Split up games into separate files
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137
Marlin/src/lcd/menu/game/maze.cpp
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137
Marlin/src/lcd/menu/game/maze.cpp
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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/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!
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typedef struct { int8_t x, y; } pos_t;
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uint8_t head_ind;
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pos_t maze_walls[50] = {
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{ 0, 0 }
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};
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// Turn the player cw or ccw
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inline void turn_player(const bool cw) {
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if (move_dir == 4) move_dir = last_move_dir;
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move_dir += cw ? 1 : -1;
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move_dir &= 0x03;
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last_move_dir = move_dir;
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}
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// Reset the player for a new game
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void player_reset() {
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// Init position
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playerx = BTOF(1);
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playery = BTOF(GAME_H / 2);
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// Init motion with a ccw turn
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move_dir = 0;
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turn_player(false);
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// Clear prize flag
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prize_cnt = 255;
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// Clear the controls
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ui.encoderPosition = 0;
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old_encoder = 0;
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}
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void MazeGame::game_screen() {
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// Run the sprite logic
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if (game_frame()) do { // Run logic twice for finer resolution
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// Move the man one unit in the current direction
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// Direction index 4 is for the stopped man
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const int8_t oldx = FTOB(playerx), oldy = FTOB(playery);
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pos_t dir_add[] = { { 0, -1 }, { 1, 0 }, { 0, 1 }, { -1, 0 }, { 0, 0 } };
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playerx += dir_add[move_dir].x;
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playery += dir_add[move_dir].y;
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const int8_t x = FTOB(playerx), y = FTOB(playery);
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} while(0);
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u8g.setColorIndex(1);
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// Draw Score
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if (PAGE_UNDER(HEADER_H)) {
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lcd_moveto(0, HEADER_H - 1);
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lcd_put_int(score);
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}
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// Draw the maze
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// for (uint8_t n = 0; n < head_ind; ++n) {
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// const pos_t &p = maze_walls[n], &q = maze_walls[n + 1];
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// if (p.x == q.x) {
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// const int8_t y1 = GAMEY(MIN(p.y, q.y)), y2 = GAMEY(MAX(p.y, q.y));
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// if (PAGE_CONTAINS(y1, y2))
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// u8g.drawVLine(GAMEX(p.x), y1, y2 - y1 + 1);
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// }
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// else if (PAGE_CONTAINS(GAMEY(p.y), GAMEY(p.y))) {
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// const int8_t x1 = GAMEX(MIN(p.x, q.x)), x2 = GAMEX(MAX(p.x, q.x));
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// u8g.drawHLine(x1, GAMEY(p.y), x2 - x1 + 1);
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// }
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// }
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// Draw Man
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// const int8_t fy = GAMEY(foody);
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// if (PAGE_CONTAINS(fy, fy + FOOD_WH - 1)) {
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// const int8_t fx = GAMEX(foodx);
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// u8g.drawFrame(fx, fy, FOOD_WH, FOOD_WH);
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// if (FOOD_WH == 5) u8g.drawPixel(fx + 2, fy + 2);
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// }
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// Draw Ghosts
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// const int8_t fy = GAMEY(foody);
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// if (PAGE_CONTAINS(fy, fy + FOOD_WH - 1)) {
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// const int8_t fx = GAMEX(foodx);
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// u8g.drawFrame(fx, fy, FOOD_WH, FOOD_WH);
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// if (FOOD_WH == 5) u8g.drawPixel(fx + 2, fy + 2);
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// }
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// Draw Prize
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// if (PAGE_CONTAINS(prizey, prizey + PRIZE_WH - 1)) {
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// u8g.drawFrame(prizex, prizey, PRIZE_WH, PRIZE_WH);
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// if (PRIZE_WH == 5) u8g.drawPixel(prizex + 2, prizey + 2);
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// }
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// Draw GAME OVER
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if (!game_state) draw_game_over();
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// A click always exits this game
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if (ui.use_click()) ui.goto_previous_screen();
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}
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void MazeGame::enter_game() {
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init_game(1, game_screen); // Game running
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reset_player();
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reset_enemies();
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}
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#endif // MARLIN_MAZE
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