Files
twang-mp/TWANG32/TWANG32.ino
bdring 2a480255e0 Updates and New Features
- JOYSTICK_DEBUG was left on...turned it off
 - Web page fields now have
type='number' so they bring up a number keyboard
 - Refresh the
brightness when it changes.
 - More Screen Savers
 - Better looking
reset after gameover
 - Better looking restart after boss kill
 -
Updated readme with video and latest info
2018-05-01 12:49:05 -05:00

1377 lines
38 KiB
C++

/*
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
- JOYSTICK_DEBUG was left on...turned it off
- Web page fields now have type='number' so they bring up a number keyboard
- Refresh the brightness when it changes.
- More Screen Savers
- Better looking reset after gameover
- Better looking restart after boss kill
- Updated readme with video and latest info
*/
#define VERSION "2018-03-31"
#include <FastLED.h>
#include<Wire.h>
#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....uncomment only 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<LED_TYPE, DATA_PIN, CLOCK_PIN, LED_COLOR_ORDER>(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
// restart from the beginning
stage = STARTUP;
stageStartTime = millis();
lives = user_settings.lives_per_level;
}
}
FastLED.show();
}
}
// ---------------------------------
// ------------ 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);
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(1000, 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(1000, 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, 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 8: // spawn train;
spawnPool[0].Spawn(900, 1300, 2, 0, 0);
break;
case 9: // spawn train skinny attack width;
attack_width = 32;
spawnPool[0].Spawn(900, 1800, 2, 0, 0);
break;
case 10: // evil fast split spawner
spawnPool[0].Spawn(550, 1500, 2, 0, 0);
spawnPool[1].Spawn(550, 1500, 2, 1, 0);
break;
case 11: // 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);
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(1000, 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(1000, 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(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 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 = 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<ENEMY_COUNT; e++){ // look for one that is not alive for a place to add one
if(!enemyPool[e].Alive()){
enemyPool[e].Spawn(pos, dir, speed, wobble);
enemyPool[e].playerSide = pos > playerPosition?1:-1;
return;
}
}
}
void spawnLava(int left, int right, int ontime, int offtime, int offset, int state){
for(int i = 0; i<LAVA_COUNT; i++){
if(!lavaPool[i].Alive()){
lavaPool[i].Spawn(left, right, ontime, offtime, offset, state);
return;
}
}
}
void spawnConveyor(int startPoint, int endPoint, int dir){
for(int i = 0; i<CONVEYOR_COUNT; i++){
if(!conveyorPool[i]._alive){
conveyorPool[i].Spawn(startPoint, endPoint, dir);
return;
}
}
}
void cleanupLevel(){
for(int i = 0; i<ENEMY_COUNT; i++){
enemyPool[i].Kill();
}
for(int i = 0; i<PARTICLE_COUNT; i++){
particlePool[i].Kill();
}
for(int i = 0; i<SPAWN_COUNT; i++){
spawnPool[i].Kill();
}
for(int i = 0; i<LAVA_COUNT; i++){
lavaPool[i].Kill();
}
for(int i = 0; i<CONVEYOR_COUNT; i++){
conveyorPool[i].Kill();
}
boss.Kill();
}
void levelComplete(){
stageStartTime = millis();
stage = WIN;
if (lastLevel) {
stage = BOSS_KILLED;
}
if (levelNumber != 0) // no points for the first level
{
score = score + (lives * 10); //
}
}
void nextLevel(){
levelNumber ++;
if(lastLevel) {
stage = STARTUP;
stageStartTime = millis();
lives = user_settings.lives_per_level;
}
else {
lives = user_settings.lives_per_level;
loadLevel();
}
}
void gameOver(){
levelNumber = 0;
loadLevel();
}
void die(){
playerAlive = 0;
if(levelNumber > 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<ENEMY_COUNT; i++){
if(enemyPool[i].Alive()){
enemyPool[i].Tick();
// Hit attack?
if(attacking){
if(enemyPool[i]._pos > 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<SPAWN_COUNT; s++){
if(spawnPool[s].Alive() && spawnPool[s]._activate < mm){
if(spawnPool[s]._lastSpawned + spawnPool[s]._rate < mm || spawnPool[s]._lastSpawned == 0){
spawnEnemy(spawnPool[s]._pos, spawnPool[s]._dir, spawnPool[s]._sp, 0);
spawnPool[s]._lastSpawned = mm;
}
}
}
}
void tickLava(){
int A, B, p, i, brightness, flicker;
long mm = millis();
Lava LP;
for(i = 0; i<LAVA_COUNT; i++){
LP = lavaPool[i];
if(LP.Alive()){
A = getLED(LP._left);
B = getLED(LP._right);
if(LP._state == Lava::OFF){
if(LP._lastOn + LP._offtime < mm){
LP._state = Lava::ON;
LP._lastOn = mm;
}
for(p = A; p<= B; p++){
flicker = random8(3);
leds[p] = CRGB(3+flicker, (3+flicker)/1.5, 0);
}
}else if(LP._state == Lava::ON){
if(LP._lastOn + LP._ontime < mm){
LP._state = Lava::OFF;
LP._lastOn = mm;
}
for(p = A; p<= B; p++){
if(random8(30) < 29)
leds[p] = CRGB(150, 0, 0);
else
leds[p] = CRGB(180, 100, 0);
}
//if (random8(30) > 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<CONVEYOR_COUNT; i++){
if(conveyorPool[i]._alive){
speed = constrain(conveyorPool[i]._speed, -MAX_PLAYER_SPEED+1, MAX_PLAYER_SPEED-1);
ss = getLED(conveyorPool[i]._startPoint);
ee = getLED(conveyorPool[i]._endPoint);
for(led = ss; led<ee; led++){
n = (-led + (m/100)) % levels;
if(speed < 0)
n = (led + (m/100)) % levels;
b = map(n, 5, 0, 0, CONVEYOR_BRIGHTNES);
if(b > 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<LAVA_COUNT; i++){
LP = lavaPool[i];
if(LP.Alive() && LP._state == Lava::ON){
if(LP._left < pos && LP._right > 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<user_settings.led_count; i++){
leds[i].nscale8(250);
}
// Marching green <> 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<user_settings.led_count; i++){
if(i%10 == n){
leds[i] = CHSV( c, 255, 150);
}
}
}
void random_LED_flashes() {
long mm = millis();
int i;
for(i = 0; i<user_settings.led_count; i++){
leds[i].nscale8(250);
}
randomSeed(mm);
for(i = 0; i<user_settings.led_count; i++){
if(random8(20) == 0){
leds[i] = CHSV( 25, 255, 100);
}
}
}
void sinelon()
{
static uint8_t gHue = 0; // rotating "base color" used by many of the patterns
gHue++;
// a colored dot sweeping back and forth, with fading trails
fadeToBlackBy( leds, user_settings.led_count, 20);
int pos = beatsin16(13,0,user_settings.led_count);
leds[pos] += CHSV( gHue, 255, 192);
}
void juggle() {
// eight colored dots, weaving in and out of sync with each other
fadeToBlackBy( leds, user_settings.led_count, 20);
byte dothue = 0;
for( int i = 0; i < 4; i++) {
leds[beatsin16( i+7, 0, user_settings.led_count-1 )] |= CHSV(dothue, 200, 255);
dothue += 64;
}
}