/* 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 - Updated to move FastLEDshow to core 0 Fixed Neopixel - Used latest FastLED library..added compile check - Updated to move FastLEDshow to core 0 - Reduced MAX_LEDS on Neopixel - Move some defines to a separate config.h file to make them accessible to other files - Changed volume typo on serial port settings menu Project TODO - Make the strip type configurable via serial and wifi Usage Notes: - Changes to LED strip and other hardware are in config.h - Change the strip type to what you are using and compile/load firmware - Use Serial port or Wifi to set your strip length. */ // #define VERSION "2018-06-28" #include #include #include "Arduino.h" #include "RunningMedian.h" // twang files #include "config.h" #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" #if defined(FASTLED_VERSION) && (FASTLED_VERSION < 3001000) #error "Requires FastLED 3.1 or later; check github for latest code." #endif #define DIRECTION 1 #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; #define FASTLED_SHOW_CORE 0 // -- The core to run FastLED.show() // -- Task handles for use in the notifications static TaskHandle_t FastLEDshowTaskHandle = 0; static TaskHandle_t userTaskHandle = 0; /** show() for ESP32 * Call this function instead of FastLED.show(). It signals core 0 to issue a show, * then waits for a notification that it is done. */ void FastLEDshowESP32() { if (userTaskHandle == 0) { // -- Store the handle of the current task, so that the show task can // notify it when it's done userTaskHandle = xTaskGetCurrentTaskHandle(); // -- Trigger the show task xTaskNotifyGive(FastLEDshowTaskHandle); // -- Wait to be notified that it's done const TickType_t xMaxBlockTime = pdMS_TO_TICKS( 200 ); ulTaskNotifyTake(pdTRUE, xMaxBlockTime); userTaskHandle = 0; } } /** show Task * This function runs on core 0 and just waits for requests to call FastLED.show() */ void FastLEDshowTask(void *pvParameters) { // -- Run forever... for(;;) { // -- Wait for the trigger ulTaskNotifyTake(pdTRUE, portMAX_DELAY); // -- Do the show (synchronously) FastLED.show(); // -- Notify the calling task xTaskNotifyGive(userTaskHandle); } } void setup() { Serial.begin(115200); Serial.print("\r\nTWANG32 VERSION: "); Serial.println(VERSION); settings_init(); // load the user settings from EEPROM Wire.begin(); accelgyro.initialize(); #ifdef USE_NEOPIXEL Serial.print("\r\nCompiled for WS2812B (Neopixel) LEDs"); FastLED.addLeds(leds, MAX_LEDS); #endif #ifdef USE_APA102 Serial.print("\r\nCompiled for APA102 (Dotstar) LEDs"); FastLED.addLeds(leds, MAX_LEDS); #endif FastLED.setBrightness(user_settings.led_brightness); FastLED.setDither(1); // -- Create the ESP32 FastLED show task xTaskCreatePinnedToCore(FastLEDshowTask, "FastLEDshowTask", 2048, NULL, 2, &FastLEDshowTaskHandle, FASTLED_SHOW_CORE); 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); // 6.0 is ideal at 16ms interval (6.0 / (16.0 / MIN_REDRAW_INTERVAL)) int moveAmount = (joystickTilt/(6.0)); // 6.0 is ideal at 16ms interval 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 // restart from the beginning stage = STARTUP; stageStartTime = millis(); lives = user_settings.lives_per_level; } } //FastLED.show(); FastLEDshowESP32(); } } // --------------------------------- // ------------ LEVELS ------------- // --------------------------------- void loadLevel(){ // leave these alone FastLED.setBrightness(user_settings.led_brightness); 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, grow, flow); 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 grow: This specifies the rate of growth. Use 0 for no growth. Reasonable growth is 0.1 to 0.5 flow: This specifies the rate/direction of flow. Reasonable numbers are 0.2 to 0.8 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(1000, 3000, 2, 0, 0); break; case 3: // Lava intro spawnLava(400, 490, 2000, 2000, 0, Lava::OFF, 0, 0); spawnEnemy(350, 0, 1, 0); spawnPool[0].Spawn(1000, 5500, 3, 0, 0); break; case 4: // intro to moving lava (down) spawnLava(400, 490, 2000, 2000, 0, Lava::OFF, 0, -0.5); spawnEnemy(350, 0, 1, 0); spawnPool[0].Spawn(1000, 5500, 3, 0, 0); break; case 5: // lava spreading spawnLava(400, 450, 2000, 2000, 0, Lava::OFF, 0.25, 0); spawnEnemy(350, 0, 1, 0); spawnPool[0].Spawn(1000, 5500, 3, 0, 0); break; case 6: // Sin wave enemy spawnEnemy(700, 1, 7, 275); spawnEnemy(500, 1, 5, 250); break; case 7: // 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 8: // lava moving up playerPosition = 200; spawnLava(10, 180, 2000, 2000, 0, Lava::OFF, 0, 0.5); spawnEnemy(350, 0, 1, 0); spawnPool[0].Spawn(1000, 5500, 3, 0, 0); break; case 9: // Conveyor spawnConveyor(100, 600, -6); spawnEnemy(800, 0, 0, 0); break; case 10: // Conveyor of enemies spawnConveyor(50, 1000, 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 11: // lava spread and fall spawnLava(400, 450, 2000, 2000, 0, Lava::OFF, 0.2, -0.5); spawnEnemy(350, 0, 1, 0); spawnPool[0].Spawn(1000, 5500, 3, 0, 0); break; case 12: // spawn train; spawnPool[0].Spawn(900, 1300, 2, 0, 0); break; case 13: // spawn train skinny attack width; attack_width = 32; spawnPool[0].Spawn(900, 1800, 2, 0, 0); break; case 14: // evil fast split spawner spawnPool[0].Spawn(550, 1500, 2, 0, 0); spawnPool[1].Spawn(550, 1500, 2, 1, 0); break; case 15: // split spawner with exit blocking lava spawnPool[0].Spawn(500, 1200, 2, 0, 0); spawnPool[1].Spawn(500, 1200, 2, 1, 0); spawnLava(900, 950, 2200, 800, 2000, Lava::OFF, 0, 0); break; case 16: // Lava run spawnLava(195, 300, 2000, 2000, 0, Lava::OFF, 0, 0); spawnLava(400, 500, 2000, 2000, 0, Lava::OFF, 0, 0); spawnLava(600, 700, 2000, 2000, 0, Lava::OFF, 0, 0); spawnPool[0].Spawn(1000, 3800, 4, 0, 0); break; case 17: // Sin enemy #2 practice (slow conveyor) spawnEnemy(700, 1, 7, 275); spawnEnemy(500, 1, 5, 250); spawnPool[0].Spawn(1000, 5500, 4, 0, 3000); spawnPool[1].Spawn(0, 5500, 5, 1, 10000); spawnConveyor(100, 900, -4); break; case 18: // Sin enemy #2 (fast conveyor) spawnEnemy(800, 1, 7, 275); spawnEnemy(700, 1, 7, 275); spawnEnemy(500, 1, 5, 250); spawnPool[0].Spawn(1000, 3000, 4, 0, 3000); spawnPool[1].Spawn(0, 5500, 5, 1, 10000); spawnConveyor(100, 900, -6); break; case 19: // (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 = 1800; if(boss._lives == 2) spawnSpeed = 1600; if(boss._lives == 1) spawnSpeed = 1000; 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, float grow, float flow){ 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 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 { static uint8_t gHue = 0; FastLED.setBrightness(255); // super bright! int brightness = 0; FastLED.clear(); if(stageStartTime+6500 > mm){ gHue++; fill_rainbow( leds, user_settings.led_count, gHue, 7); // FastLED's built in rainbow if( random8() < 200) { // add glitter leds[ random16(user_settings.led_count) ] += CRGB::White; } 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{ 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(){ long mm = millis(); int mode = (mm/30000)%5; SFXcomplete(); // turn off sound...play testing showed this to be a problem if (mode == 0) { LED_march(); } else if (mode == 1) { random_LED_flashes(); } else if (mode == 2) sinelon(); else if (mode == 3) juggle(); else { Fire2012(); } } // --------------------------------- // ----------- JOYSTICK ------------ // --------------------------------- void getInput(){ // This is responsible for the player movement speed and attacking. // You can replace it with anything you want that passes a -90>+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); } // Fire2012 by Mark Kriegsman, July 2012 // as part of "Five Elements" shown here: http://youtu.be/knWiGsmgycY //// // This basic one-dimensional 'fire' simulation works roughly as follows: // There's a underlying array of 'heat' cells, that model the temperature // at each point along the line. Every cycle through the simulation, // four steps are performed: // 1) All cells cool down a little bit, losing heat to the air // 2) The heat from each cell drifts 'up' and diffuses a little // 3) Sometimes randomly new 'sparks' of heat are added at the bottom // 4) The heat from each cell is rendered as a color into the leds array // The heat-to-color mapping uses a black-body radiation approximation. // // Temperature is in arbitrary units from 0 (cold black) to 255 (white hot). // // This simulation scales it self a bit depending on NUM_LEDS; it should look // "OK" on anywhere from 20 to 100 LEDs without too much tweaking. // // I recommend running this simulation at anywhere from 30-100 frames per second, // meaning an interframe delay of about 10-35 milliseconds. // // Looks best on a high-density LED setup (60+ pixels/meter). // // // There are two main parameters you can play with to control the look and // feel of your fire: COOLING (used in step 1 above), and SPARKING (used // in step 3 above). // // COOLING: How much does the air cool as it rises? // Less cooling = taller flames. More cooling = shorter flames. // Default 50, suggested range 20-100 #define COOLING 75 // SPARKING: What chance (out of 255) is there that a new spark will be lit? // Higher chance = more roaring fire. Lower chance = more flickery fire. // Default 120, suggested range 50-200. #define SPARKING 40 //======================================== SCREEN SAVERS ================= void Fire2012() { // Array of temperature readings at each simulation cell static byte heat[VIRTUAL_LED_COUNT]; // the most possible bool gReverseDirection = false; // Step 1. Cool down every cell a little for( int i = 0; i < user_settings.led_count; i++) { heat[i] = qsub8( heat[i], random8(0, ((COOLING * 10) / user_settings.led_count) + 2)); } // Step 2. Heat from each cell drifts 'up' and diffuses a little for( int k= user_settings.led_count - 1; k >= 2; k--) { heat[k] = (heat[k - 1] + heat[k - 2] + heat[k - 2] ) / 3; } // Step 3. Randomly ignite new 'sparks' of heat near the bottom if( random8() < SPARKING ) { int y = random8(7); heat[y] = qadd8( heat[y], random8(160,255) ); } // Step 4. Map from heat cells to LED colors for( int j = 0; j < user_settings.led_count; j++) { CRGB color = HeatColor( heat[j]); int pixelnumber; if( gReverseDirection ) { pixelnumber = (user_settings.led_count-1) - j; } else { pixelnumber = j; } leds[pixelnumber] = color; } } void LED_march() { int n, b, c, i; long mm = millis(); 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