Merge branch 'master' into add-prometheus-metrics
This commit is contained in:
26
README.md
26
README.md
@@ -20,17 +20,16 @@ This was ported from the [TWANG fork](https://github.com/bdring/TWANG) by bdring
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- All of the Arduino version game features are functional.
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- The game now has a WiFi access port to get game stats. Connect a smartphone or computer to see them.
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- **SSID:** TWANG_AP
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- **Password:** esp32rocks
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- **Password:** 12345666
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- **URL:** 192.168.4.1
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- You can update these settings over WiFi
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- LED Count
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- LED Brightness
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- Audio Volume
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- Joystick Deadzone (removes drift)
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- Attack Threshold (twang sensitivity)
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- Lives Per Level
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## TO DO List:
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@@ -38,29 +37,14 @@ This was ported from the [TWANG fork](https://github.com/bdring/TWANG) by bdring
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- Wireless features~~
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- 2 Player features by linking controllers. TBD
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=======
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- Setting
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- I want to figure out a way to have the LED count be set via the web server. I often bring several length LED strings to an event because I don't know which size is most appropriate. A last minute recompile is not a good solution.
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- Wireless features~~
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- 2 Player features by linking controllers. TBD
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- Settings:
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- Change strip type.
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- Digitized Audio
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- Currently the port uses the same square wave tones of the the Arduino version.
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- I want to convert to digitized high quality sound effects.
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- Possibly mix multiple sounds so things like lava and movement sound good at the same time.
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- Custom PCB
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- Make wiring easier.
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- More robust.
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- Integrated audio amplifier.
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- Python (it might be fun to make a Python version)
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- Digitized Audio
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- Currently the port uses the same square wave tones of the the Arduino version.
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- I want to convert to digitized high quality sound effects.
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- Possibly mix multiple sounds so things like lava and movement sound good at the same time.
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- Better looking mobile web interface (looks more like a web app)
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- Python (it might be fun to make a Python version)
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**BTW:** Since you have red this far... If you want to contribute, contact me and I might be able to get you some free or discounted hardware.
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## Required libraries:
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@@ -127,6 +111,8 @@ They all call different functions and variables to setup the level. Each one is
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* ontime: How long (ms) the lava is ON for
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* offtime: How long the lava is ON for
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* offset: How long (ms) after the level starts before the lava turns on, use this to create patterns with multiple lavas
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* grow: This specifies the rate of growth. Use 0 for no growth. Reasonable growth is 0.1 to 0.5
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* flow: This specifies the rate/direction of flow. Reasonable numbers are 0.2 to 0.8
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**spawnConveyor(startPoint, endPoint, speed);** (2 conveyors max)
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* startPoint, endPoint: Same as lava
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@@ -3,9 +3,10 @@
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class Lava
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{
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public:
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void Spawn(int left, int right, int ontime, int offtime, int offset, int state);
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void Spawn(int left, int right, int ontime, int offtime, int offset, int state, float grow_rate, float flow_vector);
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void Kill();
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int Alive();
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void Update();
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int _left;
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int _right;
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int _ontime;
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@@ -13,13 +14,18 @@ class Lava
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int _offset;
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long _lastOn;
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int _state;
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float _grow_rate = 0.0; // size grows by this much each tick
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float _flow_vector = 0.0; // endpoints move in the direction each tick.
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static const int OFF = 0;
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static const int ON = 1;
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private:
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int _alive;
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float _growth = 0;
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float _flow = 0;
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int _width;
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};
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void Lava::Spawn(int left, int right, int ontime, int offtime, int offset, int state){
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void Lava::Spawn(int left, int right, int ontime, int offtime, int offset, int state, float grow_rate, float flow_vector){
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_left = left;
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_right = right;
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_ontime = ontime;
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@@ -28,6 +34,13 @@ void Lava::Spawn(int left, int right, int ontime, int offtime, int offset, int s
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_alive = 1;
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_lastOn = millis()-offset;
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_state = state;
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_width = _right - _left;
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_grow_rate = fabs(grow_rate); // only allow positive growth
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_flow_vector = flow_vector;
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}
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void Lava::Kill(){
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@@ -37,3 +50,35 @@ void Lava::Kill(){
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int Lava::Alive(){
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return _alive;
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}
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// this gets called on every frame.
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void Lava::Update() {
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// update how much it has changed
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if (_grow_rate != 0) {
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_growth += _grow_rate;
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if (_growth >= 1.0) {
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if (_left > 0)
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_left -= 1;
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if (_right < VIRTUAL_LED_COUNT)
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_right += 1;
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_growth = 0.0;
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}
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}
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if (_flow_vector != 0) {
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_flow += _flow_vector;
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if (fabs(_flow) >=1) {
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if (_left > 1 && _left < VIRTUAL_LED_COUNT - _width) {
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_left += (int)_flow;
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}
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if (_right > _width && _right < VIRTUAL_LED_COUNT)
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_right += (int)_flow;
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_flow = 0.0;
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}
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}
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}
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@@ -39,12 +39,12 @@
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// twang files
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#include "config.h"
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#include "twang_mpu.h"
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#include "Enemy.h"
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#include "Particle.h"
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#include "Spawner.h"
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#include "Lava.h"
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#include "Boss.h"
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#include "Conveyor.h"
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#include "enemy.h"
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#include "particle.h"
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#include "spawner.h"
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#include "lava.h"
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#include "boss.h"
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#include "conveyor.h"
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#include "iSin.h"
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#include "sound.h"
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#include "settings.h"
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@@ -419,12 +419,14 @@ void loadLevel(){
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activate: The delay in milliseconds before the first enemy
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Lava: You can create 4 pools of lava.
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spawnLava(left, right, ontime, offtime, offset, state);
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spawnLava(left, right, ontime, offtime, offset, state, grow, flow);
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left: the lower end of the lava pool
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right: the upper end of the lava pool
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ontime: How long the lave stays on.
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offset: the delay before the first switch
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state: does it start on or off
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grow: This specifies the rate of growth. Use 0 for no growth. Reasonable growth is 0.1 to 0.5
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flow: This specifies the rate/direction of flow. Reasonable numbers are 0.2 to 0.8
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Conveyor: You can create 2 conveyors.
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spawnConveyor(startPoint, endPoint, direction)
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@@ -458,17 +460,28 @@ void loadLevel(){
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break;
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case 3:
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// Lava intro
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spawnLava(400, 490, 2000, 2000, 0, Lava::OFF);
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spawnLava(400, 490, 2000, 2000, 0, Lava::OFF, 0, 0);
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spawnEnemy(350, 0, 1, 0);
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spawnPool[0].Spawn(1000, 5500, 3, 0, 0);
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break;
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case 4:
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// Sin enemy
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// intro to moving lava (down)
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spawnLava(400, 490, 2000, 2000, 0, Lava::OFF, 0, -0.5);
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spawnEnemy(350, 0, 1, 0);
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spawnPool[0].Spawn(1000, 5500, 3, 0, 0);
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break;
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case 5:
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// lava spreading
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spawnLava(400, 450, 2000, 2000, 0, Lava::OFF, 0.25, 0);
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spawnEnemy(350, 0, 1, 0);
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spawnPool[0].Spawn(1000, 5500, 3, 0, 0);
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break;
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case 6:
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// Sin wave enemy
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spawnEnemy(700, 1, 7, 275);
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spawnEnemy(500, 1, 5, 250);
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break;
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case 5:
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case 7:
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// Sin enemy swarm
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spawnEnemy(700, 1, 7, 275);
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spawnEnemy(500, 1, 5, 250);
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@@ -478,14 +491,20 @@ void loadLevel(){
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spawnEnemy(400, 1, 7, 150);
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spawnEnemy(450, 1, 5, 400);
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break;
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case 6:
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case 8:
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// lava moving up
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playerPosition = 200;
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spawnLava(10, 180, 2000, 2000, 0, Lava::OFF, 0, 0.5);
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spawnEnemy(350, 0, 1, 0);
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spawnPool[0].Spawn(1000, 5500, 3, 0, 0);
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break;
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case 9:
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// Conveyor
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spawnConveyor(100, 600, -6);
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spawnEnemy(800, 0, 0, 0);
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break;
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case 7:
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case 10:
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// Conveyor of enemies
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spawnConveyor(50, 1000, 6);
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spawnEnemy(300, 0, 0, 0);
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@@ -496,30 +515,36 @@ void loadLevel(){
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spawnEnemy(800, 0, 0, 0);
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spawnEnemy(900, 0, 0, 0);
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break;
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case 8: // spawn train;
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case 11:
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// lava spread and fall
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spawnLava(400, 450, 2000, 2000, 0, Lava::OFF, 0.2, -0.5);
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spawnEnemy(350, 0, 1, 0);
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spawnPool[0].Spawn(1000, 5500, 3, 0, 0);
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break;
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case 12: // spawn train;
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spawnPool[0].Spawn(900, 1300, 2, 0, 0);
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break;
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case 9: // spawn train skinny attack width;
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case 13: // spawn train skinny attack width;
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attack_width = 32;
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spawnPool[0].Spawn(900, 1800, 2, 0, 0);
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break;
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case 10: // evil fast split spawner
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case 14: // evil fast split spawner
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spawnPool[0].Spawn(550, 1500, 2, 0, 0);
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spawnPool[1].Spawn(550, 1500, 2, 1, 0);
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break;
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case 11: // split spawner with exit blocking lava
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case 15: // split spawner with exit blocking lava
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spawnPool[0].Spawn(500, 1200, 2, 0, 0);
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spawnPool[1].Spawn(500, 1200, 2, 1, 0);
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spawnLava(900, 950, 2200, 800, 2000, Lava::OFF);
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spawnLava(900, 950, 2200, 800, 2000, Lava::OFF, 0, 0);
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break;
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case 12:
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case 16:
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// Lava run
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spawnLava(195, 300, 2000, 2000, 0, Lava::OFF);
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spawnLava(400, 500, 2000, 2000, 0, Lava::OFF);
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spawnLava(600, 700, 2000, 2000, 0, Lava::OFF);
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spawnLava(195, 300, 2000, 2000, 0, Lava::OFF, 0, 0);
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spawnLava(400, 500, 2000, 2000, 0, Lava::OFF, 0, 0);
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spawnLava(600, 700, 2000, 2000, 0, Lava::OFF, 0, 0);
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spawnPool[0].Spawn(1000, 3800, 4, 0, 0);
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break;
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case 13:
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case 17:
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// Sin enemy #2 practice (slow conveyor)
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spawnEnemy(700, 1, 7, 275);
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spawnEnemy(500, 1, 5, 250);
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@@ -527,7 +552,7 @@ void loadLevel(){
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spawnPool[1].Spawn(0, 5500, 5, 1, 10000);
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spawnConveyor(100, 900, -4);
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break;
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case 14:
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case 18:
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// Sin enemy #2 (fast conveyor)
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spawnEnemy(800, 1, 7, 275);
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spawnEnemy(700, 1, 7, 275);
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@@ -536,7 +561,7 @@ void loadLevel(){
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spawnPool[1].Spawn(0, 5500, 5, 1, 10000);
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spawnConveyor(100, 900, -6);
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break;
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case 15: // (don't edit last level)
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case 19: // (don't edit last level)
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// Boss this should always be the last level
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spawnBoss();
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break;
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@@ -577,10 +602,10 @@ void spawnEnemy(int pos, int dir, int speed, int wobble){
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}
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}
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void spawnLava(int left, int right, int ontime, int offtime, int offset, int state){
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void spawnLava(int left, int right, int ontime, int offtime, int offset, int state, float grow, float flow){
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for(int i = 0; i<LAVA_COUNT; i++){
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if(!lavaPool[i].Alive()){
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lavaPool[i].Spawn(left, right, ontime, offtime, offset, state);
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lavaPool[i].Spawn(left, right, ontime, offtime, offset, state, grow, flow);
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return;
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}
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}
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@@ -802,6 +827,7 @@ void tickLava(){
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for(i = 0; i<LAVA_COUNT; i++){
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LP = lavaPool[i];
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if(LP.Alive()){
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LP.Update(); // for grow and flow
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A = getLED(LP._left);
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B = getLED(LP._right);
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if(LP._state == Lava::OFF){
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@@ -1073,7 +1099,7 @@ bool inLava(int pos){
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for(i = 0; i<LAVA_COUNT; i++){
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LP = lavaPool[i];
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if(LP.Alive() && LP._state == Lava::ON){
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if(LP._left < pos && LP._right > pos) return true;
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if(LP._left <= pos && LP._right > pos) return true;
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}
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}
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return false;
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@@ -34,9 +34,9 @@
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#define VIRTUAL_LED_COUNT 1000
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// what type of LED Strip....uncomment to define only one of these
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//#define USE_APA102
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#define USE_APA102
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.#define USE_NEOPIXEL
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//#define USE_NEOPIXEL
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// Check to make sure LED choice was done right
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#if !defined(USE_NEOPIXEL) && !defined(USE_APA102)
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@@ -53,7 +53,7 @@
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#define CONVEYOR_BRIGHTNESS 8
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#define LAVA_OFF_BRIGHTNESS 4
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#define MAX_LEDS VIRTUAL_LED_COUNT // these LEDS can handle the max
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#define MIN_REDRAW_INTERVAL 1000.0 / 60.0 // divide by frames per second..if you tweak adjust player speed
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#define MIN_REDRAW_INTERVAL 1000.0 / 60.0 // divide by frames per second..if you tweak, adjust player speed
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#endif
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#ifdef USE_NEOPIXEL
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@@ -2,7 +2,7 @@
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#include "settings.h"
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const char* ssid = "TWANG_AP";
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const char* passphrase = "esp32rocks";
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const char* passphrase = "12345666";
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WiFiServer server(80);
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@@ -16,8 +16,11 @@ enum PAGE_TO_SEND
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};
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void ap_setup() {
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bool ret;
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/*
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* Set up an access point
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* @param ssid Pointer to the SSID (max 63 char).
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@@ -26,9 +29,14 @@ void ap_setup() {
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* @param ssid_hidden Network cloaking (0 = broadcast SSID, 1 = hide SSID)
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*/
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ret = WiFi.softAP(ssid, passphrase, 2, 0);
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//Serial.println("\r\nWiFi AP online ...");
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server.begin();
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Serial.print("\r\nWiFi SSID: ");
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Serial.println(ssid);
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Serial.print("WiFi Password: ");
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Serial.println(passphrase);
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Serial.println("Web Server Address: http://192.168.4.1");
|
||||
|
||||
}
|
||||
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||||
void sendStatsPage(WiFiClient client) {
|
||||
|
||||
Reference in New Issue
Block a user