Marlin 2.0 for Flying Bear 4S/5
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/**
* 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 <http://www.gnu.org/licenses/>.
*
*/
#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,
5 years ago
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 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;
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) {
explod.x = x - (EXPL_W) / 2;
explod.y = y;
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);
_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
int16_t ep = int16_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 = nullptr;
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-and-hold to abort
if (ui.button_pressed()) --quit_count; else 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)
fire_cannon();
}
if (!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;
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 (explod.v && PAGE_CONTAINS(explod.y, explod.y + 7 - 1)) {
u8g.drawBitmapP(explod.x, explod.y, 2, 7, explosion);
--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_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;
quit_count = 10;
laser.v = 0;
reset_invaders();
reset_player();
}
#endif // MARLIN_INVADERS