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288 lines (255 loc) · 7.03 KB
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GameRunning.ino
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288 lines (255 loc) · 7.03 KB
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byte gameMatrix[][MATRIX_SIZE] = {
{ 0, 0, 0, 0, 0, 0, 0, 0 },
{ 0, 0, 0, 0, 0, 0, 0, 0 },
{ 0, 0, 0, 0, 0, 0, 0, 0 },
{ 0, 0, 0, 0, 0, 0, 0, 0 },
{ 0, 0, 0, 0, 0, 0, 0, 0 },
{ 0, 0, 0, 0, 0, 0, 0, 0 },
{ 0, 0, 0, 0, 0, 0, 0, 0 },
{ 0, 0, 0, 0, 0, 0, 0, 0 },
};
unsigned long gameTimer = 0;
unsigned long foodBlinkTimer = 0;
unsigned long foodTimer = 0;
unsigned long snakeBlinkTimer = 0;
unsigned long pauseTime;
byte snakeHistory[64];
byte snakeHistoryLength;
int gameDelay;
int foodCollected;
bool gameStarted = false;
byte difficulty;
byte lastPrintedTimeLeftSecond = 0;
byte rowSnake;
byte colSnake;
byte rowFood;
byte colFood;
int rowDir;
int colDir;
int nextRowDir;
int nextColDir;
bool foodExists;
bool matrixChanged;
bool gamePaused;
bool gameInfoUpdated;
void runGame() {
if (!gameStarted) {
initGame();
}
if(joyPress){
if(gamePaused){
unpauseGame();
} else {
pauseGame();
}
}
if(gamePaused){
return;
}
if (difficulty >= D2_LEVEL) {
deleteFood();
}
if (!foodExists) {
generateFood();
}
foodBlink();
snakeBlink();
handleSnakeInput();
if (millis() - gameTimer > gameDelay) {
updateSnakePosition();
gameTimer = millis();
matrixChanged = true;
}
drawMatrix();
printGameInfo();
}
void foodBlink() {
if (difficulty < D2_LEVEL) {
if (millis() - foodBlinkTimer > FOOD_BLINK_DELAY) {
gameMatrix[rowFood][colFood] = 1 - gameMatrix[rowFood][colFood];
foodBlinkTimer = millis();
matrixChanged = true;
}
return;
}
const int currentFoodDelay = getCurrentFoodDelay();
const int elapsedTime = millis() - foodTimer;
const int blinkDelay = elapsedTime <= currentFoodDelay / 2 ? FOOD_BLINK_DELAY : FOOD_BLINK_DELAY / 5;
if (millis() - foodBlinkTimer > blinkDelay) {
gameMatrix[rowFood][colFood] = 1 - gameMatrix[rowFood][colFood];
foodBlinkTimer = millis();
matrixChanged = true;
}
}
void snakeBlink() {
if (millis() - snakeBlinkTimer > SNAKE_DELAY) {
gameMatrix[rowSnake][colSnake] = 1 - gameMatrix[rowSnake][colSnake];
snakeBlinkTimer = millis();
matrixChanged = true;
}
}
void deleteFood() {
const int currentFoodDelay = getCurrentFoodDelay();
const int elapsedTime = millis() - foodTimer;
if (elapsedTime > currentFoodDelay) {
foodExists = false;
gameMatrix[rowFood][colFood] = 0;
}
if (elapsedTime / 1000 != lastPrintedTimeLeftSecond) {
lastPrintedTimeLeftSecond = elapsedTime / 1000;
gameInfoUpdated = true;
}
}
void generateFood() {
gameMatrix[rowFood][colFood] = 0;
rowFood = random(0, MATRIX_SIZE - 1);
colFood = random(0, MATRIX_SIZE - 1);
while (checkInHistory(rowFood, colFood) || (rowFood == rowSnake && colFood == colSnake)) {
rowFood = random(0, MATRIX_SIZE - 1);
colFood = random(0, MATRIX_SIZE - 1);
}
foodExists = true;
foodTimer = millis();
}
void processFoodCollect() {
if(difficulty >= D2_LEVEL && difficulty < D3_LEVEL){
historyPop(); // D2 - only timer, length stays the same
}
foodCollected++;
foodExists = false;
gameScore += (difficulty + 1) * 10 + snakeHistoryLength * 5;
gameInfoUpdated = true;
increaseDifficulty();
}
void increaseDifficulty(){
if (foodCollected % 4 == 0) {
difficulty = min(difficulty + 1, MAX_DIFFICULTY - 1);
if(difficulty < D2_LEVEL || difficulty >= D3_LEVEL){
gameDelay = map(difficulty, 0, MAX_DIFFICULTY - 1, MAX_GAME_DELAY, MIN_GAME_DELAY);
}
gameInfoUpdated = true;
}
}
void updateSnakePosition() {
rowDir = nextRowDir;
colDir = nextColDir;
historyPush(rowSnake, colSnake);
if (rowSnake == 0 && rowDir == -1) {
rowSnake = MATRIX_SIZE - 1;
} else if (rowSnake == MATRIX_SIZE - 1 && rowDir == 1) {
rowSnake = 0;
} else {
rowSnake += rowDir;
}
if (colSnake == 0 && colDir == -1) {
colSnake = MATRIX_SIZE - 1;
} else if (colSnake == MATRIX_SIZE - 1 && colDir == 1) {
colSnake = 0;
} else {
colSnake += colDir;
}
if (rowSnake == rowFood && colSnake == colFood) {
processFoodCollect();
if (gameSettings.soundIsEnabled) {
tone(buzzerPin, FOOD_BUZZER_FREQUENCY, SNAKE_BUZZER_DURATION);
}
} else {
historyPop();
if (gameSettings.soundIsEnabled) {
tone(buzzerPin, SNAKE_BUZZER_FREQUENCY, SNAKE_BUZZER_DURATION);
}
}
if (checkInHistory(rowSnake, colSnake) || snakeHistoryLength == 64) {
gameStarted = false;
gameState = GAMEOVER;
}
}
void initGame() {
srandom(millis());
difficulty = constrain(gameSettings.difficulty, 0, MAX_DIFFICULTY - 1);
gameDelay = map(difficulty, 0, MAX_DIFFICULTY - 1, MAX_GAME_DELAY, MIN_GAME_DELAY);
if(difficulty >= D2_LEVEL && difficulty < D3_LEVEL){
gameDelay = map(D2_LEVEL-1, 0, MAX_DIFFICULTY - 1, MAX_GAME_DELAY, MIN_GAME_DELAY);
}
snakeHistoryLength = 0;
for (int i = 0; i <= difficulty; ++i) {
historyPush(0, i);
}
colSnake = difficulty + 1;
rowSnake = 0;
gameMatrix[rowSnake][colSnake] = 1;
nextRowDir = rowDir = 0;
nextColDir = colDir = 1;
gameScore = 0;
gameInfoUpdated = true;
foodExists = false;
matrixChanged = true;
gameStartTime = millis();
gameStarted = true;
gamePaused = false;
foodCollected = 0;
gameTimer = millis();
lcd.clear();
}
void printGameInfo() {
if (gameInfoUpdated) {
gameInfoUpdated = false;
String top = "Score: " + String(gameScore);
String bottom;
if (gamePaused) {
top = "Paused!";
bottom = "Press to unpause";
} else if (difficulty < D2_LEVEL) {
bottom = "Difficulty: " + String(difficulty + 1);
} else {
const int currentDelay = getCurrentFoodDelay();
const int elapsedTime = millis() - foodTimer;
const unsigned long timeLeft = (elapsedTime <= currentDelay ? (currentDelay - elapsedTime) : 0);
bottom = "Diff: " + String(difficulty + 1) + " Time: " + String(timeLeft / 1000);
}
printLcdLines(top.c_str(), bottom.c_str(), OPTION_NONE);
}
}
unsigned long getCurrentFoodDelay(){
return map(difficulty, D2_LEVEL, MAX_DIFFICULTY, MAX_FOOD_DELAY, MIN_FOOD_DELAY);
}
void pauseGame() {
gamePaused = true;
pauseTime = millis();
gameInfoUpdated = true;
printGameInfo();
}
void unpauseGame() {
gamePaused = false;
unsigned long elapsedTime = millis() - pauseTime;
gameStartTime += elapsedTime;
foodBlinkTimer += elapsedTime; // ignore pause but add so it wont change difference
snakeBlinkTimer += elapsedTime;
foodTimer += elapsedTime;
gameTimer += elapsedTime;
gameInfoUpdated = true;
printGameInfo();
}
void drawMatrix() {
if (!matrixChanged) {
return;
}
matrixChanged = false;
byte foodValue = gameMatrix[rowFood][colFood];
byte snakeValue = gameMatrix[rowSnake][colSnake];
resetMatrix();
for (int i = 0; i < snakeHistoryLength; ++i) {
byte row = (snakeHistory[i] & '\xf0') >> 4;
byte col = snakeHistory[i] & '\x0f';
gameMatrix[row][col] = 1;
}
gameMatrix[rowSnake][colSnake] = snakeValue;
gameMatrix[rowFood][colFood] = foodValue;
lightMatrix(gameMatrix);
}
void resetMatrix() {
for (int i = 0; i < MATRIX_SIZE; ++i) {
for (int j = 0; j < MATRIX_SIZE; ++j)
gameMatrix[i][j] = 0;
}
}