diff --git a/Marlin/src/lcd/menu/game/brickout.cpp b/Marlin/src/lcd/menu/game/brickout.cpp
index 1cb19a5cd..db360e44f 100644
--- a/Marlin/src/lcd/menu/game/brickout.cpp
+++ b/Marlin/src/lcd/menu/game/brickout.cpp
@@ -28,8 +28,6 @@
#define BRICK_H 5
#define BRICK_TOP MENU_FONT_ASCENT
-#define BRICK_ROWS 4
-#define BRICK_COLS 16
#define PADDLE_H 2
#define PADDLE_VEL 3
@@ -42,51 +40,47 @@
#define BRICK_COL(X) ((X) / (BRICK_W))
#define BRICK_ROW(Y) ((Y - (BRICK_TOP)) / (BRICK_H))
-uint8_t balls_left, brick_count;
-uint16_t bricks[BRICK_ROWS];
+brickout_data_t &bdat = marlin_game_data.brickout;
inline void reset_bricks(const uint16_t v) {
- brick_count = (BRICK_COLS) * (BRICK_ROWS);
- LOOP_L_N(i, BRICK_ROWS) bricks[i] = v;
+ bdat.brick_count = (BRICK_COLS) * (BRICK_ROWS);
+ LOOP_L_N(i, BRICK_ROWS) bdat.bricks[i] = v;
}
-int8_t paddle_x, hit_dir;
-fixed_t ballx, bally, ballh, ballv;
-
void reset_ball() {
constexpr uint8_t ball_dist = 24;
- bally = BTOF(PADDLE_Y - ball_dist);
- ballv = FTOP(1.3f);
- ballh = -FTOP(1.25f);
- uint8_t bx = paddle_x + (PADDLE_W) / 2 + ball_dist;
- if (bx >= LCD_PIXEL_WIDTH - 10) { bx -= ball_dist * 2; ballh = -ballh; }
- ballx = BTOF(bx);
- hit_dir = -1;
+ bdat.bally = BTOF(PADDLE_Y - ball_dist);
+ bdat.ballv = FTOP(1.3f);
+ bdat.ballh = -FTOP(1.25f);
+ uint8_t bx = bdat.paddle_x + (PADDLE_W) / 2 + ball_dist;
+ if (bx >= LCD_PIXEL_WIDTH - 10) { bx -= ball_dist * 2; bdat.ballh = -bdat.ballh; }
+ bdat.ballx = BTOF(bx);
+ bdat.hit_dir = -1;
}
void BrickoutGame::game_screen() {
if (game_frame()) { // Run logic twice for finer resolution
// Update Paddle Position
- paddle_x = constrain(int8_t(ui.encoderPosition), 0, (LCD_PIXEL_WIDTH - (PADDLE_W)) / (PADDLE_VEL));
- ui.encoderPosition = paddle_x;
- paddle_x *= (PADDLE_VEL);
+ bdat.paddle_x = constrain(int8_t(ui.encoderPosition), 0, (LCD_PIXEL_WIDTH - (PADDLE_W)) / (PADDLE_VEL));
+ ui.encoderPosition = bdat.paddle_x;
+ bdat.paddle_x *= (PADDLE_VEL);
// Run the ball logic
if (game_state) do {
// Provisionally update the ball position
- const fixed_t newx = ballx + ballh, newy = bally + ballv; // current next position
+ const fixed_t newx = bdat.ballx + bdat.ballh, newy = bdat.bally + bdat.ballv; // current next position
if (!WITHIN(newx, 0, BTOF(LCD_PIXEL_WIDTH - 1))) { // out in x?
- ballh = -ballh; _BUZZ(5, 220); // bounce x
+ bdat.ballh = -bdat.ballh; _BUZZ(5, 220); // bounce x
}
if (newy < 0) { // out in y?
- ballv = -ballv; _BUZZ(5, 280); // bounce v
- hit_dir = 1;
+ bdat.ballv = -bdat.ballv; _BUZZ(5, 280); // bounce v
+ bdat.hit_dir = 1;
}
// Did the ball go below the bottom?
else if (newy > BTOF(LCD_PIXEL_HEIGHT)) {
BUZZ(500, 75);
- if (--balls_left) reset_ball(); else game_state = 0;
+ if (--bdat.balls_left) reset_ball(); else game_state = 0;
break; // done
}
@@ -94,42 +88,42 @@ void BrickoutGame::game_screen() {
if (WITHIN(newy, BTOF(BRICK_TOP), BTOF(BRICK_BOT))) {
const int8_t bit = BRICK_COL(FTOB(newx)), row = BRICK_ROW(FTOB(newy));
const uint16_t mask = _BV(bit);
- if (bricks[row] & mask) {
+ if (bdat.bricks[row] & mask) {
// Yes. Remove it!
- bricks[row] &= ~mask;
+ bdat.bricks[row] &= ~mask;
// Score!
score += BRICK_ROWS - row;
// If bricks are gone, go to reset state
- if (!--brick_count) game_state = 2;
+ if (!--bdat.brick_count) game_state = 2;
// Bounce the ball cleverly
- if ((ballv < 0) == (hit_dir < 0)) { ballv = -ballv; ballh += fixed_t(random(-16, 16)); _BUZZ(5, 880); }
- else { ballh = -ballh; ballv += fixed_t(random(-16, 16)); _BUZZ(5, 640); }
+ if ((bdat.ballv < 0) == (bdat.hit_dir < 0)) { bdat.ballv = -bdat.ballv; bdat.ballh += fixed_t(random(-16, 16)); _BUZZ(5, 880); }
+ else { bdat.ballh = -bdat.ballh; bdat.ballv += fixed_t(random(-16, 16)); _BUZZ(5, 640); }
}
}
// Is the ball moving down and in paddle range?
- else if (ballv > 0 && WITHIN(newy, BTOF(PADDLE_Y), BTOF(PADDLE_Y + PADDLE_H))) {
+ else if (bdat.ballv > 0 && WITHIN(newy, BTOF(PADDLE_Y), BTOF(PADDLE_Y + PADDLE_H))) {
// Ball actually hitting paddle
- const int8_t diff = FTOB(newx) - paddle_x;
+ const int8_t diff = FTOB(newx) - bdat.paddle_x;
if (WITHIN(diff, 0, PADDLE_W - 1)) {
// Reverse Y direction
- ballv = -ballv; _BUZZ(3, 880);
- hit_dir = -1;
+ bdat.ballv = -bdat.ballv; _BUZZ(3, 880);
+ bdat.hit_dir = -1;
// Near edges affects X velocity
const bool is_left_edge = (diff <= 1);
if (is_left_edge || diff >= PADDLE_W-1 - 1) {
- if ((ballh > 0) == is_left_edge) ballh = -ballh;
+ if ((bdat.ballh > 0) == is_left_edge) bdat.ballh = -bdat.ballh;
}
else if (diff <= 3) {
- ballh += fixed_t(random(-64, 0));
- NOLESS(ballh, BTOF(-2));
- NOMORE(ballh, BTOF(2));
+ bdat.ballh += fixed_t(random(-64, 0));
+ NOLESS(bdat.ballh, BTOF(-2));
+ NOMORE(bdat.ballh, BTOF(2));
}
else if (diff >= PADDLE_W-1 - 3) {
- ballh += fixed_t(random( 0, 64));
- NOLESS(ballh, BTOF(-2));
- NOMORE(ballh, BTOF(2));
+ bdat.ballh += fixed_t(random( 0, 64));
+ NOLESS(bdat.ballh, BTOF(-2));
+ NOMORE(bdat.ballh, BTOF(2));
}
// Paddle hit after clearing the board? Reset the board.
@@ -137,7 +131,7 @@ void BrickoutGame::game_screen() {
}
}
- ballx += ballh; bally += ballv; // update with new velocity
+ bdat.ballx += bdat.ballh; bdat.bally += bdat.ballv; // update with new velocity
} while (false);
}
@@ -150,7 +144,7 @@ void BrickoutGame::game_screen() {
const uint8_t yy = y * BRICK_H + BRICK_TOP;
if (PAGE_CONTAINS(yy, yy + BRICK_H - 1)) {
for (uint8_t x = 0; x < BRICK_COLS; ++x) {
- if (TEST(bricks[y], x)) {
+ if (TEST(bdat.bricks[y], x)) {
const uint8_t xx = x * BRICK_W;
for (uint8_t v = 0; v < BRICK_H - 1; ++v)
if (PAGE_CONTAINS(yy + v, yy + v))
@@ -163,20 +157,20 @@ void BrickoutGame::game_screen() {
// Draw paddle
if (PAGE_CONTAINS(PADDLE_Y-1, PADDLE_Y)) {
- u8g.drawHLine(paddle_x, PADDLE_Y, PADDLE_W);
+ u8g.drawHLine(bdat.paddle_x, PADDLE_Y, PADDLE_W);
#if PADDLE_H > 1
- u8g.drawHLine(paddle_x, PADDLE_Y-1, PADDLE_W);
+ u8g.drawHLine(bdat.paddle_x, PADDLE_Y-1, PADDLE_W);
#if PADDLE_H > 2
- u8g.drawHLine(paddle_x, PADDLE_Y-2, PADDLE_W);
+ u8g.drawHLine(bdat.paddle_x, PADDLE_Y-2, PADDLE_W);
#endif
#endif
}
// Draw ball while game is running
if (game_state) {
- const uint8_t by = FTOB(bally);
+ const uint8_t by = FTOB(bdat.bally);
if (PAGE_CONTAINS(by, by+1))
- u8g.drawFrame(FTOB(ballx), by, 2, 2);
+ u8g.drawFrame(FTOB(bdat.ballx), by, 2, 2);
}
// Or draw GAME OVER
else
@@ -192,18 +186,20 @@ void BrickoutGame::game_screen() {
// Balls Left
lcd_moveto(LCD_PIXEL_WIDTH - MENU_FONT_WIDTH * 3, MENU_FONT_ASCENT - 1);
PGM_P const ohs = PSTR("ooo\0\0");
- lcd_put_u8str_P(ohs + 3 - balls_left);
+ lcd_put_u8str_P(ohs + 3 - bdat.balls_left);
}
// A click always exits this game
if (ui.use_click()) exit_game();
}
+#define SCREEN_M ((LCD_PIXEL_WIDTH) / 2)
+
void BrickoutGame::enter_game() {
init_game(2, game_screen); // 2 = reset bricks on paddle hit
constexpr uint8_t paddle_start = SCREEN_M - (PADDLE_W) / 2;
- paddle_x = paddle_start;
- balls_left = 3;
+ bdat.paddle_x = paddle_start;
+ bdat.balls_left = 3;
reset_bricks(0x0000);
reset_ball();
ui.encoderPosition = paddle_start / (PADDLE_VEL);
diff --git a/Marlin/src/lcd/menu/game/brickout.h b/Marlin/src/lcd/menu/game/brickout.h
new file mode 100644
index 000000000..9037e5383
--- /dev/null
+++ b/Marlin/src/lcd/menu/game/brickout.h
@@ -0,0 +1,38 @@
+/**
+ * Marlin 3D Printer Firmware
+ * Copyright (c) 2019 MarlinFirmware [https://github.com/MarlinFirmware/Marlin]
+ *
+ * Based on Sprinter and grbl.
+ * Copyright (c) 2011 Camiel Gubbels / Erik van der Zalm
+ *
+ * This program is free software: you can redistribute it and/or modify
+ * it under the terms of the GNU General Public License as published by
+ * the Free Software Foundation, either version 3 of the License, or
+ * (at your option) any later version.
+ *
+ * This program is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+ * GNU General Public License for more details.
+ *
+ * You should have received a copy of the GNU General Public License
+ * along with this program. If not, see .
+ *
+ */
+#pragma once
+
+#include "types.h"
+
+#define BRICK_ROWS 4
+#define BRICK_COLS 16
+
+typedef struct {
+ uint8_t balls_left, brick_count;
+ uint16_t bricks[BRICK_ROWS];
+ int8_t paddle_x, hit_dir;
+ fixed_t ballx, bally, ballh, ballv;
+} brickout_data_t;
+
+class BrickoutGame : MarlinGame { public: static void enter_game(), game_screen(); };
+
+extern BrickoutGame brickout;
diff --git a/Marlin/src/lcd/menu/game/game.cpp b/Marlin/src/lcd/menu/game/game.cpp
index d1f74a6bc..1f1982615 100644
--- a/Marlin/src/lcd/menu/game/game.cpp
+++ b/Marlin/src/lcd/menu/game/game.cpp
@@ -30,6 +30,8 @@ int MarlinGame::score;
uint8_t MarlinGame::game_state;
millis_t MarlinGame::next_frame;
+MarlinGameData marlin_game_data;
+
bool MarlinGame::game_frame() {
static int8_t slew;
if (ui.first_page) slew = 2;
diff --git a/Marlin/src/lcd/menu/game/game.h b/Marlin/src/lcd/menu/game/game.h
index 398f06af3..f0e76225b 100644
--- a/Marlin/src/lcd/menu/game/game.h
+++ b/Marlin/src/lcd/menu/game/game.h
@@ -34,45 +34,37 @@
#define _BUZZ(D,F) BUZZ(D,F)
#endif
-// Simple 8:8 fixed-point
-typedef int16_t fixed_t;
-#define FTOP(F) fixed_t((F)*256.0f)
-#define PTOF(P) (float(P)*(1.0f/256.0f))
-#define BTOF(X) (fixed_t(X)<<8)
-#define FTOB(X) int8_t(fixed_t(X)>>8)
-
-#define SCREEN_M ((LCD_PIXEL_WIDTH) / 2)
-
#if HAS_GAME_MENU
void menu_game();
#endif
-class MarlinGame {
-protected:
- static int score;
- static uint8_t game_state;
- static millis_t next_frame;
-
- static bool game_frame();
- static void draw_game_over();
- static void exit_game();
-public:
- static void init_game(const uint8_t init_state, const screenFunc_t screen);
-};
-
#if ENABLED(MARLIN_BRICKOUT)
- class BrickoutGame : MarlinGame { public: static void enter_game(); static void game_screen(); };
- extern BrickoutGame brickout;
+ #include "brickout.h"
#endif
#if ENABLED(MARLIN_INVADERS)
- class InvadersGame : MarlinGame { public: static void enter_game(); static void game_screen(); };
- extern InvadersGame invaders;
-#endif
-#if ENABLED(MARLIN_SNAKE)
- class SnakeGame : MarlinGame { public: static void enter_game(); static void game_screen(); };
- extern SnakeGame snake;
+ #include "invaders.h"
#endif
#if ENABLED(MARLIN_MAZE)
- class MazeGame : MarlinGame { public: static void enter_game(); static void game_screen(); };
- extern MazeGame maze;
+ #include "maze.h"
+#endif
+#if ENABLED(MARLIN_SNAKE)
+ #include "snake.h"
#endif
+
+// Pool game data to save SRAM
+union MarlinGameData {
+ #if ENABLED(MARLIN_BRICKOUT)
+ brickout_data_t brickout;
+ #endif
+ #if ENABLED(MARLIN_INVADERS)
+ invaders_data_t invaders;
+ #endif
+ #if ENABLED(MARLIN_SNAKE)
+ snake_data_t snake;
+ #endif
+ #if ENABLED(MARLIN_MAZE)
+ maze_data_t maze;
+ #endif
+};
+
+extern MarlinGameData marlin_game_data;
diff --git a/Marlin/src/lcd/menu/game/invaders.cpp b/Marlin/src/lcd/menu/game/invaders.cpp
index b54566c3f..c183867ea 100644
--- a/Marlin/src/lcd/menu/game/invaders.cpp
+++ b/Marlin/src/lcd/menu/game/invaders.cpp
@@ -26,6 +26,28 @@
#include "game.h"
+#define CANNON_W 11
+#define CANNON_H 8
+#define CANNON_VEL 4
+#define CANNON_Y (LCD_PIXEL_HEIGHT - 1 - CANNON_H)
+
+#define INVADER_VEL 3
+
+#define INVADER_TOP MENU_FONT_ASCENT
+#define INVADERS_WIDE ((INVADER_COL_W) * (INVADER_COLS))
+#define INVADERS_HIGH ((INVADER_ROW_H) * (INVADER_ROWS))
+
+#define UFO_H 5
+#define UFO_W 13
+
+#define LASER_H 4
+#define SHOT_H 3
+#define EXPL_W 11
+#define LIFE_W 8
+#define LIFE_H 5
+
+#define INVADER_RIGHT ((INVADER_COLS) * (INVADER_COL_W))
+
// 11x8
const unsigned char invader[3][2][16] PROGMEM = {
{ { B00000110,B00000000,
@@ -120,20 +142,6 @@ const unsigned char ufo[] PROGMEM = {
B01111111,B11110000
};
-#define INVASION_SIZE 3
-
-#if INVASION_SIZE == 3
- #define INVADER_COLS 5
-#elif INVASION_SIZE == 4
- #define INVADER_COLS 6
-#else
- #define INVADER_COLS 8
- #undef INVASION_SIZE
- #define INVASION_SIZE 5
-#endif
-
-#define INVADER_ROWS INVASION_SIZE
-
constexpr uint8_t inv_type[] = {
#if INVADER_ROWS == 5
0, 1, 1, 2, 2
@@ -146,107 +154,74 @@ constexpr uint8_t inv_type[] = {
#endif
};
-#define INVADER_RIGHT ((INVADER_COLS) * (COL_W))
+invaders_data_t &idat = marlin_game_data.invaders;
-#define CANNON_W 11
-#define CANNON_H 8
-#define CANNON_VEL 4
-#define CANNON_Y (LCD_PIXEL_HEIGHT - 1 - CANNON_H)
-
-#define COL_W 14
-#define INVADER_H 8
-#define ROW_H (INVADER_H + 2)
-#define INVADER_VEL 3
-
-#define INVADER_TOP MENU_FONT_ASCENT
-#define INVADERS_WIDE ((COL_W) * (INVADER_COLS))
-#define INVADERS_HIGH ((ROW_H) * (INVADER_ROWS))
-
-#define UFO_H 5
-#define UFO_W 13
-
-#define LASER_H 4
-#define SHOT_H 3
-#define EXPL_W 11
-#define LIFE_W 8
-#define LIFE_H 5
-
-#define INVADER_COL(X) ((X - invaders_x) / (COL_W))
-#define INVADER_ROW(Y) ((Y - invaders_y + 2) / (ROW_H))
-
-#define INV_X_LEFT(C,T) (invaders_x + (C) * (COL_W) + inv_off[T])
+#define INV_X_LEFT(C,T) (idat.pos.x + (C) * (INVADER_COL_W) + inv_off[T])
#define INV_X_CTR(C,T) (INV_X_LEFT(C,T) + inv_wide[T] / 2)
-#define INV_Y_BOT(R) (invaders_y + (R + 1) * (ROW_H) - 2)
-
-typedef struct { int8_t x, y, v; } laser_t;
+#define INV_Y_BOT(R) (idat.pos.y + (R + 1) * (INVADER_ROW_H) - 2)
-uint8_t cannons_left;
-int8_t cannon_x;
-laser_t explod, laser, bullet[10];
constexpr uint8_t inv_off[] = { 2, 1, 0 }, inv_wide[] = { 8, 11, 12 };
-int8_t invaders_x, invaders_y, invaders_dir, leftmost, rightmost, botmost;
-uint8_t invader_count, quit_count, bugs[INVADER_ROWS], shooters[(INVADER_ROWS) * (INVADER_COLS)];
inline void update_invader_data() {
uint8_t inv_mask = 0;
// Get a list of all active invaders
uint8_t sc = 0;
LOOP_L_N(y, INVADER_ROWS) {
- uint8_t m = bugs[y];
- if (m) botmost = y + 1;
+ uint8_t m = idat.bugs[y];
+ if (m) idat.botmost = y + 1;
inv_mask |= m;
for (uint8_t x = 0; x < INVADER_COLS; ++x)
- if (TEST(m, x)) shooters[sc++] = (y << 4) | x;
+ if (TEST(m, x)) idat.shooters[sc++] = (y << 4) | x;
}
- leftmost = 0;
- LOOP_L_N(i, INVADER_COLS) { if (TEST(inv_mask, i)) break; leftmost -= COL_W; }
- rightmost = LCD_PIXEL_WIDTH - (INVADERS_WIDE);
- for (uint8_t i = INVADER_COLS; i--;) { if (TEST(inv_mask, i)) break; rightmost += COL_W; }
- if (invader_count == 2) invaders_dir = invaders_dir > 0 ? INVADER_VEL + 1 : -(INVADER_VEL + 1);
+ idat.leftmost = 0;
+ LOOP_L_N(i, INVADER_COLS) { if (TEST(inv_mask, i)) break; idat.leftmost -= INVADER_COL_W; }
+ idat.rightmost = LCD_PIXEL_WIDTH - (INVADERS_WIDE);
+ for (uint8_t i = INVADER_COLS; i--;) { if (TEST(inv_mask, i)) break; idat.rightmost += INVADER_COL_W; }
+ if (idat.count == 2) idat.dir = idat.dir > 0 ? INVADER_VEL + 1 : -(INVADER_VEL + 1);
}
inline void reset_bullets() {
- LOOP_L_N(i, COUNT(bullet)) bullet[i].v = 0;
+ LOOP_L_N(i, COUNT(idat.bullet)) idat.bullet[i].v = 0;
}
inline void reset_invaders() {
- invaders_x = 0; invaders_y = INVADER_TOP;
- invaders_dir = INVADER_VEL;
- invader_count = (INVADER_COLS) * (INVADER_ROWS);
- LOOP_L_N(i, INVADER_ROWS) bugs[i] = _BV(INVADER_COLS) - 1;
+ idat.pos.x = 0; idat.pos.y = INVADER_TOP;
+ idat.dir = INVADER_VEL;
+ idat.count = (INVADER_COLS) * (INVADER_ROWS);
+ LOOP_L_N(i, INVADER_ROWS) idat.bugs[i] = _BV(INVADER_COLS) - 1;
update_invader_data();
reset_bullets();
}
-int8_t ufox, ufov;
+
inline void spawn_ufo() {
- ufov = random(0, 2) ? 1 : -1;
- ufox = ufov > 0 ? -(UFO_W) : LCD_PIXEL_WIDTH - 1;
+ idat.ufov = random(0, 2) ? 1 : -1;
+ idat.ufox = idat.ufov > 0 ? -(UFO_W) : LCD_PIXEL_WIDTH - 1;
}
inline void reset_player() {
- cannon_x = 0;
+ idat.cannon_x = 0;
ui.encoderPosition = 0;
}
inline void fire_cannon() {
- laser.x = cannon_x + CANNON_W / 2;
- laser.y = LCD_PIXEL_HEIGHT - CANNON_H - (LASER_H);
- laser.v = -(LASER_H);
+ idat.laser.x = idat.cannon_x + CANNON_W / 2;
+ idat.laser.y = LCD_PIXEL_HEIGHT - CANNON_H - (LASER_H);
+ idat.laser.v = -(LASER_H);
}
inline void explode(const int8_t x, const int8_t y, const int8_t v=4) {
- explod.x = x - (EXPL_W) / 2;
- explod.y = y;
- explod.v = v;
+ idat.explod.x = x - (EXPL_W) / 2;
+ idat.explod.y = y;
+ idat.explod.v = v;
}
inline void kill_cannon(uint8_t &game_state, const uint8_t st) {
reset_bullets();
- explode(cannon_x + (CANNON_W) / 2, CANNON_Y, 6);
+ explode(idat.cannon_x + (CANNON_W) / 2, CANNON_Y, 6);
_BUZZ(1000, 10);
- if (--cannons_left) {
- laser.v = 0;
+ if (--idat.cannons_left) {
+ idat.laser.v = 0;
game_state = st;
reset_player();
}
@@ -255,8 +230,6 @@ inline void kill_cannon(uint8_t &game_state, const uint8_t st) {
}
void InvadersGame::game_screen() {
- static bool game_blink;
-
ui.refresh(LCDVIEW_CALL_NO_REDRAW); // Call as often as possible
// Run game logic once per full screen
@@ -267,46 +240,45 @@ void InvadersGame::game_screen() {
ui.encoderPosition = ep;
ep *= (CANNON_VEL);
- if (ep > cannon_x) { cannon_x += CANNON_VEL - 1; if (ep - cannon_x < 2) cannon_x = ep; }
- if (ep < cannon_x) { cannon_x -= CANNON_VEL - 1; if (cannon_x - ep < 2) cannon_x = ep; }
+ if (ep > idat.cannon_x) { idat.cannon_x += CANNON_VEL - 1; if (ep - idat.cannon_x < 2) idat.cannon_x = ep; }
+ if (ep < idat.cannon_x) { idat.cannon_x -= CANNON_VEL - 1; if (idat.cannon_x - ep < 2) idat.cannon_x = ep; }
// Run the game logic
if (game_state) do {
// Move the UFO, if any
- if (ufov) { ufox += ufov; if (!WITHIN(ufox, -(UFO_W), LCD_PIXEL_WIDTH - 1)) ufov = 0; }
+ if (idat.ufov) { idat.ufox += idat.ufov; if (!WITHIN(idat.ufox, -(UFO_W), LCD_PIXEL_WIDTH - 1)) idat.ufov = 0; }
if (game_state > 1) { if (--game_state == 2) { reset_invaders(); } else if (game_state == 100) { game_state = 1; } break; }
- static uint8_t blink_count;
- const bool did_blink = (++blink_count > invader_count >> 1);
+ const bool did_blink = (++idat.blink_count > idat.count >> 1);
if (did_blink) {
- game_blink = !game_blink;
- blink_count = 0;
+ idat.game_blink = !idat.game_blink;
+ idat.blink_count = 0;
}
- if (invader_count && did_blink) {
- const int8_t newx = invaders_x + invaders_dir;
- if (!WITHIN(newx, leftmost, rightmost)) { // Invaders reached the edge?
- invaders_dir *= -1; // Invaders change direction
- invaders_y += (ROW_H) / 2; // Invaders move down
- invaders_x -= invaders_dir; // ...and only move down this time.
- if (invaders_y + botmost * (ROW_H) - 2 >= CANNON_Y) // Invaders reached the bottom?
- kill_cannon(game_state, 20); // Kill the cannon. Reset invaders.
+ if (idat.count && did_blink) {
+ const int8_t newx = idat.pos.x + idat.dir;
+ if (!WITHIN(newx, idat.leftmost, idat.rightmost)) { // Invaders reached the edge?
+ idat.dir *= -1; // Invaders change direction
+ idat.pos.y += (INVADER_ROW_H) / 2; // Invaders move down
+ idat.pos.x -= idat.dir; // ...and only move down this time.
+ if (idat.pos.y + idat.botmost * (INVADER_ROW_H) - 2 >= CANNON_Y) // Invaders reached the bottom?
+ kill_cannon(game_state, 20); // Kill the cannon. Reset invaders.
}
- invaders_x += invaders_dir; // Invaders take one step left/right
+ idat.pos.x += idat.dir; // Invaders take one step left/right
// Randomly shoot if invaders are listed
- if (invader_count && !random(0, 20)) {
+ if (idat.count && !random(0, 20)) {
// Find a free bullet
laser_t *b = nullptr;
- LOOP_L_N(i, COUNT(bullet)) if (!bullet[i].v) { b = &bullet[i]; break; }
+ LOOP_L_N(i, COUNT(idat.bullet)) if (!idat.bullet[i].v) { b = &idat.bullet[i]; break; }
if (b) {
// Pick a random shooter and update the bullet
//SERIAL_ECHOLNPGM("free bullet found");
- const uint8_t inv = shooters[random(0, invader_count + 1)], col = inv & 0x0F, row = inv >> 4, type = inv_type[row];
+ const uint8_t inv = idat.shooters[random(0, idat.count + 1)], col = inv & 0x0F, row = inv >> 4, type = inv_type[row];
b->x = INV_X_CTR(col, type);
b->y = INV_Y_BOT(row);
b->v = 2 + random(0, 2);
@@ -315,34 +287,34 @@ void InvadersGame::game_screen() {
}
// Update the laser position
- if (laser.v) {
- laser.y += laser.v;
- if (laser.y < 0) laser.v = 0;
+ if (idat.laser.v) {
+ idat.laser.y += idat.laser.v;
+ if (idat.laser.y < 0) idat.laser.v = 0;
}
// Did the laser collide with an invader?
- if (laser.v && WITHIN(laser.y, invaders_y, invaders_y + INVADERS_HIGH - 1)) {
- const int8_t col = INVADER_COL(laser.x);
+ if (idat.laser.v && WITHIN(idat.laser.y, idat.pos.y, idat.pos.y + INVADERS_HIGH - 1)) {
+ const int8_t col = idat.laser_col();
if (WITHIN(col, 0, INVADER_COLS - 1)) {
- const int8_t row = INVADER_ROW(laser.y);
+ const int8_t row = idat.laser_row();
if (WITHIN(row, 0, INVADER_ROWS - 1)) {
const uint8_t mask = _BV(col);
- if (bugs[row] & mask) {
+ if (idat.bugs[row] & mask) {
const uint8_t type = inv_type[row];
const int8_t invx = INV_X_LEFT(col, type);
- if (WITHIN(laser.x, invx, invx + inv_wide[type] - 1)) {
+ if (WITHIN(idat.laser.x, invx, invx + inv_wide[type] - 1)) {
// Turn off laser
- laser.v = 0;
+ idat.laser.v = 0;
// Remove the invader!
- bugs[row] &= ~mask;
+ idat.bugs[row] &= ~mask;
// Score!
score += INVADER_ROWS - row;
// Explode sound!
_BUZZ(40, 10);
// Explosion bitmap!
- explode(invx + inv_wide[type] / 2, invaders_y + row * (ROW_H));
+ explode(invx + inv_wide[type] / 2, idat.pos.y + row * (INVADER_ROW_H));
// If invaders are gone, go to reset invaders state
- if (--invader_count) update_invader_data(); else { game_state = 20; reset_bullets(); }
+ if (--idat.count) update_invader_data(); else { game_state = 20; reset_bullets(); }
} // laser x hit
} // invader exists
} // good row
@@ -350,31 +322,31 @@ void InvadersGame::game_screen() {
} // laser in invader zone
// Handle alien bullets
- LOOP_L_N(s, COUNT(bullet)) {
- laser_t *b = &bullet[s];
+ LOOP_L_N(s, COUNT(idat.bullet)) {
+ laser_t *b = &idat.bullet[s];
if (b->v) {
// Update alien bullet position
b->y += b->v;
if (b->y >= LCD_PIXEL_HEIGHT)
b->v = 0; // Offscreen
- else if (b->y >= CANNON_Y && WITHIN(b->x, cannon_x, cannon_x + CANNON_W - 1))
+ else if (b->y >= CANNON_Y && WITHIN(b->x, idat.cannon_x, idat.cannon_x + CANNON_W - 1))
kill_cannon(game_state, 120); // Hit the cannon
}
}
// Randomly spawn a UFO
- if (!ufov && !random(0,500)) spawn_ufo();
+ if (!idat.ufov && !random(0,500)) spawn_ufo();
// Did the laser hit a ufo?
- if (laser.v && ufov && laser.y < UFO_H + 2 && WITHIN(laser.x, ufox, ufox + UFO_W - 1)) {
+ if (idat.laser.v && idat.ufov && idat.laser.y < UFO_H + 2 && WITHIN(idat.laser.x, idat.ufox, idat.ufox + UFO_W - 1)) {
// Turn off laser and UFO
- laser.v = ufov = 0;
+ idat.laser.v = idat.ufov = 0;
// Score!
score += 10;
// Explode!
_BUZZ(40, 10);
// Explosion bitmap
- explode(ufox + (UFO_W) / 2, 1);
+ explode(idat.ufox + (UFO_W) / 2, 1);
}
} while (false);
@@ -382,59 +354,59 @@ void InvadersGame::game_screen() {
}
// Click-and-hold to abort
- if (ui.button_pressed()) --quit_count; else quit_count = 10;
+ if (ui.button_pressed()) --idat.quit_count; else idat.quit_count = 10;
// Click to fire or exit
if (ui.use_click()) {
if (!game_state)
- quit_count = 0;
- else if (game_state == 1 && !laser.v)
+ idat.quit_count = 0;
+ else if (game_state == 1 && !idat.laser.v)
fire_cannon();
}
- if (!quit_count) exit_game();
+ if (!idat.quit_count) exit_game();
u8g.setColorIndex(1);
// Draw invaders
- if (PAGE_CONTAINS(invaders_y, invaders_y + botmost * (ROW_H) - 2 - 1)) {
- int8_t yy = invaders_y;
+ if (PAGE_CONTAINS(idat.pos.y, idat.pos.y + idat.botmost * (INVADER_ROW_H) - 2 - 1)) {
+ int8_t yy = idat.pos.y;
for (uint8_t y = 0; y < INVADER_ROWS; ++y) {
const uint8_t type = inv_type[y];
if (PAGE_CONTAINS(yy, yy + INVADER_H - 1)) {
- int8_t xx = invaders_x;
+ int8_t xx = idat.pos.x;
for (uint8_t x = 0; x < INVADER_COLS; ++x) {
- if (TEST(bugs[y], x))
- u8g.drawBitmapP(xx, yy, 2, INVADER_H, invader[type][game_blink]);
- xx += COL_W;
+ if (TEST(idat.bugs[y], x))
+ u8g.drawBitmapP(xx, yy, 2, INVADER_H, invader[type][idat.game_blink]);
+ xx += INVADER_COL_W;
}
}
- yy += ROW_H;
+ yy += INVADER_ROW_H;
}
}
// Draw UFO
- if (ufov && PAGE_UNDER(UFO_H + 2))
- u8g.drawBitmapP(ufox, 2, 2, UFO_H, ufo);
+ if (idat.ufov && PAGE_UNDER(UFO_H + 2))
+ u8g.drawBitmapP(idat.ufox, 2, 2, UFO_H, ufo);
// Draw cannon
if (game_state && PAGE_CONTAINS(CANNON_Y, CANNON_Y + CANNON_H - 1) && (game_state < 2 || (game_state & 0x02)))
- u8g.drawBitmapP(cannon_x, CANNON_Y, 2, CANNON_H, cannon);
+ u8g.drawBitmapP(idat.cannon_x, CANNON_Y, 2, CANNON_H, cannon);
// Draw laser
- if (laser.v && PAGE_CONTAINS(laser.y, laser.y + LASER_H - 1))
- u8g.drawVLine(laser.x, laser.y, LASER_H);
+ if (idat.laser.v && PAGE_CONTAINS(idat.laser.y, idat.laser.y + LASER_H - 1))
+ u8g.drawVLine(idat.laser.x, idat.laser.y, LASER_H);
// Draw invader bullets
- LOOP_L_N (i, COUNT(bullet)) {
- if (bullet[i].v && PAGE_CONTAINS(bullet[i].y - (SHOT_H - 1), bullet[i].y))
- u8g.drawVLine(bullet[i].x, bullet[i].y - (SHOT_H - 1), SHOT_H);
+ LOOP_L_N (i, COUNT(idat.bullet)) {
+ if (idat.bullet[i].v && PAGE_CONTAINS(idat.bullet[i].y - (SHOT_H - 1), idat.bullet[i].y))
+ u8g.drawVLine(idat.bullet[i].x, idat.bullet[i].y - (SHOT_H - 1), SHOT_H);
}
// Draw explosion
- if (explod.v && PAGE_CONTAINS(explod.y, explod.y + 7 - 1)) {
- u8g.drawBitmapP(explod.x, explod.y, 2, 7, explosion);
- --explod.v;
+ if (idat.explod.v && PAGE_CONTAINS(idat.explod.y, idat.explod.y + 7 - 1)) {
+ u8g.drawBitmapP(idat.explod.x, idat.explod.y, 2, 7, explosion);
+ --idat.explod.v;
}
// Blink GAME OVER when game is over
@@ -448,8 +420,8 @@ void InvadersGame::game_screen() {
lcd_put_int(score);
// Draw lives
- if (cannons_left)
- for (uint8_t i = 1; i <= cannons_left; ++i)
+ if (idat.cannons_left)
+ for (uint8_t i = 1; i <= idat.cannons_left; ++i)
u8g.drawBitmapP(LCD_PIXEL_WIDTH - i * (LIFE_W), 6 - (LIFE_H), 1, LIFE_H, life);
}
@@ -457,9 +429,9 @@ void InvadersGame::game_screen() {
void InvadersGame::enter_game() {
init_game(20, game_screen); // countdown to reset invaders
- cannons_left = 3;
- quit_count = 10;
- laser.v = 0;
+ idat.cannons_left = 3;
+ idat.quit_count = 10;
+ idat.laser.v = 0;
reset_invaders();
reset_player();
}
diff --git a/Marlin/src/lcd/menu/game/invaders.h b/Marlin/src/lcd/menu/game/invaders.h
new file mode 100644
index 000000000..f04e91da6
--- /dev/null
+++ b/Marlin/src/lcd/menu/game/invaders.h
@@ -0,0 +1,62 @@
+/**
+ * Marlin 3D Printer Firmware
+ * Copyright (c) 2019 MarlinFirmware [https://github.com/MarlinFirmware/Marlin]
+ *
+ * Based on Sprinter and grbl.
+ * Copyright (c) 2011 Camiel Gubbels / Erik van der Zalm
+ *
+ * This program is free software: you can redistribute it and/or modify
+ * it under the terms of the GNU General Public License as published by
+ * the Free Software Foundation, either version 3 of the License, or
+ * (at your option) any later version.
+ *
+ * This program is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+ * GNU General Public License for more details.
+ *
+ * You should have received a copy of the GNU General Public License
+ * along with this program. If not, see .
+ *
+ */
+#pragma once
+
+#include "types.h"
+
+#define INVASION_SIZE 3
+
+#if INVASION_SIZE == 3
+ #define INVADER_COLS 5
+#elif INVASION_SIZE == 4
+ #define INVADER_COLS 6
+#else
+ #define INVADER_COLS 8
+ #undef INVASION_SIZE
+ #define INVASION_SIZE 5
+#endif
+
+#define INVADER_ROWS INVASION_SIZE
+
+#define INVADER_COL_W 14
+#define INVADER_H 8
+#define INVADER_ROW_H (INVADER_H + 2)
+
+typedef struct { int8_t x, y, v; } laser_t;
+
+typedef struct {
+ pos_t pos;
+ uint8_t cannons_left;
+ int8_t cannon_x;
+ laser_t bullet[10], laser, explod;
+ int8_t dir, leftmost, rightmost, botmost;
+ uint8_t count, quit_count, blink_count;
+ uint8_t bugs[INVADER_ROWS], shooters[(INVADER_ROWS) * (INVADER_COLS)];
+ int8_t ufox, ufov;
+ bool game_blink;
+ int8_t laser_col() { return ((laser.x - pos.x) / (INVADER_COL_W)); };
+ int8_t laser_row() { return ((laser.y - pos.y + 2) / (INVADER_ROW_H)); };
+} invaders_data_t;
+
+class InvadersGame : MarlinGame { public: static void enter_game(), game_screen(); };
+
+extern InvadersGame invaders;
diff --git a/Marlin/src/lcd/menu/game/maze.h b/Marlin/src/lcd/menu/game/maze.h
new file mode 100644
index 000000000..5d7fff66a
--- /dev/null
+++ b/Marlin/src/lcd/menu/game/maze.h
@@ -0,0 +1,30 @@
+/**
+ * Marlin 3D Printer Firmware
+ * Copyright (c) 2019 MarlinFirmware [https://github.com/MarlinFirmware/Marlin]
+ *
+ * Based on Sprinter and grbl.
+ * Copyright (c) 2011 Camiel Gubbels / Erik van der Zalm
+ *
+ * This program is free software: you can redistribute it and/or modify
+ * it under the terms of the GNU General Public License as published by
+ * the Free Software Foundation, either version 3 of the License, or
+ * (at your option) any later version.
+ *
+ * This program is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+ * GNU General Public License for more details.
+ *
+ * You should have received a copy of the GNU General Public License
+ * along with this program. If not, see .
+ *
+ */
+#pragma once
+
+#include "types.h"
+
+typedef struct { pos_t pos; } maze_data_t;
+
+class MazeGame : MarlinGame { public: static void enter_game(), game_screen(); };
+
+extern MazeGame maze;
diff --git a/Marlin/src/lcd/menu/game/snake.cpp b/Marlin/src/lcd/menu/game/snake.cpp
index a39fb1890..f12a8b395 100644
--- a/Marlin/src/lcd/menu/game/snake.cpp
+++ b/Marlin/src/lcd/menu/game/snake.cpp
@@ -65,20 +65,12 @@
constexpr fixed_t snakev = FTOP(0.20);
-int8_t snake_dir, // NESW
- foodx, foody, food_cnt,
- old_encoder;
-fixed_t snakex, snakey;
-
-// Up to 50 lines, then you win!
-typedef struct { int8_t x, y; } pos_t;
-uint8_t head_ind;
-pos_t snake_tail[50];
+snake_data_t &sdat = marlin_game_data.snake;
// Remove the first pixel from the tail.
// If needed, shift out the first segment.
void shorten_tail() {
- pos_t &p = snake_tail[0], &q = snake_tail[1];
+ pos_t &p = sdat.snake_tail[0], &q = sdat.snake_tail[1];
bool shift = false;
if (p.x == q.x) {
// Vertical line
@@ -91,21 +83,21 @@ void shorten_tail() {
shift = p.x == q.x;
}
if (shift) {
- head_ind--;
- for (uint8_t i = 0; i <= head_ind; ++i)
- snake_tail[i] = snake_tail[i + 1];
+ sdat.head_ind--;
+ for (uint8_t i = 0; i <= sdat.head_ind; ++i)
+ sdat.snake_tail[i] = sdat.snake_tail[i + 1];
}
}
// The food is on a line
inline bool food_on_line() {
- for (uint8_t n = 0; n < head_ind; ++n) {
- pos_t &p = snake_tail[n], &q = snake_tail[n + 1];
+ for (uint8_t n = 0; n < sdat.head_ind; ++n) {
+ pos_t &p = sdat.snake_tail[n], &q = sdat.snake_tail[n + 1];
if (p.x == q.x) {
- if ((foodx == p.x - 1 || foodx == p.x) && WITHIN(foody, _MIN(p.y, q.y), _MAX(p.y, q.y)))
+ if ((sdat.foodx == p.x - 1 || sdat.foodx == p.x) && WITHIN(sdat.foody, _MIN(p.y, q.y), _MAX(p.y, q.y)))
return true;
}
- else if ((foody == p.y - 1 || foody == p.y) && WITHIN(foodx, _MIN(p.x, q.x), _MAX(p.x, q.x)))
+ else if ((sdat.foody == p.y - 1 || sdat.foody == p.y) && WITHIN(sdat.foodx, _MIN(p.x, q.x), _MAX(p.x, q.x)))
return true;
}
return false;
@@ -114,54 +106,54 @@ inline bool food_on_line() {
// Add a new food blob
void food_reset() {
do {
- foodx = random(0, GAME_W);
- foody = random(0, GAME_H);
+ sdat.foodx = random(0, GAME_W);
+ sdat.foody = random(0, GAME_H);
} while (food_on_line());
}
// Turn the snake cw or ccw
inline void turn_snake(const bool cw) {
- snake_dir += cw ? 1 : -1;
- snake_dir &= 0x03;
- head_ind++;
- snake_tail[head_ind].x = FTOB(snakex);
- snake_tail[head_ind].y = FTOB(snakey);
+ sdat.snake_dir += cw ? 1 : -1;
+ sdat.snake_dir &= 0x03;
+ sdat.head_ind++;
+ sdat.snake_tail[sdat.head_ind].x = FTOB(sdat.snakex);
+ sdat.snake_tail[sdat.head_ind].y = FTOB(sdat.snakey);
}
// Reset the snake for a new game
void snake_reset() {
// Init the head and velocity
- snakex = BTOF(1);
- snakey = BTOF(GAME_H / 2);
+ sdat.snakex = BTOF(1);
+ sdat.snakey = BTOF(GAME_H / 2);
//snakev = FTOP(0.25);
// Init the tail with a cw turn
- snake_dir = 0;
- head_ind = 0;
- snake_tail[0].x = 0;
- snake_tail[0].y = GAME_H / 2;
+ sdat.snake_dir = 0;
+ sdat.head_ind = 0;
+ sdat.snake_tail[0].x = 0;
+ sdat.snake_tail[0].y = GAME_H / 2;
turn_snake(true);
// Clear food flag
- food_cnt = 5;
+ sdat.food_cnt = 5;
// Clear the controls
ui.encoderPosition = 0;
- old_encoder = 0;
+ sdat.old_encoder = 0;
}
// Check if head segment overlaps another
bool snake_overlap() {
// 4 lines must exist before a collision is possible
- if (head_ind < 4) return false;
+ if (sdat.head_ind < 4) return false;
// Is the last segment crossing any others?
- const pos_t &h1 = snake_tail[head_ind - 1], &h2 = snake_tail[head_ind];
+ const pos_t &h1 = sdat.snake_tail[sdat.head_ind - 1], &h2 = sdat.snake_tail[sdat.head_ind];
// VERTICAL head segment?
if (h1.x == h2.x) {
// Loop from oldest to segment two away from head
- for (uint8_t n = 0; n < head_ind - 2; ++n) {
+ for (uint8_t n = 0; n < sdat.head_ind - 2; ++n) {
// Segment p to q
- const pos_t &p = snake_tail[n], &q = snake_tail[n + 1];
+ const pos_t &p = sdat.snake_tail[n], &q = sdat.snake_tail[n + 1];
if (p.x != q.x) {
// Crossing horizontal segment
if (WITHIN(h1.x, _MIN(p.x, q.x), _MAX(p.x, q.x)) && (h1.y <= p.y) == (h2.y >= p.y)) return true;
@@ -171,9 +163,9 @@ bool snake_overlap() {
}
else {
// Loop from oldest to segment two away from head
- for (uint8_t n = 0; n < head_ind - 2; ++n) {
+ for (uint8_t n = 0; n < sdat.head_ind - 2; ++n) {
// Segment p to q
- const pos_t &p = snake_tail[n], &q = snake_tail[n + 1];
+ const pos_t &p = sdat.snake_tail[n], &q = sdat.snake_tail[n + 1];
if (p.y != q.y) {
// Crossing vertical segment
if (WITHIN(h1.y, _MIN(p.y, q.y), _MAX(p.y, q.y)) && (h1.x <= p.x) == (h2.x >= p.x)) return true;
@@ -189,14 +181,14 @@ void SnakeGame::game_screen() {
if (game_frame()) do { // Run logic twice for finer resolution
// Move the snake's head one unit in the current direction
- const int8_t oldx = FTOB(snakex), oldy = FTOB(snakey);
- switch (snake_dir) {
- case 0: snakey -= snakev; break;
- case 1: snakex += snakev; break;
- case 2: snakey += snakev; break;
- case 3: snakex -= snakev; break;
+ const int8_t oldx = FTOB(sdat.snakex), oldy = FTOB(sdat.snakey);
+ switch (sdat.snake_dir) {
+ case 0: sdat.snakey -= snakev; break;
+ case 1: sdat.snakex += snakev; break;
+ case 2: sdat.snakey += snakev; break;
+ case 3: sdat.snakex -= snakev; break;
}
- const int8_t x = FTOB(snakex), y = FTOB(snakey);
+ const int8_t x = FTOB(sdat.snakex), y = FTOB(sdat.snakey);
// If movement took place...
if (oldx != x || oldy != y) {
@@ -207,17 +199,17 @@ void SnakeGame::game_screen() {
break; // ...out of do-while
}
- snake_tail[head_ind].x = x;
- snake_tail[head_ind].y = y;
+ sdat.snake_tail[sdat.head_ind].x = x;
+ sdat.snake_tail[sdat.head_ind].y = y;
// Change snake direction if set
- const int8_t enc = int8_t(ui.encoderPosition), diff = enc - old_encoder;
+ const int8_t enc = int8_t(ui.encoderPosition), diff = enc - sdat.old_encoder;
if (diff) {
- old_encoder = enc;
+ sdat.old_encoder = enc;
turn_snake(diff > 0);
}
- if (food_cnt) --food_cnt; else shorten_tail();
+ if (sdat.food_cnt) --sdat.food_cnt; else shorten_tail();
// Did the snake collide with itself or go out of bounds?
if (snake_overlap()) {
@@ -225,11 +217,11 @@ void SnakeGame::game_screen() {
_BUZZ(400, 40); // Bzzzt!
}
// Is the snake at the food?
- else if (x == foodx && y == foody) {
+ else if (x == sdat.foodx && y == sdat.foody) {
_BUZZ(5, 220);
_BUZZ(5, 280);
score++;
- food_cnt = 2;
+ sdat.food_cnt = 2;
food_reset();
}
}
@@ -251,8 +243,8 @@ void SnakeGame::game_screen() {
#if SNAKE_WH < 2
// At this scale just draw a line
- for (uint8_t n = 0; n < head_ind; ++n) {
- const pos_t &p = snake_tail[n], &q = snake_tail[n + 1];
+ for (uint8_t n = 0; n < sdat.head_ind; ++n) {
+ const pos_t &p = sdat.snake_tail[n], &q = sdat.snake_tail[n + 1];
if (p.x == q.x) {
const int8_t y1 = GAMEY(_MIN(p.y, q.y)), y2 = GAMEY(_MAX(p.y, q.y));
if (PAGE_CONTAINS(y1, y2))
@@ -267,8 +259,8 @@ void SnakeGame::game_screen() {
#elif SNAKE_WH == 2
// At this scale draw two lines
- for (uint8_t n = 0; n < head_ind; ++n) {
- const pos_t &p = snake_tail[n], &q = snake_tail[n + 1];
+ for (uint8_t n = 0; n < sdat.head_ind; ++n) {
+ const pos_t &p = sdat.snake_tail[n], &q = sdat.snake_tail[n + 1];
if (p.x == q.x) {
const int8_t y1 = GAMEY(_MIN(p.y, q.y)), y2 = GAMEY(_MAX(p.y, q.y));
if (PAGE_CONTAINS(y1, y2 + 1))
@@ -286,8 +278,8 @@ void SnakeGame::game_screen() {
#else
// Draw a series of boxes
- for (uint8_t n = 0; n < head_ind; ++n) {
- const pos_t &p = snake_tail[n], &q = snake_tail[n + 1];
+ for (uint8_t n = 0; n < sdat.head_ind; ++n) {
+ const pos_t &p = sdat.snake_tail[n], &q = sdat.snake_tail[n + 1];
if (p.x == q.x) {
const int8_t y1 = _MIN(p.y, q.y), y2 = _MAX(p.y, q.y);
if (PAGE_CONTAINS(GAMEY(y1), GAMEY(y2) + SNAKE_SIZ - 1)) {
@@ -311,9 +303,9 @@ void SnakeGame::game_screen() {
#endif
// Draw food
- const int8_t fy = GAMEY(foody);
+ const int8_t fy = GAMEY(sdat.foody);
if (PAGE_CONTAINS(fy, fy + FOOD_WH - 1)) {
- const int8_t fx = GAMEX(foodx);
+ const int8_t fx = GAMEX(sdat.foodx);
u8g.drawFrame(fx, fy, FOOD_WH, FOOD_WH);
if (FOOD_WH == 5) u8g.drawPixel(fx + 2, fy + 2);
}
diff --git a/Marlin/src/lcd/menu/game/snake.h b/Marlin/src/lcd/menu/game/snake.h
new file mode 100644
index 000000000..ec8524f2e
--- /dev/null
+++ b/Marlin/src/lcd/menu/game/snake.h
@@ -0,0 +1,38 @@
+/**
+ * Marlin 3D Printer Firmware
+ * Copyright (c) 2019 MarlinFirmware [https://github.com/MarlinFirmware/Marlin]
+ *
+ * Based on Sprinter and grbl.
+ * Copyright (c) 2011 Camiel Gubbels / Erik van der Zalm
+ *
+ * This program is free software: you can redistribute it and/or modify
+ * it under the terms of the GNU General Public License as published by
+ * the Free Software Foundation, either version 3 of the License, or
+ * (at your option) any later version.
+ *
+ * This program is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+ * GNU General Public License for more details.
+ *
+ * You should have received a copy of the GNU General Public License
+ * along with this program. If not, see .
+ *
+ */
+#pragma once
+
+#include "types.h"
+
+typedef struct {
+ int8_t snake_dir, // NESW
+ foodx, foody,
+ food_cnt,
+ old_encoder;
+ pos_t snake_tail[50];
+ fixed_t snakex, snakey;
+ uint8_t head_ind;
+} snake_data_t;
+
+class SnakeGame : MarlinGame { public: static void enter_game(), game_screen(); };
+
+extern SnakeGame snake;
diff --git a/Marlin/src/lcd/menu/game/types.h b/Marlin/src/lcd/menu/game/types.h
new file mode 100644
index 000000000..872d034dc
--- /dev/null
+++ b/Marlin/src/lcd/menu/game/types.h
@@ -0,0 +1,46 @@
+/**
+ * Marlin 3D Printer Firmware
+ * Copyright (c) 2019 MarlinFirmware [https://github.com/MarlinFirmware/Marlin]
+ *
+ * Based on Sprinter and grbl.
+ * Copyright (c) 2011 Camiel Gubbels / Erik van der Zalm
+ *
+ * This program is free software: you can redistribute it and/or modify
+ * it under the terms of the GNU General Public License as published by
+ * the Free Software Foundation, either version 3 of the License, or
+ * (at your option) any later version.
+ *
+ * This program is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+ * GNU General Public License for more details.
+ *
+ * You should have received a copy of the GNU General Public License
+ * along with this program. If not, see .
+ *
+ */
+#pragma once
+
+#include
+
+typedef struct { int8_t x, y; } pos_t;
+
+// Simple 8:8 fixed-point
+typedef int16_t fixed_t;
+#define FTOP(F) fixed_t((F)*256.0f)
+#define PTOF(P) (float(P)*(1.0f/256.0f))
+#define BTOF(X) (fixed_t(X)<<8)
+#define FTOB(X) int8_t(fixed_t(X)>>8)
+
+class MarlinGame {
+protected:
+ static int score;
+ static uint8_t game_state;
+ static millis_t next_frame;
+
+ static bool game_frame();
+ static void draw_game_over();
+ static void exit_game();
+public:
+ static void init_game(const uint8_t init_state, const screenFunc_t screen);
+};
diff --git a/buildroot/share/tests/megaatmega2560-tests b/buildroot/share/tests/megaatmega2560-tests
index d5ee8e44f..fa9e22b09 100755
--- a/buildroot/share/tests/megaatmega2560-tests
+++ b/buildroot/share/tests/megaatmega2560-tests
@@ -319,8 +319,11 @@ opt_set Z_DRIVER_TYPE TMC2208
opt_set E0_DRIVER_TYPE TMC2130
opt_set X_MIN_ENDSTOP_INVERTING true
opt_set Y_MIN_ENDSTOP_INVERTING true
-opt_enable REPRAP_DISCOUNT_FULL_GRAPHIC_SMART_CONTROLLER MONITOR_DRIVER_STATUS STEALTHCHOP_XY STEALTHCHOP_Z STEALTHCHOP_E HYBRID_THRESHOLD USE_ZMIN_PLUG SENSORLESS_HOMING TMC_DEBUG
-exec_test $1 $2 "Mixed TMC configuration"
+opt_enable REPRAP_DISCOUNT_FULL_GRAPHIC_SMART_CONTROLLER \
+ MARLIN_BRICKOUT MARLIN_INVADERS MARLIN_SNAKE \
+ MONITOR_DRIVER_STATUS STEALTHCHOP_XY STEALTHCHOP_Z STEALTHCHOP_E HYBRID_THRESHOLD \
+ USE_ZMIN_PLUG SENSORLESS_HOMING TMC_DEBUG
+exec_test $1 $2 "Mixed TMC configuration, with games!"
#
# tvrrug Config need to check board type for sanguino atmega644p