From 240ea1bbb330744a4cd67d39b7c3d50a689cc0a3 Mon Sep 17 00:00:00 2001 From: Scott Lahteine Date: Thu, 4 Apr 2019 03:06:19 -0500 Subject: [PATCH] Split up games into separate files --- Marlin/src/feature/runout.h | 2 +- Marlin/src/inc/Conditionals_LCD.h | 8 +- Marlin/src/lcd/menu/game/brickout.cpp | 213 ++++++ Marlin/src/lcd/menu/game/game.cpp | 66 ++ Marlin/src/lcd/menu/game/game.h | 78 ++ Marlin/src/lcd/menu/game/invaders.cpp | 460 +++++++++++ Marlin/src/lcd/menu/game/maze.cpp | 137 ++++ Marlin/src/lcd/menu/game/snake.cpp | 334 ++++++++ Marlin/src/lcd/menu/menu_game.cpp | 1014 +------------------------ Marlin/src/lcd/menu/menu_main.cpp | 24 +- Marlin/src/module/temperature.h | 2 +- 11 files changed, 1322 insertions(+), 1016 deletions(-) create mode 100644 Marlin/src/lcd/menu/game/brickout.cpp create mode 100644 Marlin/src/lcd/menu/game/game.cpp create mode 100644 Marlin/src/lcd/menu/game/game.h create mode 100644 Marlin/src/lcd/menu/game/invaders.cpp create mode 100644 Marlin/src/lcd/menu/game/maze.cpp create mode 100644 Marlin/src/lcd/menu/game/snake.cpp 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 /**