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#include "mode_snake.h"
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#include "com/debug.h"
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#include "dotmatrix.h"
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#include "utils/timebase.h"
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#define BOARD_W SCREEN_W
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#define BOARD_H SCREEN_H
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static bool snake_active = false;
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/** Snake movement direction */
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typedef enum {
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NORTH,
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SOUTH,
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EAST,
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WEST
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} Direction;
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typedef enum {
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CELL_EMPTY,
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CELL_BODY,
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CELL_FOOD,
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CELL_WALL
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} CellType;
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/** Board cell */
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typedef struct __attribute__((packed))
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{
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CellType type : 2; // Cell type
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Direction dir : 2; // direction the head moved to from this tile, if body = 1
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} Cell;
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/** Wall tile, invariant, used for out-of-screen coords */
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static const Cell WALL_TILE = {CELL_WALL, 0};
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/** Game board */
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static Cell board[BOARD_H][BOARD_W];
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typedef struct {
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int x;
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int y;
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} Coord;
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/** Snake coords */
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static Coord head;
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static Coord tail;
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static Direction head_dir;
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/** blinking to visually change 'color' */
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typedef struct __attribute__((packed)) {
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bool pwm_bit : 1;
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bool offtask_pending : 1;
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task_pid_t on_task; // periodic
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task_pid_t off_task; // scheduled
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ms_time_t interval_ms;
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ms_time_t offtime_ms;
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} snake_pwm;
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static bool alive = false;
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static bool moving = false;
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static task_pid_t task_snake_move;
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static snake_pwm food_pwm = {
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.interval_ms = 400,
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.offtime_ms = 330
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};
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static snake_pwm head_pwm = {
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.interval_ms = 100,
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.offtime_ms = 90
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};
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#define MIN_MOVE_INTERVAL 64
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#define POINTS_TO_LEVEL_UP 5
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#define PIECES_REMOVED_ON_LEVEL_UP 3
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#define PREDEFINED_LEVELS 10
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static const ms_time_t speeds_for_levels[PREDEFINED_LEVELS] = {
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320, 240, 180, 140, 95, 80, 65, 55, 40, 30
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};
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static ms_time_t move_interval;
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static uint32_t score;
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static uint32_t level_up_score; // counter
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static uint32_t level;
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static Cell *cell_at_xy(int x, int y);
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// ---
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static void show_board(void)
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{
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if (!snake_active) return;
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dmtx_clear(dmtx);
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for (int x = 0; x < BOARD_W; x++) {
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for (int y = 0; y < BOARD_H; y++) {
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Cell *cell = cell_at_xy(x, y);
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bool set = 0;
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switch (cell->type) {
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case CELL_EMPTY: set = 0; break;
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case CELL_BODY: set = 1; break;
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case CELL_FOOD:
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set = food_pwm.pwm_bit;
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break;
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case CELL_WALL: set = 1; break;
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}
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if (x == head.x && y == head.y) set = head_pwm.pwm_bit;
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dmtx_set(dmtx, x, y, set);
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}
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}
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dmtx_show(dmtx);
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}
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// --- Snake PWM ---
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/** Turn off a PWM bit (scheduled callback) */
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static void task_pwm_off_cb(void *ptr)
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{
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if (!snake_active) return;
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snake_pwm* pwm = ptr;
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if (!pwm->offtask_pending) return;
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pwm->offtask_pending = false;
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pwm->pwm_bit = 0;
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show_board();
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}
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/** Turn on a PWM bit and schedule the turn-off task (periodic callback) */
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static void task_pwm_on_cb(void *ptr)
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{
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if (!snake_active) return;
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snake_pwm* pwm = ptr;
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pwm->pwm_bit = 1;
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show_board();
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pwm->offtask_pending = true;
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schedule_task(task_pwm_off_cb, ptr, pwm->offtime_ms, true);
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}
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/** Initialize a snake PWM channel */
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static void snake_pwm_init(snake_pwm *pwm)
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{
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pwm->on_task = add_periodic_task(task_pwm_on_cb, pwm, pwm->interval_ms, true);
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enable_periodic_task(pwm->on_task, false);
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}
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/** Clear & start a snake PWM channel */
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static void snake_pwm_start(snake_pwm *pwm)
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{
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pwm->pwm_bit = 1;
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pwm->offtask_pending = false;
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reset_periodic_task(pwm->on_task);
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enable_periodic_task(pwm->on_task, true);
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}
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/** Stop a snake PWM channel */
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static void snake_pwm_stop(snake_pwm *pwm)
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{
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pwm->offtask_pending = false;
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enable_periodic_task(pwm->on_task, false);
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abort_scheduled_task(pwm->off_task);
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}
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/** Get board cell at coord (x,y) */
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static Cell *cell_at_xy(int x, int y)
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{
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if (x < 0 || x >= BOARD_W || y < 0 || y >= BOARD_H) {
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return &WALL_TILE; // discards const - OK
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}
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return &board[y][x];
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}
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/** Get board cell at coord */
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static Cell *cell_at(Coord *coord)
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{
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return cell_at_xy(coord->x, coord->y);
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}
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/** Place food in a random empty tile */
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static void place_food(void)
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{
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Coord food;
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// 1000 tries - timeout in case board is full of snake (?)
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for (int i = 0; i < 1000; i++) {
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food.x = rand() % BOARD_W;
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food.y = rand() % BOARD_H;
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Cell *cell = cell_at(&food);
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if (cell->type == CELL_EMPTY) {
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cell->type = CELL_FOOD;
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//dbg("Food at [%d, %d]", food.x, food.y);
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break;
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}
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}
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// avoid "doubleblink" glitch
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reset_periodic_task(food_pwm.on_task);
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food_pwm.pwm_bit = 1;
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food_pwm.offtask_pending = 0;
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}
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/** Clear the board and prepare for a new game */
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static void new_game(void)
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{
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// Stop snake (make sure it's stopped)
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reset_periodic_task(task_snake_move);
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enable_periodic_task(task_snake_move, false);
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moving = false;
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alive = true;
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level = 0;
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score = 0;
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move_interval = speeds_for_levels[level];
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level_up_score = 0;
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set_periodic_task_interval(task_snake_move, move_interval);
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// randomize (we can assume it takes random time before the user switches to the Snake mode)
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srand(SysTick->VAL);
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// Erase the board
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memset(board, 0, sizeof(board));
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// Place initial snake
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tail.x = BOARD_W / 2 - 5;
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tail.y = BOARD_H / 2;
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head.x = tail.x + 4;
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head.y = tail.y;
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head_dir = EAST;
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for (int x = tail.x; x < head.x; x++) {
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board[tail.y][x].type = CELL_BODY;
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board[tail.y][x].dir = EAST;
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}
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place_food();
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snake_pwm_start(&head_pwm);
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snake_pwm_start(&food_pwm);
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show_board();
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}
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static void snake_died(void)
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{
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dbg("R.I.P. Snake");
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moving = false;
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alive = false;
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enable_periodic_task(task_snake_move, false);
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// stop blinky animation of the snake head.
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snake_pwm_stop(&head_pwm);
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// TODO death animation
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// TODO show score
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}
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static void move_coord_by_dir(Coord *coord, Direction dir)
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{
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switch (dir) {
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case NORTH: coord->y++; break;
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case SOUTH: coord->y--; break;
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case EAST: coord->x++; break;
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case WEST: coord->x--; break;
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}
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// Wrap-around
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if (coord->x < 0) coord->x = BOARD_W - 1;
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if (coord->y < 0) coord->y = BOARD_H - 1;
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if (coord->x >= BOARD_W) coord->x = 0;
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if (coord->y >= BOARD_H) coord->y = 0;
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}
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static void move_tail(void)
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{
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Cell *tail_cell = cell_at(&tail);
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tail_cell->type = CELL_EMPTY;
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move_coord_by_dir(&tail, tail_cell->dir);
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}
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static void snake_move_cb(void *unused)
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{
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(void)unused;
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bool want_new_food = false;
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Coord shadowhead = head;
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move_coord_by_dir(&shadowhead, head_dir);
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Cell *head_cell = cell_at(&head);
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Cell *future_head_cell = cell_at(&shadowhead);
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switch (future_head_cell->type) {
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case CELL_BODY:
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case CELL_WALL:
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// R.I.P.
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snake_died();
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return;
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case CELL_FOOD:
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// grow - no head move
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score++;
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want_new_food = 1;
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level_up_score++;
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break;
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case CELL_EMPTY:
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// move tail
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move_tail();
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break;
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}
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// Move head
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// (if died, already returned)
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head_cell->dir = head_dir;
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head_cell->type = CELL_BODY;
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future_head_cell->type = CELL_BODY;
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// apply movement
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head = shadowhead;
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if (want_new_food) {
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place_food();
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}
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// render
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show_board();
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// level up
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if (level_up_score == POINTS_TO_LEVEL_UP) {
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enable_periodic_task(task_snake_move, false);
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// remove some pieces
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for (int i = 0; i < PIECES_REMOVED_ON_LEVEL_UP; i++) {
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move_tail();
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until_timeout(move_interval/2) {
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tq_poll(); // take care of periodic tasks (anim)
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}
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}
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level++;
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level_up_score = 0;
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// go faster if not too fast yet
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if (level < PREDEFINED_LEVELS) {
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move_interval = speeds_for_levels[level];
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}
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set_periodic_task_interval(task_snake_move, move_interval);
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enable_periodic_task(task_snake_move, true);
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}
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}
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/** INIT snake */
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void mode_snake_init(void)
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{
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snake_pwm_init(&head_pwm);
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snake_pwm_init(&food_pwm);
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task_snake_move = add_periodic_task(snake_move_cb, NULL, move_interval, true);
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enable_periodic_task(task_snake_move, false);
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}
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/** START playing */
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void mode_snake_start(void)
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{
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snake_active = true;
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snake_pwm_start(&head_pwm);
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snake_pwm_start(&food_pwm);
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new_game();
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}
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/** STOP playing */
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void mode_snake_stop(void)
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{
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snake_active = false;
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snake_pwm_stop(&head_pwm);
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snake_pwm_stop(&food_pwm);
|
|
|
|
|
|
|
|
enable_periodic_task(task_snake_move, false);
|
|
|
|
}
|
|
|
|
|
|
|
|
/** Change dir (safely) */
|
|
|
|
static void change_direction(Direction dir)
|
|
|
|
{
|
|
|
|
// This is a compensation for shitty gamepads
|
|
|
|
// with accidental arrow hits
|
|
|
|
|
|
|
|
Coord shadowhead = head;
|
|
|
|
move_coord_by_dir(&shadowhead, dir);
|
|
|
|
|
|
|
|
Cell *target = cell_at(&shadowhead);
|
|
|
|
|
|
|
|
if (target->type == CELL_BODY) return;
|
|
|
|
|
|
|
|
head_dir = dir;
|
|
|
|
}
|
|
|
|
|
|
|
|
/** User button */
|
|
|
|
void mode_snake_btn(char key)
|
|
|
|
{
|
|
|
|
switch (key) {
|
|
|
|
case 'U': change_direction(NORTH); break;
|
|
|
|
case 'D': change_direction(SOUTH); break;
|
|
|
|
case 'L': change_direction(WEST); break;
|
|
|
|
case 'R': change_direction(EAST); break;
|
|
|
|
|
|
|
|
case 'J':
|
|
|
|
if (alive) break;
|
|
|
|
// dead - reset by pressing 'start'
|
|
|
|
|
|
|
|
case 'K': // clear
|
|
|
|
// TODO reset animation
|
|
|
|
new_game();
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
if (!moving && alive && (key == 'U' || key == 'D' || key == 'L' || key == 'R' || key == 'J')) {
|
|
|
|
// start moving
|
|
|
|
moving = true;
|
|
|
|
reset_periodic_task(task_snake_move);
|
|
|
|
enable_periodic_task(task_snake_move, true);
|
|
|
|
}
|
|
|
|
|
|
|
|
// running + start -> 'pause'
|
|
|
|
if (alive && moving && key == 'J') {
|
|
|
|
moving = false;
|
|
|
|
enable_periodic_task(task_snake_move, false);
|
|
|
|
}
|
|
|
|
}
|