Christian Kroll
14 years ago
6 changed files with 395 additions and 264 deletions
@ -1,8 +1,6 @@ |
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#ifndef SNAKE_H_ |
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#define SNAKE_H_ |
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|
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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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@ -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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|
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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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|
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void snake_game() |
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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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pixel apples[10]; |
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unsigned char apple_num = 0; |
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direction dir = up; |
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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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clear_screen(0); |
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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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|
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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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unsigned char apple_found = 0; |
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unsigned char j; |
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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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unsigned char x, y, dead = 0; |
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uint8_t joy, joy_old = 0xff, joy_cmd = 0xff; |
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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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* Directions of the snake. |
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*/ |
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typedef enum snake_dir |
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{ |
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for (y = 0; y < NUM_ROWS; y++) |
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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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/**
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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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if (((x == 0) || (x == NUM_COLS - 1)) || ((y == 0) || (y |
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== NUM_ROWS - 1))) |
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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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/**
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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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setpixel((pixel) {x, y}, 3); |
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} |
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} |
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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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x = 0; |
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while (1) |
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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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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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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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#ifdef GAME_SNAKE_NEWCONTROL |
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if (joy_cmd != 0xff) |
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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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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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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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if (joy_cmd == right) |
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for (uint8_t x = MAX_COLS; x--;) |
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{ |
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dir = direction_r(dir); |
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joy_cmd = 0xff; |
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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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else if (joy_cmd == left) |
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for (uint8_t y = MAX_ROWS; y--;) |
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{ |
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dir = direction_r(dir); |
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dir = direction_r(dir); |
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dir = direction_r(dir); |
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joy_cmd = 0xff; |
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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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// kopf einen weiter bewegen
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*head = next_pixel(old_head, dir); |
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apple_found = 0; |
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// pr?fen ob man auf nen Apfel drauf ist
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for (j = 0; j < apple_num; j++) |
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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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if ((head->x == apples[j].x) && (head->y == apples[j].y)) |
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snake_dir_t dirJoystick; |
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if (JOYISUP) |
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{ |
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apple_found = 1; |
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for (; j < apple_num - 1; j++) |
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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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apples[j] = apples[j + 1]; |
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dirJoystick = SNAKE_DIR_RIGHT; |
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} |
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apple_num--; |
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goto apple_se; |
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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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if (get_pixel(*head)) |
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else |
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{ |
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dead = 1; |
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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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apple_se: |
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if (!dead) |
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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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setpixel(*head, 3); |
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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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// setze neue ?pfel
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if ((apple_num < 9) && (random8() < 10)) |
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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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pixel new_apple = (pixel) {(random8() % (NUM_COLS-2))+1, |
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(random8() % (NUM_ROWS-2))+1}; |
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if (!get_pixel(new_apple)) |
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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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apples[apple_num++] = new_apple; |
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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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pprotSnake->dir = dirJoystick; |
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} |
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} |
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// l?sche Ende
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if (!apple_found && !dead) |
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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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clearpixel(*tail); |
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if (++tail == pixels + 64) |
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tail = pixels; |
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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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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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while (tail != head) |
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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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clearpixel(*tail); |
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if ((++tail) > pixels + 64) |
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tail = pixels; |
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wait(60); |
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nDistY = pxHead.y - pApples->aApples[i].y; |
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} |
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break; |
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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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for (j = 0; j < apple_num; j++) |
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if ((nDistX + nDistY) < nMinDist) |
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{ |
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if (x % 2) |
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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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setpixel(apples[j], 3); |
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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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clearpixel(apples[j]); |
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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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for (j = 0; j < 20; j++) |
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} |
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for (uint8_t i = 4; i--;) |
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{ |
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if (JOYISLEFT) |
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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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joy = left; |
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for (uint8_t j = pApples->nAppleCount; j--;) |
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{ |
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if ((pxTest.x == pApples->aApples[j].x) && |
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(pxTest.y == pApples->aApples[j].y)) |
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{ |
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return; |
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} |
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else if (JOYISRIGHT) |
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} |
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pprotSnake->dir = (pprotSnake->dir + 1) % 4; |
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} |
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else |
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{ |
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joy = right; |
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#ifdef GAME_SNAKE_NEWCONTROL |
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break; |
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} |
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else if (JOYISUP) |
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} |
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} |
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#endif |
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/**
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* Small animation that lets the dying snake disappear. |
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* @param pprotSnake Pointer to the dying snake. |
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*/ |
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static void snake_eliminateProtagonist(snake_protagonist_t *pprotSnake) |
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{ |
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while (pprotSnake->nTailIndex != pprotSnake->nHeadIndex) |
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{ |
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joy = up; |
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clearpixel(pprotSnake->aSegments[pprotSnake->nTailIndex++]); |
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pprotSnake->nTailIndex %= SNAKE_MAX_LENGTH; |
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wait(SNAKE_TERMINATION_DELAY); |
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} |
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else if (JOYISDOWN) |
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} |
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/**
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* Initializes the structure that keeps track of all currently existing apples. |
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* @param pApples Pointer to the apples in question. |
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*/ |
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static void snake_initApples(snake_apples_t *pApples) |
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{ |
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joy = down; |
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#endif |
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pApples->nAppleCount = 0; |
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} |
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/**
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* Checks for an apple at a given position and removes it if there is one. |
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* @param pApples The set of apples which are one the playing field |
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* @param pxHead The position to be tested. |
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* @return 0 if no apples were found, 1 otherwise |
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*/ |
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static uint8_t snake_checkForApple(snake_apples_t *pApples, pixel pxHead) |
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{ |
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for (uint8_t i = pApples->nAppleCount; i--;) |
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{ |
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if ((pxHead.x == pApples->aApples[i].x) && |
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(pxHead.y == pApples->aApples[i].y)) |
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{ |
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for (; i < pApples->nAppleCount; ++i) |
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{ |
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pApples->aApples[i] = pApples->aApples[i + 1]; |
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} |
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--pApples->nAppleCount; |
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return 1; |
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} |
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} |
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return 0; |
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} |
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/**
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* Creates some new apples from time to time. |
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* @param pApples Pointer to the apple structure. |
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*/ |
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static void snake_spawnApples(snake_apples_t *pApples) |
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{ |
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if ((pApples->nAppleCount < SNAKE_MAX_APPLES) && (random8() < 10)) |
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{ |
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pixel pxApple = (pixel){(random8() % (NUM_COLS-2)) + 1, |
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(random8() % (NUM_ROWS - 2)) + 1}; |
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if (!get_pixel(pxApple)) |
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{ |
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pApples->aApples[pApples->nAppleCount++] = pxApple; |
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} |
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} |
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} |
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/**
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* The snake game. |
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*/ |
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void snake_engine(uint8_t bDemoMode) |
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{ |
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// init
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snake_protagonist_t protSnake; |
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snake_initGameProtagonist(&protSnake); |
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snake_apples_t apples; |
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snake_initApples(&apples); |
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snake_dir_t dirLast = SNAKE_DIR_NONE; |
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// init screen
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clear_screen(0); |
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snake_drawBorder(); |
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for (uint8_t nAppleColor = 0; 1; nAppleColor ^= SNAKE_COLOR_APPLE) |
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{ |
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// determine new direction
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#if defined ANIMATION_SNAKE && defined GAME_SNAKE |
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if (bDemoMode) |
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{ |
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snake_autoRoute(&protSnake, &apples); |
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} |
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else |
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{ |
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joy = 0xff; |
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snake_userControl(&protSnake, &dirLast); |
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} |
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if (joy != joy_old) |
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#elif defined ANIMATION_SNAKE |
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snake_autoRoute(&protSnake, &apples); |
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#else |
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snake_userControl(&protSnake, &dirLast); |
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#endif |
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// actually move head
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pixel pxOldHead = protSnake.aSegments[protSnake.nHeadIndex]; |
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protSnake.nHeadIndex = (protSnake.nHeadIndex + 1) % SNAKE_MAX_LENGTH; |
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protSnake.aSegments[protSnake.nHeadIndex] = |
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snake_applyDirection(pxOldHead, protSnake.dir); |
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// look if we have found an apple
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if (!snake_checkForApple(&apples, |
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protSnake.aSegments[protSnake.nHeadIndex])) |
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{ |
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// quit game if we hit something which is not an apple
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if (get_pixel(protSnake.aSegments[protSnake.nHeadIndex])) |
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{ |
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snake_eliminateProtagonist(&protSnake); |
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return; |
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} |
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// remove last segment
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clearpixel(protSnake.aSegments[protSnake.nTailIndex]) |
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protSnake.nTailIndex = (protSnake.nTailIndex +1) % SNAKE_MAX_LENGTH; |
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// new apples
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snake_spawnApples(&apples); |
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} |
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// draw new head
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setpixel(protSnake.aSegments[protSnake.nHeadIndex], |
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SNAKE_COLOR_PROTAGONIST); |
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// draw apples
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for (uint8_t i = apples.nAppleCount; i--;) |
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{ |
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joy_cmd = joy; |
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setpixel(apples.aApples[i], nAppleColor); |
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} |
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joy_old = joy; |
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wait(5); |
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wait(SNAKE_CYCLE_DELAY); |
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} |
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} |
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|
|||
/**
|
|||
* Snake in game mode. |
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*/ |
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void snake_game(void) |
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{ |
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snake_engine(0); |
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} |
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|
@ -0,0 +1,9 @@ |
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#ifndef SNAKE_GAME_H_ |
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#define SNAKE_GAME_H_ |
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|
|||
#include <stdint.h> |
|||
|
|||
void snake_engine(uint8_t bDemoMode); |
|||
void snake_game(void); |
|||
|
|||
#endif /* SNAKE_GAME_H_ */ |
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Reference in new issue