Effect snake is now a real snake game, with apples, dying and even a more or less smart AI.

This commit is contained in:
Fabian Schlenz 2019-10-15 20:06:19 +02:00
parent 377ccc477f
commit ec379c009e
2 changed files with 199 additions and 59 deletions

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@ -3,23 +3,42 @@
#include "Effect.h"
#include "prototypes.h"
#define SNAKE_DIR_NORTH 0
#define SNAKE_DIR_EAST 1
#define SNAKE_DIR_SOUTH 2
#define SNAKE_DIR_WEST 3
class SnakeEffect : public Effect {
private:
Coords coords;
uint8_t direction = 1;
uint8_t hue = 0;
uint8_t run = 0;
bool is_turn_needed();
void turn_random();
bool turn_right();
bool turn_left();
bool is_direction_okay(uint8_t direction);
Coords _pos;
Coords _apple;
int8_t _dir = SNAKE_DIR_NORTH;
uint8_t* _map;
uint16_t _pixels;
uint8_t _length;
unsigned long _last_apple_at;
unsigned long _last_move_at;
// The following code is a handwritten "ai". Useful for testing and stuff.
//int8_t _decisions[64] = {1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,0,0,0,0,0,0,0,0,0,1,0,0,0,1,0,0,-1,-1,-1,-1,-1,-1,-1,-1,-1,1,-1,1,-1,-1,-1,-1,0,0,0,0,-1,-1,0,0,0,1,0,0,-1,-1,0,0};
int8_t _decisions[64] = {0, 1, 1, -1, 0, 1, 1, -1, 0, -1, 1, -1, -1, 0, 1, -1, -1, 0, 0, 1, -1, -1, 0, 0, -1, 0, 0, -1, 0, -1, 0, -1, -1, 0, 0, -1, -1, 0, 1, -1, -1, 1, 1, -1, -1, 1, -1, 0, 0, 1, 0, 1, -1, -1, 0, 0, 0, -1, 0, 1, 0, -1, 0, -1};
//int8_t _decisions[64] = {1, 1, 0, 0, 1, 1, -1, -1, 0, -1, 0, -1, -1, 0, -1, 1, 1, -1, 0, 0, 1, -1, 0, 1, 0, -1, 0, -1, 0, 1, 1, 1, -1, 0, 0, 0, -1, -1, -1, 1, -1, -1, 1, 1, -1, 0, 1, 1, 1, 0, 0, -1, -1, 0, -1, 1, 0, 0, 0, -1, 0, -1, 1, 1};
uint16_t _xy2i(uint8_t x, uint8_t y);
uint16_t _xy2i(Coords c);
Coords _i2xy(uint16_t i);
Coords _new_pos(uint8_t dir);
uint8_t _dying = 0;
bool _is_free(uint8_t dir);
bool _to_apple(uint8_t dir);
void _place_apple();
void _init();
void _decide();
int8_t _manual_decision();
void _move();
void _draw();
public:
SnakeEffect();
~SnakeEffect();
void loop(uint16_t ms);
boolean valid_position(Coords c);
Coords update_position(Coords c, uint8_t direction);
boolean can_be_shown_with_clock();
String get_name() override { return "snake"; }
};

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@ -2,63 +2,184 @@
#include "functions.h"
SnakeEffect::SnakeEffect() {
this->coords = {0, 0};
this->window = new Window(0, 0, LED_WIDTH, LED_HEIGHT-6);
window = new Window(0, 0, LED_WIDTH, LED_HEIGHT-6);
_pixels = window->width * window->height;
_map = new uint8_t[_pixels];
_init();
}
void SnakeEffect::_init() {
_dying = 0;
_last_apple_at = millis();
_last_move_at = millis();
_dir = SNAKE_DIR_NORTH;
_length = 4;
_pos = {(uint8_t)(window->width/2), (uint8_t)(window->height/2)};
for (int i=0; i<_pixels; i++) _map[i]=0;
_map[_xy2i(_pos)]=1;
_place_apple();
}
SnakeEffect::~SnakeEffect() {
delete window;
delete _map;
}
void SnakeEffect::_place_apple() {
if (_length < _pixels) {
uint8_t start = random8(_pixels);
for (int i=0; i<_pixels; i++) {
if (_map[start + i]==0) {
_apple = _i2xy(start + i);
return;
}
}
}
}
void SnakeEffect::_decide() {
uint8_t input = 0;
if (_is_free(_dir - 1)) input |= 1<<5;
if (_is_free(_dir)) input |= 1<<4;
if (_is_free(_dir + 1)) input |= 1<<3;
if (_to_apple(_dir - 1)) input |= 1<<2;
if (_to_apple(_dir)) input |= 1<<1;
if (_to_apple(_dir + 1)) input |= 1;
_dir += _decisions[input];
if (_dir < 0) _dir += 4;
}
/**
* This is old (and hence disabled) code, showing
* a simple, hand-crafted "AI" for plaing snake.
**
int8_t SnakeEffect::_manual_decision() {
bool free_l = _is_free(_dir - 1);
bool free_s = _is_free(_dir);
bool free_r = _is_free(_dir + 1);
bool apple_l = _to_apple(_dir - 1);
bool apple_s = _to_apple(_dir);
bool apple_r = _to_apple(_dir + 1);
if (!free_s) {
if (apple_l && free_l) return -1;
if (apple_r && free_r) return 1;
if (free_l) return -1;
return 1;
}
if (apple_s) return 0;
if (apple_l && free_l) return -1;
if (apple_r && free_r) return 1;
return 0;
}*/
bool SnakeEffect::_is_free(uint8_t dir) {
Coords np = _new_pos(dir);
return np.x>=0 && np.x<window->width && np.y>=0 && np.y<window->height && _map[_xy2i(np)]==0;
}
bool SnakeEffect::_to_apple(uint8_t dir) {
uint8_t d = dir % 4;
switch(d) {
case SNAKE_DIR_NORTH: return _apple.y<_pos.y;
case SNAKE_DIR_EAST: return _apple.x>_pos.x;
case SNAKE_DIR_SOUTH: return _apple.y>_pos.y;
case SNAKE_DIR_WEST: return _apple.x<_pos.x;
}
return true;
}
Coords SnakeEffect::_new_pos(uint8_t dir) {
uint8_t d = dir % 4;
Coords p(_pos);
switch(d) {
case SNAKE_DIR_NORTH: p.y--; break;
case SNAKE_DIR_EAST: p.x++; break;
case SNAKE_DIR_SOUTH: p.y++; break;
case SNAKE_DIR_WEST: p.x--; break;
}
return p;
}
uint16_t SnakeEffect::_xy2i(Coords c) {
return _xy2i(c.x, c.y);
}
uint16_t SnakeEffect::_xy2i(uint8_t x, uint8_t y) {
return y*window->width + x;
}
Coords SnakeEffect::_i2xy(uint16_t i) {
return {(uint16_t)(i%window->width), (uint16_t)(i/window->width)};
}
void SnakeEffect::_move() {
if (_dying==0 && !_is_free(_dir)) {
_dying = 150;
return;
}
if (_dying > 0) {
_dying--;
if (_dying==0) {
_init();
}
return;
}
unsigned long now = millis();
if (_last_move_at < now && now - _last_move_at < 100) {
return;
}
_last_move_at = now;
_pos = _new_pos(_dir);
if (_pos.x==_apple.x && _pos.y==_apple.y) {
_last_apple_at = millis();
_length++;
}
for (int i=0; i<_pixels; i++) {
if (_map[i]>0 && _map[i]<_length-1) _map[i]++;
else _map[i]=0;
}
_map[_xy2i(_pos)] = 1;
if (_pos.x==_apple.x && _pos.y==_apple.y) {
_place_apple();
}
}
void SnakeEffect::_draw() {
if (_dying) {
window->fadeToBlackBy(4);
return;
}
window->clear();
CRGB red(0xBB0000);
for (int i=0; i<_pixels; i++) {
if (_map[i]>0) window->setPixelByIndex(i, &red);
}
CRGB white(0xFFFFFF);
window->setPixel(_pos.x, _pos.y, &white);
CRGB green(0xFFFF00);
window->setPixel(_apple.x, _apple.y, &green);
}
void SnakeEffect::loop(uint16_t ms) {
if (run++ % settings.effects.snake.slowdown == 0) { // Change the coordinates only on every n-th run.
if (random8(settings.effects.snake.direction_change)==0 || is_turn_needed()) turn_random();
this->coords = update_position(this->coords, this->direction);
//window->fadeToBlackBy(2);
//CRGB color(CHSV(hue, 200, 255));
//window->setPixel(this->coords.x, this->coords.y, &color);
//hue++;
if (millis() < _last_apple_at || millis() - _last_apple_at > 30000) {
_dying = 150;
}
window->fadeToBlackBy(2);
CRGB color(CHSV(hue, 200, 255));
window->setPixel(this->coords.x, this->coords.y, &color);
hue++;
}
void SnakeEffect::turn_random() {
if ((random8() & 1) == 0) {
turn_right() || turn_left();
} else {
turn_left() || turn_right();
if (_dying==0) {
_decide();
}
}
bool SnakeEffect::turn_left() {
if (!is_direction_okay(this->direction - 1)) return false;
this->direction--;
return true;
}
bool SnakeEffect::turn_right() {
if (!is_direction_okay(this->direction + 1)) return false;
this->direction++;
return true;
}
bool SnakeEffect::is_turn_needed() {
return !is_direction_okay(this->direction);
}
bool SnakeEffect::is_direction_okay(uint8_t dir) {
Coords c = update_position(this->coords, dir);
return c.x<window->width && c.y<window->height;
}
Coords SnakeEffect::update_position(Coords original, uint8_t direction) {
direction = direction % 4;
if (direction == 0) original.y--;
else if (direction == 1) original.x++;
else if (direction == 2) original.y++;
else if (direction == 3) original.x--;
return original;
_move();
_draw();
}
boolean SnakeEffect::can_be_shown_with_clock() { return true; }