/** * Marlin 3D Printer Firmware * Copyright (c) 2020 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_put_int(0, HEADER_H - 1, score); // Draw the maze // LOOP_L_N(n, head_ind) { // 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()) exit_game(); } void MazeGame::enter_game() { init_game(1, game_screen); // Game running reset_player(); reset_enemies(); } #endif // MARLIN_MAZE