2021-01-08 12:10:13 -05:00
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/**
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@file main_espboy.ino
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This is ESPboy implementation of the game front end, using Arduino
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libraries.
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by Miloslav Ciz (drummyfish), 2021
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Sadly compiling can't be done with any other optimization flag than -Os.
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Released under CC0 1.0 (https://creativecommons.org/publicdomain/zero/1.0/)
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plus a waiver of all other intellectual property. The goal of this work is to
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be and remain completely in the public domain forever, available for any use
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whatsoever.
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*/
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#define SFG_CAN_SAVE 1 // for version without saving, set this to 0
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#define SFG_FOV_HORIZONTAL 240
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#define SFG_SCREEN_RESOLUTION_X 128
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#define SFG_SCREEN_RESOLUTION_Y 128
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#define SFG_FPS 22
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#define SFG_RAYCASTING_MAX_STEPS 20
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#define SFG_RAYCASTING_SUBSAMPLE 2
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#define SFG_DIMINISH_SPRITES 1
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#define SFG_CAN_EXIT 0
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#define SFG_DITHERED_SHADOW 1
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#define SFG_AVR 1
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#include <Arduino.h>
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#include <Adafruit_MCP23017.h>
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#include <Adafruit_MCP4725.h>
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#include <TFT_eSPI.h>
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#if SFG_CAN_SAVE
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#include <ESP_EEPROM.h>
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#define SAVE_VALID_VALUE 173
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EEPROMClass eeprom;
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#endif
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#define MCP23017address 0
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#define MCP4725address 0x60
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Adafruit_MCP23017 mcp;
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Adafruit_MCP4725 dac;
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TFT_eSPI tft;
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#include "game.h"
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#define SAVE_VALID_VALUE 73
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uint8_t gamescreen[SFG_SCREEN_RESOLUTION_X * SFG_SCREEN_RESOLUTION_Y];
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uint8_t keys;
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void SFG_setPixel(uint16_t x, uint16_t y, uint8_t colorIndex)
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{
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gamescreen[y * SFG_SCREEN_RESOLUTION_X + x] = colorIndex;
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}
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void SFG_sleepMs(uint16_t timeMs)
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{
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}
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uint32_t SFG_getTimeMs()
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{
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return millis();
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}
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int8_t SFG_keyPressed(uint8_t key)
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{
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2021-01-08 13:48:41 -05:00
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switch (key)
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2021-01-08 12:10:13 -05:00
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{
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case SFG_KEY_UP: return keys & 0x02; break;
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case SFG_KEY_DOWN: return keys & 0x04; break;
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case SFG_KEY_RIGHT: return keys & 0x08; break;
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case SFG_KEY_LEFT: return keys & 0x01; break;
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case SFG_KEY_A: return keys & 0x10; break;
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case SFG_KEY_B: return keys & 0x20; break;
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case SFG_KEY_C: return keys & 0x80; break;
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case SFG_KEY_MAP: return keys & 0x40; break;
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default: return 0; break;
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}
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}
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void SFG_getMouseOffset(int16_t *x, int16_t *y)
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{
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}
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void SFG_setMusic(uint8_t value)
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{
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}
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void SFG_save(uint8_t data[SFG_SAVE_SIZE])
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{
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#if SFG_CAN_SAVE
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eeprom.write(0,SAVE_VALID_VALUE);
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for (uint8_t i = 0; i < SFG_SAVE_SIZE; ++i)
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eeprom.write(i + 1,data[i]);
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eeprom.commit();
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#endif
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}
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void SFG_processEvent(uint8_t event, uint8_t data)
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{
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}
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uint8_t SFG_load(uint8_t data[SFG_SAVE_SIZE])
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{
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#if SFG_CAN_SAVE
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if (eeprom.read(0) == SAVE_VALID_VALUE)
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for (uint8_t i = 0; i < SFG_SAVE_SIZE; ++i)
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data[i] = eeprom.read(i + 1);
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return 1;
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#else
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return 0;
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#endif
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}
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void SFG_playSound(uint8_t soundIndex, uint8_t volume)
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{
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int freq = 400;
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int dur = 75;
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switch (soundIndex)
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{
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case 0: freq = 120; dur = 250; break; // shot
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case 1: freq = 200; dur = 260; break; // door
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case 2: freq = 80; dur = 200; break; // explosion
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case 3: freq = 220; dur = 50; break; // click
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case 4: freq = 180; dur = 200; break; // plasma
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case 5: freq = 300; dur = 100; break; // monster
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default: break;
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}
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tone(D3,freq,dur);
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}
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void setup()
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{
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dac.begin(MCP4725address);
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delay (100);
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dac.setVoltage(0,false);
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mcp.begin(MCP23017address);
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delay(100);
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// buttons
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for (uint8_t i = 0; i < 8; i++)
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{
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mcp.pinMode(i,INPUT);
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mcp.pullUp(i,HIGH);
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}
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mcp.pinMode(8,OUTPUT);
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mcp.digitalWrite(8,LOW);
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tft.begin();
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delay(100);
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tft.setRotation(0);
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tft.setAddrWindow(0,128,0,128);
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tft.fillScreen(TFT_BLACK);
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dac.setVoltage(4095,true); // backlight
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pinMode(D3,OUTPUT); // sound
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#if SFG_CAN_SAVE
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eeprom.begin(SFG_SAVE_SIZE + 1);
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#endif
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SFG_init();
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}
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void loop()
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{
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keys = ~mcp.readGPIOAB() & 255;
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SFG_mainLoopBody();
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uint8_t *pixel = gamescreen;
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for (int i = 0; i < SFG_SCREEN_RESOLUTION_X * SFG_SCREEN_RESOLUTION_Y; ++i)
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{
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tft.pushColor(pgm_read_word(paletteRGB565 + *pixel));
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pixel++;
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}
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}
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