/* TWANG32 - An ESP32 port of TWANG (c) B. Dring 3/2018 License: Creative Commons 4.0 Attribution - Share Alike TWANG was originally created by Critters https://github.com/Critters/TWANG It was inspired by Robin Baumgarten's Line Wobbler Game Recent Changes - fixed bug in settings when initial read failed. It was trying to turn off the sound timer while it was still NULL - Number of LEDs is now adjustable via serial and wifi. Woot, no recompile just to change strip length. - A little refactoring so Wifi and Serial interfaces can share some code. - Added Refresh button to web page */ #define VERSION "2018-03-31" #include #include #include "Arduino.h" #include "RunningMedian.h" // twang files #include "twang_mpu.h" #include "Enemy.h" #include "Particle.h" #include "Spawner.h" #include "Lava.h" #include "Boss.h" #include "Conveyor.h" #include "iSin.h" #include "sound.h" #include "settings.h" #include "wifi_ap.h" #define DATA_PIN 16 #define CLOCK_PIN 17 #define VIRTUAL_LED_COUNT 1000 // what type of LED Strip....pick one #define USE_APA102 //#define USE_NEOPIXEL #ifdef USE_APA102 #define LED_TYPE APA102 #define LED_COLOR_ORDER BGR // typically this will be the order, but switch it if not #define CONVEYOR_BRIGHTNES 8 #define LAVA_OFF_BRIGHTNESS 4 #endif #ifdef USE_NEOPIXEL #define CONVEYOR_BRIGHTNES 40 // low neopixel values are nearly off, they need a higher value #define LAVA_OFF_BRIGHTNESS 15 #endif //#define BRIGHTNESS 150 #define DIRECTION 1 #define MIN_REDRAW_INTERVAL 16 // Min redraw interval (ms) 33 = 30fps / 16 = 63fps #define USE_GRAVITY 0 // 0/1 use gravity (LED strip going up wall) #define BEND_POINT 550 // 0/1000 point at which the LED strip goes up the wall // GAME long previousMillis = 0; // Time of the last redraw int levelNumber = 0; #define TIMEOUT 20000 // time until screen saver in milliseconds int joystickTilt = 0; // Stores the angle of the joystick int joystickWobble = 0; // Stores the max amount of acceleration (wobble) // WOBBLE ATTACK #define DEFAULT_ATTACK_WIDTH 70 // Width of the wobble attack, world is 1000 wide int attack_width = DEFAULT_ATTACK_WIDTH; #define ATTACK_DURATION 500 // Duration of a wobble attack (ms) long attackMillis = 0; // Time the attack started bool attacking = 0; // Is the attack in progress? #define BOSS_WIDTH 40 // TODO all animation durations should be defined rather than literals // because they are used in main loop and some sounds too. #define STARTUP_WIPEUP_DUR 200 #define STARTUP_SPARKLE_DUR 1300 #define STARTUP_FADE_DUR 1500 #define GAMEOVER_SPREAD_DURATION 1000 #define GAMEOVER_FADE_DURATION 1500 #define WIN_FILL_DURATION 500 // sound has a freq effect that might need to be adjusted #define WIN_CLEAR_DURATION 1000 #define WIN_OFF_DURATION 1200 Twang_MPU accelgyro = Twang_MPU(); CRGB leds[VIRTUAL_LED_COUNT]; RunningMedian MPUAngleSamples = RunningMedian(5); RunningMedian MPUWobbleSamples = RunningMedian(5); iSin isin = iSin(); #define JOYSTICK_DEBUG // comment out to stop serial debugging // POOLS #define LIFE_LEDS 3 int lifeLEDs[LIFE_LEDS] = {7, 6, 5}; // these numbers are Arduino GPIO numbers...this is not used in the B. Dring enclosure design #define ENEMY_COUNT 10 Enemy enemyPool[ENEMY_COUNT] = { Enemy(), Enemy(), Enemy(), Enemy(), Enemy(), Enemy(), Enemy(), Enemy(), Enemy(), Enemy() }; #define PARTICLE_COUNT 40 Particle particlePool[PARTICLE_COUNT] = { Particle(), Particle(), Particle(), Particle(), Particle(), Particle(), Particle(), Particle(), Particle(), Particle(), Particle(), Particle(), Particle(), Particle(), Particle(), Particle(), Particle(), Particle(), Particle(), Particle(), Particle(), Particle(), Particle(), Particle(), Particle(), Particle(), Particle(), Particle(), Particle(), Particle(), Particle(), Particle(), Particle(), Particle(), Particle(), Particle(), Particle(), Particle(), Particle(), Particle() }; #define SPAWN_COUNT 5 Spawner spawnPool[SPAWN_COUNT] = { Spawner(), Spawner() }; #define LAVA_COUNT 5 Lava lavaPool[LAVA_COUNT] = { Lava(), Lava(), Lava(), Lava() }; #define CONVEYOR_COUNT 2 Conveyor conveyorPool[CONVEYOR_COUNT] = { Conveyor(), Conveyor() }; Boss boss = Boss(); enum stages { STARTUP, PLAY, WIN, DEAD, SCREENSAVER, BOSS_KILLED, GAMEOVER } stage; long stageStartTime; // Stores the time the stage changed for stages that are time based int playerPosition; // Stores the player position int playerPositionModifier; // +/- adjustment to player position bool playerAlive; long killTime; int lives = LIVES_PER_LEVEL; bool lastLevel = false; int score = 0; void setup() { Serial.begin(115200); Serial.print("\r\nTWANG32 VERSION: "); Serial.println(VERSION); settings_init(); Wire.begin(); accelgyro.initialize(); FastLED.addLeds(leds, VIRTUAL_LED_COUNT); FastLED.setBrightness(user_settings.led_brightness); FastLED.setDither(1); sound_init(DAC_AUDIO_PIN); ap_setup(); stage = STARTUP; stageStartTime = millis(); lives = user_settings.lives_per_level; } void loop() { long mm = millis(); int brightness = 0; ap_client_check(); // check for web client checkSerialInput(); if(stage == PLAY){ if(attacking){ SFXattacking(); }else{ SFXtilt(joystickTilt); } }else if(stage == DEAD){ SFXdead(); } if (mm - previousMillis >= MIN_REDRAW_INTERVAL) { getInput(); long frameTimer = mm; previousMillis = mm; if(abs(joystickTilt) > user_settings.joystick_deadzone){ lastInputTime = mm; if(stage == SCREENSAVER){ levelNumber = -1; stageStartTime = mm; stage = WIN; } }else{ if(lastInputTime+TIMEOUT < mm){ stage = SCREENSAVER; } } if(stage == SCREENSAVER){ screenSaverTick(); }else if(stage == STARTUP){ if (stageStartTime+STARTUP_FADE_DUR > mm) { tickStartup(mm); } else { SFXcomplete(); levelNumber = 0; loadLevel(); } }else if(stage == PLAY){ // PLAYING if(attacking && attackMillis+ATTACK_DURATION < mm) attacking = 0; // If not attacking, check if they should be if(!attacking && joystickWobble > user_settings.attack_threshold){ attackMillis = mm; attacking = 1; } // If still not attacking, move! playerPosition += playerPositionModifier; if(!attacking){ SFXtilt(joystickTilt); int moveAmount = (joystickTilt/6.0); if(DIRECTION) moveAmount = -moveAmount; moveAmount = constrain(moveAmount, -MAX_PLAYER_SPEED, MAX_PLAYER_SPEED); playerPosition -= moveAmount; if(playerPosition < 0) playerPosition = 0; // stop player from leaving if boss is alive if (boss.Alive() && playerPosition >= VIRTUAL_LED_COUNT) // move player back playerPosition = 999; //(user_settings.led_count - 1) * (1000.0/user_settings.led_count); if(playerPosition >= VIRTUAL_LED_COUNT && !boss.Alive()) { // Reached exit! levelComplete(); return; } } if(inLava(playerPosition)){ die(); } // Ticks and draw calls FastLED.clear(); tickConveyors(); tickSpawners(); tickBoss(); tickLava(); tickEnemies(); drawPlayer(); drawAttack(); drawExit(); }else if(stage == DEAD){ // DEAD FastLED.clear(); tickDie(mm); if(!tickParticles()){ loadLevel(); } }else if(stage == WIN){ // LEVEL COMPLETE tickWin(mm); }else if(stage == BOSS_KILLED){ tickBossKilled(mm); } else if (stage == GAMEOVER) { if (stageStartTime+GAMEOVER_FADE_DURATION > mm) { tickGameover(mm); } else { FastLED.clear(); save_game_stats(false); // boss not killed //score = 0; // reset the score levelNumber = 0; lives = user_settings.lives_per_level; loadLevel(); } } FastLED.show(); } } // --------------------------------- // ------------ LEVELS ------------- // --------------------------------- void loadLevel(){ // leave these alone updateLives(); cleanupLevel(); playerAlive = 1; lastLevel = false; // this gets changed on the boss level /// Defaults...OK to change the following items in the levels below attack_width = DEFAULT_ATTACK_WIDTH; playerPosition = 0; /* ==== Level Editing Guide =============== Level creation is done by adding to or editing the switch statement below You can add as many levels as you want but you must have a "case" for each level. The case numbers must start at 0 and go up without skipping any numbers. Don't edit case 0 or the last (boss) level. They are special cases and editing them could break the code. TWANG uses a virtual 1000 LED grid. It will then scale that number to your strip, so if you want something in the middle of your strip use the number 500. Consider the size of your strip when adding features. All time values are specified in milliseconds (1/1000 of a second) You can add any of the following features. Enemies: You add up to 10 enemies with the spawnEnemy(...) functions. spawnEnemy(position, direction, speed, wobble); position: Where the enemy starts direction: If it moves, what direction does it go 0=down, 1=away speed: How fast does it move. Typically 1 to 4. wobble: 0=regular movement, 1=bouncing back and forth use the speed value to set the length of the wobble. Spawn Pools: This generates and endless source of new enemies. 2 pools max spawnPool[index].Spawn(position, rate, speed, direction, activate); index: You can have up to 2 pools, use an index of 0 for the first and 1 for the second. position: The location the enemies with be generated from. rate: The time in milliseconds between each new enemy speed: How fast they move. Typically 1 to 4. direction: Directions they go 0=down, 1=away activate: The delay in milliseconds before the first enemy Lava: You can create 4 pools of lava. spawnLava(left, right, ontime, offtime, offset, state); left: the lower end of the lava pool right: the upper end of the lava pool ontime: How long the lave stays on. offset: the delay before the first switch state: does it start on or off Conveyor: You can create 2 conveyors. spawnConveyor(startPoint, endPoint, direction) startPoint: The close end of the conveyor endPoint: The far end of the conveyor direction(speed): positive = away, negative = towards you (must be less than +/- player speed) ===== Other things you can adjust per level ================ Player Start position: playerPosition = xxx; The size of the TWANG attack attack_width = xxx; */ switch(levelNumber){ case 0: // basic introduction playerPosition = 200; spawnEnemy(1, 0, 0, 0); break; case 1: // Slow moving enemy spawnEnemy(900, 0, 1, 0); break; case 2: // Spawning enemies at exit every 2 seconds spawnPool[0].Spawn(VIRTUAL_LED_COUNT, 3000, 2, 0, 0); break; case 3: // Lava intro spawnLava(400, 490, 2000, 2000, 0, Lava::OFF); spawnEnemy(350, 0, 1, 0); spawnPool[0].Spawn(VIRTUAL_LED_COUNT, 5500, 3, 0, 0); break; case 4: // Sin enemy spawnEnemy(700, 1, 7, 275); spawnEnemy(500, 1, 5, 250); break; case 5: // Sin enemy swarm spawnEnemy(700, 1, 7, 275); spawnEnemy(500, 1, 5, 250); spawnEnemy(600, 1, 7, 200); spawnEnemy(800, 1, 5, 350); spawnEnemy(400, 1, 7, 150); spawnEnemy(450, 1, 5, 400); break; case 6: // Conveyor spawnConveyor(100, 600, -6); spawnEnemy(800, 0, 0, 0); break; case 7: // Conveyor of enemies spawnConveyor(50, VIRTUAL_LED_COUNT, 6); spawnEnemy(300, 0, 0, 0); spawnEnemy(400, 0, 0, 0); spawnEnemy(500, 0, 0, 0); spawnEnemy(600, 0, 0, 0); spawnEnemy(700, 0, 0, 0); spawnEnemy(800, 0, 0, 0); spawnEnemy(900, 0, 0, 0); break; case 8: // spawn train; spawnPool[0].Spawn(900, VIRTUAL_LED_COUNT, 3, 0, 0); break; case 9: // spawn train skinny width; attack_width = 32; spawnPool[0].Spawn(900, 1800, 2, 0, 0); break; case 10: // evil fast split spawner spawnPool[0].Spawn(550, 1100, 3, 0, 0); spawnPool[1].Spawn(550, 1100, 3, 1, 0); break; case 11: // split spawner with exit blocking lava spawnPool[0].Spawn(500, 1100, 3, 0, 0); spawnPool[1].Spawn(500, 1100, 3, 1, 0); spawnLava(900, 950, 2200, 800, 2000, Lava::OFF); break; case 12: // Lava run spawnLava(195, 300, 2000, 2000, 0, Lava::OFF); spawnLava(400, 500, 2000, 2000, 0, Lava::OFF); spawnLava(600, 700, 2000, 2000, 0, Lava::OFF); spawnPool[0].Spawn(VIRTUAL_LED_COUNT, 3800, 4, 0, 0); break; case 13: // Sin enemy #2 practice (slow conveyor) spawnEnemy(700, 1, 7, 275); spawnEnemy(500, 1, 5, 250); spawnPool[0].Spawn(VIRTUAL_LED_COUNT, 5500, 4, 0, 3000); spawnPool[1].Spawn(0, 5500, 5, 1, 10000); spawnConveyor(100, 900, -4); break; case 14: // Sin enemy #2 (fast conveyor) spawnEnemy(700, 1, 7, 275); spawnEnemy(500, 1, 5, 250); spawnPool[0].Spawn(VIRTUAL_LED_COUNT, 5500, 4, 0, 3000); spawnPool[1].Spawn(0, 5500, 5, 1, 10000); spawnConveyor(100, 900, -6); break; case 15: // (don't edit last level) // Boss this should always be the last level spawnBoss(); break; } stageStartTime = millis(); stage = PLAY; } void spawnBoss(){ lastLevel = true; boss.Spawn(); moveBoss(); } void moveBoss(){ int spawnSpeed = 2500; if(boss._lives == 2) spawnSpeed = 2000; if(boss._lives == 1) spawnSpeed = 1500; spawnPool[0].Spawn(boss._pos, spawnSpeed, 3, 0, 0); spawnPool[1].Spawn(boss._pos, spawnSpeed, 3, 1, 0); } /* ======================== spawn Functions ===================================== The following spawn functions add items to pools by looking for an unactive item in the pool. You can only add as many as the ..._COUNT. Additonal attemps to add will be ignored. ============================================================================== */ void spawnEnemy(int pos, int dir, int speed, int wobble){ for(int e = 0; e playerPosition?1:-1; return; } } } void spawnLava(int left, int right, int ontime, int offtime, int offset, int state){ for(int i = 0; i 0) lives --; if(lives == 0){ stage = GAMEOVER; stageStartTime = millis(); } else { for(int p = 0; p < PARTICLE_COUNT; p++){ particlePool[p].Spawn(playerPosition); } stageStartTime = millis(); stage = DEAD; } killTime = millis(); } // ---------------------------------- // -------- TICKS & RENDERS --------- // ---------------------------------- void tickStartup(long mm) { FastLED.clear(); if(stageStartTime+STARTUP_WIPEUP_DUR > mm) // fill to the top with green { int n = _min(map(((mm-stageStartTime)), 0, STARTUP_WIPEUP_DUR, 0, user_settings.led_count), user_settings.led_count); // fill from top to bottom for(int i = 0; i<= n; i++){ leds[i] = CRGB(0, 255, 0); } } else if(stageStartTime+STARTUP_SPARKLE_DUR > mm) // sparkle the full green bar { for(int i = 0; i< user_settings.led_count; i++){ if(random8(30) < 28) leds[i] = CRGB(0, 255, 0); // most are green else { int flicker = random8(250); leds[i] = CRGB(flicker, 150, flicker); // some flicker brighter } } } else if (stageStartTime+STARTUP_FADE_DUR > mm) // fade it out to bottom { int n = _max(map(((mm-stageStartTime)), STARTUP_SPARKLE_DUR, STARTUP_FADE_DUR, 0, user_settings.led_count), 0); // fill from top to bottom int brightness = _max(map(((mm-stageStartTime)), STARTUP_SPARKLE_DUR, STARTUP_FADE_DUR, 255, 0), 0); // for(int i = 0; i<= n; i++){ // leds[i] = CRGB(0, brightness, 0); // } for(int i = n; i< user_settings.led_count; i++){ leds[i] = CRGB(0, brightness, 0); } } SFXFreqSweepWarble(STARTUP_FADE_DUR, millis()-stageStartTime, 40, 400, 20); } void tickEnemies(){ for(int i = 0; i playerPosition-(attack_width/2) && enemyPool[i]._pos < playerPosition+(attack_width/2)){ enemyPool[i].Kill(); SFXkill(); } } if(inLava(enemyPool[i]._pos)){ enemyPool[i].Kill(); SFXkill(); } // Draw (if still alive) if(enemyPool[i].Alive()) { leds[getLED(enemyPool[i]._pos)] = CRGB(255, 0, 0); } // Hit player? if( (enemyPool[i].playerSide == 1 && enemyPool[i]._pos <= playerPosition) || (enemyPool[i].playerSide == -1 && enemyPool[i]._pos >= playerPosition) ){ die(); return; } } } } void tickBoss(){ // DRAW if(boss.Alive()){ boss._ticks ++; for(int i = getLED(boss._pos-BOSS_WIDTH/2); i<=getLED(boss._pos+BOSS_WIDTH/2); i++){ leds[i] = CRGB::DarkRed; leds[i] %= 100; } // CHECK COLLISION if(getLED(playerPosition) > getLED(boss._pos - BOSS_WIDTH/2) && getLED(playerPosition) < getLED(boss._pos + BOSS_WIDTH)){ die(); return; } // CHECK FOR ATTACK if(attacking){ if( (getLED(playerPosition+(attack_width/2)) >= getLED(boss._pos - BOSS_WIDTH/2) && getLED(playerPosition+(attack_width/2)) <= getLED(boss._pos + BOSS_WIDTH/2)) || (getLED(playerPosition-(attack_width/2)) <= getLED(boss._pos + BOSS_WIDTH/2) && getLED(playerPosition-(attack_width/2)) >= getLED(boss._pos - BOSS_WIDTH/2)) ){ boss.Hit(); if(boss.Alive()){ moveBoss(); }else{ spawnPool[0].Kill(); spawnPool[1].Kill(); } } } } } void drawPlayer(){ leds[getLED(playerPosition)] = CRGB(0, 255, 0); } void drawExit(){ if(!boss.Alive()){ leds[user_settings.led_count-1] = CRGB(0, 0, 255); } } void tickSpawners(){ long mm = millis(); for(int s = 0; s 3) //sound(380 + random8(200), MAX_VOLUME / 2); // scary lava noise } } lavaPool[i] = LP; } } bool tickParticles(){ bool stillActive = false; uint8_t brightness; for(int p = 0; p < PARTICLE_COUNT; p++){ if(particlePool[p].Alive()){ particlePool[p].Tick(USE_GRAVITY); if (particlePool[p]._power < 5) { brightness = (5 - particlePool[p]._power) * 10; leds[getLED(particlePool[p]._pos)] += CRGB(brightness, brightness/2, brightness/2);\ } else leds[getLED(particlePool[p]._pos)] += CRGB(particlePool[p]._power, 0, 0); stillActive = true; } } return stillActive; } void tickConveyors(){ //TODO should the visual speed be proportional to the conveyor speed? int b, speed, n, i, ss, ee, led; long m = 10000+millis(); playerPositionModifier = 0; int levels = 5; // brightness levels in conveyor for(i = 0; i 0) leds[led] = CRGB(0, 0, b); } if(playerPosition > conveyorPool[i]._startPoint && playerPosition < conveyorPool[i]._endPoint){ playerPositionModifier = speed; } } } } void tickComplete(long mm) // the boss is dead { int brightness = 0; FastLED.clear(); SFXcomplete(); if(stageStartTime+500 > mm){ int n = _max(map(((mm-stageStartTime)), 0, 500, user_settings.led_count, 0), 0); for(int i = user_settings.led_count; i>= n; i--){ brightness = (sin(((i*10)+mm)/500.0)+1)*255; leds[i].setHSV(brightness, 255, 50); } }else if(stageStartTime+5000 > mm){ for(int i = user_settings.led_count; i>= 0; i--){ brightness = (sin(((i*10)+mm)/500.0)+1)*255; leds[i].setHSV(brightness, 255, 50); } }else if(stageStartTime+5500 > mm){ int n = _max(map(((mm-stageStartTime)), 5000, 5500, user_settings.led_count, 0), 0); for(int i = 0; i< n; i++){ brightness = (sin(((i*10)+mm)/500.0)+1)*255; leds[i].setHSV(brightness, 255, 50); } }else{ nextLevel(); } } void tickBossKilled(long mm) // boss funeral { int brightness = 0; FastLED.clear(); if(stageStartTime+500 > mm){ int n = _max(map(((mm-stageStartTime)), 0, 500, user_settings.led_count, 0), 0); for(int i = user_settings.led_count; i>= n; i--){ brightness = (sin(((i*10)+mm)/500.0)+1)*255; leds[i].setHSV(brightness, 255, 50); } SFXbosskilled(); }else if(stageStartTime+6500 > mm){ for(int i = user_settings.led_count; i>= 0; i--){ brightness = (sin(((i*10)+mm)/500.0)+1)*255; leds[i].setHSV(brightness, 255, 50); } SFXbosskilled(); }else if(stageStartTime+7000 > mm){ int n = _max(map(((mm-stageStartTime)), 5000, 5500, user_settings.led_count, 0), 0); for(int i = 0; i< n; i++){ brightness = (sin(((i*10)+mm)/500.0)+1)*255; leds[i].setHSV(brightness, 255, 50); } SFXcomplete(); }else{ save_game_stats(true); // true = boss was killed nextLevel(); } } void tickDie(long mm) { // a short bright explosion...particles persist after it. const int duration = 100; // milliseconds const int width = 10; // half width of the explosion if(stageStartTime+duration > mm) {// Spread red from player position up and down the width int brightness = map((mm-stageStartTime), 0, duration, 255, 50); // this allows a fade from white to red // fill up int n = _max(map(((mm-stageStartTime)), 0, duration, getLED(playerPosition), getLED(playerPosition)+width), 0); for(int i = getLED(playerPosition); i<= n; i++){ leds[i] = CRGB(255, brightness, brightness); } // fill to down n = _max(map(((mm-stageStartTime)), 0, duration, getLED(playerPosition), getLED(playerPosition)-width), 0); for(int i = getLED(playerPosition); i>= n; i--){ leds[i] = CRGB(255, brightness, brightness); } } } void tickGameover(long mm) { int brightness = 0; if(stageStartTime+GAMEOVER_SPREAD_DURATION > mm) // Spread red from player position to top and bottom { // fill to top int n = _max(map(((mm-stageStartTime)), 0, GAMEOVER_SPREAD_DURATION, getLED(playerPosition), user_settings.led_count), 0); for(int i = getLED(playerPosition); i<= n; i++){ leds[i] = CRGB(255, 0, 0); } // fill to bottom n = _max(map(((mm-stageStartTime)), 0, GAMEOVER_SPREAD_DURATION, getLED(playerPosition), 0), 0); for(int i = getLED(playerPosition); i>= n; i--){ leds[i] = CRGB(255, 0, 0); } SFXgameover(); } else if(stageStartTime+GAMEOVER_FADE_DURATION > mm) // fade down to bottom and fade brightness { int n = _max(map(((mm-stageStartTime)), GAMEOVER_FADE_DURATION, GAMEOVER_SPREAD_DURATION, user_settings.led_count, 0), 0); brightness = map(((mm-stageStartTime)), GAMEOVER_SPREAD_DURATION, GAMEOVER_FADE_DURATION, 200, 0); for(int i = 0; i<= n; i++){ leds[i] = CRGB(brightness, 0, 0); } SFXcomplete(); } } void tickWin(long mm) { int brightness = 0; FastLED.clear(); if(stageStartTime+WIN_FILL_DURATION > mm){ int n = _max(map(((mm-stageStartTime)), 0, WIN_FILL_DURATION, user_settings.led_count, 0), 0); // fill from top to bottom for(int i = user_settings.led_count; i>= n; i--){ brightness = user_settings.led_brightness; leds[i] = CRGB(0, brightness, 0); } SFXwin(); }else if(stageStartTime+WIN_CLEAR_DURATION > mm){ int n = _max(map(((mm-stageStartTime)), WIN_FILL_DURATION, WIN_CLEAR_DURATION, user_settings.led_count, 0), 0); // clear from top to bottom for(int i = 0; i< n; i++){ brightness = user_settings.led_brightness; leds[i] = CRGB(0, brightness, 0); } SFXwin(); }else if(stageStartTime+WIN_OFF_DURATION > mm){ // wait a while with leds off leds[0] = CRGB(0, user_settings.led_brightness, 0); }else{ nextLevel(); } } void drawLives() { // show how many lives are left by drawing a short line of green leds for each life SFXcomplete(); // stop any sounds FastLED.clear(); int pos = 0; for (int i = 0; i < lives; i++) { for (int j=0; j<4; j++) { leds[pos++] = CRGB(0, 255, 0); FastLED.show(); } leds[pos++] = CRGB(0, 0, 0); delay(20); } FastLED.show(); delay(400); FastLED.clear(); } void drawAttack(){ if(!attacking) return; int n = map(millis() - attackMillis, 0, ATTACK_DURATION, 100, 5); for(int i = getLED(playerPosition-(attack_width/2))+1; i<=getLED(playerPosition+(attack_width/2))-1; i++){ leds[i] = CRGB(0, 0, n); } if(n > 90) { n = 255; leds[getLED(playerPosition)] = CRGB(255, 255, 255); }else{ n = 0; leds[getLED(playerPosition)] = CRGB(0, 255, 0); } leds[getLED(playerPosition-(attack_width/2))] = CRGB(n, n, 255); leds[getLED(playerPosition+(attack_width/2))] = CRGB(n, n, 255); } int getLED(int pos){ // The world is 1000 pixels wide, this converts world units into an LED number return constrain((int)map(pos, 0, VIRTUAL_LED_COUNT, 0, user_settings.led_count-1), 0, user_settings.led_count-1); } bool inLava(int pos){ // Returns if the player is in active lava int i; Lava LP; for(i = 0; i pos) return true; } } return false; } void updateLives(){ drawLives(); } void save_game_stats(bool bossKill) { user_settings.games_played += 1; user_settings.total_points += score; if (score > user_settings.high_score) user_settings.high_score += score; if (bossKill) user_settings.boss_kills += 1; show_game_stats(); settings_eeprom_write(); } // --------------------------------- // --------- SCREENSAVER ----------- // --------------------------------- void screenSaverTick(){ int n, b, c, i; long mm = millis(); int mode = (mm/30000)%5; SFXcomplete(); // turn off sound...play testing showed this to be a problem for(i = 0; i orange n = (mm/250)%10; b = 10+((sin(mm/500.00)+1)*20.00); c = 20+((sin(mm/5000.00)+1)*33); for(i = 0; i= 1){ // Random flashes randomSeed(mm); for(i = 0; i+90 value to joystickTilt // and any value to joystickWobble that is greater than ATTACK_THRESHOLD (defined at start) // For example you could use 3 momentary buttons: // if(digitalRead(leftButtonPinNumber) == HIGH) joystickTilt = -90; // if(digitalRead(rightButtonPinNumber) == HIGH) joystickTilt = 90; // if(digitalRead(attackButtonPinNumber) == HIGH) joystickWobble = ATTACK_THRESHOLD; int16_t ax, ay, az; int16_t gx, gy, gz; accelgyro.getMotion6(&ax, &ay, &az, &gx, &gy, &gz); int a = (JOYSTICK_ORIENTATION == 0?ax:(JOYSTICK_ORIENTATION == 1?ay:az))/166; int g = (JOYSTICK_ORIENTATION == 0?gx:(JOYSTICK_ORIENTATION == 1?gy:gz)); #ifdef JOYSTICK_DEBUG Serial.print("a:"); Serial.println(a); Serial.print("g:"); Serial.println(g); #endif if(abs(a) < user_settings.joystick_deadzone) a = 0; if(a > 0) a -= user_settings.joystick_deadzone; if(a < 0) a += user_settings.joystick_deadzone; MPUAngleSamples.add(a); MPUWobbleSamples.add(g); joystickTilt = MPUAngleSamples.getMedian(); if(JOYSTICK_DIRECTION == 1) { joystickTilt = 0-joystickTilt; } joystickWobble = abs(MPUWobbleSamples.getHighest()); #ifdef JOYSTICK_DEBUG //Serial.print("tilt:"); Serial.println(joystickTilt); //Serial.print("wobble:"); Serial.println(joystickWobble); #endif } // --------------------------------- // -------------- SFX -------------- // --------------------------------- /* /* This is used sweep across (up or down) a frequency range for a specified duration. A sin based warble is added to the frequency. This function is meant to be called on each frame to adjust the frequency in sync with an animation duration = over what time period is this mapped elapsedTime = how far into the duration are we in freqStart = the beginning frequency freqEnd = the ending frequency warble = the amount of warble added (0 disables) */ void SFXFreqSweepWarble(int duration, int elapsedTime, int freqStart, int freqEnd, int warble) { int freq = map_constrain(elapsedTime, 0, duration, freqStart, freqEnd); if (warble) warble = map(sin(millis()/20.0)*1000.0, -1000, 1000, 0, warble); sound(freq + warble, user_settings.audio_volume); } /* This is used sweep across (up or down) a frequency range for a specified duration. Random noise is optionally added to the frequency. This function is meant to be called on each frame to adjust the frequency in sync with an animation duration = over what time period is this mapped elapsedTime = how far into the duration are we in freqStart = the beginning frequency freqEnd = the ending frequency noiseFactor = the amount of noise to added/subtracted (0 disables) */ void SFXFreqSweepNoise(int duration, int elapsedTime, int freqStart, int freqEnd, uint8_t noiseFactor) { int freq; if (elapsedTime > duration) freq = freqEnd; else freq = map(elapsedTime, 0, duration, freqStart, freqEnd); if (noiseFactor) noiseFactor = noiseFactor - random8(noiseFactor / 2); sound(freq + noiseFactor, user_settings.audio_volume); } void SFXtilt(int amount){ if (amount == 0){ SFXcomplete(); return; } int f = map(abs(amount), 0, 90, 80, 900)+random8(100); if(playerPositionModifier < 0) f -= 500; if(playerPositionModifier > 0) f += 200; int vol = map(abs(amount), 0, 90, user_settings.audio_volume / 2, user_settings.audio_volume * 3/4); sound(f,vol); } void SFXattacking(){ int freq = map(sin(millis()/2.0)*1000.0, -1000, 1000, 500, 600); if(random8(5)== 0){ freq *= 3; } sound(freq, user_settings.audio_volume); } void SFXdead(){ SFXFreqSweepNoise(1000, millis()-killTime, 1000, 10, 200); } void SFXgameover(){ SFXFreqSweepWarble(GAMEOVER_SPREAD_DURATION, millis()-killTime, 440, 20, 60); } void SFXkill(){ sound(2000, user_settings.audio_volume); } void SFXwin(){ SFXFreqSweepWarble(WIN_OFF_DURATION, millis()-stageStartTime, 40, 400, 20); } void SFXbosskilled() { SFXFreqSweepWarble(7000, millis()-stageStartTime, 75, 1100, 60); } void SFXcomplete(){ soundOff(); } /* This works just like the map function except x is constrained to the range of in_min and in_max */ long map_constrain(long x, long in_min, long in_max, long out_min, long out_max) { // constain the x value to be between in_min and in_max if (in_max > in_min){ // map allows min to be larger than max, but constrain does not x = constrain(x, in_min, in_max); } else { x = constrain(x, in_max, in_min); } return map(x, in_min, in_max, out_min, out_max); }