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- /**
- * 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 <http://www.gnu.org/licenses/>.
- *
- */
-
- #include "../../../inc/MarlinConfigPre.h"
-
- #if ENABLED(MARLIN_BRICKOUT)
-
- #include "game.h"
-
- #define BRICK_H 5
- #define BRICK_TOP MENU_FONT_ASCENT
-
- #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))
-
- brickout_data_t &bdat = marlin_game_data.brickout;
-
- inline void reset_bricks(const uint16_t v) {
- bdat.brick_count = (BRICK_COLS) * (BRICK_ROWS);
- LOOP_L_N(i, BRICK_ROWS) bdat.bricks[i] = v;
- }
-
- void reset_ball() {
- constexpr uint8_t ball_dist = 24;
- 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
- 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 = bdat.ballx + bdat.ballh, newy = bdat.bally + bdat.ballv; // current next position
- if (!WITHIN(newx, 0, BTOF(LCD_PIXEL_WIDTH - 1))) { // out in x?
- bdat.ballh = -bdat.ballh; _BUZZ(5, 220); // bounce x
- }
- if (newy < 0) { // out in y?
- 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 (--bdat.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 (bdat.bricks[row] & mask) {
- // Yes. Remove it!
- bdat.bricks[row] &= ~mask;
- // Score!
- score += BRICK_ROWS - row;
- // If bricks are gone, go to reset state
- if (!--bdat.brick_count) game_state = 2;
- // Bounce the ball cleverly
- 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 (bdat.ballv > 0 && WITHIN(newy, BTOF(PADDLE_Y), BTOF(PADDLE_Y + PADDLE_H))) {
- // Ball actually hitting paddle
- const int8_t diff = FTOB(newx) - bdat.paddle_x;
- if (WITHIN(diff, 0, PADDLE_W - 1)) {
-
- // Reverse Y direction
- 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 ((bdat.ballh > 0) == is_left_edge) bdat.ballh = -bdat.ballh;
- }
- else if (diff <= 3) {
- bdat.ballh += fixed_t(random(-64, 0));
- NOLESS(bdat.ballh, BTOF(-2));
- NOMORE(bdat.ballh, BTOF(2));
- }
- else if (diff >= PADDLE_W-1 - 3) {
- 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.
- if (game_state == 2) { reset_bricks(0xFFFF); game_state = 1; }
- }
- }
-
- bdat.ballx += bdat.ballh; bdat.bally += bdat.ballv; // update with new velocity
-
- } while (false);
- }
-
- u8g.setColorIndex(1);
-
- // Draw bricks
- if (PAGE_CONTAINS(BRICK_TOP, BRICK_BOT)) {
- LOOP_L_N(y, BRICK_ROWS) {
- const uint8_t yy = y * BRICK_H + BRICK_TOP;
- if (PAGE_CONTAINS(yy, yy + BRICK_H - 1)) {
- LOOP_L_N(x, BRICK_COLS) {
- if (TEST(bdat.bricks[y], x)) {
- const uint8_t xx = x * BRICK_W;
- LOOP_L_N(v, BRICK_H - 1)
- 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(bdat.paddle_x, PADDLE_Y, PADDLE_W);
- #if PADDLE_H > 1
- u8g.drawHLine(bdat.paddle_x, PADDLE_Y-1, PADDLE_W);
- #if PADDLE_H > 2
- 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(bdat.bally);
- if (PAGE_CONTAINS(by, by+1))
- u8g.drawFrame(FTOB(bdat.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_put_int(sx, MENU_FONT_ASCENT - 1, 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 - 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;
- bdat.paddle_x = paddle_start;
- bdat.balls_left = 3;
- reset_bricks(0x0000);
- reset_ball();
- ui.encoderPosition = paddle_start / (PADDLE_VEL);
- }
-
- #endif // MARLIN_BRICKOUT
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