/menu_main.cpp
@@ -46,6 +46,10 @@
#include "../../feature/host_actions.h"
#endif
+#if HAS_GAMES
+ #include "game/game.h"
+#endif
+
#define MACHINE_CAN_STOP (EITHER(SDSUPPORT, HOST_PROMPT_SUPPORT) || defined(ACTION_ON_CANCEL))
#define MACHINE_CAN_PAUSE (ANY(SDSUPPORT, HOST_PROMPT_SUPPORT, PARK_HEAD_ON_PAUSE) || defined(ACTION_ON_PAUSE))
@@ -138,16 +142,6 @@ void menu_led();
#endif
#endif
-#if HAS_GAME_MENU
- void menu_game();
-#elif ENABLED(MARLIN_BRICKOUT)
- void lcd_goto_brickout();
-#elif ENABLED(MARLIN_INVADERS)
- void lcd_goto_invaders();
-#elif ENABLED(MARLIN_SNAKE)
- void lcd_goto_snake();
-#endif
-
void menu_main() {
START_MENU();
MENU_BACK(MSG_WATCH);
@@ -286,16 +280,18 @@ void menu_main() {
#endif
#endif
- #if ANY(MARLIN_BRICKOUT, MARLIN_INVADERS, MARLIN_SNAKE)
+ #if ANY(MARLIN_BRICKOUT, MARLIN_INVADERS, MARLIN_SNAKE, MARLIN_MAZE)
MENU_ITEM(submenu, "Game", (
#if HAS_GAME_MENU
menu_game
#elif ENABLED(MARLIN_BRICKOUT)
- lcd_goto_brickout
+ brickout.enter_game
#elif ENABLED(MARLIN_INVADERS)
- lcd_goto_invaders
+ invaders.enter_game
#elif ENABLED(MARLIN_SNAKE)
- lcd_goto_snake
+ snake.enter_game
+ #elif ENABLED(MARLIN_MAZE)
+ maze.enter_game
#endif
));
#endif
diff --git a/Marlin/src/module/temperature.h b/Marlin/src/module/temperature.h
index 2b53e5966..6de0bba66 100644
--- a/Marlin/src/module/temperature.h
+++ b/Marlin/src/module/temperature.h
@@ -673,7 +673,7 @@ class Temperature {
#if ENABLED(NO_FAN_SLOWING_IN_PID_TUNING)
static bool adaptive_fan_slowing;
#elif ENABLED(ADAPTIVE_FAN_SLOWING)
- constexpr static bool adaptive_fan_slowing = true;
+ static constexpr bool adaptive_fan_slowing = true;
#endif
/**