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space.ino
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#include <SPI.h>
#include <Wire.h>
#include <Adafruit_GFX.h>
#include <Adafruit_SSD1306.h>
#include "sprites.h"
#include "game.h"
#include "player.h"
// Inputs
#define LEFT_BUTTON 4
#define SPECIAL_BUTTON 5
#define SHOOT_BUTTON 6
#define RIGHT_BUTTON 7
#define START_BUTTON 8
// Display
#define SCREEN_WIDTH 64
#define SCREEN_HEIGHT 128
#define OLED_RESET 9
Adafruit_SSD1306 display(SCREEN_HEIGHT, SCREEN_WIDTH, &Wire, OLED_RESET);
// UI
#define UI_ZONE_SIZE 10
#define GAME_WIDTH 64
#define GAME_HEIGHT 118 // sreen size - ui zone size
// Motor
#define MOTOR 2
#define MOTOR_SHOOT_TIME 40
#define MOTOR_SPECIAL_TIME 100
// Sound
#define BUZZER 3
#define BEEP_SCORE_TIME 40
#define BEEP_SCORE_FREQ 1000
#define BEEP_DAMAGE_TIME 80
#define BEEP_DAMAGE_FREQ 500
// Battery
#define BATTERY_X 48
#define BATTERY_Y 2
#define LIPO A0
float lipoV = 0;
int battery_level = 0;
/// Time vars
unsigned long game_time;
unsigned long beep_time;
unsigned long motor_time;
/// Controls vars
int start_last = LOW;
int start_state = LOW;
int special_last = LOW;
int special_state = LOW;
int shoot_last = LOW;
int shoot_state = LOW;
bool shoot = false;
bool left = false;
bool right = false;
/// debug
unsigned int debug_frame_count = 0;
unsigned int fps = 0;
/// Game vars
GAME game;
PLAYER player;
void setup()
{
Serial.begin(115200);
analogReference(INTERNAL);
pinMode(LEFT_BUTTON, INPUT_PULLUP);
pinMode(START_BUTTON, INPUT_PULLUP);
pinMode(RIGHT_BUTTON, INPUT_PULLUP);
pinMode(SHOOT_BUTTON, INPUT_PULLUP);
pinMode(SPECIAL_BUTTON, INPUT_PULLUP);
pinMode(MOTOR, OUTPUT);
pinMode(BUZZER, OUTPUT);
// SSD1306_SWITCHCAPVCC = generate display voltage from 3.3V internally
if (!display.begin(SSD1306_SWITCHCAPVCC, 0x3C))
{
Serial.println(F("SSD1306 allocation failed"));
for (;;)
; // Don't proceed, loop forever
}
display.setRotation(1);
game_time = millis();
init_game();
}
void init_game()
{
player.init();
}
void loop()
{
unsigned long _time = millis();
if (_time > (game_time + 1000))
{
// Serial.print(" FPS: ");
// Serial.print(debug_frame_count);
// Serial.print('\n');
fps = debug_frame_count;
debug_frame_count = 0;
game_time = _time;
}
if (game.Motor)
if (_time > motor_time)
{
stopMotor();
}
if (game.Beep)
if (_time > beep_time)
{
stopBeep();
}
read_battery();
game_loop();
debug_frame_count++;
}
void read_battery()
{
lipoV = analogRead(LIPO) * (5.6 / 1023.00);
if (lipoV > 4)
battery_level = 4;
else if (lipoV > 3.9)
battery_level = 3;
else if (lipoV > 3.8)
battery_level = 2;
else if (lipoV > 3.7)
battery_level = 1;
else
battery_level = 0;
}
void game_loop()
{
process_input();
physics();
reset_input();
draw();
}
void process_input()
{
start_state = digitalRead(START_BUTTON);
if (start_state == LOW && start_last == HIGH)
{
pressed_start();
}
special_state = digitalRead(SPECIAL_BUTTON);
if (special_state == LOW && special_last == HIGH)
{
pressed_special();
}
shoot_state = digitalRead(SHOOT_BUTTON);
if (shoot_state == LOW && shoot_last == HIGH)
{
shoot = true;
}
left |= (digitalRead(LEFT_BUTTON) == LOW);
right |= (digitalRead(RIGHT_BUTTON) == LOW);
}
void pressed_start()
{
game.Paused = !game.Paused;
}
void pressed_special()
{
player.addSpeed(1);
startBeep(BEEP_DAMAGE_TIME, BEEP_DAMAGE_FREQ);
startMotor(MOTOR_SHOOT_TIME);
}
void reset_input()
{
left = false;
right = false;
start_last = start_state;
shoot_last = shoot_state;
special_last = special_state;
}
void physics()
{
if (left && right)
{
}
else if (left)
player.moveLeft();
else if (right)
player.moveRight();
if (player.getX() < 0)
player.setX(0);
else if (player.getX() > (SCREEN_WIDTH - player.getWidth()))
player.setX(SCREEN_WIDTH - player.getWidth());
if (player.isBulletAlive())
{
player.moveBullet();
if (player.getBulletY() < 0)
player.destroyBullet();
}
else
{
if (shoot)
{
startBeep(BEEP_SCORE_TIME, BEEP_SCORE_FREQ);
startMotor(MOTOR_SHOOT_TIME);
player.shoot();
shoot = false;
}
}
// calculateCollisions();
}
void draw()
{
display.clearDisplay();
if (game.Paused)
drawPaused();
drawUI();
drawFrame();
drawPlayer();
if (player.isBulletAlive())
drawBullet();
if (player.hasShield())
drawShield();
display.display();
}
void drawDead()
{
stopMotor();
stopBeep();
display.clearDisplay();
display.setTextSize(1);
display.setTextColor(WHITE);
display.setCursor(3, 60);
display.println("DEAD:");
display.setCursor(39, 60);
display.println(game.HighScore);
display.display();
}
void drawPaused()
{
stopMotor();
stopBeep();
drawBattery();
display.setTextSize(1);
display.setTextColor(WHITE);
display.setCursor(4, 60);
display.println("PAUSED: ");
display.setCursor(46, 60);
display.println(game.HighScore);
}
void drawUI()
{
display.setTextSize(1);
display.setTextColor(WHITE);
if (battery_level <= 1)
drawBattery();
display.drawBitmap(3, 119, HEART_8x8, 8, 8, 1);
display.setCursor(13, 120);
display.println(player.getLives());
display.setCursor(2, 2);
display.println(fps);
display.drawBitmap(47, 119, ROCKET_6x8, 6, 8, 1);
display.setCursor(55, 120);
display.println(player.getRockets());
}
void drawBattery()
{
display.drawRect(BATTERY_X, BATTERY_Y, 15, 8, WHITE);
int battery_indicator_x = BATTERY_X + 2;
int battery_indicator_y = BATTERY_Y + 2;
for (size_t i = 0; i < battery_level; i++)
{
display.drawBitmap(battery_indicator_x + i * 3, battery_indicator_y, BATTERY_2x4, 2, 4, 1);
}
}
void drawFrame()
{
// display.drawRect(0, 0, SCREEN_WIDTH, SCREEN_HEIGHT - UI_ZONE_SIZE + 1, WHITE);
display.drawRect(0, SCREEN_HEIGHT - UI_ZONE_SIZE, SCREEN_WIDTH, UI_ZONE_SIZE, WHITE);
}
void drawPlayer()
{
display.drawBitmap(player.getX(), player.getY(), PLAYER_11x11, 11, 11, 1);
}
void drawBullet()
{
display.drawPixel(player.getBulletX(), player.getBulletY(), WHITE);
}
void drawShield()
{
int ship_r = player.getWidth() / 2;
display.drawCircle(player.getX() + ship_r, player.getY() + ship_r, ship_r + 1, 1);
}
void startMotor(int length)
{
game.Motor = true;
motor_time = millis() + length;
digitalWrite(MOTOR, HIGH);
}
void stopMotor()
{
game.Motor = false;
digitalWrite(MOTOR, LOW);
}
void startBeep(int length, int freq)
{
game.Beep = true;
beep_time = millis() + length;
tone(BUZZER, freq);
}
void stopBeep()
{
game.Beep = false;
noTone(BUZZER);
}