demo of driving MAX2719 dot matrix displays with STM32F103 Bluepill
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f103-dotmatrix/project/mode_snake.c

464 lines
8.8 KiB

9 years ago
#include "mode_snake.h"
#include "com/debug.h"
#include "dotmatrix.h"
#include "utils/timebase.h"
#define BOARD_W SCREEN_W
#define BOARD_H SCREEN_H
static bool snake_active = false;
/** Snake movement direction */
typedef enum {
NORTH,
SOUTH,
EAST,
WEST
} Direction;
typedef enum {
CELL_EMPTY,
CELL_BODY,
CELL_FOOD,
CELL_WALL
} CellType;
/** Board cell */
typedef struct __attribute__((packed))
{
CellType type : 2; // Cell type
Direction dir : 2; // direction the head moved to from this tile, if body = 1
} Cell;
/** Wall tile, invariant, used for out-of-screen coords */
static const Cell WALL_TILE = {CELL_WALL, 0};
/** Game board */
static Cell board[BOARD_H][BOARD_W];
typedef struct {
int x;
int y;
} Coord;
/** Snake coords */
static Coord head;
static Coord tail;
static Direction head_dir;
/** blinking to visually change 'color' */
typedef struct __attribute__((packed)) {
bool pwm_bit : 1;
bool offtask_pending : 1;
task_pid_t on_task; // periodic
task_pid_t off_task; // scheduled
ms_time_t interval_ms;
ms_time_t offtime_ms;
} snake_pwm;
static bool alive = false;
static bool moving = false;
static task_pid_t task_snake_move;
static snake_pwm food_pwm = {
.interval_ms = 400,
.offtime_ms = 330
};
static snake_pwm head_pwm = {
.interval_ms = 100,
.offtime_ms = 90
};
#define MIN_MOVE_INTERVAL 64
#define POINTS_TO_LEVEL_UP 5
#define PIECES_REMOVED_ON_LEVEL_UP 3
#define PREDEFINED_LEVELS 10
static const ms_time_t speeds_for_levels[PREDEFINED_LEVELS] = {
320, 245, 190, 150, 120, 100, 80, 60, 50, 40
};
static ms_time_t move_interval;
static uint32_t score;
static uint32_t level_up_score; // counter
static uint32_t level;
static Cell *cell_at_xy(int x, int y);
// ---
static void show_board(void)
{
if (!snake_active) return;
dmtx_clear(dmtx);
for (int x = 0; x < BOARD_W; x++) {
for (int y = 0; y < BOARD_H; y++) {
Cell *cell = cell_at_xy(x, y);
bool set = 0;
switch (cell->type) {
case CELL_EMPTY: set = 0; break;
case CELL_BODY: set = 1; break;
case CELL_FOOD:
set = food_pwm.pwm_bit;
break;
case CELL_WALL: set = 1; break;
}
if (x == head.x && y == head.y) set = head_pwm.pwm_bit;
dmtx_set(dmtx, x, y, set);
}
}
dmtx_show(dmtx);
}
// --- Snake PWM ---
/** Turn off a PWM bit (scheduled callback) */
static void task_pwm_off_cb(void *ptr)
{
if (!snake_active) return;
snake_pwm* pwm = ptr;
if (!pwm->offtask_pending) return;
pwm->offtask_pending = false;
pwm->pwm_bit = 0;
show_board();
}
/** Turn on a PWM bit and schedule the turn-off task (periodic callback) */
static void task_pwm_on_cb(void *ptr)
{
if (!snake_active) return;
snake_pwm* pwm = ptr;
pwm->pwm_bit = 1;
show_board();
pwm->offtask_pending = true;
schedule_task(task_pwm_off_cb, ptr, pwm->offtime_ms, true);
}
/** Initialize a snake PWM channel */
static void snake_pwm_init(snake_pwm *pwm)
{
pwm->on_task = add_periodic_task(task_pwm_on_cb, pwm, pwm->interval_ms, true);
enable_periodic_task(pwm->on_task, false);
}
/** Clear & start a snake PWM channel */
static void snake_pwm_start(snake_pwm *pwm)
{
pwm->pwm_bit = 1;
pwm->offtask_pending = false;
reset_periodic_task(pwm->on_task);
enable_periodic_task(pwm->on_task, true);
}
/** Stop a snake PWM channel */
static void snake_pwm_stop(snake_pwm *pwm)
{
pwm->offtask_pending = false;
enable_periodic_task(pwm->on_task, false);
abort_scheduled_task(pwm->off_task);
}
/** Get board cell at coord (x,y) */
static Cell *cell_at_xy(int x, int y)
{
if (x < 0 || x >= BOARD_W || y < 0 || y >= BOARD_H) {
return &WALL_TILE; // discards const - OK
}
return &board[y][x];
}
/** Get board cell at coord */
static Cell *cell_at(Coord *coord)
{
return cell_at_xy(coord->x, coord->y);
}
/** Place food in a random empty tile */
static void place_food(void)
{
Coord food;
// 1000 tries - timeout in case board is full of snake (?)
for (int i = 0; i < 1000; i++) {
food.x = rand() % BOARD_W;
food.y = rand() % BOARD_H;
Cell *cell = cell_at(&food);
if (cell->type == CELL_EMPTY) {
cell->type = CELL_FOOD;
//dbg("Food at [%d, %d]", food.x, food.y);
break;
}
}
// avoid "doubleblink" glitch
reset_periodic_task(food_pwm.on_task);
food_pwm.pwm_bit = 1;
food_pwm.offtask_pending = 0;
}
/** Clear the board and prepare for a new game */
static void new_game(void)
{
// Stop snake (make sure it's stopped)
reset_periodic_task(task_snake_move);
enable_periodic_task(task_snake_move, false);
moving = false;
alive = true;
level = 0;
score = 0;
move_interval = speeds_for_levels[level];
level_up_score = 0;
set_periodic_task_interval(task_snake_move, move_interval);
// randomize (we can assume it takes random time before the user switches to the Snake mode)
srand(SysTick->VAL);
// Erase the board
memset(board, 0, sizeof(board));
// Place initial snake
tail.x = BOARD_W / 2 - 5;
tail.y = BOARD_H / 2;
head.x = tail.x + 4;
head.y = tail.y;
head_dir = EAST;
for (int x = tail.x; x < head.x; x++) {
board[tail.y][x].type = CELL_BODY;
board[tail.y][x].dir = EAST;
}
place_food();
snake_pwm_start(&head_pwm);
snake_pwm_start(&food_pwm);
show_board();
}
static void snake_died(void)
{
dbg("R.I.P. Snake");
moving = false;
alive = false;
enable_periodic_task(task_snake_move, false);
// stop blinky animation of the snake head.
snake_pwm_stop(&head_pwm);
// TODO death animation
// TODO show score
}
static void move_coord_by_dir(Coord *coord, Direction dir)
{
switch (dir) {
case NORTH: coord->y++; break;
case SOUTH: coord->y--; break;
case EAST: coord->x++; break;
case WEST: coord->x--; break;
}
// Wrap-around
if (coord->x < 0) coord->x = BOARD_W - 1;
if (coord->y < 0) coord->y = BOARD_H - 1;
if (coord->x >= BOARD_W) coord->x = 0;
if (coord->y >= BOARD_H) coord->y = 0;
}
static void move_tail(void)
{
Cell *tail_cell = cell_at(&tail);
tail_cell->type = CELL_EMPTY;
move_coord_by_dir(&tail, tail_cell->dir);
}
static void snake_move_cb(void *unused)
{
(void)unused;
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bool want_new_food = false;
Coord shadowhead = head;
move_coord_by_dir(&shadowhead, head_dir);
Cell *head_cell = cell_at(&head);
Cell *future_head_cell = cell_at(&shadowhead);
switch (future_head_cell->type) {
case CELL_BODY:
case CELL_WALL:
// R.I.P.
snake_died();
return;
case CELL_FOOD:
// grow - no head move
score++;
want_new_food = 1;
level_up_score++;
break;
case CELL_EMPTY:
// move tail
move_tail();
break;
}
// Move head
// (if died, already returned)
head_cell->dir = head_dir;
head_cell->type = CELL_BODY;
future_head_cell->type = CELL_BODY;
// apply movement
head = shadowhead;
if (want_new_food) {
place_food();
}
// render
show_board();
// level up
if (level_up_score == POINTS_TO_LEVEL_UP) {
enable_periodic_task(task_snake_move, false);
// remove some pieces
for (int i = 0; i < PIECES_REMOVED_ON_LEVEL_UP; i++) {
move_tail();
until_timeout(move_interval/2) {
tq_poll(); // take care of periodic tasks (anim)
}
}
level++;
level_up_score = 0;
// go faster if not too fast yet
if (level < PREDEFINED_LEVELS) {
move_interval = speeds_for_levels[level];
}
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set_periodic_task_interval(task_snake_move, move_interval);
enable_periodic_task(task_snake_move, true);
}
}
/** INIT snake */
void mode_snake_init(void)
{
snake_pwm_init(&head_pwm);
snake_pwm_init(&food_pwm);
task_snake_move = add_periodic_task(snake_move_cb, NULL, move_interval, true);
enable_periodic_task(task_snake_move, false);
}
/** START playing */
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void mode_snake_start(void)
{
snake_active = true;
snake_pwm_start(&head_pwm);
snake_pwm_start(&food_pwm);
new_game();
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}
/** STOP playing */
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void mode_snake_stop(void)
{
snake_active = false;
snake_pwm_stop(&head_pwm);
snake_pwm_stop(&food_pwm);
enable_periodic_task(task_snake_move, false);
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}
/** 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 */
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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);
}
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}