consolidated both snake trees, saving ~950 bytes
This commit is contained in:
parent
291c90ccf6
commit
3a0d8799bd
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@ -1,131 +1,9 @@
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#include "../games/snake/snake_game.h"
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#include "../config.h"
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#include "../pixel.h"
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#include "../util.h"
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#include "../random/prng.h"
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#include "snake.h"
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#define RANDOM8() (random8())
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void snake(){
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pixel pixels[64];
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pixels[0] = (pixel){NUM_COLS/2, NUM_ROWS/2};
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pixels[1] = (pixel){NUM_COLS/2, (NUM_ROWS/2)-1};
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pixel * head = &pixels[1];
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pixel * tail = &pixels[0];
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pixel old_head;
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pixel apples[10];
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unsigned char apple_num = 0;
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direction dir = up;
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clear_screen(0);
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unsigned char x=0, dead=0;
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while(1){
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x++;
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old_head = *head;
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if(++head == pixels + 64) head = pixels;
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unsigned char dead_cnt=0;
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unsigned char apple_found = 0, j;
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for(j=0;j<apple_num;j++){
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unsigned char i;
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for(i=0;i<4;i++){
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if ( (next_pixel(old_head, i).x == apples[j].x) && (next_pixel(old_head, i).y == apples[j].y) ){
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apple_found = 1;
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dir = i;
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for(;j<apple_num-1;j++){
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apples[j]=apples[j+1];
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}
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apple_num--;
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goto apple_se;
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}
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}
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}
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apple_se:
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if(apple_found){
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}else{
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while(get_next_pixel(old_head, dir)){
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if((dead_cnt++)==4){
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dead = 1;
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break;
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}
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dir = direction_r(dir);
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}
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}
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if(!dead){
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*head = next_pixel(old_head, dir);
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setpixel(*head, 3);
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if((RANDOM8()&0xff)<80){
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unsigned char j;
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unsigned char nextapple=0, distx, disty, shortdist=255, xy=0;
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if(!apple_num){
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dir = RANDOM8()%4;
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}else{
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for(j=0;j<apple_num;j++){
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if(head->x > apples[j].x){
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distx = head->x - apples[j].x;
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}else{
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distx = apples[j].x - head->x;
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}
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if(head->y > apples[j].y){
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disty = head->y - apples[j].y;
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}else{
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disty = apples[j].y - head->y;
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}
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if ((distx + disty) < shortdist){
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shortdist = distx + disty;
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nextapple = j;
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xy = (distx > disty)?1:0;
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}
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}
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if(xy){
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dir = (apples[nextapple].x > head->x)?left:right;
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}else{
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dir = (apples[nextapple].y > head->y)?down:up;
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}
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}
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}
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if( (apple_num<9) && ((RANDOM8()&0xff)<10) ){
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pixel new_apple = (pixel){RANDOM8()%NUM_COLS,RANDOM8()%NUM_ROWS};
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if(!get_pixel(new_apple)){
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apples[apple_num++]=new_apple;
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}
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}
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if(!apple_found){
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clearpixel(*tail);
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if(++tail == pixels + 64) tail = pixels;
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}
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}else{
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while(tail != head){
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clearpixel(*tail);
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if((++tail)>pixels+64) tail = pixels;
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wait (60);
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}
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break;
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}
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for(j=0;j<apple_num;j++){
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if(x%2){
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setpixel(apples[j], 2);
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}else{
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#ifdef CAN_SUPPORT
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clearpixel(apples[j]);
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#endif
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}
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}
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wait (SNAKE_DELAY);
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}
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/**
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* Snake in demo mode.
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*/
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void snake_animation(void)
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{
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snake_engine(1);
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}
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@ -1,8 +1,6 @@
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#ifndef SNAKE_H_
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#define SNAKE_H_
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void snake();
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void snake_game();
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void snake_animation(void);
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#endif /* SNAKE_H_ */
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@ -4,6 +4,7 @@
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#include "config.h"
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#include "scrolltext/scrolltext.h"
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#include "animations/snake.h"
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#include "animations/programm.h"
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#include "animations/matrix.h"
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#include "animations/gameoflife.h"
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@ -76,7 +77,7 @@ void display_loop(){
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#ifdef ANIMATION_SNAKE
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case 4:
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snake();
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snake_animation();
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break;
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#endif
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@ -11,6 +11,12 @@ ifeq ($(GAME_SNAKE),y)
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SUBDIRS += games/snake
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endif
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ifeq ($(ANIMATION_SNAKE),y)
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ifneq ($(GAME_SNAKE),y)
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SUBDIRS += games/snake
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endif
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endif
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ifeq ($(GAME_BREAKOUT),y)
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SUBDIRS += games/breakout
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endif
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@ -1,190 +1,429 @@
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#include <assert.h>
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#include <stdint.h>
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#include "../../config.h"
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#include "../../compat/pgmspace.h"
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#include "../../menu/menu.h"
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#include "../../pixel.h"
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#include "../../random/prng.h"
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#include "../../util.h"
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#include "../../joystick/joystick.h"
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#include "../../menu/menu.h"
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#include "snake_game.h"
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// if defined, joystick controls are NOT as "seen"
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// by the snake but absolute, that is, if pressing
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// up, snake goes up, etc.
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#define GAME_SNAKE_NEWCONTROL
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void snake_game();
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#ifdef MENU_SUPPORT
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// MSB is leftmost pixel
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#if defined MENU_SUPPORT && defined GAME_SNAKE
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// snake icon (MSB is leftmost pixel)
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static uint8_t icon[8] PROGMEM =
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{0xff, 0x81, 0xbd, 0xa5, 0xa5, 0xad, 0xa1, 0xbf}; // Snake icon
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{0xff, 0x81, 0xbd, 0xa5, 0xa5, 0xad, 0xa1, 0xbf};
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game_descriptor_t snake_game_descriptor __attribute__((section(".game_descriptors"))) =
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{&snake_game, icon};
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{
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&snake_game,
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icon,
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};
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#endif
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void snake_game()
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// If defined, joystick controls are NOT as "seen" by the snake but absolute,
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// that is, if pressing up, snake goes up, etc.
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#define SNAKE_NEWCONTROL
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// limits
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#define SNAKE_MAX_LENGTH 64
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#define SNAKE_MAX_APPLES 10
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// delays (in milliseconds)
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#define SNAKE_CYCLE_DELAY 100
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#define SNAKE_TERMINATION_DELAY 60
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// colors
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#define SNAKE_COLOR_BORDER 3
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#define SNAKE_COLOR_PROTAGONIST 3
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#define SNAKE_COLOR_APPLE 3
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/**
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* Directions of the snake.
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*/
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typedef enum snake_dir
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{
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pixel pixels[64] = {{4, NUM_ROWS - 2}, {4, NUM_ROWS - 3}};
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pixel *head = &pixels[1];
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pixel *tail = &pixels[0];
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pixel old_head;
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SNAKE_DIR_UP, //!< SNAKE_DIR_UP Snake is heading up.
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SNAKE_DIR_RIGHT,//!< SNAKE_DIR_RIGHT Snake is heading right.
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SNAKE_DIR_DOWN, //!< SNAKE_DIR_DOWN Snake is heading down.
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SNAKE_DIR_LEFT, //!< SNAKE_DIR_LEFT Snake is heading left.
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SNAKE_DIR_NONE //!< SNAKE_DIR_NONE Helper value for a "resting" joystick.
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} snake_dir_t;
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pixel apples[10];
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unsigned char apple_num = 0;
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direction dir = up;
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clear_screen(0);
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/**
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* This structure represents the snake character itself. It keeps track of the
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* snake's segments, its head and tail and the direction it is heading.
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*/
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typedef struct snake_protagonist
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{
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pixel aSegments[SNAKE_MAX_LENGTH]; /** All segments of the snake. */
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uint8_t nHeadIndex; /** Index of the head segment. */
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uint8_t nTailIndex; /** Index of the tail segment. */
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snake_dir_t dir; /** Direction of the snake. */
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} snake_protagonist_t;
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unsigned char apple_found = 0;
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unsigned char j;
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unsigned char x, y, dead = 0;
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uint8_t joy, joy_old = 0xff, joy_cmd = 0xff;
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/**
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* This structure keeps track of all apples which are on the playing field.
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*/
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typedef struct snake_apples
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{
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pixel aApples[SNAKE_MAX_APPLES]; /** All apple positions */
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uint8_t nAppleCount; /** Counter of currently existing apples */
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} snake_apples_t;
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// zeichne Rahmen
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for (x = 0; x < NUM_COLS; x++)
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/**
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* Moves a pixel to the given direction.
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* @param pxNext pixel to be moved
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* @param dir direction
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*/
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static pixel snake_applyDirection(pixel pxNext,
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snake_dir_t dir)
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{
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assert(dir < 4);
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static int8_t const nDelta[] = {0, -1, 0, 1, 0};
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return (pixel){pxNext.x + nDelta[dir], pxNext.y + nDelta[dir + 1]};
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}
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/**
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* This functions draws a border around the playing field.
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*/
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static void snake_drawBorder(void)
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{
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#if NUM_COLS == NUM_ROWS
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for (uint8_t i = NUM_COLS; i--;)
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{
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for (y = 0; y < NUM_ROWS; y++)
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setpixel((pixel){i, 0}, SNAKE_COLOR_BORDER);
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setpixel((pixel){i, NUM_ROWS - 1}, SNAKE_COLOR_BORDER);
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setpixel((pixel){0, i}, SNAKE_COLOR_BORDER);
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setpixel((pixel){NUM_COLS -1, i}, SNAKE_COLOR_BORDER);
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}
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#else
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for (uint8_t x = MAX_COLS; x--;)
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{
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setpixel((pixel){x, 0}, SNAKE_COLOR_BORDER);
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setpixel((pixel){x, NUM_ROWS - 1}, SNAKE_COLOR_BORDER);
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}
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for (uint8_t y = MAX_ROWS; y--;)
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{
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setpixel((pixel){0, y}, SNAKE_COLOR_BORDER);
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setpixel((pixel){NUM_COLS -1, y}, SNAKE_COLOR_BORDER);
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}
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#endif
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}
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/**
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* Translates port information into directions.
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* @return Current direction of the joystick
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*/
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static snake_dir_t snake_queryJoystick(void)
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{
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snake_dir_t dirJoystick;
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if (JOYISUP)
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{
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dirJoystick = SNAKE_DIR_UP;
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}
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else if (JOYISRIGHT)
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{
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dirJoystick = SNAKE_DIR_RIGHT;
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}
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else if (JOYISDOWN)
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{
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dirJoystick = SNAKE_DIR_DOWN;
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}
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else if (JOYISLEFT)
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{
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dirJoystick = SNAKE_DIR_LEFT;
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}
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else
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{
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dirJoystick = SNAKE_DIR_NONE;
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}
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return dirJoystick;
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}
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/**
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* Initializes the structure which represents the snake itself.
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* @param pprotSnake The protagonist structure to be initialized.
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*/
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static void snake_initGameProtagonist(snake_protagonist_t *pprotSnake)
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{
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pprotSnake->aSegments[0] = (pixel){4, NUM_ROWS - 2};
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pprotSnake->aSegments[1] = (pixel){4, NUM_ROWS - 3};
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pprotSnake->nTailIndex = 0;
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pprotSnake->nHeadIndex = 1;
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pprotSnake->dir = SNAKE_DIR_UP;
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}
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#ifdef GAME_SNAKE
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/**
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* Determines the next direction of the snake depending on joystick input.
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* @param pprotSnake Protagonist structure to be controlled.
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* @param pdirLast The last joystick movement to avoid key repeat.
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*/
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static void snake_userControl(snake_protagonist_t *pprotSnake,
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snake_dir_t *pdirLast)
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{
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snake_dir_t dirJoystick = snake_queryJoystick();
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#ifdef SNAKE_NEWCONTROL
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if (dirJoystick != SNAKE_DIR_NONE)
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{
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// valid transitions can only be uneven
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if ((pprotSnake->dir + dirJoystick) & 0x01)
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{
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if (((x == 0) || (x == NUM_COLS - 1)) || ((y == 0) || (y
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== NUM_ROWS - 1)))
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pprotSnake->dir = dirJoystick;
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}
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}
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#else
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if ((dirJoystick ^ *pdirLast) && (dirJoystick != SNAKE_DIR_NONE))
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{ // only left or right movements are valid
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if (dirJoystick & 0x01)
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{
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// rotate through directions (either clockwise or counterclockwise)
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pprotSnake->dir = (pprotSnake->dir +
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(dirJoystick == SNAKE_DIR_LEFT ? 3 : 1)) % 4;
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}
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}
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*pdirLast = dirJoystick;
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#endif
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}
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#endif
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#ifdef ANIMATION_SNAKE
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/**
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* Approaches directions which may lead to an apple.
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* @param pprotSnake The hungry protagonist.
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* @param pApples A bunch of apples.
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*/
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static void snake_autoRoute(snake_protagonist_t *pprotSnake,
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snake_apples_t *pApples)
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{
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pixel pxHead = pprotSnake->aSegments[pprotSnake->nHeadIndex];
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if (random8() < 80)
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{
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uint8_t nNextApple = 0;
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if (pApples->nAppleCount)
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{
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uint8_t nMinDist = UINT8_MAX;
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for (uint8_t i = 0; i < pApples->nAppleCount; ++i)
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{
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setpixel((pixel) {x, y}, 3);
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uint8_t nDistX;
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if (pxHead.x > pApples->aApples[i].x)
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{
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nDistX = pxHead.x - pApples->aApples[i].x;
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}
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else
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{
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nDistX = pApples->aApples[i].x - pxHead.x;
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}
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uint8_t nDistY;
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if (pxHead.y > pApples->aApples[i].y)
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{
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nDistY = pxHead.y - pApples->aApples[i].y;
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}
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else
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{
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nDistY = pApples->aApples[i].y - pxHead.y;
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}
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if ((nDistX + nDistY) < nMinDist)
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{
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nMinDist = nDistX + nDistY;
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nNextApple = i;
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}
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}
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if (pprotSnake->dir ^ 0x01) // vertical direction?
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{
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pprotSnake->dir = pApples->aApples[nNextApple].x > pxHead.x ?
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SNAKE_DIR_LEFT : SNAKE_DIR_RIGHT;
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}
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else
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{
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pprotSnake->dir = pApples->aApples[nNextApple].y > pxHead.y ?
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SNAKE_DIR_DOWN : SNAKE_DIR_UP;
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}
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}
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}
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x = 0;
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while (1)
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for (uint8_t i = 4; i--;)
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{
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x++;
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old_head = *head;
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if (++head == pixels + 64)
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head = pixels;
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#ifdef GAME_SNAKE_NEWCONTROL
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if (joy_cmd != 0xff)
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pixel pxTest = snake_applyDirection(pxHead, pprotSnake->dir);
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if (get_pixel(pxTest))
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{
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if ((dir == left && joy_cmd != right) || (dir == right && joy_cmd
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!= left) || (dir == up && joy_cmd != down) || (dir == down
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&& joy_cmd != up))
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dir = joy_cmd;
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}
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#else
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if (joy_cmd == right)
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{
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dir = direction_r(dir);
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joy_cmd = 0xff;
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}
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else if (joy_cmd == left)
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{
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dir = direction_r(dir);
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||||
dir = direction_r(dir);
|
||||
dir = direction_r(dir);
|
||||
joy_cmd = 0xff;
|
||||
}
|
||||
#endif
|
||||
|
||||
// kopf einen weiter bewegen
|
||||
*head = next_pixel(old_head, dir);
|
||||
|
||||
apple_found = 0;
|
||||
|
||||
// pr?fen ob man auf nen Apfel drauf ist
|
||||
for (j = 0; j < apple_num; j++)
|
||||
{
|
||||
if ((head->x == apples[j].x) && (head->y == apples[j].y))
|
||||
for (uint8_t j = pApples->nAppleCount; j--;)
|
||||
{
|
||||
apple_found = 1;
|
||||
for (; j < apple_num - 1; j++)
|
||||
if ((pxTest.x == pApples->aApples[j].x) &&
|
||||
(pxTest.y == pApples->aApples[j].y))
|
||||
{
|
||||
apples[j] = apples[j + 1];
|
||||
}
|
||||
apple_num--;
|
||||
goto apple_se;
|
||||
}
|
||||
}
|
||||
if (get_pixel(*head))
|
||||
{
|
||||
dead = 1;
|
||||
}
|
||||
apple_se:
|
||||
|
||||
if (!dead)
|
||||
{
|
||||
setpixel(*head, 3);
|
||||
|
||||
// setze neue ?pfel
|
||||
if ((apple_num < 9) && (random8() < 10))
|
||||
{
|
||||
pixel new_apple = (pixel) {(random8() % (NUM_COLS-2))+1,
|
||||
(random8() % (NUM_ROWS-2))+1};
|
||||
if (!get_pixel(new_apple))
|
||||
{
|
||||
apples[apple_num++] = new_apple;
|
||||
return;
|
||||
}
|
||||
}
|
||||
// l?sche Ende
|
||||
if (!apple_found && !dead)
|
||||
{
|
||||
clearpixel(*tail);
|
||||
if (++tail == pixels + 64)
|
||||
tail = pixels;
|
||||
}
|
||||
pprotSnake->dir = (pprotSnake->dir + 1) % 4;
|
||||
}
|
||||
else
|
||||
{
|
||||
while (tail != head)
|
||||
{
|
||||
clearpixel(*tail);
|
||||
if ((++tail) > pixels + 64)
|
||||
tail = pixels;
|
||||
wait(60);
|
||||
}
|
||||
break;
|
||||
}
|
||||
|
||||
for (j = 0; j < apple_num; j++)
|
||||
{
|
||||
if (x % 2)
|
||||
{
|
||||
setpixel(apples[j], 3);
|
||||
}
|
||||
else
|
||||
{
|
||||
clearpixel(apples[j]);
|
||||
}
|
||||
}
|
||||
for (j = 0; j < 20; j++)
|
||||
{
|
||||
if (JOYISLEFT)
|
||||
{
|
||||
joy = left;
|
||||
}
|
||||
else if (JOYISRIGHT)
|
||||
{
|
||||
joy = right;
|
||||
#ifdef GAME_SNAKE_NEWCONTROL
|
||||
}
|
||||
else if (JOYISUP)
|
||||
{
|
||||
joy = up;
|
||||
}
|
||||
else if (JOYISDOWN)
|
||||
{
|
||||
joy = down;
|
||||
#endif
|
||||
}
|
||||
else
|
||||
{
|
||||
joy = 0xff;
|
||||
}
|
||||
if (joy != joy_old)
|
||||
{
|
||||
joy_cmd = joy;
|
||||
}
|
||||
joy_old = joy;
|
||||
wait(5);
|
||||
}
|
||||
}
|
||||
}
|
||||
#endif
|
||||
|
||||
|
||||
/**
|
||||
* Small animation that lets the dying snake disappear.
|
||||
* @param pprotSnake Pointer to the dying snake.
|
||||
*/
|
||||
static void snake_eliminateProtagonist(snake_protagonist_t *pprotSnake)
|
||||
{
|
||||
while (pprotSnake->nTailIndex != pprotSnake->nHeadIndex)
|
||||
{
|
||||
clearpixel(pprotSnake->aSegments[pprotSnake->nTailIndex++]);
|
||||
pprotSnake->nTailIndex %= SNAKE_MAX_LENGTH;
|
||||
wait(SNAKE_TERMINATION_DELAY);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
/**
|
||||
* Initializes the structure that keeps track of all currently existing apples.
|
||||
* @param pApples Pointer to the apples in question.
|
||||
*/
|
||||
static void snake_initApples(snake_apples_t *pApples)
|
||||
{
|
||||
pApples->nAppleCount = 0;
|
||||
}
|
||||
|
||||
|
||||
/**
|
||||
* Checks for an apple at a given position and removes it if there is one.
|
||||
* @param pApples The set of apples which are one the playing field
|
||||
* @param pxHead The position to be tested.
|
||||
* @return 0 if no apples were found, 1 otherwise
|
||||
*/
|
||||
static uint8_t snake_checkForApple(snake_apples_t *pApples, pixel pxHead)
|
||||
{
|
||||
for (uint8_t i = pApples->nAppleCount; i--;)
|
||||
{
|
||||
if ((pxHead.x == pApples->aApples[i].x) &&
|
||||
(pxHead.y == pApples->aApples[i].y))
|
||||
{
|
||||
for (; i < pApples->nAppleCount; ++i)
|
||||
{
|
||||
pApples->aApples[i] = pApples->aApples[i + 1];
|
||||
}
|
||||
--pApples->nAppleCount;
|
||||
return 1;
|
||||
}
|
||||
}
|
||||
return 0;
|
||||
}
|
||||
|
||||
|
||||
/**
|
||||
* Creates some new apples from time to time.
|
||||
* @param pApples Pointer to the apple structure.
|
||||
*/
|
||||
static void snake_spawnApples(snake_apples_t *pApples)
|
||||
{
|
||||
if ((pApples->nAppleCount < SNAKE_MAX_APPLES) && (random8() < 10))
|
||||
{
|
||||
pixel pxApple = (pixel){(random8() % (NUM_COLS-2)) + 1,
|
||||
(random8() % (NUM_ROWS - 2)) + 1};
|
||||
if (!get_pixel(pxApple))
|
||||
{
|
||||
pApples->aApples[pApples->nAppleCount++] = pxApple;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
/**
|
||||
* The snake game.
|
||||
*/
|
||||
void snake_engine(uint8_t bDemoMode)
|
||||
{
|
||||
// init
|
||||
snake_protagonist_t protSnake;
|
||||
snake_initGameProtagonist(&protSnake);
|
||||
snake_apples_t apples;
|
||||
snake_initApples(&apples);
|
||||
snake_dir_t dirLast = SNAKE_DIR_NONE;
|
||||
|
||||
// init screen
|
||||
clear_screen(0);
|
||||
snake_drawBorder();
|
||||
|
||||
for (uint8_t nAppleColor = 0; 1; nAppleColor ^= SNAKE_COLOR_APPLE)
|
||||
{
|
||||
// determine new direction
|
||||
#if defined ANIMATION_SNAKE && defined GAME_SNAKE
|
||||
if (bDemoMode)
|
||||
{
|
||||
snake_autoRoute(&protSnake, &apples);
|
||||
}
|
||||
else
|
||||
{
|
||||
snake_userControl(&protSnake, &dirLast);
|
||||
}
|
||||
#elif defined ANIMATION_SNAKE
|
||||
snake_autoRoute(&protSnake, &apples);
|
||||
#else
|
||||
snake_userControl(&protSnake, &dirLast);
|
||||
#endif
|
||||
|
||||
// actually move head
|
||||
pixel pxOldHead = protSnake.aSegments[protSnake.nHeadIndex];
|
||||
protSnake.nHeadIndex = (protSnake.nHeadIndex + 1) % SNAKE_MAX_LENGTH;
|
||||
protSnake.aSegments[protSnake.nHeadIndex] =
|
||||
snake_applyDirection(pxOldHead, protSnake.dir);
|
||||
|
||||
// look if we have found an apple
|
||||
if (!snake_checkForApple(&apples,
|
||||
protSnake.aSegments[protSnake.nHeadIndex]))
|
||||
{
|
||||
// quit game if we hit something which is not an apple
|
||||
if (get_pixel(protSnake.aSegments[protSnake.nHeadIndex]))
|
||||
{
|
||||
snake_eliminateProtagonist(&protSnake);
|
||||
return;
|
||||
}
|
||||
|
||||
// remove last segment
|
||||
clearpixel(protSnake.aSegments[protSnake.nTailIndex])
|
||||
protSnake.nTailIndex = (protSnake.nTailIndex +1) % SNAKE_MAX_LENGTH;
|
||||
|
||||
// new apples
|
||||
snake_spawnApples(&apples);
|
||||
}
|
||||
// draw new head
|
||||
setpixel(protSnake.aSegments[protSnake.nHeadIndex],
|
||||
SNAKE_COLOR_PROTAGONIST);
|
||||
|
||||
// draw apples
|
||||
for (uint8_t i = apples.nAppleCount; i--;)
|
||||
{
|
||||
setpixel(apples.aApples[i], nAppleColor);
|
||||
}
|
||||
|
||||
wait(SNAKE_CYCLE_DELAY);
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* Snake in game mode.
|
||||
*/
|
||||
void snake_game(void)
|
||||
{
|
||||
snake_engine(0);
|
||||
}
|
||||
|
|
|
@ -0,0 +1,9 @@
|
|||
#ifndef SNAKE_GAME_H_
|
||||
#define SNAKE_GAME_H_
|
||||
|
||||
#include <stdint.h>
|
||||
|
||||
void snake_engine(uint8_t bDemoMode);
|
||||
void snake_game(void);
|
||||
|
||||
#endif /* SNAKE_GAME_H_ */
|
Loading…
Reference in New Issue