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#include "defines.h"
#include "CONTROLLERS.h"
#include "TRON.h"
static TRON_DATA *data_p;
void Tron_Init(TRON_DATA *data) {
data_p = data;
// Set starting point
data_p->p1_body[0] = (TRON_POINT){0,0,7};
data_p->p2_body[0] = (TRON_POINT){7,7,7};
data_p->length = 1;
data_p->delay = 800;
Cube_Clear();
Cube_Overlay_Clear();
// Draw player 1 light trail
uint32_t index;
for (index = 0; index < data_p->length - 1; index++) {
Cube_Set_Pixel(data_p->p1_body[index].z, data_p->p1_body[index].x, data_p->p1_body[index].y, TRON_PLAYER_1_COLOR);
}
Cube_Set_Pixel(data_p->p1_body[data_p->length-1].z, data_p->p1_body[data_p->length-1].x, data_p->p1_body[data_p->length-1].y, TRON_PLAYER_1_HEAD);
// Draw player 2 light trail
for (index = 0; index < data_p->length - 1; index++) {
Cube_Set_Pixel(data_p->p2_body[index].z, data_p->p2_body[index].x, data_p->p2_body[index].y, TRON_PLAYER_2_COLOR);
}
Cube_Set_Pixel(data_p->p2_body[data_p->length-1].z, data_p->p2_body[data_p->length-1].x, data_p->p2_body[data_p->length-1].y, TRON_PLAYER_2_HEAD);
}
void Tron_Main(void) {
// Main function, loops and delays while updating the frame every x milliseconds
Tron_Update_Direction(0x04,0x04);
// Controller_Set_Leds(0x01,0x01);
Delay_MS(2000);
while (1) {
Tron_Update_Frame();
Delay_MS(data_p->delay);
}
}
void Tron_Update_Direction(uint8_t p1, uint8_t p2) {
// Determine the next direction for the trails based off the last button press
if (p1) {
TRON_P1_DIRECTION p1_dir;
p1_dir.value = p1;
data_p->p1_last_direction = p1_dir.value;
TRON_POINT p1_point = data_p->p1_body[data_p->length - 1];
if (p1_dir.up) {
p1_point.z = (p1_point.z == CUBE_LAYER_COUNT - 1) ? 0 : p1_point.z + 1;
} else if (p1_dir.down) {
p1_point.z = (p1_point.z == 0) ? CUBE_LAYER_COUNT - 1 : p1_point.z - 1;
} else if (p1_dir.forward) {
p1_point.x = (p1_point.x == CUBE_ROW_COUNT - 1) ? 0 : p1_point.x + 1;
} else if (p1_dir.right) {
p1_point.y = (p1_point.y == CUBE_COLUMN_COUNT - 1) ? 0 : p1_point.y + 1;
} else if (p1_dir.backward) {
p1_point.x = (p1_point.x == 0) ? CUBE_ROW_COUNT - 1 : p1_point.x - 1;
} else if (p1_dir.left) {
p1_point.y = (p1_point.y== 0) ? CUBE_COLUMN_COUNT - 1 : p1_point.y - 1;
}
data_p->p1_direction = p1_point;
}
if (p2) {
TRON_P2_DIRECTION p2_dir;
p2_dir.value = p2;
data_p->p2_last_direction = p2_dir.value;
TRON_POINT p2_point = data_p->p2_body[data_p->length - 1];
if (p2_dir.up) {
p2_point.z = (p2_point.z == CUBE_LAYER_COUNT - 1) ? 0 : p2_point.z + 1;
} else if (p2_dir.down) {
p2_point.z = (p2_point.z == 0) ? CUBE_LAYER_COUNT - 1 : p2_point.z - 1;
} else if (p2_dir.forward) {
p2_point.x = (p2_point.x == CUBE_ROW_COUNT - 1) ? 0 : p2_point.x + 1;
} else if (p2_dir.right) {
p2_point.y = (p2_point.y == CUBE_COLUMN_COUNT - 1) ? 0 : p2_point.y + 1;
} else if (p2_dir.backward) {
p2_point.x = (p2_point.x == 0) ? CUBE_ROW_COUNT - 1 : p2_point.x - 1;
} else if (p2_dir.left) {
p2_point.y = (p2_point.y== 0) ? CUBE_COLUMN_COUNT - 1 : p2_point.y - 1;
}
data_p->p2_direction = p2_point;
}
}
void Tron_Update_Frame(void) {
// Check if there is a head-on collision
if (data_p->p1_direction.x == data_p->p2_direction.x &&
data_p->p1_direction.y == data_p->p2_direction.y &&
data_p->p1_direction.z == data_p->p2_direction.z) {
Cube_Set_Pixel(data_p->p1_direction.z, data_p->p1_direction.x, data_p->p1_direction.y, TRON_COLLISION);
Delay_MS(3000);
Animation_Cube_In_Out(200, TRON_COLLISION);
Reset_Board(BOARD_MODE_IDLE);
}
// Check if the location that we are moving to is overlapping either trails
uint32_t index, p1_collision = 0, p2_collision = 0;
for (index = 0; index < data_p->length; index++) {
if (data_p->p1_direction.x == data_p->p1_body[index].x &&
data_p->p1_direction.y == data_p->p1_body[index].y &&
data_p->p1_direction.z == data_p->p1_body[index].z) {
p1_collision = 1;
}
if (data_p->p1_direction.x == data_p->p2_body[index].x &&
data_p->p1_direction.y == data_p->p2_body[index].y &&
data_p->p1_direction.z == data_p->p2_body[index].z) {
p1_collision = 1;
}
if (data_p->p2_direction.x == data_p->p2_body[index].x &&
data_p->p2_direction.y == data_p->p2_body[index].y &&
data_p->p2_direction.z == data_p->p2_body[index].z) {
p2_collision = 1;
}
if (data_p->p2_direction.x == data_p->p1_body[index].x &&
data_p->p2_direction.y == data_p->p1_body[index].y &&
data_p->p2_direction.z == data_p->p1_body[index].z) {
p2_collision = 1;
}
}
// Save the new head location of each trail
data_p->length++;
data_p->p1_body[data_p->length - 1] = data_p->p1_direction;
data_p->p2_body[data_p->length - 1] = data_p->p2_direction;
Cube_Clear();
// Draw player 1 light trail
for (index = 0; index < data_p->length - 1; index++) {
Cube_Set_Pixel(data_p->p1_body[index].z, data_p->p1_body[index].x, data_p->p1_body[index].y, TRON_PLAYER_1_COLOR);
}
Cube_Set_Pixel(data_p->p1_body[data_p->length-1].z, data_p->p1_body[data_p->length-1].x, data_p->p1_body[data_p->length-1].y, TRON_PLAYER_1_HEAD);
// Draw player 2 light trail
for (index = 0; index < data_p->length - 1; index++) {
Cube_Set_Pixel(data_p->p2_body[index].z, data_p->p2_body[index].x, data_p->p2_body[index].y, TRON_PLAYER_2_COLOR);
}
Cube_Set_Pixel(data_p->p2_body[data_p->length-1].z, data_p->p2_body[data_p->length-1].x, data_p->p2_body[data_p->length-1].y, TRON_PLAYER_2_HEAD);
// Indicate the point of collision and reset to idle mode
if (p1_collision || p2_collision) {
uint32_t ind = data_p->length - 1;
if (p1_collision)
Cube_Set_Pixel(data_p->p1_body[ind].z, data_p->p1_body[ind].x, data_p->p1_body[ind].y, TRON_COLLISION);
if (p2_collision)
Cube_Set_Pixel(data_p->p2_body[ind].z, data_p->p2_body[ind].x, data_p->p2_body[ind].y, TRON_COLLISION);
Delay_MS(3000);
if (p1_collision && p2_collision)
Animation_Cube_In_Out(200, TRON_COLLISION);
else if (p1_collision)
Animation_Cube_In_Out(200, TRON_PLAYER_2_HEAD);
else if (p2_collision)
Animation_Cube_In_Out(200, TRON_PLAYER_1_HEAD);
Reset_Board(BOARD_MODE_IDLE);
}
// Determine the next direction to take
Tron_Update_Direction(data_p->p1_last_direction, data_p->p2_last_direction);
// Decrease the delay between frame updates by 5ms
data_p->delay -= 5;
}