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/******************************************************************************/
/* */
/* PACMAN GAME FOR ARDUINO DUE */
/* */
/* Adapted to Teensy 3.6 and 4.0 */
/* Currently requires the libraries */
/* ili9341_t3n that can be located: https://github.com/KurtE/ILI9341_t3n */
/* spin: https://github.com/KurtE/SPIN */
/* */
/******************************************************************************/
/* Copyright (c) 2014 Dr. NCX (mirracle.mxx@gmail.com) */
/* */
/* THE SOFTWARE IS PROVIDED "AS IS" AND THE AUTHOR DISCLAIMS ALL */
/* WARRANTIES WITH REGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED */
/* WARRANTIES OF MERCHANTABILITY AND FITNESS. IN NO EVENT SHALL THE AUTHOR */
/* BE LIABLE FOR ANY SPECIAL, DIRECT, INDIRECT, OR CONSEQUENTIAL DAMAGES */
/* OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS OF USE, DATA OR PROFITS, */
/* WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER TORTIOUS ACTION, */
/* ARISING OUT OF OR IN CONNECTION WITH THE USE OR PERFORMANCE OF THIS */
/* SOFTWARE. */
/* */
/* MIT license, all text above must be included in any redistribution. */
/******************************************************************************/
/* ILI9341: */
/*----------------------------------------------------------------------------*/
/* Teensy 3.6 Pins */
/* 8 = RST */
/* 9 = D/C */
/* 10 = CS */
/* */
/* Teensy 4.0 Beta Pins */
/* 23 = RST (Marked MCLK on T4 beta breakout) */
/* 10 = D/C (Marked CS) */
/* 9 = CS (Marked MEMCS) */
/* */
/*----------------------------------------------------------------------------*/
/* VGA: */
/*----------------------------------------------------------------------------*/
/* 41 = R --[470R]-- } */
/* 40 = R --[ 1K ]-- } = VGA 1 (RED) */
/* 39 = R --[ 2K2]-- } */
/* */
/* 38 = G --[470R]-- } */
/* 37 = G --[ 1K ]-- } = VGA 2 (GREEN) */
/* 36 = G --[ 2K2]-- } */
/* */
/* 35 = B --[390R]-- } = VGA 3 (BLUE) */
/* 34 = B --[820R]-- } */
/* */
/* 43 = Hsync --[ 82R]-- = VGA 13 */
/* 42 = Vsync --[ 82R]-- = VGA 14 */
/* */
/*----------------------------------------------------------------------------*/
/* KEYPAD: */
/*----------------------------------------------------------------------------*/
/* 38 = button START */
/* 40 = button SELECT */
/* 44 = button A */
/* 42 = button B */
/* 52 = button UP */
/* 50 = button DOWN */
/* 48 = button LEFT */
/* 46 = button RIGHT */
/* */
/******************************************************************************/
#define USE_ILI // For ILI9341 leave uncommented
#include <ILI9341_t3n.h>
byte SPEED = 2; // 1=SLOW 2=NORMAL 4=FAST //do not try other values!!!
/******************************************************************************/
/* MAIN GAME VARIABLES */
/******************************************************************************/
#define BONUS_INACTIVE_TIME 600
#define BONUS_ACTIVE_TIME 300
#define START_LIFES 2
#define START_LEVEL 1
byte MAXLIFES = 5;
byte LIFES = START_LIFES;
byte GAMEWIN = 0;
byte GAMEOVER = 0;
byte DEMO = 1;
byte LEVEL = START_LEVEL;
byte ACTUALBONUS = 0; //actual bonus icon
byte ACTIVEBONUS = 0; //status of bonus
byte GAMEPAUSED = 0;
byte PACMANFALLBACK = 0;
/******************************************************************************/
/* LIBRARIES INCLUDES */
/******************************************************************************/
//Library for Gamepad
#include <USBHost_t36.h>
USBHost myusb;
USBHub hub1(myusb);
USBHIDParser hid1(myusb);
JoystickController joystick1(myusb);
//BluetoothController bluet(myusb, true, "0000"); // Version does pairing to device
BluetoothController bluet(myusb); // version assumes it already was paired
USBDriver *drivers[] = {&hub1, &joystick1, &bluet, &hid1};
#define CNT_DEVICES (sizeof(drivers)/sizeof(drivers[0]))
const char * driver_names[CNT_DEVICES] = {"Hub1", "JOY1D", "Bluet", "HID1"};
bool driver_active[CNT_DEVICES] = {false, false, false, false};
// Lets also look at HID Input devices
USBHIDInput *hiddrivers[] = {&joystick1};
bool hid_driver_active[CNT_DEVICES] = {false, false, false};
bool show_changed_only = false;
bool show_raw_data = false;
bool show_changed_data = false;
uint32_t buttons;
int psAxis[64];
bool first_joystick_message = true;
uint8_t last_bdaddr[6] = {0, 0, 0, 0, 0, 0};
/* END JOYSTICK DEFINES */
// SPI Library
#include <SPI.h>
// Connection konfiguration of ILI9341 LCD TFT
#if defined(__MK66FX1M0__)
#define TFT_RST 8
#define TFT_DC 9
#define TFT_CS 10
#elif defined(__IMXRT1052__) || defined(__IMXRT1062__)
// On Teensy 4 beta with Paul's breakout out:
// Using pins (MOSI, MISO, SCK which are labeled on Audio board breakout location
// which are not in the Normal processor positions
// Also DC=10(CS), CS=9(BCLK) and RST 23(MCLK)
#define TFT_RST 23
#define TFT_DC 10
#define TFT_CS 9
#else
#error "This example App will only work with Teensy 3.6 or Teensy 4."
#endif
ILI9341_t3n tft = ILI9341_t3n(TFT_CS, TFT_DC, TFT_RST);
/******************************************************************************/
/* Controll KEYPAD LOOP */
/******************************************************************************/
boolean but_START = false; //38 //8, 168
boolean but_SELECT = false; //40 //1 , 328
boolean but_A = false; //44 //32768 sqr, 262152
boolean but_B = false; //42 //8192 circ,
boolean but_UP = false; //52 //16, 0
boolean but_DOWN = false; //50 //64, 4
boolean but_LEFT = false; //48 //128, 6
boolean but_RIGHT = false; //46 //32, 2
void ClearKeys() {
but_START = false;
but_SELECT = false;
but_A = false;
but_B = false;
but_UP = false;
but_DOWN = false;
but_LEFT = false;
but_RIGHT = false;
}
void KeyPadLoop() {
buttons = joystick1.getButtons();
Serial.println(buttons);
switch (joystick1.joystickType()) {
case JoystickController::UNKNOWN:
case JoystickController::PS4:
{
if (buttons == 168 ) {
ClearKeys(); //else but_START=false;
but_START = true;
delay(300);
}
if (buttons == 328 ) {
ClearKeys();
but_SELECT = true;
delay(300);
} else but_SELECT = false;
if (buttons == 262152 ) {
ClearKeys();
but_A = true;
} else but_A = false;
if (buttons == 262152) {
ClearKeys();
but_B = true;
} else but_B = false;
if (buttons == 0) {
ClearKeys(); //else but_UP=false;
but_UP = true;
}
if (buttons == 4) {
ClearKeys(); //else but_DOWN=false;
but_DOWN = true;
}
if (buttons == 6) {
ClearKeys(); // else but_LEFT=false;
but_LEFT = true;
}
if (buttons == 2) {
ClearKeys(); //else but_RIGHT=false;
but_RIGHT = true;
}
}
break;
case JoystickController::PS3:
{
if (buttons == 8 ) {
ClearKeys(); //else but_START=false;
but_START = true;
delay(300);
}
if (buttons == 1 ) {
ClearKeys();
but_SELECT = true;
delay(300);
} else but_SELECT = false;
if (buttons == 32768 ) {
ClearKeys();
but_A = true;
} else but_A = false;
if (buttons == 8192) {
ClearKeys();
but_B = true;
} else but_B = false;
if (buttons == 16) {
ClearKeys(); //else but_UP=false;
but_UP = true;
}
if (buttons == 64) {
ClearKeys(); //else but_DOWN=false;
but_DOWN = true;
}
if (buttons == 128) {
ClearKeys(); // else but_LEFT=false;
but_LEFT = true;
}
if (buttons == 32) {
ClearKeys(); //else but_RIGHT=false;
but_RIGHT = true;
}
}
break;
default:
break;
}
yield();
}
/******************************************************************************/
/* GAME VARIABLES AND DEFINITIONS */
/******************************************************************************/
#include "PacmanTiles.h"
enum GameState {
ReadyState,
PlayState,
DeadGhostState, // Player got a ghost, show score sprite and only move eyes
DeadPlayerState,
EndLevelState
};
enum SpriteState
{
PenState,
RunState,
FrightenedState,
DeadNumberState,
DeadEyesState,
AteDotState, // pacman
DeadPacmanState
};
enum {
MStopped = 0,
MRight = 1,
MDown = 2,
MLeft = 3,
MUp = 4,
};
#define ushort uint16_t
#define C16(_rr,_gg,_bb) (((ushort)(((_rr & 0xE0)) | ((_gg & 0xE0) >> 3) | ((_bb & 0xC0) >> 6)) <<8 ))
// 8 bit palette for ILI9341
uint16_t _paletteW[] =
{
C16(0, 0, 0),
C16(255, 0, 0), // 1 red
C16(222, 151, 81), // 2 brown
C16(255, 0, 255), // 3 pink
C16(0, 0, 0),
C16(0, 255, 255), // 5 cyan
C16(71, 84, 255), // 6 mid blue
C16(255, 184, 81), // 7 lt brown
C16(0, 0, 0),
C16(255, 255, 0), // 9 yellow
C16(0, 0, 0),
C16(33, 33, 255), // 11 blue
C16(0, 255, 0), // 12 green
C16(71, 84, 174), // 13 aqua
C16(255, 184, 174), // 14 lt pink
C16(222, 222, 255), // 15 whiteish
};
#define BINKY 0
#define PINKY 1
#define INKY 2
#define CLYDE 3
#define PACMAN 4
#define BONUS 5
const byte _initSprites[] =
{
BINKY, 14, 17 - 3, 31, MLeft,
PINKY, 14 - 2, 17, 79, MLeft,
INKY, 14, 17, 137, MLeft,
CLYDE, 14 + 2, 17, 203, MRight,
PACMAN, 14, 17 + 9, 0, MLeft,
BONUS, 14, 17 + 3, 0, MLeft,
};
// Ghost colors
const byte _palette2[] =
{
0, 11, 1, 15, // BINKY red
0, 11, 3, 15, // PINKY pink
0, 11, 5, 15, // INKY cyan
0, 11, 7, 15, // CLYDE brown
0, 11, 9, 9, // PACMAN yellow
0, 11, 15, 15, // FRIGHTENED
0, 11, 0, 15, // DEADEYES
0, 1, 15, 2, // cherry
0, 1, 15, 12, // strawberry
0, 7, 2, 12, // peach
0, 9, 15, 0, // bell
0, 15, 1, 2, // apple
0, 12, 15, 5, // grape
0, 11, 9, 1, // galaxian
0, 5, 15, 15, // key
};
const byte _paletteIcon2[] =
{
0, 9, 9, 9, // PACMAN
0, 2, 15, 1, // cherry
0, 12, 15, 1, // strawberry
0, 12, 2, 7, // peach
0, 0, 15, 9, // bell
0, 2, 15, 1, // apple
0, 12, 15, 5, // grape
0, 1, 9, 11, // galaxian
0, 5, 15, 15, // key
};
#define PACMANICON 1
#define BONUSICON 2
#define FRIGHTENEDPALETTE 5
#define DEADEYESPALETTE 6
#define BONUSPALETTE 7
#define FPS 60
#define CHASE 0
#define SCATTER 1
#define DOT 7
#define PILL 14
#define PENGATE 0x1B
const byte _opposite[] = { MStopped, MLeft, MUp, MRight, MDown };
#define OppositeDirection(_x) pgm_read_byte(_opposite + _x)
const byte _scatterChase[] = { 7, 20, 7, 20, 5, 20, 5, 0 };
const byte _scatterTargets[] = { 2, 0, 25, 0, 0, 35, 27, 35 }; // inky/clyde scatter targets are backwards
const char _pinkyTargetOffset[] = { 4, 0, 0, 4, (char)-4, 0, (char)-4, 4 }; // Includes pinky target bug
#define FRIGHTENEDGHOSTSPRITE 0
#define GHOSTSPRITE 2
#define NUMBERSPRITE 10
#define PACMANSPRITE 14
const byte _pacLeftAnim[] = { 5, 6, 5, 4 };
const byte _pacRightAnim[] = { 2, 0, 2, 4 };
const byte _pacVAnim[] = { 4, 3, 1, 3 };
word _BonusInactiveTimmer = BONUS_INACTIVE_TIME;
word _BonusActiveTimmer = 0;
/******************************************************************************/
/* GAME - Sprite Class */
/******************************************************************************/
class Sprite
{
public:
int16_t _x, _y;
int16_t lastx, lasty;
byte cx, cy; // cell x and y
byte tx, ty; // target x and y
SpriteState state;
byte pentimer; // could be the same
byte who;
byte _speed;
byte dir;
byte phase;
// Sprite bits
byte palette2; // 4->16 color map index
byte bits; // index of sprite bits
signed char sy;
void Init(const byte* s)
{
who = pgm_read_byte(s++);
cx = pgm_read_byte(s++);
cy = pgm_read_byte(s++);
pentimer = pgm_read_byte(s++);
dir = pgm_read_byte(s);
_x = lastx = (int16_t)cx * 8 - 4;
_y = lasty = (int16_t)cy * 8;
state = PenState;
_speed = 0;
Target(random(20), random(20));
}
void Target(byte x, byte y)
{
tx = x;
ty = y;
}
int16_t Distance(byte x, byte y)
{
int16_t dx = cx - x;
int16_t dy = cy - y;
return dx * dx + dy * dy; // Distance to target
}
// once per sprite, not 9 times
void SetupDraw(GameState gameState, byte deadGhostIndex)
{
sy = 1;
palette2 = who;
byte p = phase >> 3;
if (who == BONUS) {
//BONUS ICONS
bits = 21 + ACTUALBONUS;
palette2 = BONUSPALETTE + ACTUALBONUS;
return;
}
if (who != PACMAN)
{
bits = GHOSTSPRITE + ((dir - 1) << 1) + (p & 1); // Ghosts
switch (state)
{
case FrightenedState:
bits = FRIGHTENEDGHOSTSPRITE + (p & 1); // frightened
palette2 = FRIGHTENEDPALETTE;
break;
case DeadNumberState:
palette2 = FRIGHTENEDPALETTE;
bits = NUMBERSPRITE + deadGhostIndex;
break;
case DeadEyesState:
palette2 = DEADEYESPALETTE;
break;
default:
;
}
return;
}
// PACMAN animation
byte f = (phase >> 1) & 3;
if (dir == MLeft)
f = pgm_read_byte(_pacLeftAnim + f);
else if (dir == MRight)
f = pgm_read_byte(_pacRightAnim + f);
else
f = pgm_read_byte(_pacVAnim + f);
if (dir == MUp)
sy = -1;
bits = f + PACMANSPRITE;
}
// Draw this sprite into the tile at x,y
void Draw8(int16_t x, int16_t y, byte* tile)
{
int16_t px = x - (_x - 4);
if (px <= -8 || px >= 16) return;
int16_t py = y - (_y - 4);
if (py <= -8 || py >= 16) return;
// Clip y
int16_t lines = py + 8;
if (lines > 16)
lines = 16;
if (py < 0)
{
tile -= py * 8;
py = 0;
}
lines -= py;
// Clip in X
byte right = 16 - px;
if (right > 8)
right = 8;
byte left = 0;
if (px < 0)
{
left = -px;
px = 0;
}
// Get bitmap
signed char dy = sy;
if (dy < 0)
py = 15 - py; // VFlip
byte* data = (byte*)(pacman16x16 + bits * 64);
data += py << 2;
dy <<= 2;
data += px >> 2;
px &= 3;
const byte* palette = _palette2 + (palette2 << 2);
while (lines)
{
const byte *src = data;
byte d = pgm_read_byte(src++);
d >>= px << 1;
byte sx = 4 - px;
byte x = left;
do
{
byte p = d & 3;
if (p)
{
p = pgm_read_byte(palette + p);
if (p)
tile[x] = p;
}
d >>= 2; // Next pixel
if (!--sx)
{
d = pgm_read_byte(src++);
sx = 4;
}
} while (++x < right);
tile += 8;
data += dy;
lines--;
}
}
};
/******************************************************************************/
/* GAME - Playfield Class */
/******************************************************************************/
class Playfield
{
Sprite _sprites[5];
Sprite _BonusSprite; //Bonus
byte _dotMap[(32 / 4) * (36 - 6)];
GameState _state;
long _score; // 7 digits of score
long _hiscore; // 7 digits of score
long _lifescore;
signed char _scoreStr[8];
signed char _hiscoreStr[8];
byte _icons[14]; // Along bottom of screen
ushort _stateTimer;
ushort _frightenedTimer;
byte _frightenedCount;
byte _scIndex; //
ushort _scTimer; // next change of sc status
bool _inited;
byte* _dirty;
public:
Playfield() : _inited(false)
{
// Swizzle palette TODO just fix in place
byte * p = (byte*)_paletteW;
for (int16_t i = 0; i < 16; i++)
{
ushort w = _paletteW[i]; // Swizzle
*p++ = w >> 8;
*p++ = w;
}
}
// Draw 2 bit BG into 8 bit icon tiles at bottom
void DrawBG2(byte cx, byte cy, byte* tile)
{
byte index = 0;
signed char b = 0;
index = _icons[cx >> 1]; // 13 icons across bottom
if (index == 0)
{
memset(tile, 0, 64);
return;
}
index--;
index <<= 2; // 4 tiles per icon
b = (1 - (cx & 1)) + ((cy & 1) << 1); // Index of tile
const byte* bg = pacman8x8x2 + ((b + index) << 4);
const byte* palette = _paletteIcon2 + index;
byte x = 16;
while (x--)
{
byte bits = (signed char)pgm_read_byte(bg++);
byte i = 4;
while (i--)
{
tile[i] = pgm_read_byte(palette + (bits & 3));
bits >>= 2;
}
tile += 4;
}
}
byte GetTile(int16_t cx, int16_t ty)
{
if (_state != ReadyState && ty == 20 && cx > 10 && cx < 17) return (0); //READY TEXT ZONE
if (LEVEL % 5 == 1) return pgm_read_byte(playMap1 + ty * 28 + cx);
if (LEVEL % 5 == 2) return pgm_read_byte(playMap2 + ty * 28 + cx);
if (LEVEL % 5 == 3) return pgm_read_byte(playMap3 + ty * 28 + cx);
if (LEVEL % 5 == 4) return pgm_read_byte(playMap4 + ty * 28 + cx);
if (LEVEL % 5 == 0) return pgm_read_byte(playMap5 + ty * 28 + cx);
return 0; //
}
// Draw 1 bit BG into 8 bit tile
void DrawBG(byte cx, byte cy, byte* tile)
{
if (cy >= 34) //DRAW ICONS BELLOW MAZE
{
DrawBG2(cx, cy, tile);
return;
}
byte c = 11;
if (LEVEL % 8 == 1) c = 11; // Blue
if (LEVEL % 8 == 2) c = 12; // Green
if (LEVEL % 8 == 3) c = 1; // Red
if (LEVEL % 8 == 4) c = 9; // Yellow
if (LEVEL % 8 == 5) c = 2; // Brown
if (LEVEL % 8 == 6) c = 5; // Cyan
if (LEVEL % 8 == 7) c = 3; // Pink
if (LEVEL % 8 == 0) c = 15; // White
byte b = GetTile(cx, cy);
const byte* bg;
// This is a little messy
memset(tile, 0, 64);
if (cy == 20 && cx >= 11 && cx < 17)
{
if (DEMO == 1 && ACTIVEBONUS == 1) return;
if ((_state != ReadyState && GAMEPAUSED != 1 && DEMO != 1) || ACTIVEBONUS == 1) b = 0; // hide 'READY!'
else if (DEMO == 1 && cx == 11) b = 0;
else if (DEMO == 1 && cx == 12) b = 'D';
else if (DEMO == 1 && cx == 13) b = 'E';
else if (DEMO == 1 && cx == 14) b = 'M';
else if (DEMO == 1 && cx == 15) b = 'O';
else if (DEMO == 1 && cx == 16) b = 0;
else if (GAMEPAUSED == 1 && cx == 11) b = 'P';
else if (GAMEPAUSED == 1 && cx == 12) b = 'A';
else if (GAMEPAUSED == 1 && cx == 13) b = 'U';
else if (GAMEPAUSED == 1 && cx == 14) b = 'S';
else if (GAMEPAUSED == 1 && cx == 15) b = 'E';
else if (GAMEPAUSED == 1 && cx == 16) b = 'D';
}
else if (cy == 1)
{
if (cx < 7)
b = _scoreStr[cx];
else if (cx >= 10 && cx < 17)
b = _hiscoreStr[cx - 10]; // HiScore
} else {
if (b == DOT || b == PILL) // DOT==7 or PILL==16
{
if (!GetDot(cx, cy))
return;
c = 14;
}
if (b == PENGATE)
c = 14;
}
bg = playTiles + (b << 3);
if (b >= '0')
c = 15; // text is white
for (byte y = 0; y < 8; y++)
{
signed char bits = (signed char)pgm_read_byte(bg++); ///WARNING CHAR MUST BE signed !!!
byte x = 0;
while (bits)
{
if (bits < 0)
tile[x] = c;
bits <<= 1;
x++;
}
tile += 8;
}
}
// Draw BG then all sprites in this cell
void Draw(uint16_t x, uint16_t y, bool sprites)
{
byte tile[8 * 8];
// Fill with BG
if (y == 20 && x >= 11 && x < 17 && DEMO == 1 && ACTIVEBONUS == 1) return;
DrawBG(x, y, tile);
// Overlay sprites
x <<= 3;
y <<= 3;
if (sprites)
{
for (byte i = 0; i < 5; i++)
_sprites[i].Draw8(x, y, tile);
//AND BONUS
if (ACTIVEBONUS) _BonusSprite.Draw8(x, y, tile);
}
// Show sprite block
#if 0
for (byte i = 0; i < 5; i++)
{
Sprite* s = _sprites + i;
if (s->cx == (x >> 3) && s->cy == (y >> 3))
{
memset(tile, 0, 8);
for (byte j = 1; j < 7; j++)
tile[j * 8] = tile[j * 8 + 7] = 0;
memset(tile + 56, 0, 8);
}
}
#endif
x += (240 - 224) / 2;
y += (320 - 288) / 2;
// Should be a direct Graphics call
//------------------------------------------------------------------------------
#ifdef USE_ILI
drawIndexedmap(tile, x, y, 8, 8); // Call Custom function in ILI9341_DUE.h library
#endif
//------------------------------------------------------------------------------
#ifdef USE_VGA
byte n = tile[0];
for (byte tmpY = 0; tmpY < 8; tmpY++) {
word width = 1;
for (byte tmpX = 0; tmpX < 8; tmpX++) {
n = tile[++i];
word next_color = (word)_paletteW[n];
if (x + tmpX > 224 + (240 - 224) / 2) {
break;
}
if (tmpX == 7 && width == 1 ) {
VGA.drawPixel(x + tmpX, y + tmpY, color);
color = next_color;
width = 0;
}
else if (tmpX == 7 && width > 1 ) {
VGA.drawHLine( y + tmpY, x + tmpX - width + 1, x + tmpX + 1, color);
color = next_color;
width = 0;
}
else if (color != next_color && width == 1) {
VGA.drawPixel(x + tmpX, y + tmpY, color);
color = next_color;
width = 0;
}
else if (color != next_color && width > 1) {
VGA.drawHLine( y + tmpY, x + tmpX - width + 1, x + tmpX + 1, color);
color = next_color;
width = 0;
}
width++;
}
}
#endif
//------------------------------------------------------------------------------
}
boolean updateMap [36][28];
// Mark tile as dirty (should not need range checking here)
void Mark(int16_t x, int16_t y, byte* m)
{
x -= 4;
y -= 4;
updateMap[(y >> 3)][(x >> 3)] = true;
updateMap[(y >> 3)][(x >> 3) + 1] = true;
updateMap[(y >> 3)][(x >> 3) + 2] = true;
updateMap[(y >> 3) + 1][(x >> 3)] = true;
updateMap[(y >> 3) + 1][(x >> 3) + 1] = true;
updateMap[(y >> 3) + 1][(x >> 3) + 2] = true;
updateMap[(y >> 3) + 2][(x >> 3)] = true;
updateMap[(y >> 3) + 2][(x >> 3) + 1] = true;
updateMap[(y >> 3) + 2][(x >> 3) + 2] = true;
}
void DrawAllBG()
{
for (byte y = 0; y < 36; y++)
for (byte x = 0; x < 28; x++) {
Draw(x, y, false);
}
}
// Draw sprites overlayed on cells
void DrawAll()
{
byte* m = _dirty;
// Mark sprite old/new positions as dirty
for (byte i = 0; i < 5; i++)
{
Sprite* s = _sprites + i;
Mark(s->lastx, s->lasty, m);
Mark(s->_x, s->_y, m);
}
// Mark BONUS sprite old/new positions as dirty
Sprite* _s = &_BonusSprite;
Mark(_s->lastx, _s->lasty, m);
Mark(_s->_x, _s->_y, m);
// Animation
for (byte i = 0; i < 5; i++)
_sprites[i].SetupDraw(_state, _frightenedCount - 1);
_BonusSprite.SetupDraw(_state, _frightenedCount - 1);
for (byte tmpY = 0; tmpY < 36; tmpY++) {
for (byte tmpX = 0; tmpX < 28; tmpX++) {
if (updateMap[tmpY][tmpX] == true) Draw(tmpX, tmpY, true);
updateMap[tmpY][tmpX] = false;
}
}
}
int16_t Chase(Sprite* s, int16_t cx, int16_t cy)
{
while (cx < 0) // Tunneling
cx += 28;
while (cx >= 28)
cx -= 28;
byte t = GetTile(cx, cy);
if (!(t == 0 || t == DOT || t == PILL || t == PENGATE))
return 0x7FFF;
if (t == PENGATE)
{
if (s->who == PACMAN)
return 0x7FFF; // Pacman can't cross this to enter pen
if (!(InPen(s->cx, s->cy) || s->state == DeadEyesState))
return 0x7FFF; // Can cross if dead or in pen trying to get out
}
int16_t dx = s->tx - cx;
int16_t dy = s->ty - cy;
return (dx * dx + dy * dy); // Distance to target
}
void UpdateTimers()
{
// Update scatter/chase selector, low bit of index indicates scatter
if (_scIndex < 8)
{
if (_scTimer-- == 0)
{
byte duration = pgm_read_byte(_scatterChase + _scIndex++);
_scTimer = duration * FPS;
}
}
// BONUS timmer
if (ACTIVEBONUS == 0 && _BonusInactiveTimmer-- == 0) {
_BonusActiveTimmer = BONUS_ACTIVE_TIME; //5*FPS;
ACTIVEBONUS = 1;
}
if (ACTIVEBONUS == 1 && _BonusActiveTimmer-- == 0) {
_BonusInactiveTimmer = BONUS_INACTIVE_TIME; //10*FPS;
ACTIVEBONUS = 0;
}
// Release frightened ghosts
if (_frightenedTimer && !--_frightenedTimer)
{
for (byte i = 0; i < 4; i++)
{
Sprite* s = _sprites + i;
if (s->state == FrightenedState)
{
s->state = RunState;
s->dir = OppositeDirection(s->dir);
}
}
}
}
// Target closes pill, run from ghosts?
void PacmanAI()
{
Sprite* pacman;
pacman = _sprites + PACMAN;
// Chase frightened ghosts
//Sprite* closestGhost = NULL;
Sprite* frightenedGhost = NULL;
Sprite* closestAttackingGhost = NULL;
Sprite* DeadEyesStateGhost = NULL;
int16_t dist = 0x7FFF;
int16_t closestfrightenedDist = 0x7FFF;
int16_t closestAttackingDist = 0x7FFF;
for (byte i = 0; i < 4; i++)
{
Sprite* s = _sprites + i;
int16_t d = s->Distance(pacman->cx, pacman->cy);
if (d < dist)
{
dist = d;
if (s->state == FrightenedState ) {
frightenedGhost = s;
closestfrightenedDist = d;
}
else {
closestAttackingGhost = s;
closestAttackingDist = d;
}
//closestGhost = s;
if ( s->state == DeadEyesState ) DeadEyesStateGhost = s;
}
}
PACMANFALLBACK = 0;
if (DEMO == 1 && !DeadEyesStateGhost && frightenedGhost )
{
pacman->Target(frightenedGhost->cx, frightenedGhost->cy);
return;
}
// Under threat; just avoid closest ghost
if (DEMO == 1 && !DeadEyesStateGhost && dist <= 32 && closestAttackingDist < closestfrightenedDist )
{
if (dist <= 16) {
pacman->Target( pacman->cx * 2 - closestAttackingGhost->cx, pacman->cy * 2 - closestAttackingGhost->cy);
PACMANFALLBACK = 1;
} else {
pacman->Target( pacman->cx * 2 - closestAttackingGhost->cx, pacman->cy * 2 - closestAttackingGhost->cy);
}
return;
}
if (ACTIVEBONUS == 1) {
pacman->Target(13, 20);
return;
}
// Go for the pill
if (GetDot(1, 6))
pacman->Target(1, 6);
else if (GetDot(26, 6))
pacman->Target(26, 6);
else if (GetDot(1, 26))
pacman->Target(1, 26);
else if (GetDot(26, 26))
pacman->Target(26, 26);
else
{
// closest dot
int16_t dist = 0x7FFF;
for (byte y = 4; y < 32; y++)
{
for (byte x = 1; x < 26; x++)
{
if (GetDot(x, y))
{
int16_t d = pacman->Distance(x, y);
if (d < dist)
{
dist = d;
pacman->Target(x, y);
}
}
}
}
if (dist == 0x7FFF) {
GAMEWIN = 1; // No dots, GAME WIN!
}
}
}
void Scatter(Sprite* s)
{
const byte* st = _scatterTargets + (s->who << 1);
s->Target(pgm_read_byte(st), pgm_read_byte(st + 1));
}
void UpdateTargets()
{
if (_state == ReadyState)
return;
PacmanAI();
Sprite* pacman = _sprites + PACMAN;
// Ghost AI
bool scatter = _scIndex & 1;
for (byte i = 0; i < 4; i++)
{
Sprite* s = _sprites + i;
// Deal with returning ghost to pen
if (s->state == DeadEyesState)
{
if (s->cx == 14 && s->cy == 17) // returned to pen
{
s->state = PenState; // Revived in pen
s->pentimer = 80;
}
else
s->Target(14, 17); // target pen
continue; //
}
// Release ghost from pen when timer expires
if (s->pentimer)
{
if (--s->pentimer) // stay in pen for awhile
continue;
s->state = RunState;
}
if (InPen(s->cx, s->cy))
{
s->Target(14, 14 - 2); // Get out of pen first
} else {
if (scatter || s->state == FrightenedState)
Scatter(s);
else
{
// Chase mode targeting
signed char tx = pacman->cx;
signed char ty = pacman->cy;
switch (s->who)
{
case PINKY:
{
const char* pto = _pinkyTargetOffset + ((pacman->dir - 1) << 1);
tx += pgm_read_byte(pto);
ty += pgm_read_byte(pto + 1);
}
break;
case INKY:
{
const char* pto = _pinkyTargetOffset + ((pacman->dir - 1) << 1);
Sprite* binky = _sprites + BINKY;
tx += pgm_read_byte(pto) >> 1;
ty += pgm_read_byte(pto + 1) >> 1;
tx += tx - binky->cx;
ty += ty - binky->cy;
}
break;
case CLYDE:
{
if (s->Distance(pacman->cx, pacman->cy) < 64)
{
const byte* st = _scatterTargets + CLYDE * 2;
tx = pgm_read_byte(st);
ty = pgm_read_byte(st + 1);
}
}
break;
}
s->Target(tx, ty);
}
}
}
}
// Default to current direction
byte ChooseDir(int16_t dir, Sprite* s)
{
int16_t choice[4];
choice[0] = Chase(s, s->cx, s->cy - 1); // Up
choice[1] = Chase(s, s->cx - 1, s->cy); // Left
choice[2] = Chase(s, s->cx, s->cy + 1); // Down
choice[3] = Chase(s, s->cx + 1, s->cy); // Right
if (DEMO == 0 && s->who == PACMAN && choice[0] < 0x7FFF && but_UP) dir = MUp;
else if (DEMO == 0 && s->who == PACMAN && choice[1] < 0x7FFF && but_LEFT) dir = MLeft;
else if (DEMO == 0 && s->who == PACMAN && choice[2] < 0x7FFF && but_DOWN) dir = MDown;
else if (DEMO == 0 && s->who == PACMAN && choice[3] < 0x7FFF && but_RIGHT) dir = MRight;
else if (DEMO == 0 && choice[0] < 0x7FFF && s->who == PACMAN && dir == MUp) dir = MUp;
else if (DEMO == 0 && choice[1] < 0x7FFF && s->who == PACMAN && dir == MLeft) dir = MLeft;
else if (DEMO == 0 && choice[2] < 0x7FFF && s->who == PACMAN && dir == MDown) dir = MDown;
else if (DEMO == 0 && choice[3] < 0x7FFF && s->who == PACMAN && dir == MRight) dir = MRight;
else if ((DEMO == 0 && s->who != PACMAN) || DEMO == 1 ) {
// Don't choose opposite of current direction?
int16_t dist = choice[4 - dir]; // favor current direction
byte opposite = OppositeDirection(dir);
for (byte i = 0; i < 4; i++)
{
byte d = 4 - i;
if ((d != opposite && choice[i] < dist) || (s->who == PACMAN && PACMANFALLBACK && choice[i] < dist))
{
if (s->who == PACMAN && PACMANFALLBACK) PACMANFALLBACK = 0;
dist = choice[i];
dir = d;
}
}
} else {
dir = MStopped;
}
return dir;
}
bool InPen(byte cx, byte cy)
{
if (cx <= 10 || cx >= 18) return false;
if (cy <= 14 || cy >= 18) return false;
return true;
}
byte GetSpeed(Sprite* s)
{
if (s->who == PACMAN)
return _frightenedTimer ? 90 : 80; //90:80
if (s->state == FrightenedState)
return 40;
if (s->state == DeadEyesState)
return 100;
if (s->cy == 17 && (s->cx <= 5 || s->cx > 20))
return 40; // tunnel
return 75;
}
void PackmanDied() { // Noooo... PACMAN DIED :(
if (LIFES <= 0) {
GAMEOVER = 1;
LEVEL = START_LEVEL;
LIFES = START_LIFES;
DEMO = 1;
Init();
} else {
LIFES--;
_inited = true;
_state = ReadyState;
_stateTimer = FPS / 2;
_frightenedCount = 0;
_frightenedTimer = 0;
const byte* s = _initSprites;
for (int16_t i = 0; i < 5; i++)
_sprites[i].Init(s + i * 5);
_scIndex = 0;
_scTimer = 1;
memset(_icons, 0, sizeof(_icons));
//AND BONUS
_BonusSprite.Init(s + 5 * 5);
_BonusInactiveTimmer = BONUS_INACTIVE_TIME;
_BonusActiveTimmer = 0;
for (byte i = 0; i < ACTUALBONUS; i++) {
_icons[13 - i] = BONUSICON + i;
}
for (byte i = 0; i < LIFES; i++) {
_icons[0 + i] = PACMANICON;
}
//Draw LIFE and BONUS Icons
for (byte y = 34; y < 36; y++)
for (byte x = 0; x < 28; x++) {
Draw(x, y, false);
}
DrawAllBG();
}
}
void MoveAll()
{
UpdateTimers();
UpdateTargets();
// Update game state
if (_stateTimer)
{
if (--_stateTimer <= 0)
{
switch (_state)
{
case ReadyState:
_state = PlayState;
_dirty[20 * 4 + 1] |= 0x1F; // Clear 'READY!'
_dirty[20 * 4 + 2] |= 0x80;
for (byte tmpX = 11; tmpX < 17; tmpX++) Draw(tmpX, 20, false); // ReDraw (clear) 'READY' position
break;
case DeadGhostState:
_state = PlayState;
for (byte i = 0; i < 4; i++)
{
Sprite* s = _sprites + i;
if (s->state == DeadNumberState)
s->state = DeadEyesState;
}
break;
default:
;
}
} else {
if (_state == ReadyState)
return;
}
}
for (byte i = 0; i < 5; i++)
{
Sprite* s = _sprites + i;
// In DeadGhostState, only eyes move
if (_state == DeadGhostState && s->state != DeadEyesState)
continue;
// Calculate speed
s->_speed += GetSpeed(s);
if (s->_speed < 100)
continue;
s->_speed -= 100;
s->lastx = s->_x;
s->lasty = s->_y;
s->phase++;
int16_t x = s->_x;
int16_t y = s->_y;
if ((x & 0x7) == 0 && (y & 0x7) == 0) // cell aligned
s->dir = ChooseDir(s->dir, s); // time to choose another direction
switch (s->dir)
{
case MLeft: x -= SPEED; break;
case MRight: x += SPEED; break;
case MUp: y -= SPEED; break;
case MDown: y += SPEED; break;
case MStopped: break;
}
// Wrap x because of tunnels
while (x < 0)
x += 224;
while (x >= 224)
x -= 224;
s->_x = x;
s->_y = y;
s->cx = (x + 4) >> 3;
s->cy = (y + 4) >> 3;
if (s->who == PACMAN)
EatDot(s->cx, s->cy);
}
// Collide
Sprite* pacman = _sprites + PACMAN;
// Collide with BONUS
Sprite* _s = &_BonusSprite;
if (ACTIVEBONUS == 1 && _s->cx == pacman->cx && _s->cy == pacman->cy)
{
Score(ACTUALBONUS * 50);
ACTUALBONUS++;
if (ACTUALBONUS > 7) {
ACTUALBONUS = 0;
if (LIFES < MAXLIFES) LIFES++;
//reset all icons
memset(_icons, 0, sizeof(_icons));
for (byte i = 0; i < LIFES; i++) {
_icons[0 + i] = PACMANICON;
}
}
for (byte i = 0; i < ACTUALBONUS; i++) {
_icons[13 - i] = BONUSICON + i;
}
//REDRAW LIFE and BONUS icons
for (byte y = 34; y < 36; y++)
for (byte x = 0; x < 28; x++) {
Draw(x, y, false);
}
ACTIVEBONUS = 0;
_BonusInactiveTimmer = BONUS_INACTIVE_TIME;
}
for (byte i = 0; i < 4; i++)
{
Sprite* s = _sprites + i;
//if (s->cx == pacman->cx && s->cy == pacman->cy)
if (s->_x + SPEED >= pacman->_x && s->_x - SPEED <= pacman->_x && s->_y + SPEED >= pacman->_y && s->_y - SPEED <= pacman->_y)
{
if (s->state == FrightenedState)
{
s->state = DeadNumberState; // Killed a ghost
_frightenedCount++;
_state = DeadGhostState;
_stateTimer = 10;
Score((1 << _frightenedCount) * 100);
}
else { // pacman died
if (s->state == DeadNumberState || s->state == FrightenedState || s->state == DeadEyesState) {
} else {
PackmanDied();
}
}
}
}
}
// Mark a position dirty
void Mark(int16_t pos)
{
for (byte tmp = 0; tmp < 28; tmp++)
updateMap[1][tmp] = true;
}
void SetScoreChar(byte i, signed char c)
{
if (_scoreStr[i] == c)
return;
_scoreStr[i] = c;
Mark(i + 32); //Score
//Mark(i+32+10); //HiScore
}
void SetHiScoreChar(byte i, signed char c)
{
if (_hiscoreStr[i] == c)
return;
_hiscoreStr[i] = c;
//Mark(i+32); //Score
Mark(i + 32 + 10); //HiScore
}
void Score(int16_t delta)
{
char str[8];
_score += delta;
if (DEMO == 0 && _score > _hiscore) _hiscore = _score;
if (_score > _lifescore && _score % 10000 > 0) {
_lifescore = (_score / 10000 + 1) * 10000;
LIFES++; // EVERY 10000 points = 1UP
for (byte i = 0; i < LIFES; i++) {
_icons[0 + i] = PACMANICON;
}
//REDRAW LIFE and BONUS icons
for (byte y = 34; y < 36; y++)
for (byte x = 0; x < 28; x++) {
Draw(x, y, false);
}
_score = _score + 100;
}
sprintf(str, "%ld", _score);
byte i = 7 - strlen(str);
byte j = 0;
while (i < 7)
SetScoreChar(i++, str[j++]);
sprintf(str, "%ld", _hiscore);
i = 7 - strlen(str);
j = 0;
while (i < 7)
SetHiScoreChar(i++, str[j++]);
}
bool GetDot(byte cx, byte cy)
{
return _dotMap[(cy - 3) * 4 + (cx >> 3)] & (0x80 >> (cx & 7));
}
void EatDot(byte cx, byte cy)
{
if (!GetDot(cx, cy))
return;
byte mask = 0x80 >> (cx & 7);
_dotMap[(cy - 3) * 4 + (cx >> 3)] &= ~mask;
byte t = GetTile(cx, cy);
if (t == PILL)
{
_frightenedTimer = 10 * FPS;
_frightenedCount = 0;
for (byte i = 0; i < 4; i++)
{
Sprite* s = _sprites + i;
if (s->state == RunState)
{
s->state = FrightenedState;
s->dir = OppositeDirection(s->dir);
}
}
Score(50);
}
else
Score(10);
}
void Init()
{
if (GAMEWIN == 1) {
GAMEWIN = 0;
} else {
LEVEL = START_LEVEL;
LIFES = START_LIFES;
ACTUALBONUS = 0; //actual bonus icon
ACTIVEBONUS = 0; //status of bonus
_score = 0;
_lifescore = 10000;
memset(_scoreStr, 0, sizeof(_scoreStr));
_scoreStr[5] = _scoreStr[6] = '0';
}
_inited = true;
_state = ReadyState;
_stateTimer = FPS / 2;
_frightenedCount = 0;
_frightenedTimer = 0;
const byte* s = _initSprites;
for (int16_t i = 0; i < 5; i++)
_sprites[i].Init(s + i * 5);
//AND BONUS
_BonusSprite.Init(s + 5 * 5);
_BonusInactiveTimmer = BONUS_INACTIVE_TIME;
_BonusActiveTimmer = 0;
_scIndex = 0;
_scTimer = 1;
memset(_icons, 0, sizeof(_icons));
// SET BONUS icons
for (byte i = 0; i < ACTUALBONUS; i++) {
_icons[13 - i] = BONUSICON + i;
}
// SET Lifes icons
for (byte i = 0; i < LIFES; i++) {
_icons[0 + i] = PACMANICON;
}
//Draw LIFE and BONUS Icons
for (byte y = 34; y < 36; y++)
for (byte x = 0; x < 28; x++) {
Draw(x, y, false);
}
// Init dots from rom
memset(_dotMap, 0, sizeof(_dotMap));
byte* map = _dotMap;
for (byte y = 3; y < 36 - 3; y++) // 30 interior lines
{
for (byte x = 0; x < 28; x++)
{
byte t = GetTile(x, y);
if (t == 7 || t == 14)
{
byte s = x & 7;
map[x >> 3] |= (0x80 >> s);
}
}
map += 4;
}
DrawAllBG();
}
void Step()
{
if (GAMEWIN == 1) {
LEVEL++;
Init();
}
// Start GAME
if (but_START && DEMO == 1 && GAMEPAUSED == 0) {
but_START = false;
DEMO = 0;
Init();
} else if (but_START && DEMO == 0 && GAMEPAUSED == 0) { // Or PAUSE GAME
but_START = false;
GAMEPAUSED = 1;
}
if (GAMEPAUSED && but_START && DEMO == 0) {
but_START = false;
GAMEPAUSED = 0;
for (byte tmpX = 11; tmpX < 17; tmpX++) Draw(tmpX, 20, false);
}
// Reset / Start GAME
if (but_SELECT) {
DEMO = 0;
Init();
} else if (!_inited) {
DEMO = 1;
Init();
}
// Create a bitmap of dirty tiles
byte m[(32 / 8) * 36]; // 144 bytes
memset(m, 0, sizeof(m));
_dirty = m;
if (!GAMEPAUSED) MoveAll(); // IF GAME is PAUSED STOP ALL
if ((ACTIVEBONUS == 0 && DEMO == 1) || GAMEPAUSED == 1 ) for (byte tmpX = 11; tmpX < 17; tmpX++) Draw(tmpX, 20, false); // Draw 'PAUSED' or 'DEMO' text
DrawAll();
}
};
/******************************************************************************/
/* SETUP */
/******************************************************************************/
#define BLACK 0x0000 // 16bit BLACK Color
void setup() {
randomSeed(analogRead(0));
// TFT 2.2" SPI
Serial1.begin(2000000);
Serial.begin(9600);
Serial.println("\n\nUSB Host Testing");
Serial.println(sizeof(USBHub), DEC);
myusb.begin();
delay(500);
//------------------------------------------------------------------------------
#ifdef USE_ILI
// SETUP TFT LCD
if (TFT_RST < 255) {
pinMode(TFT_RST, OUTPUT);
digitalWrite(TFT_RST, HIGH);
delay(5);
digitalWrite(TFT_RST, LOW);
delay(20);
digitalWrite(TFT_RST, HIGH);
delay(150);
}
tft.begin();
delay(100);
tft.setRotation(2); // 180
delay(100);
tft.fillScreen(BLACK);
tft.setTextColor(ILI9341_YELLOW);
tft.setTextSize(2);
tft.println("Waiting for Joystick to connect...");
#endif
//------------------------------------------------------------------------------
}
/******************************************************************************/
/* LOOP */
/******************************************************************************/
Playfield _game;
void loop() {
if (joystick1.available()) {
if (first_joystick_message) {
tft.fillScreen(BLACK);
Serial.printf("*** First Joystick message %x:%x ***\n",
joystick1.idVendor(), joystick1.idProduct());
first_joystick_message = false;
const uint8_t *psz = joystick1.manufacturer();
if (psz && *psz) Serial.printf(" manufacturer: %s\n", psz);
psz = joystick1.product();
if (psz && *psz) Serial.printf(" product: %s\n", psz);
psz = joystick1.serialNumber();
if (psz && *psz) Serial.printf(" Serial: %s\n", psz);
// lets try to reduce number of fields that update
joystick1.axisChangeNotifyMask(0xFFFFFl);
}
for (uint8_t i = 0; i < 64; i++) {
psAxis[i] = joystick1.getAxis(i);
}
KeyPadLoop();
_game.Step();
yield();
}
}
//-------------------------------------------------------------------------------------------------------------
#define __C16(_rr,_gg,_bb) ((uint16_t)(((_rr & 0xF8) << 8) | ((_gg & 0xFC) << 3) | ((_bb & 0xF8) >> 3)))
// 8 bit palette - in RAM because of graphics driver
uint16_t __paletteW[] =
{
__C16(0,0,0),
__C16(255,0,0), // 1 red
__C16(222,151,81), // 2 brown
__C16(255,128,255), // 3 pink
__C16(0,0,0),
__C16(0,255,255), // 5 cyan
__C16(71,84,255), // 6 mid blue
__C16(255,184,81), // 7 lt brown
__C16(0,0,0),
__C16(255,255,0), // 9 yellow
__C16(0,0,0),
__C16(33,33,255), // 11 blue
__C16(0,255,0), // 12 green
__C16(71,84,174), // 13 aqua
__C16(255,184,174), // 14 lt pink
__C16(222,222,255), // 15 whiteish
};
void drawIndexedmap(const uint8_t *indexmap, int16_t x, int16_t y, uint16_t w, uint16_t h) {
byte i = 0;
word color = (word)__paletteW[indexmap[0]];
for (byte tmpY = 0; tmpY < 8; tmpY++) {
byte width = 1;
for (byte tmpX = 0; tmpX < 8; tmpX++) {
word next_color = (word)__paletteW[indexmap[++i]];
if ((color != next_color && width >= 1) || tmpX == 7 ) {
///drawPixel_cont(x+tmpX, y+tmpY, color);
tft.drawFastHLine(x + tmpX - width + 1, y + tmpY, width, color);
color = next_color;
width = 0;
}
width++;
}
}
}