Click-hold to exit Invaders, fix Brickout compile
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240ea1bbb3
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@ -65,7 +65,7 @@ void reset_ball() {
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}
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}
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void BrickoutGame::game_screen() {
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void BrickoutGame::game_screen() {
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if (game_frame()) do { // Run logic twice for finer resolution
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if (game_frame()) { // Run logic twice for finer resolution
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// Update Paddle Position
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// Update Paddle Position
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paddle_x = (int8_t)ui.encoderPosition;
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paddle_x = (int8_t)ui.encoderPosition;
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paddle_x = constrain(paddle_x, 0, (LCD_PIXEL_WIDTH - (PADDLE_W)) / (PADDLE_VEL));
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paddle_x = constrain(paddle_x, 0, (LCD_PIXEL_WIDTH - (PADDLE_W)) / (PADDLE_VEL));
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@ -75,7 +75,7 @@ void BrickoutGame::game_screen() {
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// Run the ball logic
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// Run the ball logic
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if (game_state) do {
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if (game_state) do {
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// Provisionally update the position
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// Provisionally update the ball position
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const fixed_t newx = ballx + ballh, newy = bally + ballv; // current next position
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const fixed_t newx = ballx + ballh, newy = bally + ballv; // current next position
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if (!WITHIN(newx, 0, BTOF(LCD_PIXEL_WIDTH - 1))) { // out in x?
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if (!WITHIN(newx, 0, BTOF(LCD_PIXEL_WIDTH - 1))) { // out in x?
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ballh = -ballh; _BUZZ(5, 220); // bounce x
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ballh = -ballh; _BUZZ(5, 220); // bounce x
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@ -197,7 +197,7 @@ void BrickoutGame::game_screen() {
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}
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}
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// A click always exits this game
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// A click always exits this game
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if (ui.use_click()) ui.goto_previous_screen();
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if (ui.use_click()) exit_game();
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}
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}
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void BrickoutGame::enter_game() {
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void BrickoutGame::enter_game() {
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@ -61,6 +61,9 @@ void MarlinGame::init_game(const uint8_t init_state, const screenFunc_t screen)
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ui.defer_status_screen();
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ui.defer_status_screen();
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}
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}
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//void MarlinGame::exit_game() { ui.goto_previous_screen(); }
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void MarlinGame::exit_game() {
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ui.goto_previous_screen();
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ui.defer_status_screen(false);
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}
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#endif // HAS_GAMES
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#endif // HAS_GAMES
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@ -55,8 +55,8 @@ protected:
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static bool game_frame();
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static bool game_frame();
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static void draw_game_over();
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static void draw_game_over();
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static void exit_game();
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public:
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public:
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MarlinGame() {}
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static void init_game(const uint8_t init_state, const screenFunc_t screen);
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static void init_game(const uint8_t init_state, const screenFunc_t screen);
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};
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};
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@ -185,7 +185,7 @@ int8_t cannon_x;
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laser_t laser, expl, bullet[10];
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laser_t laser, expl, bullet[10];
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constexpr uint8_t inv_off[] = { 2, 1, 0 }, inv_wide[] = { 8, 11, 12 };
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constexpr uint8_t inv_off[] = { 2, 1, 0 }, inv_wide[] = { 8, 11, 12 };
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int8_t invaders_x, invaders_y, invaders_dir, leftmost, rightmost, botmost;
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int8_t invaders_x, invaders_y, invaders_dir, leftmost, rightmost, botmost;
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uint8_t invader_count, bugs[INVADER_ROWS], shooters[(INVADER_ROWS) * (INVADER_COLS)];
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uint8_t invader_count, quit_count, bugs[INVADER_ROWS], shooters[(INVADER_ROWS) * (INVADER_COLS)];
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inline void update_invader_data() {
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inline void update_invader_data() {
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uint8_t inv_mask = 0;
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uint8_t inv_mask = 0;
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@ -380,14 +380,19 @@ void InvadersGame::game_screen() {
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}
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}
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// Click-and-hold to abort
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if (ui.button_pressed()) --quit_count; else quit_count = 10;
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// Click to fire or exit
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// Click to fire or exit
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if (ui.use_click()) {
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if (ui.use_click()) {
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if (!game_state)
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if (!game_state)
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ui.goto_previous_screen();
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quit_count = 0;
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else if (game_state == 1 && !laser.v)
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else if (game_state == 1 && !laser.v)
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fire_cannon();
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fire_cannon();
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}
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}
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if (!quit_count) exit_game();
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u8g.setColorIndex(1);
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u8g.setColorIndex(1);
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// Draw invaders
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// Draw invaders
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@ -452,6 +457,7 @@ void InvadersGame::game_screen() {
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void InvadersGame::enter_game() {
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void InvadersGame::enter_game() {
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init_game(20, game_screen); // countdown to reset invaders
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init_game(20, game_screen); // countdown to reset invaders
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cannons_left = 3;
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cannons_left = 3;
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quit_count = 10;
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laser.v = 0;
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laser.v = 0;
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reset_invaders();
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reset_invaders();
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reset_player();
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reset_player();
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@ -125,7 +125,7 @@ void MazeGame::game_screen() {
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if (!game_state) draw_game_over();
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if (!game_state) draw_game_over();
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// A click always exits this game
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// A click always exits this game
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if (ui.use_click()) ui.goto_previous_screen();
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if (ui.use_click()) exit_game();
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}
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}
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void MazeGame::enter_game() {
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void MazeGame::enter_game() {
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@ -322,7 +322,7 @@ void SnakeGame::game_screen() {
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if (!game_state) draw_game_over();
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if (!game_state) draw_game_over();
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// A click always exits this game
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// A click always exits this game
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if (ui.use_click()) ui.goto_previous_screen();
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if (ui.use_click()) exit_game();
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}
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}
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void SnakeGame::enter_game() {
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void SnakeGame::enter_game() {
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