365 changed files with 15121 additions and 4493 deletions
@ -0,0 +1,33 @@ |
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/**
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* Marlin 3D Printer Firmware |
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* Copyright (C) 2019 MarlinFirmware [https://github.com/MarlinFirmware/Marlin]
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* |
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* Based on Sprinter and grbl. |
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* Copyright (C) 2011 Camiel Gubbels / Erik van der Zalm |
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* |
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* This program is free software: you can redistribute it and/or modify |
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* it under the terms of the GNU General Public License as published by |
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* the Free Software Foundation, either version 3 of the License, or |
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* (at your option) any later version. |
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* |
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* This program is distributed in the hope that it will be useful, |
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* but WITHOUT ANY WARRANTY; without even the implied warranty of |
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|
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
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* GNU General Public License for more details. |
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* |
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* You should have received a copy of the GNU General Public License |
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* along with this program. If not, see <http://www.gnu.org/licenses/>.
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* |
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*/ |
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#include "FlushableHardwareSerial.h" |
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#ifdef ARDUINO_ARCH_ESP32 |
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FlushableHardwareSerial::FlushableHardwareSerial(int uart_nr) |
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: HardwareSerial(uart_nr) |
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{} |
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FlushableHardwareSerial flushableSerial(0); |
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#endif // ARDUINO_ARCH_ESP32
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@ -0,0 +1,36 @@ |
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/**
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* Marlin 3D Printer Firmware |
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* Copyright (C) 2019 MarlinFirmware [https://github.com/MarlinFirmware/Marlin]
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* |
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* Based on Sprinter and grbl. |
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* Copyright (C) 2011 Camiel Gubbels / Erik van der Zalm |
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* |
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* This program is free software: you can redistribute it and/or modify |
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* it under the terms of the GNU General Public License as published by |
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* the Free Software Foundation, either version 3 of the License, or |
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* (at your option) any later version. |
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* |
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* This program is distributed in the hope that it will be useful, |
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|
* but WITHOUT ANY WARRANTY; without even the implied warranty of |
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|
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
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|
* GNU General Public License for more details. |
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* |
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* You should have received a copy of the GNU General Public License |
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* along with this program. If not, see <http://www.gnu.org/licenses/>.
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* |
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*/ |
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#ifdef ARDUINO_ARCH_ESP32 |
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#include <HardwareSerial.h> |
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class FlushableHardwareSerial : public HardwareSerial { |
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public: |
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FlushableHardwareSerial(int uart_nr); |
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inline void flushTX(void) { /* No need to flush the hardware serial, but defined here for compatibility. */ } |
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}; |
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extern FlushableHardwareSerial flushableSerial; |
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#endif // ARDUINO_ARCH_ESP32
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@ -0,0 +1,93 @@ |
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/**
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* Marlin 3D Printer Firmware |
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* Copyright (C) 2019 MarlinFirmware [https://github.com/MarlinFirmware/Marlin]
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* |
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* Based on Sprinter and grbl. |
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* Copyright (C) 2011 Camiel Gubbels / Erik van der Zalm |
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* |
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* This program is free software: you can redistribute it and/or modify |
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* it under the terms of the GNU General Public License as published by |
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* the Free Software Foundation, either version 3 of the License, or |
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* (at your option) any later version. |
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* |
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* This program is distributed in the hope that it will be useful, |
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* but WITHOUT ANY WARRANTY; without even the implied warranty of |
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|
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
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* GNU General Public License for more details. |
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* |
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* You should have received a copy of the GNU General Public License |
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* along with this program. If not, see <http://www.gnu.org/licenses/>.
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* |
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*/ |
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#ifdef ARDUINO_ARCH_ESP32 |
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#include "../../inc/MarlinConfig.h" |
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#if ENABLED(EEPROM_SETTINGS) && DISABLED(FLASH_EEPROM_EMULATION) |
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#include "../shared/persistent_store_api.h" |
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#include "SPIFFS.h" |
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#include "FS.h" |
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#include "spiffs.h" |
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#define HAL_ESP32_EEPROM_SIZE 4096 |
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File eeprom_file; |
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bool PersistentStore::access_start() { |
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if (spiffs_initialized) { |
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eeprom_file = SPIFFS.open("/eeprom.dat", "r+"); |
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size_t file_size = eeprom_file.size(); |
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if (file_size < HAL_ESP32_EEPROM_SIZE) { |
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bool write_ok = eeprom_file.seek(file_size); |
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while (write_ok && file_size < HAL_ESP32_EEPROM_SIZE) { |
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write_ok = eeprom_file.write(0xFF) == 1; |
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file_size++; |
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} |
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} |
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return true; |
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} |
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return false; |
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} |
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bool PersistentStore::access_finish() { |
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eeprom_file.close(); |
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return true; |
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} |
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bool PersistentStore::write_data(int &pos, const uint8_t *value, size_t size, uint16_t *crc) { |
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if (!eeprom_file.seek(pos)) return true; // return true for any error
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if (eeprom_file.write(value, size) != size) return true; |
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crc16(crc, value, size); |
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pos += size; |
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return false; |
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} |
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bool PersistentStore::read_data(int &pos, uint8_t* value, size_t size, uint16_t *crc, const bool writing/*=true*/) { |
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if (!eeprom_file.seek(pos)) return true; // return true for any error
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if (writing) { |
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if (eeprom_file.read(value, size) != size) return true; |
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crc16(crc, value, size); |
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} |
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else { |
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uint8_t tmp[size]; |
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if (eeprom_file.read(tmp, size) != size) return true; |
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crc16(crc, tmp, size); |
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} |
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pos += size; |
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return false; |
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} |
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size_t PersistentStore::capacity() { return HAL_ESP32_EEPROM_SIZE; } |
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#endif // EEPROM_SETTINGS
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#endif // ARDUINO_ARCH_ESP32
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@ -0,0 +1,26 @@ |
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/**
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* Marlin 3D Printer Firmware |
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* Copyright (C) 2019 MarlinFirmware [https://github.com/MarlinFirmware/Marlin]
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* |
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* Based on Sprinter and grbl. |
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* Copyright (C) 2011 Camiel Gubbels / Erik van der Zalm |
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* |
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* This program is free software: you can redistribute it and/or modify |
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|
* it under the terms of the GNU General Public License as published by |
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* the Free Software Foundation, either version 3 of the License, or |
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* (at your option) any later version. |
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* |
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* This program is distributed in the hope that it will be useful, |
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* but WITHOUT ANY WARRANTY; without even the implied warranty of |
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|
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
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|
* GNU General Public License for more details. |
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* |
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* You should have received a copy of the GNU General Public License |
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* along with this program. If not, see <http://www.gnu.org/licenses/>.
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* |
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*/ |
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#pragma once |
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extern bool spiffs_initialized; |
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void spiffs_init(); |
@ -0,0 +1,135 @@ |
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/**
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* Marlin 3D Printer Firmware |
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* Copyright (C) 2019 MarlinFirmware [https://github.com/MarlinFirmware/Marlin]
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* |
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* Based on Sprinter and grbl. |
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* Copyright (C) 2011 Camiel Gubbels / Erik van der Zalm |
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* |
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* This program is free software: you can redistribute it and/or modify |
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* it under the terms of the GNU General Public License as published by |
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* the Free Software Foundation, either version 3 of the License, or |
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* (at your option) any later version. |
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* |
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* This program is distributed in the hope that it will be useful, |
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* but WITHOUT ANY WARRANTY; without even the implied warranty of |
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|
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
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* GNU General Public License for more details. |
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* |
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* You should have received a copy of the GNU General Public License |
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* along with this program. If not, see <http://www.gnu.org/licenses/>.
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* |
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*/ |
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#include "../inc/MarlinConfig.h" |
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#if ENABLED(BABYSTEPPING) |
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#include "babystep.h" |
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#include "../Marlin.h" |
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#include "../module/planner.h" |
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#include "../module/stepper.h" |
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#if ENABLED(BABYSTEP_ALWAYS_AVAILABLE) |
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#include "../gcode/gcode.h" |
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#endif |
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Babystep babystep; |
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volatile int16_t Babystep::todo[BS_TODO_AXIS(Z_AXIS) + 1]; |
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#if HAS_LCD_MENU |
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int16_t Babystep::accum; |
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#if ENABLED(BABYSTEP_DISPLAY_TOTAL) |
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int16_t Babystep::axis_total[BS_TOTAL_AXIS(Z_AXIS) + 1]; |
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#endif |
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#endif |
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void Babystep::step_axis(const AxisEnum axis) { |
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const int16_t curTodo = todo[BS_TODO_AXIS(axis)]; // get rid of volatile for performance
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if (curTodo) { |
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stepper.babystep((AxisEnum)axis, curTodo > 0); |
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if (curTodo > 0) todo[BS_TODO_AXIS(axis)]--; else todo[BS_TODO_AXIS(axis)]++; |
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} |
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} |
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void Babystep::task() { |
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#if EITHER(BABYSTEP_XY, I2C_POSITION_ENCODERS) |
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LOOP_XYZ(axis) step_axis((AxisEnum)axis); |
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#else |
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step_axis(Z_AXIS); |
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#endif |
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} |
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void Babystep::add_mm(const AxisEnum axis, const float &mm) { |
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add_steps(axis, mm * planner.settings.axis_steps_per_mm[axis]); |
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} |
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void Babystep::add_steps(const AxisEnum axis, const int32_t distance) { |
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#if ENABLED(BABYSTEP_WITHOUT_HOMING) |
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#define CAN_BABYSTEP(AXIS) true |
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#else |
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extern uint8_t axis_known_position; |
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#define CAN_BABYSTEP(AXIS) TEST(axis_known_position, AXIS) |
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#endif |
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if (!CAN_BABYSTEP(axis)) return; |
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#if HAS_LCD_MENU |
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accum += distance; // Count up babysteps for the UI
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#if ENABLED(BABYSTEP_DISPLAY_TOTAL) |
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axis_total[BS_TOTAL_AXIS(axis)] += distance; |
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#endif |
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#endif |
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#if ENABLED(BABYSTEP_ALWAYS_AVAILABLE) |
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#define BSA_ENABLE(AXIS) do{ switch (AXIS) { case X_AXIS: enable_X(); break; case Y_AXIS: enable_Y(); break; case Z_AXIS: enable_Z(); } }while(0) |
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#else |
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#define BSA_ENABLE(AXIS) NOOP |
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#endif |
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#if IS_CORE |
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#if ENABLED(BABYSTEP_XY) |
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switch (axis) { |
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case CORE_AXIS_1: // X on CoreXY and CoreXZ, Y on CoreYZ
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BSA_ENABLE(CORE_AXIS_1); |
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BSA_ENABLE(CORE_AXIS_2); |
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todo[CORE_AXIS_1] += distance * 2; |
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todo[CORE_AXIS_2] += distance * 2; |
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break; |
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case CORE_AXIS_2: // Y on CoreXY, Z on CoreXZ and CoreYZ
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BSA_ENABLE(CORE_AXIS_1); |
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BSA_ENABLE(CORE_AXIS_2); |
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todo[CORE_AXIS_1] += CORESIGN(distance * 2); |
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todo[CORE_AXIS_2] -= CORESIGN(distance * 2); |
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break; |
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case NORMAL_AXIS: // Z on CoreXY, Y on CoreXZ, X on CoreYZ
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default: |
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BSA_ENABLE(NORMAL_AXIS); |
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todo[NORMAL_AXIS] += distance; |
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break; |
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} |
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#elif CORE_IS_XZ || CORE_IS_YZ |
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// Only Z stepping needs to be handled here
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BSA_ENABLE(CORE_AXIS_1); |
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BSA_ENABLE(CORE_AXIS_2); |
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todo[CORE_AXIS_1] += CORESIGN(distance * 2); |
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todo[CORE_AXIS_2] -= CORESIGN(distance * 2); |
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#else |
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BSA_ENABLE(Z_AXIS); |
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todo[Z_AXIS] += distance; |
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#endif |
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#else |
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#if ENABLED(BABYSTEP_XY) |
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BSA_ENABLE(axis); |
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#else |
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BSA_ENABLE(Z_AXIS); |
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#endif |
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todo[BS_TODO_AXIS(axis)] += distance; |
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#endif |
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#if ENABLED(BABYSTEP_ALWAYS_AVAILABLE) |
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gcode.reset_stepper_timeout(); |
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#endif |
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} |
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#endif // BABYSTEPPING
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@ -0,0 +1,63 @@ |
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/**
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* Marlin 3D Printer Firmware |
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* Copyright (C) 2019 MarlinFirmware [https://github.com/MarlinFirmware/Marlin]
|
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* |
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* Based on Sprinter and grbl. |
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|
* Copyright (C) 2011 Camiel Gubbels / Erik van der Zalm |
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|
* |
||||
|
* 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/>.
|
||||
|
* |
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|
*/ |
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|
#pragma once |
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|
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#include "../inc/MarlinConfigPre.h" |
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#include "../core/enum.h" |
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|
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#if IS_CORE || EITHER(BABYSTEP_XY, I2C_POSITION_ENCODERS) |
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#define BS_TODO_AXIS(A) A |
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#else |
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#define BS_TODO_AXIS(A) 0 |
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#endif |
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|
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#if HAS_LCD_MENU && ENABLED(BABYSTEP_DISPLAY_TOTAL) |
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#if ENABLED(BABYSTEP_XY) |
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#define BS_TOTAL_AXIS(A) A |
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#else |
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#define BS_TOTAL_AXIS(A) 0 |
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#endif |
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|
#endif |
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|
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class Babystep { |
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public: |
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static volatile int16_t todo[BS_TODO_AXIS(Z_AXIS) + 1]; |
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#if HAS_LCD_MENU |
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static int16_t accum; // Total babysteps in current edit
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#if ENABLED(BABYSTEP_DISPLAY_TOTAL) |
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static int16_t axis_total[BS_TOTAL_AXIS(Z_AXIS) + 1]; // Total babysteps since G28
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|
static inline void reset_total(const AxisEnum axis) { |
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|
#if ENABLED(BABYSTEP_XY) |
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|
if (axis == Z_AXIS) |
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|
#endif |
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axis_total[BS_TOTAL_AXIS(axis)] = 0; |
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} |
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#endif |
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|
#endif |
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|
static void add_steps(const AxisEnum axis, const int32_t distance); |
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|
static void add_mm(const AxisEnum axis, const float &mm); |
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|
static void task(); |
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|
private: |
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|
static void step_axis(const AxisEnum axis); |
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|
}; |
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|
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|
extern Babystep babystep; |
@ -0,0 +1,213 @@ |
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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" |
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|
||||
|
#if ENABLED(MARLIN_BRICKOUT) |
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|
||||
|
#include "game.h" |
||||
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|
||||
|
#define BRICK_H 5 |
||||
|
#define BRICK_TOP MENU_FONT_ASCENT |
||||
|
#define BRICK_ROWS 4 |
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|
#define BRICK_COLS 16 |
||||
|
|
||||
|
#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)) |
||||
|
|
||||
|
uint8_t balls_left, brick_count; |
||||
|
uint16_t bricks[BRICK_ROWS]; |
||||
|
|
||||
|
inline void reset_bricks(const uint16_t v) { |
||||
|
brick_count = (BRICK_COLS) * (BRICK_ROWS); |
||||
|
LOOP_L_N(i, BRICK_ROWS) 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; |
||||
|
} |
||||
|
|
||||
|
void BrickoutGame::game_screen() { |
||||
|
if (game_frame()) { // Run logic twice for finer resolution
|
||||
|
// Update Paddle Position
|
||||
|
paddle_x = (int8_t)ui.encoderPosition; |
||||
|
paddle_x = constrain(paddle_x, 0, (LCD_PIXEL_WIDTH - (PADDLE_W)) / (PADDLE_VEL)); |
||||
|
ui.encoderPosition = paddle_x; |
||||
|
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
|
||||
|
if (!WITHIN(newx, 0, BTOF(LCD_PIXEL_WIDTH - 1))) { // out in x?
|
||||
|
ballh = -ballh; _BUZZ(5, 220); // bounce x
|
||||
|
} |
||||
|
if (newy < 0) { // out in y?
|
||||
|
ballv = -ballv; _BUZZ(5, 280); // bounce v
|
||||
|
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; |
||||
|
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 (bricks[row] & mask) { |
||||
|
// Yes. Remove it!
|
||||
|
bricks[row] &= ~mask; |
||||
|
// Score!
|
||||
|
score += BRICK_ROWS - row; |
||||
|
// If bricks are gone, go to reset state
|
||||
|
if (!--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); } |
||||
|
} |
||||
|
} |
||||
|
// Is the ball moving down and in paddle range?
|
||||
|
else if (ballv > 0 && WITHIN(newy, BTOF(PADDLE_Y), BTOF(PADDLE_Y + PADDLE_H))) { |
||||
|
// Ball actually hitting paddle
|
||||
|
const int8_t diff = FTOB(newx) - paddle_x; |
||||
|
if (WITHIN(diff, 0, PADDLE_W - 1)) { |
||||
|
|
||||
|
// Reverse Y direction
|
||||
|
ballv = -ballv; _BUZZ(3, 880); |
||||
|
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; |
||||
|
} |
||||
|
else if (diff <= 3) { |
||||
|
ballh += fixed_t(random(-64, 0)); |
||||
|
NOLESS(ballh, BTOF(-2)); |
||||
|
NOMORE(ballh, BTOF(2)); |
||||
|
} |
||||
|
else if (diff >= PADDLE_W-1 - 3) { |
||||
|
ballh += fixed_t(random( 0, 64)); |
||||
|
NOLESS(ballh, BTOF(-2)); |
||||
|
NOMORE(ballh, BTOF(2)); |
||||
|
} |
||||
|
|
||||
|
// Paddle hit after clearing the board? Reset the board.
|
||||
|
if (game_state == 2) { reset_bricks(0xFFFF); game_state = 1; } |
||||
|
} |
||||
|
} |
||||
|
|
||||
|
ballx += ballh; bally += ballv; // update with new velocity
|
||||
|
|
||||
|
} while (false); |
||||
|
} |
||||
|
|
||||
|
u8g.setColorIndex(1); |
||||
|
|
||||
|
// Draw bricks
|
||||
|
if (PAGE_CONTAINS(BRICK_TOP, BRICK_BOT)) { |
||||
|
for (uint8_t y = 0; y < BRICK_ROWS; ++y) { |
||||
|
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)) { |
||||
|
const uint8_t xx = x * BRICK_W; |
||||
|
for (uint8_t v = 0; v < BRICK_H - 1; ++v) |
||||
|
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(paddle_x, PADDLE_Y, PADDLE_W); |
||||
|
#if PADDLE_H > 1 |
||||
|
u8g.drawHLine(paddle_x, PADDLE_Y-1, PADDLE_W); |
||||
|
#if PADDLE_H > 2 |
||||
|
u8g.drawHLine(paddle_x, PADDLE_Y-2, PADDLE_W); |
||||
|
#endif |
||||
|
#endif |
||||
|
} |
||||
|
|
||||
|
// Draw ball while game is running
|
||||
|
if (game_state) { |
||||
|
const uint8_t by = FTOB(bally); |
||||
|
if (PAGE_CONTAINS(by, by+1)) |
||||
|
u8g.drawFrame(FTOB(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_moveto(sx, MENU_FONT_ASCENT - 1); |
||||
|
lcd_put_int(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 - balls_left); |
||||
|
} |
||||
|
|
||||
|
// A click always exits this game
|
||||
|
if (ui.use_click()) exit_game(); |
||||
|
} |
||||
|
|
||||
|
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; |
||||
|
reset_bricks(0x0000); |
||||
|
reset_ball(); |
||||
|
ui.encoderPosition = paddle_start / (PADDLE_VEL); |
||||
|
} |
||||
|
|
||||
|
#endif // MARLIN_BRICKOUT
|
@ -0,0 +1,68 @@ |
|||||
|
/**
|
||||
|
* 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 HAS_GAMES |
||||
|
|
||||
|
#include "game.h" |
||||
|
|
||||
|
int MarlinGame::score; |
||||
|
uint8_t MarlinGame::game_state; |
||||
|
millis_t MarlinGame::next_frame; |
||||
|
|
||||
|
bool MarlinGame::game_frame() { |
||||
|
static int8_t slew; |
||||
|
if (ui.first_page) slew = 2; |
||||
|
ui.refresh(LCDVIEW_CALL_NO_REDRAW); // Refresh as often as possible
|
||||
|
return (game_state && slew-- > 0); |
||||
|
} |
||||
|
|
||||
|
void MarlinGame::draw_game_over() { |
||||
|
constexpr int8_t gowide = (MENU_FONT_WIDTH) * 9, |
||||
|
gohigh = MENU_FONT_ASCENT - 3, |
||||
|
lx = (LCD_PIXEL_WIDTH - gowide) / 2, |
||||
|
ly = (LCD_PIXEL_HEIGHT + gohigh) / 2; |
||||
|
if (PAGE_CONTAINS(ly - gohigh - 1, ly + 1)) { |
||||
|
u8g.setColorIndex(0); |
||||
|
u8g.drawBox(lx - 1, ly - gohigh - 1, gowide + 2, gohigh + 2); |
||||
|
u8g.setColorIndex(1); |
||||
|
if (ui.get_blink()) { |
||||
|
lcd_moveto(lx, ly); |
||||
|
lcd_put_u8str_P(PSTR("GAME OVER")); |
||||
|
} |
||||
|
} |
||||
|
} |
||||
|
|
||||
|
void MarlinGame::init_game(const uint8_t init_state, const screenFunc_t screen) { |
||||
|
score = 0; |
||||
|
game_state = init_state; |
||||
|
ui.encoder_direction_normal(); |
||||
|
ui.goto_screen(screen); |
||||
|
ui.defer_status_screen(); |
||||
|
} |
||||
|
|
||||
|
void MarlinGame::exit_game() { |
||||
|
ui.goto_previous_screen_no_defer(); |
||||
|
} |
||||
|
|
||||
|
#endif // HAS_GAMES
|
@ -0,0 +1,78 @@ |
|||||
|
/**
|
||||
|
* 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/>.
|
||||
|
* |
||||
|
*/ |
||||
|
#pragma once |
||||
|
|
||||
|
#include "../../../inc/MarlinConfigPre.h" |
||||
|
#include "../../dogm/ultralcd_DOGM.h" |
||||
|
#include "../../lcdprint.h" |
||||
|
#include "../../ultralcd.h" |
||||
|
|
||||
|
//#define MUTE_GAMES
|
||||
|
|
||||
|
#ifdef MUTE_GAMES |
||||
|
#define _BUZZ(D,F) NOOP |
||||
|
#else |
||||
|
#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; |
||||
|
#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; |
||||
|
#endif |
||||
|
#if ENABLED(MARLIN_MAZE) |
||||
|
class MazeGame : MarlinGame { public: static void enter_game(); static void game_screen(); }; |
||||
|
extern MazeGame maze; |
||||
|
#endif |
@ -0,0 +1,468 @@ |
|||||
|
/**
|
||||
|
* 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, |
||||
|
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 = NULL; |
||||
|
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
|
@ -0,0 +1,137 @@ |
|||||
|
/**
|
||||
|
* 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" |
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|
|
||||
|
#if ENABLED(MARLIN_MAZE) |
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|
|
||||
|
#include "game.h" |
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|
|
||||
|
int8_t move_dir, last_move_dir, // NESW0
|
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|
prizex, prizey, prize_cnt, old_encoder; |
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|
fixed_t playerx, playery; |
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|
|
||||
|
// Up to 50 lines, then you win!
|
||||
|
typedef struct { int8_t x, y; } pos_t; |
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|
uint8_t head_ind; |
||||
|
pos_t maze_walls[50] = { |
||||
|
{ 0, 0 } |
||||
|
}; |
||||
|
|
||||
|
// Turn the player cw or ccw
|
||||
|
inline void turn_player(const bool cw) { |
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|
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_moveto(0, HEADER_H - 1); |
||||
|
lcd_put_int(score); |
||||
|
} |
||||
|
|
||||
|
// Draw the maze
|
||||
|
// for (uint8_t n = 0; n < head_ind; ++n) {
|
||||
|
// 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
|
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Reference in new issue