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#include "defines.h"#include "CONTROLLERS.h"#include "SNAKE.h"static SNAKE_DATA *data_p;static uint32_t rand_value __attribute__((persistent));void Snake_Init(SNAKE_DATA *data) {data_p = data;// Set starting pointdata_p->body[0] = (SNAKE_POINT){0,0,7};data_p->pos_head = 0;data_p->pos_tail = 0;data_p->length = 1;data_p->level = 1;data_p->delay = 800;srand(rand_value);// Generate a starting location for the candydata_p->candy_loc = Snake_Generate_Candy();// Draw the snake (head)Cube_Clear();uint32_t index = data_p->pos_head;Cube_Set_Pixel(data_p->body[index].z, data_p->body[index].x, data_p->body[index].y, SNAKE_HEAD_COLOR);while (index != data_p->pos_tail) {if (data_p->length > 1) {index = (index == 0) ? CUBE_PIXELS - 1 : index - 1;Cube_Set_Pixel(data_p->body[index].z, data_p->body[index].x, data_p->body[index].y, SNAKE_BODY_COLOR);}}}void Snake_Main(void) {// Main function, loops and delays while updating the frame every x millisecondsDelay_MS(2000);while (1) {// Regenerate the seed upon each update so that the candy starts somewhere new every timerand_value = rand();Snake_Update_Frame();Delay_MS(data_p->delay);}}void Snake_Update_Direction(uint8_t p1, uint8_t p2) {// Determine the next direction for the snake based off the last button pressSNAKE_DIRECTION dir;dir.value = p1 | p2;data_p->last_direction = dir.value;SNAKE_POINT point = data_p->body[data_p->pos_head];if (dir.up) {point.z = (point.z == CUBE_LAYER_COUNT - 1) ? 0 : point.z + 1;} else if (dir.down) {point.z = (point.z == 0) ? CUBE_LAYER_COUNT - 1 : point.z - 1;} else if (dir.forward) {point.x = (point.x == CUBE_ROW_COUNT - 1) ? 0 : point.x + 1;} else if (dir.right) {point.y = (point.y == CUBE_COLUMN_COUNT - 1) ? 0 : point.y + 1;} else if (dir.backward) {point.x = (point.x == 0) ? CUBE_ROW_COUNT - 1 : point.x - 1;} else if (dir.left) {point.y = (point.y== 0) ? CUBE_COLUMN_COUNT - 1 : point.y - 1;}data_p->direction = point;// Update the overlay with the candy locationCube_Overlay_Clear();Cube_Overlay_Set_Pixel(data_p->candy_loc.z, data_p->candy_loc.x, data_p->candy_loc.y, SNAKE_CANDY_COLOR);}void Snake_Update_Frame(void) {uint8_t om_nom_nom = 0;// Check if we are moving onto a candy, if so extend bodyif (data_p->direction.x == data_p->candy_loc.x &&data_p->direction.y == data_p->candy_loc.y &&data_p->direction.z == data_p->candy_loc.z) {data_p->pos_head = (data_p->pos_head == CUBE_PIXELS - 1) ? 0 : data_p->pos_head + 1;data_p->body[data_p->pos_head] = data_p->direction;data_p->length++;data_p->candy_loc = Snake_Generate_Candy();om_nom_nom = 1;}// Check if the location that we are moving to is overlapping the bodyuint32_t pos = data_p->pos_tail;while (pos != data_p->pos_head) {if (data_p->direction.x == data_p->body[pos].x &&data_p->direction.y == data_p->body[pos].y &&data_p->direction.z == data_p->body[pos].z) {// Indicate the overlapping pixel, delay, then return to idle stateCube_Set_Pixel(data_p->direction.z, data_p->direction.x, data_p->direction.y, SNAKE_COLLISION_COLOR);Delay_MS(3000);Cube_Overlay_Clear();Animation_Cube_In_Out(200, ORANGE);Reset_Board(BOARD_MODE_IDLE);}pos = (pos == CUBE_PIXELS - 1) ? 0 : pos + 1;}// If we didnt eat a candy, increment the frame to move the body alongif (!om_nom_nom) {data_p->pos_head = (data_p->pos_head == CUBE_PIXELS - 1) ? 0 : data_p->pos_head + 1;data_p->pos_tail = (data_p->pos_tail == CUBE_PIXELS - 1) ? 0 : data_p->pos_tail + 1;data_p->body[data_p->pos_head] = data_p->direction;}// Draw updated snake locationCube_Clear();uint32_t index = data_p->pos_head;Cube_Set_Pixel(data_p->body[index].z, data_p->body[index].x, data_p->body[index].y, SNAKE_HEAD_COLOR);while (index != data_p->pos_tail) {if (data_p->length > 1) {index = (index == 0) ? CUBE_PIXELS - 1 : index - 1;Cube_Set_Pixel(data_p->body[index].z, data_p->body[index].x, data_p->body[index].y, SNAKE_BODY_COLOR);}}// Determine the next direction to takeSnake_Update_Direction(data_p->last_direction, 0x0);// If we ate a candy, delay for a bit to restif (om_nom_nom) {// Increase the level by one, show on controller if necessarydata_p->level += 1;if (data_p->level % SNAKE_LEVEL_STEP == 0) {uint8_t tier = data_p->level / SNAKE_LEVEL_STEP;Controller_Set_Leds(tier, tier);}// Decrease the delay between frame updates by 5msdata_p->delay -= 5;// Clear the watchdog timer to prevent resets in a middle of a gameClearWDT();}}SNAKE_POINT Snake_Generate_Candy(void) {// Generates a random position within the cube that doesnt overlap anythingSNAKE_POINT ret;uint32_t x, y, z, brk = 0;while(1) {x = rand() % 8;y = rand() % 8;z = rand() % 8;if (data_p->length != 1) {uint32_t pos = data_p->pos_tail;uint32_t overlap = 0;// Iterate through the frame till we finish or find an overlapwhile (pos != data_p->pos_head) {if (data_p->body[pos].x == x &&data_p->body[pos].y == y &&data_p->body[pos].z == z) {overlap = 1;break;} else {pos = (pos == CUBE_PIXELS - 1) ? 0 : pos + 1;}}if (!overlap)brk = 1;} else {uint32_t pos = data_p->pos_tail;if (data_p->body[pos].x != x &&data_p->body[pos].y != y &&data_p->body[pos].z != z) {brk = 1;}}if (brk)break;}ret.x = x;ret.y = y;ret.z = z;return ret;}