RocketGod eb50b790c2
Snake (#2549)
* Create the Shopping Cart Lock app

Will demonstrate tomorrow. Don't merge until I do 😁

* Fixes for HTotoo's comments 😎

* Improved audio the best I can.

If nobody has any ideas to further improve high frequencies of the audio, the hardware may not be capable. I still need to check with line-out to better speaker to make sure it's not just the speaker, but it shouldn't be.

* Compared against baseband_api.cpp - matched some things better but still playback seems to be missing higher fq sounds

* renamed wav files to a more specific / less generic name

* indentation + using variables instead of litteral names for wav files to use

* indentation

* Made a Snake game - enjoy

* Code formatting. I always forget.

* move to keep sort order

* Update external.ld

Sorry I should have also asked if there was any reason that address ranges 0xADDA0000--0xADDD0000 were skipped in external.ld.  I assumed there wasn't so I changed it to be consecutive using the same 0x10000 step as the other modules.  If there is any reason to skip them then we should add a comment to note it.  Of course these are all just temporary address values used for linking and get overwritten by a kludgy "search & replace" during the build process.

Resolves enhancement request #764

---------

Co-authored-by: gullradriel <gullradriel@no-mail.com>
Co-authored-by: Mark Thompson <129641948+NotherNgineer@users.noreply.github.com>
2025-03-08 08:33:27 -06:00

234 lines
6.7 KiB
C++

/*
* ------------------------------------------------------------
* | Made by RocketGod |
* | Find me at https://betaskynet.com |
* | Argh matey! |
* ------------------------------------------------------------
*/
#include "mbed.h"
#include "SPI_TFT_ILI9341.h"
#include "Arial12x12.h"
#include "ui.hpp"
#include "random.hpp"
extern int game_state;
#define SCREEN_WIDTH 240
#define SCREEN_HEIGHT 320
#define SNAKE_SIZE 10
#define INFO_BAR_HEIGHT 25
#define GAME_AREA_TOP (INFO_BAR_HEIGHT + 1)
#define GAME_AREA_HEIGHT (SCREEN_HEIGHT - INFO_BAR_HEIGHT - 2)
#define GRID_WIDTH ((SCREEN_WIDTH - 2) / SNAKE_SIZE)
#define GRID_HEIGHT (GAME_AREA_HEIGHT / SNAKE_SIZE)
#define STATE_MENU 0
#define STATE_PLAYING 1
#define STATE_GAME_OVER 2
#define COLOR_BACKGROUND Black
#define COLOR_SNAKE Green
#define COLOR_FOOD Red
#define COLOR_BORDER White
Ticker game_timer;
int snake_x[GRID_WIDTH * GRID_HEIGHT];
int snake_y[GRID_WIDTH * GRID_HEIGHT];
int snake_length = 1;
int snake_dx = 1, snake_dy = 0;
int food_x, food_y;
int score = 0;
int game_state = STATE_MENU;
bool initialized = false;
extern ui::Painter painter;
void init_game();
void update_game();
void draw_screen();
void draw_snake();
void draw_full_snake();
void erase_tail(int x, int y);
void draw_food();
void erase_food();
void draw_score();
void draw_borders();
void spawn_food();
bool check_collision();
void show_menu();
void show_game_over();
void game_timer_check() {
if (game_state == STATE_PLAYING) {
update_game();
}
}
void init_game() {
claim(stdout);
set_orientation(2);
set_font((unsigned char*)Arial12x12);
snake_x[0] = GRID_WIDTH / 2;
snake_y[0] = GRID_HEIGHT / 2;
snake_length = 1;
snake_dx = 1;
snake_dy = 0;
score = 0;
spawn_food();
if (game_state == STATE_MENU) {
show_menu();
} else if (game_state == STATE_PLAYING) {
draw_screen();
}
}
void spawn_food() {
bool valid;
do {
food_x = rand() % GRID_WIDTH;
food_y = rand() % GRID_HEIGHT;
valid = true;
for (int i = 0; i < snake_length; i++) {
if (snake_x[i] == food_x && snake_y[i] == food_y) {
valid = false;
break;
}
}
} while (!valid);
}
void update_game() {
int new_x = snake_x[0] + snake_dx;
int new_y = snake_y[0] + snake_dy;
bool ate_food = (new_x == food_x && new_y == food_y);
int tail_x = snake_x[snake_length - 1];
int tail_y = snake_y[snake_length - 1];
for (int i = snake_length - 1; i > 0; i--) {
snake_x[i] = snake_x[i - 1];
snake_y[i] = snake_y[i - 1];
}
snake_x[0] = new_x;
snake_y[0] = new_y;
if (ate_food) {
snake_x[snake_length] = tail_x;
snake_y[snake_length] = tail_y;
snake_length++;
score += 10;
spawn_food();
draw_food();
} else {
erase_tail(tail_x, tail_y);
}
draw_snake();
draw_score();
if (check_collision()) {
draw_borders();
game_state = STATE_GAME_OVER;
show_game_over();
return;
}
}
bool check_collision() {
if (snake_x[0] < 0 || snake_x[0] >= GRID_WIDTH || snake_y[0] < 0 || snake_y[0] >= GRID_HEIGHT) {
return true;
}
for (int i = 1; i < snake_length; i++) {
if (snake_x[0] == snake_x[i] && snake_y[0] == snake_y[i]) {
return true;
}
}
return false;
}
void draw_screen() {
cls();
background(COLOR_BACKGROUND);
draw_borders();
draw_full_snake();
draw_food();
draw_score();
}
void draw_snake() {
fillrect(1 + snake_x[0] * SNAKE_SIZE, GAME_AREA_TOP + snake_y[0] * SNAKE_SIZE,
1 + snake_x[0] * SNAKE_SIZE + SNAKE_SIZE, GAME_AREA_TOP + snake_y[0] * SNAKE_SIZE + SNAKE_SIZE, COLOR_SNAKE);
}
void draw_full_snake() {
for (int i = 0; i < snake_length; i++) {
fillrect(1 + snake_x[i] * SNAKE_SIZE, GAME_AREA_TOP + snake_y[i] * SNAKE_SIZE,
1 + snake_x[i] * SNAKE_SIZE + SNAKE_SIZE, GAME_AREA_TOP + snake_y[i] * SNAKE_SIZE + SNAKE_SIZE, COLOR_SNAKE);
}
}
void erase_tail(int x, int y) {
fillrect(1 + x * SNAKE_SIZE, GAME_AREA_TOP + y * SNAKE_SIZE,
1 + x * SNAKE_SIZE + SNAKE_SIZE, GAME_AREA_TOP + y * SNAKE_SIZE + SNAKE_SIZE, COLOR_BACKGROUND);
}
void draw_food() {
fillrect(1 + food_x * SNAKE_SIZE, GAME_AREA_TOP + food_y * SNAKE_SIZE,
1 + food_x * SNAKE_SIZE + SNAKE_SIZE, GAME_AREA_TOP + food_y * SNAKE_SIZE + SNAKE_SIZE, COLOR_FOOD);
}
void erase_food() {
fillrect(1 + food_x * SNAKE_SIZE, GAME_AREA_TOP + food_y * SNAKE_SIZE,
1 + food_x * SNAKE_SIZE + SNAKE_SIZE, GAME_AREA_TOP + food_y * SNAKE_SIZE + SNAKE_SIZE, COLOR_BACKGROUND);
}
void draw_score() {
auto style = *ui::Theme::getInstance()->fg_blue;
painter.draw_string({5, 5}, style, "Score: " + std::to_string(score));
}
void draw_borders() {
rect(0, GAME_AREA_TOP - 1, SCREEN_WIDTH, GAME_AREA_TOP, COLOR_BORDER);
rect(0, GAME_AREA_TOP, SCREEN_WIDTH, SCREEN_HEIGHT, COLOR_BORDER);
}
void show_menu() {
cls();
background(COLOR_BACKGROUND);
auto style_yellow = *ui::Theme::getInstance()->fg_yellow;
auto style_green = *ui::Theme::getInstance()->fg_green;
auto style_blue = *ui::Theme::getInstance()->fg_blue;
painter.draw_string({50, 40}, style_yellow, "* * * SNAKE * * *");
painter.draw_string({0, 120}, style_blue, "USE THE D-PAD TO MOVE");
painter.draw_string({0, 150}, style_blue, "EAT THE RED SQUARES TO GROW");
painter.draw_string({0, 180}, style_blue, "DON'T HIT THE WALLS OR SELF");
painter.draw_string({15, 240}, style_green, "** PRESS SELECT TO START **");
}
void show_game_over() {
cls();
background(COLOR_BACKGROUND);
auto style_red = *ui::Theme::getInstance()->fg_red;
auto style_yellow = *ui::Theme::getInstance()->fg_yellow;
auto style_green = *ui::Theme::getInstance()->fg_green;
painter.draw_string({75, 90}, style_red, "GAME OVER");
painter.draw_string({74, 150}, style_yellow, "SCORE: " + std::to_string(score));
painter.draw_string({20, 220}, style_green, "PRESS SELECT TO RESTART");
wait(1);
}
int main() {
if (!initialized) {
initialized = true;
game_timer.attach(&game_timer_check, 1.0 / 5.0);
init_game();
}
while (1) {
if (but_SELECT && (game_state == STATE_MENU || game_state == STATE_GAME_OVER)) {
game_state = STATE_PLAYING;
init_game();
}
}
}