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#include "defines.h"
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#include "CONTROLLERS.h"
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#include "SNAKE.h"
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static SNAKE_DATA *data_p;
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static uint32_t rand_value __attribute__((persistent));
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void Snake_Init(SNAKE_DATA *data) {
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data_p = data;
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// Set starting point
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data_p->body[0] = (SNAKE_POINT){0,0,7};
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data_p->pos_head = 0;
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data_p->pos_tail = 0;
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data_p->length = 1;
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data_p->level = 1;
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data_p->delay = 800;
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srand(rand_value);
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// Generate a starting location for the candy
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data_p->candy_loc = Snake_Generate_Candy();
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// Draw the snake (head)
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Cube_Clear();
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uint32_t index = data_p->pos_head;
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Cube_Set_Pixel(data_p->body[index].z, data_p->body[index].x, data_p->body[index].y, SNAKE_HEAD_COLOR);
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while (index != data_p->pos_tail) {
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if (data_p->length > 1) {
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index = (index == 0) ? CUBE_PIXELS - 1 : index - 1;
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Cube_Set_Pixel(data_p->body[index].z, data_p->body[index].x, data_p->body[index].y, SNAKE_BODY_COLOR);
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}
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}
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}
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void Snake_Main(void) {
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// Main function, loops and delays while updating the frame every x milliseconds
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Delay_MS(2000);
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while (1) {
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// Regenerate the seed upon each update so that the candy starts somewhere new every time
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rand_value = rand();
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Snake_Update_Frame();
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Delay_MS(data_p->delay);
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}
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}
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void Snake_Update_Direction(uint8_t p1, uint8_t p2) {
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// Determine the next direction for the snake based off the last button press
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SNAKE_DIRECTION dir;
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dir.value = p1 | p2;
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data_p->last_direction = dir.value;
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SNAKE_POINT point = data_p->body[data_p->pos_head];
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if (dir.up) {
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point.z = (point.z == CUBE_LAYER_COUNT - 1) ? 0 : point.z + 1;
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} else if (dir.down) {
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point.z = (point.z == 0) ? CUBE_LAYER_COUNT - 1 : point.z - 1;
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} else if (dir.forward) {
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point.x = (point.x == CUBE_ROW_COUNT - 1) ? 0 : point.x + 1;
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} else if (dir.right) {
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point.y = (point.y == CUBE_COLUMN_COUNT - 1) ? 0 : point.y + 1;
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} else if (dir.backward) {
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point.x = (point.x == 0) ? CUBE_ROW_COUNT - 1 : point.x - 1;
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} else if (dir.left) {
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point.y = (point.y== 0) ? CUBE_COLUMN_COUNT - 1 : point.y - 1;
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}
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data_p->direction = point;
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// Update the overlay with the candy location
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Cube_Overlay_Clear();
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Cube_Overlay_Set_Pixel(data_p->candy_loc.z, data_p->candy_loc.x, data_p->candy_loc.y, SNAKE_CANDY_COLOR);
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}
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void Snake_Update_Frame(void) {
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uint8_t om_nom_nom = 0;
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// Check if we are moving onto a candy, if so extend body
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if (data_p->direction.x == data_p->candy_loc.x &&
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data_p->direction.y == data_p->candy_loc.y &&
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data_p->direction.z == data_p->candy_loc.z) {
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data_p->pos_head = (data_p->pos_head == CUBE_PIXELS - 1) ? 0 : data_p->pos_head + 1;
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data_p->body[data_p->pos_head] = data_p->direction;
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data_p->length++;
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data_p->candy_loc = Snake_Generate_Candy();
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om_nom_nom = 1;
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}
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// Check if the location that we are moving to is overlapping the body
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uint32_t pos = data_p->pos_tail;
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while (pos != data_p->pos_head) {
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if (data_p->direction.x == data_p->body[pos].x &&
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data_p->direction.y == data_p->body[pos].y &&
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data_p->direction.z == data_p->body[pos].z) {
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// Indicate the overlapping pixel, delay, then return to idle state
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Cube_Set_Pixel(data_p->direction.z, data_p->direction.x, data_p->direction.y, SNAKE_COLLISION_COLOR);
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Delay_MS(3000);
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Cube_Overlay_Clear();
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Animation_Cube_In_Out(200, ORANGE);
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Reset_Board(BOARD_MODE_IDLE);
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}
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pos = (pos == CUBE_PIXELS - 1) ? 0 : pos + 1;
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}
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// If we didnt eat a candy, increment the frame to move the body along
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if (!om_nom_nom) {
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data_p->pos_head = (data_p->pos_head == CUBE_PIXELS - 1) ? 0 : data_p->pos_head + 1;
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data_p->pos_tail = (data_p->pos_tail == CUBE_PIXELS - 1) ? 0 : data_p->pos_tail + 1;
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data_p->body[data_p->pos_head] = data_p->direction;
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}
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// Draw updated snake location
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Cube_Clear();
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uint32_t index = data_p->pos_head;
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Cube_Set_Pixel(data_p->body[index].z, data_p->body[index].x, data_p->body[index].y, SNAKE_HEAD_COLOR);
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while (index != data_p->pos_tail) {
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if (data_p->length > 1) {
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index = (index == 0) ? CUBE_PIXELS - 1 : index - 1;
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Cube_Set_Pixel(data_p->body[index].z, data_p->body[index].x, data_p->body[index].y, SNAKE_BODY_COLOR);
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}
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}
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// Determine the next direction to take
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Snake_Update_Direction(data_p->last_direction, 0x0);
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// If we ate a candy, delay for a bit to rest
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if (om_nom_nom) {
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// Increase the level by one, show on controller if necessary
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data_p->level += 1;
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if (data_p->level % SNAKE_LEVEL_STEP == 0) {
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uint8_t tier = data_p->level / SNAKE_LEVEL_STEP;
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Controller_Set_Leds(tier, tier);
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}
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// Decrease the delay between frame updates by 5ms
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data_p->delay -= 5;
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// Clear the watchdog timer to prevent resets in a middle of a game
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ClearWDT();
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}
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}
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SNAKE_POINT Snake_Generate_Candy(void) {
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// Generates a random position within the cube that doesnt overlap anything
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SNAKE_POINT ret;
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uint32_t x, y, z, brk = 0;
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while(1) {
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x = rand() % 8;
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y = rand() % 8;
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z = rand() % 8;
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if (data_p->length != 1) {
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uint32_t pos = data_p->pos_tail;
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uint32_t overlap = 0;
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// Iterate through the frame till we finish or find an overlap
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while (pos != data_p->pos_head) {
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if (data_p->body[pos].x == x &&
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data_p->body[pos].y == y &&
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data_p->body[pos].z == z) {
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overlap = 1;
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break;
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} else {
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pos = (pos == CUBE_PIXELS - 1) ? 0 : pos + 1;
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}
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}
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if (!overlap)
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brk = 1;
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} else {
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uint32_t pos = data_p->pos_tail;
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if (data_p->body[pos].x != x &&
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data_p->body[pos].y != y &&
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data_p->body[pos].z != z) {
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brk = 1;
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}
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}
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if (brk)
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break;
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}
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ret.x = x;
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ret.y = y;
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ret.z = z;
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return ret;
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}
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