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game.c
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/*
* game.c
*
* Author: Peter Sutton. Modified by Michael Bossner
*/
#include "game.h"
#include "ledmatrix.h"
#include "pixel_colour.h"
#include "score.h"
#include "level.h"
#include "countdown.h"
#include "buttons.h"
#include "serialio.h"
#include "joystick.h"
#include <stdio.h>
#include <stdint.h>
#include <avr/interrupt.h>
///////////////////////////////// Global variables /////////////////////////////
// frog_row and frog_column store the current position of the frog. Row
// numbers are from 0 to 7; column numbers are from 0 to 15.
static int8_t frog_row;
static int8_t frog_column;
// Boolean flag to indicate whether the frog is alive or dead
static uint8_t frog_dead;
// Vehicle data - 64 bits in each lane which we loop continuously. A 1
// indicates the presence of a vehicle, 0 is empty.
// Index 0 to 2 corresponds to lanes 1 to 3 respectively. Lanes 1 and 3
// will move to the right; lane 2 will move to the left.
#define LANE_DATA_WIDTH 64 // must be power of 2
// Log data - 32 bits for each log channel which we loop continuously.
// A 1 indicates the presence of a log, 0 is empty.
// Index 0 to 1 corresponds to rows 5 and 6 respectively. Row 5 will move
// to the left; row 6 will move to the right
#define LOG_DATA_WIDTH 32 // must be power of 2
// Lane positions. The bit position (0 to 63) of the lane_data above that is
// currently in column 0 of the display (left hand side). (Bit position
// 0 is the least significant bit.) For a lane position of N, the display
// will show bits N to N+15 from left to right (wrapping around if N+15
// exceeds 63).
static int8_t lane_position[3];
// Log positions. Same principle as lane positions.
static int8_t log_position[2];
// Colours
#define COLOUR_FROG COLOUR_GREEN
#define COLOUR_DEAD_FROG COLOUR_LIGHT_YELLOW
#define COLOUR_EDGES COLOUR_LIGHT_GREEN
#define COLOUR_WATER COLOUR_BLACK
#define COLOUR_ROAD COLOUR_BLACK
#define COLOUR_LOGS COLOUR_ORANGE
// Rows
#define START_ROW 0 // row position where the frog starts
#define FIRST_VEHICLE_ROW 1
#define SECOND_VEHICLE_ROW 2
#define THIRD_VEHICLE_ROW 3
#define HALFWAY_ROW 4 // row position where the frog can rest
#define FIRST_RIVER_ROW 5
#define SECOND_RIVER_ROW 6
#define RIVERBANK_ROW 7 // row position where the frog finishes
// River bank pattern. Note that the least significant bit in this
// pattern (RHS) corresponds to column 0 on the display (LHS).
#define RIVERBANK 0b1101110111011101
static uint16_t riverbank;
// riverbank_status is a bit pattern similar to riverbank but will
// only have zeroes where there are unoccupied holes. When this is all 1's
// then the game/level is complete
static uint16_t riverbank_status;
/////////////////////////////// Function Prototypes for Helper Functions ///////
// These functions are defined after the public functions. Comments are with the
// definitions.
static uint8_t will_frog_die_at_position(int8_t row, int8_t column);
static void redraw_whole_display(void);
static void redraw_row(uint8_t row);
static void redraw_roadside(uint8_t row);
static void redraw_traffic_lane(uint8_t lane);
static void redraw_river_channel(uint8_t channel);
static void redraw_riverbank(void);
/////////////////////////////// Public Functions ///////////////////////////////
// These functions are defined in the same order as declared in game.h
// Reset the game
void initialise_game(void) {
cli();
// Initial lane and log positions
lane_position[0] = lane_position[1] = lane_position[2] = 0;
log_position[0] = log_position[1] = 0;
// Initial riverbank pattern
riverbank = RIVERBANK;
riverbank_status = RIVERBANK;
// Add a frog to the roadside - this will redraw the frog
put_frog_in_start_position();
sei();
}
// Add a frog to the game
void put_frog_in_start_position(void) {
redraw_whole_display();
// Initial starting position of frog (7,0)
frog_row = 0;
frog_column = 7;
// Frog is initially alive
frog_dead = FALSE;
// Show the frog
redraw_frog();
reset_countdown();
clear_button_queue();
clear_serial_input_buffer();
clear_joystick_queue();
}
// This function assumes that the frog is not in row 7 (the top row). A frog in
// row 7 is out
// of the game.
void move_frog_forward(void) {
// Redraw the row the frog is currently on (this will remove the frog)
redraw_row(frog_row);
// Check whether this move will cause the frog to die or not
frog_dead = will_frog_die_at_position(frog_row+1, frog_column);
// Move the frog position forward and show the frog.
// We do this whether the frog is alive or not.
frog_row++;
redraw_frog();
// If the frog has ended up successfully in row 7 - add it to the
// riverbank_status flag
if(!frog_dead && frog_row == RIVERBANK_ROW) {
riverbank_status |= (1<<frog_column);
add_to_score(10);
} else if(!frog_dead) {
add_to_score(1);
}
}
void move_frog_backward(void) {
// If the frog is in the start row it will die in it's position otherwise
// move the frog backward and redraw the frog.
if(frog_row == START_ROW) {
frog_dead = TRUE;
} else {
redraw_row(frog_row);
frog_dead = will_frog_die_at_position(frog_row-1, frog_column);
frog_row--;
redraw_frog();
}
}
void move_frog_to_left(void) {
// If the frog is in the left most column it will die in it's position
// otherwise move the frog left and redraw the frog.
if(frog_column == 0) {
frog_dead = TRUE;
} else {
redraw_row(frog_row);
frog_dead = will_frog_die_at_position(frog_row, frog_column-1);
frog_column--;
redraw_frog();
}
}
void move_frog_to_right(void) {
// If the frog is in right most column it will die in it's position
// otherwise move the frog right and redraw the frog.
if(frog_column == 15) {
frog_dead = TRUE;
} else {
redraw_row(frog_row);
frog_dead = will_frog_die_at_position(frog_row, frog_column+1);
frog_column++;
redraw_frog();
}
}
// Diagonal movement functions
void move_frog_up_left(void) {
// If the frog is in the left most column it will die in it's position
// otherwise move the frog left and up and redraw the frog.
if(frog_column == 0) {
frog_dead = TRUE;
} else {
redraw_row(frog_row);
frog_dead = will_frog_die_at_position(frog_row+1, frog_column-1);
frog_row++;
frog_column--;
redraw_frog();
// If the frog has ended up successfully in row 7 - add it to the
// riverbank_status flag
if(!frog_dead && frog_row == RIVERBANK_ROW) {
riverbank_status |= (1<<frog_column);
add_to_score(10);
} else if(!frog_dead) {
add_to_score(1);
}
}
}
// Diagonal movement functions
void move_frog_up_right(void) {
// If the frog is in the right most column it will die in it's position
// otherwise move the frog left and up and redraw the frog.
if(frog_column == 15) {
frog_dead = TRUE;
} else {
redraw_row(frog_row);
frog_dead = will_frog_die_at_position(frog_row+1, frog_column+1);
frog_row++;
frog_column++;
redraw_frog();
// If the frog has ended up successfully in row 7 - add it to the
// riverbank_status flag
if(!frog_dead && frog_row == RIVERBANK_ROW) {
riverbank_status |= (1<<frog_column);
add_to_score(10);
} else if(!frog_dead) {
add_to_score(1);
}
}
}
// Diagonal movement functions
void move_frog_down_left(void) {
// If the frog is in the start row it will die in it's position otherwise
// move the frog backward and redraw the frog.
if((frog_row == START_ROW) || (frog_column == 0)) {
frog_dead = TRUE;
} else {
redraw_row(frog_row);
frog_dead = will_frog_die_at_position(frog_row-1, frog_column-1);
frog_row--;
frog_column--;
redraw_frog();
}
}
// Diagonal movement functions
void move_frog_down_right(void) {
// If the frog is in the start row or in the left most column it will
// die in it's position otherwise move the frog backward and redraw the frog.
if((frog_row == START_ROW) || (frog_column == 0)) {
frog_dead = TRUE;
} else {
redraw_row(frog_row);
frog_dead = will_frog_die_at_position(frog_row-1, frog_column+1);
frog_row--;
frog_column++;
redraw_frog();
}
}
// returns the frogs row position
uint8_t get_frog_row(void) {
return frog_row;
}
// returns the frogs column position
uint8_t get_frog_column(void) {
return frog_column;
}
uint8_t is_riverbank_full(void) {
return (riverbank_status == 0xFFFF);
}
uint8_t frog_has_reached_riverbank(void) {
return (frog_row == RIVERBANK_ROW);
}
void set_frog_dead(uint8_t is_dead) {
if(is_dead == TRUE) {
frog_dead = TRUE;
}
else {
frog_dead = FALSE;
}
}
uint8_t is_frog_dead(void) {
return frog_dead;
}
// Scroll the given lane of traffic. (lane value must be 0 to 2)
void scroll_vehicle_lane(uint8_t lane, int8_t direction) {
uint8_t frog_is_in_this_row = (frog_row == lane + FIRST_VEHICLE_ROW);
// Work out the new lane position.
// Wrap numbers around if they go out of range
// A direction of -1 indicates movement to the left which means we
// start from a higher bit position in column 0
lane_position[lane] -= direction;
if(lane_position[lane] < 0) {
lane_position[lane] = LANE_DATA_WIDTH-1;
}
else if(lane_position[lane] >= LANE_DATA_WIDTH) {
lane_position[lane] = 0;
}
// Show the lane on the display
redraw_traffic_lane(lane);
// If the frog is in this row, show it
if(frog_is_in_this_row) {
// Update whether the frog will be alive or not. (The frog hasn't moved but
// it may have been hit by a vehicle.)
frog_dead = will_frog_die_at_position(frog_row, frog_column);
redraw_frog();
}
}
void scroll_river_channel(uint8_t channel, int8_t direction) {
uint8_t frog_is_in_this_row = (frog_row == channel + FIRST_RIVER_ROW);
// Note, if the frog is in this row then it will be on a log
if(frog_is_in_this_row) {
// Check if they're going to hit the edge - don't let the frog
// go beyond the edge
if(direction == 1 && frog_column == 15) {
frog_dead = 1; // hit right edge
}
else if(direction == -1 && frog_column == 0) {
frog_dead = 1; // hit left edge
}
else {
// Move the frog with the log - they're not going to hit the edge
frog_column += direction;
}
}
// Work out the new log position.
// Wrap numbers around if they go out of range
log_position[channel] -= direction;
if(log_position[channel] < 0) {
log_position[channel] = LOG_DATA_WIDTH-1;
} else if(log_position[channel] >= LOG_DATA_WIDTH) {
log_position[channel] = 0;
}
// Work out the log data to send to the display
redraw_river_channel(channel);
// If the frog is in this row, put them on the log
if(frog_is_in_this_row) {
redraw_frog();
}
}
// Redraw the frog in its current position.
void redraw_frog(void) {
if(frog_dead) {
ledmatrix_update_pixel(frog_column, frog_row, COLOUR_DEAD_FROG);
} else {
ledmatrix_update_pixel(frog_column, frog_row, COLOUR_FROG);
}
}
/////////////////////////////// Private (Helper) Functions /////////////////////
// Return 1 if the frog will die at the given position.
// Return 0 if the frog CAN jump to the given position (i.e. it is not occupied by
// a vehicle), or, if in the river, then it IS occupied by a log, or, if the final
// riverbank then that space is free.
static uint8_t will_frog_die_at_position(int8_t row, int8_t column) {
uint8_t lane, channel, bit_position;
if(column < 0 || column > 15) {
return 1;
}
switch(row) {
case 0: // always safe
case 4: // always safe
return 0;
break;
case 1:
case 2:
case 3:
lane = row - 1;
bit_position = lane_position[lane] + column;
if(bit_position >= LANE_DATA_WIDTH) {
bit_position -= LANE_DATA_WIDTH;
}
return (get_lane_data(lane) >> bit_position) & 1;
break;
case 5:
case 6:
channel = row - 5;
bit_position = log_position[channel] + column;
if(bit_position >= LOG_DATA_WIDTH) {
bit_position -= LOG_DATA_WIDTH;
}
return !((get_log_data(channel) >> bit_position) & 1);
break;
case 7:
return (riverbank_status >> column) & 1;
break;
}
// Any row outside the valid range means the frog will die
return 1;
}
// Redraw the rows on the game field. The frog is not redrawn.
static void redraw_whole_display(void) {
// Clear the display
//terminal_game_clear();
ledmatrix_clear();
// Start with the starting and halfway rows
redraw_roadside(START_ROW);
redraw_roadside(HALFWAY_ROW);
// Redraw traffic lanes
for(uint8_t lane=0; lane<=2; lane++) {
redraw_traffic_lane(lane);
}
// Redraw river
for(uint8_t channel=0; channel<=1; channel++) {
redraw_river_channel(channel);
}
// Redraw riverbank
redraw_riverbank();
}
// Redraw the row with the given number (0 to 7). The frog is not redrawn.
static void redraw_row(uint8_t row) {
// Remove frog from current position (we need to update the display
// so it shows the right colour pixel in its place). We know the frog
// must be either on a road edge, on the road or on a log.
switch(row) {
case START_ROW:
case HALFWAY_ROW:
redraw_roadside(row);
break;
case FIRST_VEHICLE_ROW:
case SECOND_VEHICLE_ROW:
case THIRD_VEHICLE_ROW:
redraw_traffic_lane(row-1);
break;
case FIRST_RIVER_ROW:
case SECOND_RIVER_ROW:
redraw_river_channel(row-5);
break;
case RIVERBANK_ROW:
redraw_riverbank();
break;
default:
// Invalid row - ignore
break;
}
}
// Redraw the given roadside row (0 or 4). The frog is not redrawn.
static void redraw_roadside(uint8_t row) {
MatrixRow row_display_data;
uint8_t i;
for(i=0;i<=15;i++) {
row_display_data[i] = COLOUR_EDGES;
}
ledmatrix_update_row(row, row_display_data);
}
// Redraw the given traffic lane (0, 1, 2). The frog is not redrawn.
static void redraw_traffic_lane(uint8_t lane) {
MatrixRow row_display_data;
uint8_t i;
uint8_t bit_position = lane_position[lane];
for(i=0; i<=15; i++) {
if((get_lane_data(lane) >> bit_position) & 1) {
row_display_data[i] = get_lane_colours(lane);
} else {
row_display_data[i] = COLOUR_ROAD;
}
bit_position++;
if(bit_position >= LANE_DATA_WIDTH) {
// Wrap around in our lane data
bit_position = 0;
}
}
ledmatrix_update_row(lane+FIRST_VEHICLE_ROW, row_display_data);
}
// Redraw the given river channel (0 or 1). The frog is not redrawn.
static void redraw_river_channel(uint8_t channel) {
MatrixRow row_display_data;
uint8_t i;
uint8_t bit_position = log_position[channel];
for(i=0; i<=15; i++) {
if((get_log_data(channel) >> bit_position) & 1) {
row_display_data[i] = COLOUR_LOGS;
} else {
row_display_data[i] = COLOUR_WATER;
}
bit_position++;
if(bit_position >= LOG_DATA_WIDTH) {
bit_position = 0;
}
}
ledmatrix_update_row(channel+FIRST_RIVER_ROW, row_display_data);
}
// Redraw the riverbank (top row). Previous frogs which have made it to a hole
// at the top are shown.
static void redraw_riverbank(void) {
MatrixRow row_display_data;
uint8_t i;
// Blank out spaces in our rowdata where there are holes in the riverbank
for(i=0; i<= 15; i++) {
if((riverbank >> i) & 1) {
// Riverbank edge
row_display_data[i] = COLOUR_EDGES;
} else if ((riverbank_status >> i) & 1) {
// Frog occupying a hole
row_display_data[i] = COLOUR_FROG;
} else {
// Empty hole
row_display_data[i] = 0;
}
}
// Output our riverbank to the display
ledmatrix_update_row(RIVERBANK_ROW, row_display_data);
}