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Tron.ino
265 lines (235 loc) · 12.1 KB
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Tron.ino
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#include <SPI.h>
#include <Gamebuino.h>
Gamebuino gb;
#include <Wire.h>
const byte moto[] PROGMEM = {80,44,0x0,0x0,0x7,0xFF,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x7,0xFF,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x7,0xFF,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x1F,0xFF,0xF0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x1F,0xFF,0xF0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x7F,0xFF,0xFE,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x7F,0xFF,0xFE,0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x1,0xFF,0xF1,0xE0,0x0,0x0,0x0,0x0,0x0,0x0,0x1,0xFF,0xF1,0xE0,0x0,0x0,0x0,0x0,0x0,0x0,0x7,0xFF,0xF,0xFF,0xC0,0x0,0x0,0x0,0x0,0x0,0x7,0xFF,0xF,0xFF,0xC0,0x0,0x0,0x0,0x0,0x0,0x1F,0xFC,0x3F,0xE1,0xFC,0x0,0x0,0x0,0x0,0x0,0x1F,0xFC,0x3F,0xE1,0xFC,0x0,0x0,0x0,0x0,0x0,0x1F,0xF0,0xFF,0xFE,0x3F,0xFF,0xE0,0x0,0x0,0x0,0x1F,0xF0,0xFF,0xFE,0x3F,0xFF,0xE0,0x0,0x0,0x0,0x1F,0xF0,0xFF,0xFE,0x3F,0xFF,0xE0,0x0,0x0,0xFF,0x80,0x0,0xFC,0x7F,0x8F,0x3F,0xF8,0x0,0x0,0xFF,0x80,0x0,0xFC,0x7F,0x8F,0x3F,0xF8,0x0,0x7,0xFF,0xE0,0xF,0xF0,0x7,0x8C,0xFF,0xFF,0x0,0x7,0xFF,0xE0,0xF,0xF0,0x7,0x8C,0xFF,0xFF,0x0,0x1F,0xFF,0xF8,0x7F,0xC3,0xE7,0x83,0xFF,0xFF,0xC0,0x1F,0xFF,0xF8,0x7F,0xC3,0xE7,0x83,0xFF,0xFF,0xC0,0x7F,0xC0,0xE7,0xFC,0xF,0xE7,0x8F,0xF0,0x7,0xF0,0x7F,0xC0,0xE7,0xFC,0xF,0xE7,0x8F,0xF0,0x7,0xF0,0xFE,0x0,0x0,0x0,0xFF,0xE7,0x80,0x0,0x7,0xF0,0xFE,0x0,0x0,0x0,0xFF,0xE7,0x80,0x0,0x7,0xF0,0xFE,0x0,0x0,0x0,0xFF,0xE7,0x80,0x0,0x7,0xF0,0xF8,0x0,0x7,0x8F,0xFF,0xE7,0xFF,0xC0,0x0,0xF0,0xF8,0x0,0x7,0x9F,0xFF,0xE7,0xFF,0xC0,0x0,0xF0,0xF8,0x0,0x7,0x9F,0xFF,0xF9,0xFF,0xC0,0x0,0xF0,0xF8,0x0,0x7,0x9F,0xFF,0xF9,0xFF,0xC0,0x0,0xF0,0xF8,0x0,0x7,0x9F,0xFF,0xFE,0x3,0xC0,0x1,0xF0,0xF8,0x0,0x7,0x9F,0xFF,0xFE,0x3,0xC0,0x1,0xF0,0xFE,0x0,0x3F,0x9F,0xFF,0xFF,0xF3,0x0,0x7,0xF0,0xFE,0x0,0x3F,0x9F,0xFF,0xFF,0xF3,0x0,0x7,0xF0,0x7F,0x80,0xFF,0xFF,0xFF,0xFF,0xF0,0x30,0x7,0xF0,0x7F,0x80,0xFF,0xFF,0xFF,0xFF,0xF0,0x30,0x7,0xF0,0x7F,0x80,0xFF,0xFF,0xFF,0xFF,0xF0,0x30,0x7,0xF0,0x1F,0xFF,0xFF,0xFF,0x0,0x0,0x3,0xFF,0xFF,0xC0,0x1F,0xFF,0xFF,0xFF,0x0,0x0,0x3,0xFF,0xFF,0xC0,0x7,0xFF,0xF0,0x0,0x0,0x0,0x0,0xFF,0xFE,0x0,0x7,0xFF,0xF0,0x0,0x0,0x0,0x0,0xFF,0xFE,0x0,0x1,0xFF,0xC0,0x0,0x0,0x0,0x0,0x3F,0xF8,0x0,0x1,0xFF,0xC0,0x0,0x0,0x0,0x0,0x3F,0xF8,0x0,};
const byte looser[] PROGMEM = {88,48,0xFF,0xFF,0xFF,0xFF,0xFF,0xFF,0xFF,0xFF,0xFF,0xE3,0xF0,0xF0,0x1F,0xFF,0xFF,0xFF,0xFF,0xFF,0xFF,0xFF,0x80,0xF0,0xE0,0x1F,0xFF,0xFF,0xFF,0xFF,0xFF,0xFF,0xFF,0x0,0x70,0xE2,0x1F,0xFF,0xFF,0xFF,0xFF,0xFF,0xFF,0xFF,0x0,0x70,0xE2,0x1F,0xFF,0xFF,0xFF,0xFF,0xFF,0xFF,0xFF,0x8,0x70,0xE0,0x1F,0xFF,0xFF,0xFD,0xFF,0xFF,0xFF,0xFF,0x8,0x70,0xF0,0x1F,0xFF,0xFF,0xFC,0xFF,0xFF,0xFF,0xFF,0x0,0x70,0xEE,0x1F,0xFF,0xFF,0xFE,0xFF,0xFF,0xFF,0xFF,0x0,0x70,0xE0,0x1F,0xFD,0xFF,0xFE,0xFF,0xFF,0xFF,0xFF,0x80,0xF0,0xE0,0x3F,0xFC,0x7F,0xFF,0x7F,0xFF,0xFE,0xFF,0xE3,0xF0,0xF0,0x7F,0xFF,0x3F,0xFF,0x7F,0xFF,0xFC,0xFF,0xFF,0xF0,0xFF,0xFF,0xFF,0x9F,0xFF,0x7F,0xFF,0xFD,0xFF,0xFF,0xF0,0xF0,0x7F,0xFF,0xDF,0xFF,0x7F,0xFF,0xFB,0xFF,0xC,0x70,0xE0,0x3F,0xFF,0xE3,0xFD,0xFF,0xBF,0xF7,0xFF,0x88,0x70,0xE0,0x3F,0xFF,0xFB,0xFC,0xBF,0x37,0xEF,0xFF,0x80,0xF0,0xFC,0x3F,0xFF,0xF9,0xFE,0xBF,0x37,0xEF,0xFF,0x80,0xF0,0xF0,0x3F,0xFF,0xFE,0xFA,0x7F,0x27,0xDF,0xFF,0xC0,0xF0,0xE6,0x3F,0xFF,0xFE,0x78,0x7F,0xF,0x1F,0xFF,0xC1,0xF0,0xE0,0x3F,0xFF,0xFF,0xBC,0x2E,0xD,0xFF,0xFF,0xE1,0xF0,0xF0,0x3F,0xFF,0xFF,0xCC,0x2E,0x8,0xFF,0xFF,0xE3,0xF0,0xFF,0xFF,0xFF,0xFF,0xF4,0x6,0x11,0xFF,0xFF,0xFF,0xF0,0xFF,0xFF,0xFF,0xDF,0xF8,0xC5,0x7,0xFF,0xFF,0xFF,0xF0,0xC2,0x71,0xFF,0xE1,0xBE,0xE9,0x8,0x70,0xFF,0xE3,0xF0,0xC0,0x1,0xFF,0xF0,0x0,0xE9,0x0,0x0,0xFF,0x80,0xF0,0xC2,0x10,0xFF,0xF8,0x3,0xFB,0xC0,0x3,0xFF,0x8C,0xF0,0xC2,0x10,0xFF,0xFE,0xC,0xFF,0xFE,0x1F,0xFF,0x80,0xF0,0xC2,0x10,0xFF,0xFF,0x87,0xFF,0xF8,0x1F,0xFF,0x87,0xF0,0xC2,0x10,0xFF,0xFF,0xE1,0x3F,0xF0,0xFF,0xFF,0x83,0xF0,0xC2,0x10,0xFF,0xFF,0xF1,0xFF,0xF1,0xFF,0xFF,0xC0,0xF0,0xC2,0x10,0xFF,0xFF,0xC0,0x3F,0xE0,0x7F,0xFF,0xE1,0xF0,0xFF,0xFF,0xFF,0xFF,0x84,0x9F,0xE0,0x3F,0xFF,0xFF,0xF0,0xFF,0xFF,0xFF,0xFF,0xF8,0x37,0xE2,0x1F,0xFF,0xFF,0xF0,0xFF,0xFF,0xFF,0xFF,0xF1,0xB7,0xE1,0xFF,0xFF,0xC2,0x70,0xF8,0xFF,0xFF,0xFF,0xA7,0x64,0xC2,0x7F,0xFF,0xC0,0x30,0xE0,0x3F,0xFF,0xFF,0xF5,0x40,0xE,0x3F,0xFF,0xC0,0x30,0xE3,0x3F,0xFF,0xFF,0xF7,0x0,0x7,0xFF,0xFF,0xC2,0x70,0xE0,0x3F,0xFF,0xFF,0xC6,0x1,0xC,0xFF,0xFF,0xC3,0xF0,0xE1,0xFF,0xFF,0xFF,0xCE,0x1,0xE,0xFF,0xFF,0xC3,0xF0,0xE0,0xFF,0xFF,0xFF,0x38,0x42,0xA7,0x3F,0xFF,0xC3,0xF0,0xF0,0x3F,0xFF,0xFE,0x7C,0x5B,0x87,0xCF,0xFF,0xC3,0xF0,0xF8,0x7F,0xFF,0xFD,0xF8,0xDF,0xF7,0xF3,0xFF,0xFF,0xF0,0xFF,0xFF,0xFF,0xFF,0xFC,0x8F,0xF7,0xF3,0xFF,0xFF,0xF0,0xFF,0xFF,0xFF,0xFF,0xFB,0xEF,0xFB,0xFC,0xFF,0xFF,0xF0,0xFF,0xFF,0xFF,0xFF,0xFF,0xEF,0xFF,0xFE,0xFF,0xFF,0xF0,0xFF,0xFF,0xFF,0xFF,0xFF,0xCF,0xFF,0xFF,0xFF,0xFF,0xF0,0xFF,0xFF,0xFF,0xFF,0xFF,0xCF,0xFF,0xFF,0xFF,0xFF,0xF0,0xFF,0xFF,0xFF,0xFF,0xFF,0xCF,0xFF,0xFF,0xFF,0xFF,0xF0,0xFF,0xFF,0xFF,0xFF,0xFF,0xDF,0xFF,0xFF,0xFF,0xFF,0xF0,};
const byte winner[] PROGMEM = {88,48,0xFF,0xFF,0xFF,0xFF,0xFF,0xFF,0xFF,0xFF,0xFF,0xFF,0xF0,0xFF,0xFF,0xFF,0xFF,0xFF,0xFF,0xFF,0xFF,0xFF,0xFF,0xF0,0xFF,0xFF,0xFF,0xFF,0xFF,0xFF,0xFF,0xFF,0xFF,0xFF,0xF0,0xFF,0xFF,0xFF,0xFF,0xFF,0xFF,0xFF,0xFF,0xFF,0xFF,0xF0,0xFF,0xFF,0xFF,0xFF,0xFF,0xFF,0xFF,0xFF,0xFF,0xFF,0xF0,0xFF,0xFF,0xFF,0xF8,0xFF,0xFF,0xFF,0xFF,0xFF,0xFF,0xF0,0xFF,0xFF,0xFF,0xF8,0xFF,0xFF,0xFF,0xFF,0xFF,0xFF,0xF0,0xFF,0xFC,0x77,0x1F,0xC6,0x78,0xCF,0x87,0x8D,0xFF,0xF0,0xFF,0xFE,0x22,0x30,0xC0,0x38,0x7,0x3,0x80,0xFF,0xF0,0xFF,0xFE,0x0,0x30,0xC6,0x38,0xC6,0x33,0x80,0xFF,0xF0,0xFF,0xFF,0x0,0x30,0xC6,0x38,0xC6,0x3,0x8C,0xFF,0xF0,0xFF,0xFF,0x0,0x70,0xC6,0x38,0xC6,0x1F,0x8F,0xFF,0xF0,0xFF,0xFF,0x0,0x70,0xC6,0x38,0xC6,0xF,0x8F,0xFF,0xF0,0xFF,0xFF,0x8,0xF0,0xC6,0x38,0xC7,0x3,0x8F,0xFF,0xF0,0xFF,0xFF,0x9C,0xF0,0xC6,0x38,0xC7,0x87,0x8F,0xFF,0xF0,0xFF,0xFF,0xFF,0xFF,0xFF,0xFF,0xFF,0xFF,0xFF,0xFF,0xF0,0xFF,0xFF,0xFF,0xFF,0xFF,0xFF,0xFF,0xFF,0xFF,0xFF,0xF0,0xFF,0xFF,0xFF,0xFF,0xFF,0xFF,0xFF,0xFF,0xFF,0xFF,0xF0,0xFF,0xFF,0xFF,0xFF,0xFF,0xFF,0xFF,0xFF,0xFF,0xFF,0xF0,0xFF,0xFF,0xFF,0xFF,0xFF,0xFF,0xFF,0xFF,0xFF,0xFF,0xF0,0xFF,0xFF,0xFF,0xFF,0xFF,0xFF,0xFF,0xFF,0xFF,0xFF,0xF0,0xFF,0xFF,0xFF,0xFF,0xFF,0xFF,0xFF,0xFF,0xFF,0xFF,0xF0,0xFF,0xFF,0xFF,0xFF,0xFF,0xFF,0xFF,0xFF,0xFF,0xFF,0xF0,0xFF,0xFF,0xFF,0xFF,0xFF,0xFF,0xFF,0xFF,0xFF,0xFF,0xF0,0xFF,0xFF,0xFF,0xFF,0xFF,0xFF,0xFF,0xFF,0xFF,0xFF,0xF0,0xFF,0xFF,0xFF,0xFF,0xFF,0xFF,0xFF,0xFF,0xC7,0xFF,0xF0,0xFF,0xFF,0xFF,0xFF,0xFF,0xFF,0xFF,0xFF,0xBB,0xFF,0xF0,0xFF,0xFF,0xFF,0xFF,0xFF,0xFF,0xFF,0xFF,0xB5,0xFF,0xF0,0xFF,0xFF,0xFF,0xFF,0xFF,0xFF,0xFF,0xFF,0xD9,0xFF,0xF0,0xFF,0xFF,0xFF,0xFF,0xFF,0xFF,0xFF,0xC2,0xCF,0xFF,0xF0,0xFF,0xFF,0xFF,0xFF,0xFF,0xFF,0xFE,0x3F,0x3F,0xFF,0xF0,0xFF,0xFF,0x80,0x0,0x0,0x3F,0xF9,0xFF,0xA7,0xFF,0xF0,0xFF,0xFE,0x0,0x0,0x0,0x7F,0xF7,0xFF,0xFF,0xFF,0xF0,0xFF,0xF0,0x0,0x0,0x0,0x7F,0xF7,0xCF,0xDF,0xFF,0xF0,0xFF,0x80,0x0,0x0,0x0,0xC3,0xF9,0xDF,0xEF,0xE1,0xF0,0x0,0x0,0x0,0x0,0x1,0x9C,0xFF,0xC0,0xF7,0xCE,0x70,0x0,0x0,0x0,0x0,0x3,0x7F,0x70,0xFF,0x99,0xBF,0xB0,0x0,0x0,0x0,0x0,0x2,0x7F,0x2F,0xFF,0xEE,0x3F,0x90,0x0,0x0,0x0,0x0,0x2,0xFF,0xEF,0xFA,0x37,0x9F,0xD0,0x0,0x0,0x0,0x0,0x2,0xFE,0xF,0xDB,0x57,0x3F,0xD0,0x0,0x0,0x0,0x0,0x2,0xFD,0x90,0x2B,0x5F,0x7F,0xD0,0x0,0x0,0x0,0x0,0x2,0xFF,0xBF,0xDF,0xFB,0x7F,0xD0,0x0,0x0,0x0,0x0,0x2,0xFF,0xBF,0xFF,0xFB,0x7F,0x90,0x0,0x0,0x0,0x0,0x3,0x7F,0x7F,0xFF,0xFB,0xBF,0xB0,0xFF,0xC0,0x0,0x0,0x1,0x3C,0xFF,0xFF,0xFB,0x9E,0x70,0xFF,0xF8,0x0,0x0,0x0,0xC1,0xFF,0xFF,0xFF,0xE0,0xF0,0xFF,0xFF,0x0,0x0,0x0,0x3F,0xFF,0xFF,0xFF,0xFF,0xF0,0xFF,0xFF,0xFF,0xFF,0xFF,0xFF,0xFF,0xFF,0xFF,0xFF,0xF0,};
#define VITTESSE_SNAKE 2
enum Dir
{
up,
down,
left,
right
};
Dir allDir[4]{
up,
down,
left,
right
};
typedef struct {
int8_t x,y,life;
Dir dir;
}Snake;
Snake p1,p2;
enum gameMode
{
gameMenu,
game,
gameOver
};
gameMode state = gameMenu;
void drwPlayer(Snake play);
void updPlayer(Snake *play);
void ia(Snake *play);
void human(Snake *play);
const char strSolo[] PROGMEM = "1 player";
const char strMaster[] PROGMEM = "Host (master)";
const char strSlave[] PROGMEM = "Join (slave)";
const char* const multiPlayerMenu[3] PROGMEM = {
strSolo,
strMaster,
strSlave
};
#define FACILE 7
#define MOYEN 15
#define DIFFICILE 25
/****************************************
MULTIPLAYER VAR
*****************************************/
#define SLAVE_PAUSED 1
#define I_AM_MASTER 2
#define GAME_DIFF 3
/*MASTER*/
#define P1_X 10
#define P1_Y 11
#define P1_ALIVE 12
#define P2_X 20
#define P2_Y 21
#define P2_ALIVE 22
/*SLAVE*/
#define BT_UP 41
#define BT_DOWN 42
#define BT_LEFT 43
#define BT_RIGHT 44
#define SLAVE_DATA_BUFFER_LENGTH 8
/* fake button for slave*/
boolean bt_up,bt_down,bt_left,bt_right,bt_a,bt_b;
boolean isPaused = false;
boolean disconnected = false;
boolean isMaster = true;
boolean isOnePlayer = false;
byte difficulter;
void setup()
{
gb.begin();
initPrograme();
}
void initPrograme()
{
goTitleScreen();
state = gameMenu;
gb.setFrameRate(15);
difficulter = 15;
setupMaster();
setupSlave();
gb.battery.show = false;
}
void goTitleScreen()
{
gb.titleScreen(moto);
}
void initGame()
{
gb.pickRandomSeed();
gb.display.clear();
gb.display.persistence = true;
gb.display.drawFastVLine(0, 0, 48);
gb.display.drawFastVLine(1, 0, 48);
gb.display.drawFastVLine(82, 0, 48);
gb.display.drawFastVLine(83, 0, 48);
gb.display.drawFastHLine(0, 0, 84);
gb.display.drawFastHLine(0, 1, 84);
gb.display.drawFastHLine(0, 46, 84);
gb.display.drawFastHLine(0, 47, 84);
p1.x = 10;
p1.y = 10;
p1.dir = right;
p1.life = 1;
p2.x = 74;
p2.y = 38;
p2.dir = left;
p2.life = 1;
//for slave
bt_up = false;
bt_down = false;
bt_left = false;
bt_right = false;
bt_a = false;
bt_b = false;
}
void loop()
{
if(gb.update())
{
if(gb.buttons.pressed(BTN_C))
{
goTitleScreen();
}
switch(state)
{
case gameMenu :
//multiplayer menu
switch(gb.menu(multiPlayerMenu, 3)){
case 0: //single
isPaused = false;
disconnected = false;
isMaster = false;
isOnePlayer = true;
initDifficulty();
break;
case 1: //Host
isPaused = false;
disconnected = false;
isMaster = true;
isOnePlayer = false;
initDifficulty();
break;
case 2: //Join
isPaused = false;
disconnected = false;
isMaster = false;
isOnePlayer = false;
break;
default:
state = gameMenu;
break;
}
initGame();
state = game;
break;
case game :
if(!isPaused)
{
if(isOnePlayer || isMaster) human(&p1);
else movePlayerSlave();
if(isOnePlayer){ ia(&p2); }
updatePlayer();
}
drawPlayer();
if(!isOnePlayer)
{
if(isMaster){
updateMaster();
}
else {
updateSlave();
}
}
if(p1.life == 0 || p2.life == 0)
{
state = gameOver;
gb.setFrameRate(20);//Normal frameRate
}
break;
case gameOver :
gb.display.clear();
gb.display.persistence = false;
if(p1.life == 0 && (isOnePlayer || isMaster))
gb.display.drawBitmap(0,0,looser);
else
gb.display.drawBitmap(0,0,winner);
if(gb.buttons.pressed(BTN_B))
{
state = gameMenu;
}
if(gb.buttons.pressed(BTN_A))
{
initGame();
gb.setFrameRate(difficulter);
state = game;
}
break;
}
}
}
const char strFacile[] PROGMEM = "Easy";
const char strHard[] PROGMEM = "Hard";
const char strInsane[] PROGMEM = "Insane";
const char* const difficultyMenu[3] PROGMEM = {
strFacile,
strHard,
strInsane
};
void initDifficulty()
{
switch(gb.menu(difficultyMenu, 3)){
case 0:
gb.setFrameRate(FACILE);
difficulter = FACILE;
break;
case 1 :
gb.setFrameRate(MOYEN);
difficulter = MOYEN;
break;
case 2:
gb.setFrameRate(DIFFICILE);
difficulter = DIFFICILE;
break;
default:
state = gameMenu;
break;
}
}