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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_INVADERS)
-
- #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,
- 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
- };
-
- 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
- };
-
- invaders_data_t &idat = marlin_game_data.invaders;
-
- #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) (idat.pos.y + (R + 1) * (INVADER_ROW_H) - 2)
-
- constexpr uint8_t inv_off[] = { 2, 1, 0 }, inv_wide[] = { 8, 11, 12 };
-
- 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 = idat.bugs[y];
- if (m) idat.botmost = y + 1;
- inv_mask |= m;
- LOOP_L_N(x, INVADER_COLS)
- if (TEST(m, x)) idat.shooters[sc++] = (y << 4) | x;
- }
- 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(idat.bullet)) idat.bullet[i].v = 0;
- }
-
- inline void reset_invaders() {
- 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();
- }
-
-
- inline void spawn_ufo() {
- idat.ufov = random(0, 2) ? 1 : -1;
- idat.ufox = idat.ufov > 0 ? -(UFO_W) : LCD_PIXEL_WIDTH - 1;
- }
-
- inline void reset_player() {
- idat.cannon_x = 0;
- ui.encoderPosition = 0;
- }
-
- inline void fire_cannon() {
- 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) {
- 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(idat.cannon_x + (CANNON_W) / 2, CANNON_Y, 6);
- _BUZZ(1000, 10);
- if (--idat.cannons_left) {
- idat.laser.v = 0;
- game_state = st;
- reset_player();
- }
- else
- game_state = 0;
- }
-
- void InvadersGame::game_screen() {
- 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
- int16_t ep = constrain(int16_t(ui.encoderPosition), 0, (LCD_PIXEL_WIDTH - (CANNON_W)) / (CANNON_VEL));
- ui.encoderPosition = ep;
-
- ep *= (CANNON_VEL);
- 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 (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; }
-
- const bool did_blink = (++idat.blink_count > idat.count >> 1);
- if (did_blink) {
- idat.game_blink = !idat.game_blink;
- idat.blink_count = 0;
- }
-
- 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.
- }
-
- idat.pos.x += idat.dir; // Invaders take one step left/right
-
- // Randomly shoot if invaders are listed
- if (idat.count && !random(0, 20)) {
-
- // Find a free bullet
- laser_t *b = nullptr;
- 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 = 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);
- }
- }
- }
-
- // Update the laser position
- 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 (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 = idat.laser_row();
- if (WITHIN(row, 0, INVADER_ROWS - 1)) {
- const uint8_t mask = _BV(col);
- if (idat.bugs[row] & mask) {
- const uint8_t type = inv_type[row];
- const int8_t invx = INV_X_LEFT(col, type);
- if (WITHIN(idat.laser.x, invx, invx + inv_wide[type] - 1)) {
- // Turn off laser
- idat.laser.v = 0;
- // Remove the invader!
- idat.bugs[row] &= ~mask;
- // Score!
- score += INVADER_ROWS - row;
- // Explode sound!
- _BUZZ(40, 10);
- // Explosion bitmap!
- explode(invx + inv_wide[type] / 2, idat.pos.y + row * (INVADER_ROW_H));
- // If invaders are gone, go to reset invaders state
- if (--idat.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(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, idat.cannon_x, idat.cannon_x + CANNON_W - 1))
- kill_cannon(game_state, 120); // Hit the cannon
- }
- }
-
- // Randomly spawn a UFO
- if (!idat.ufov && !random(0,500)) spawn_ufo();
-
- // Did the laser hit a ufo?
- 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
- idat.laser.v = idat.ufov = 0;
- // Score!
- score += 10;
- // Explode!
- _BUZZ(40, 10);
- // Explosion bitmap
- explode(idat.ufox + (UFO_W) / 2, 1);
- }
-
- } while (false);
-
- }
-
- // Click-and-hold to abort
- if (ui.button_pressed()) --idat.quit_count; else idat.quit_count = 10;
-
- // Click to fire or exit
- if (ui.use_click()) {
- if (!game_state)
- idat.quit_count = 0;
- else if (game_state == 1 && !idat.laser.v)
- fire_cannon();
- }
-
- if (!idat.quit_count) exit_game();
-
- u8g.setColorIndex(1);
-
- // Draw invaders
- if (PAGE_CONTAINS(idat.pos.y, idat.pos.y + idat.botmost * (INVADER_ROW_H) - 2 - 1)) {
- int8_t yy = idat.pos.y;
- LOOP_L_N(y, INVADER_ROWS) {
- const uint8_t type = inv_type[y];
- if (PAGE_CONTAINS(yy, yy + INVADER_H - 1)) {
- int8_t xx = idat.pos.x;
- LOOP_L_N(x, INVADER_COLS) {
- if (TEST(idat.bugs[y], x))
- u8g.drawBitmapP(xx, yy, 2, INVADER_H, invader[type][idat.game_blink]);
- xx += INVADER_COL_W;
- }
- }
- yy += INVADER_ROW_H;
- }
- }
-
- // Draw 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(idat.cannon_x, CANNON_Y, 2, CANNON_H, cannon);
-
- // Draw laser
- 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(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 (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
- 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_put_int(sx, MENU_FONT_ASCENT - 1, score);
-
- // Draw lives
- 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);
- }
-
- }
-
- void InvadersGame::enter_game() {
- init_game(20, game_screen); // countdown to reset invaders
- idat.cannons_left = 3;
- idat.quit_count = 10;
- idat.laser.v = 0;
- reset_invaders();
- reset_player();
- }
-
- #endif // MARLIN_INVADERS
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