Marlin 2.0 for Flying Bear 4S/5
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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_MAZE)
#include "game.h"
int8_t move_dir, last_move_dir, // NESW0
prizex, prizey, prize_cnt, old_encoder;
fixed_t playerx, playery;
// Up to 50 lines, then you win!
typedef struct { int8_t x, y; } pos_t;
uint8_t head_ind;
pos_t maze_walls[50] = {
{ 0, 0 }
};
// Turn the player cw or ccw
inline void turn_player(const bool cw) {
if (move_dir == 4) move_dir = last_move_dir;
move_dir += cw ? 1 : -1;
move_dir &= 0x03;
last_move_dir = move_dir;
}
// Reset the player for a new game
void player_reset() {
// Init position
playerx = BTOF(1);
playery = BTOF(GAME_H / 2);
// Init motion with a ccw turn
move_dir = 0;
turn_player(false);
// Clear prize flag
prize_cnt = 255;
// Clear the controls
ui.encoderPosition = 0;
old_encoder = 0;
}
void MazeGame::game_screen() {
// Run the sprite logic
if (game_frame()) do { // Run logic twice for finer resolution
// Move the man one unit in the current direction
// Direction index 4 is for the stopped man
const int8_t oldx = FTOB(playerx), oldy = FTOB(playery);
pos_t dir_add[] = { { 0, -1 }, { 1, 0 }, { 0, 1 }, { -1, 0 }, { 0, 0 } };
playerx += dir_add[move_dir].x;
playery += dir_add[move_dir].y;
const int8_t x = FTOB(playerx), y = FTOB(playery);
} while(0);
u8g.setColorIndex(1);
// Draw Score
if (PAGE_UNDER(HEADER_H)) lcd_put_int(0, HEADER_H - 1, score);
// Draw the maze
// LOOP_L_N(n, head_ind) {
// const pos_t &p = maze_walls[n], &q = maze_walls[n + 1];
// if (p.x == q.x) {
// const int8_t y1 = GAMEY(_MIN(p.y, q.y)), y2 = GAMEY(_MAX(p.y, q.y));
// if (PAGE_CONTAINS(y1, y2))
// u8g.drawVLine(GAMEX(p.x), y1, y2 - y1 + 1);
// }
// else if (PAGE_CONTAINS(GAMEY(p.y), GAMEY(p.y))) {
// const int8_t x1 = GAMEX(_MIN(p.x, q.x)), x2 = GAMEX(_MAX(p.x, q.x));
// u8g.drawHLine(x1, GAMEY(p.y), x2 - x1 + 1);
// }
// }
// Draw Man
// const int8_t fy = GAMEY(foody);
// if (PAGE_CONTAINS(fy, fy + FOOD_WH - 1)) {
// const int8_t fx = GAMEX(foodx);
// u8g.drawFrame(fx, fy, FOOD_WH, FOOD_WH);
// if (FOOD_WH == 5) u8g.drawPixel(fx + 2, fy + 2);
// }
// Draw Ghosts
// const int8_t fy = GAMEY(foody);
// if (PAGE_CONTAINS(fy, fy + FOOD_WH - 1)) {
// const int8_t fx = GAMEX(foodx);
// u8g.drawFrame(fx, fy, FOOD_WH, FOOD_WH);
// if (FOOD_WH == 5) u8g.drawPixel(fx + 2, fy + 2);
// }
// Draw Prize
// if (PAGE_CONTAINS(prizey, prizey + PRIZE_WH - 1)) {
// u8g.drawFrame(prizex, prizey, PRIZE_WH, PRIZE_WH);
// if (PRIZE_WH == 5) u8g.drawPixel(prizex + 2, prizey + 2);
// }
// Draw GAME OVER
if (!game_state) draw_game_over();
// A click always exits this game
if (ui.use_click()) exit_game();
}
void MazeGame::enter_game() {
init_game(1, game_screen); // Game running
reset_player();
reset_enemies();
}
#endif // MARLIN_MAZE