games/snake/snake_main.c (352 lines of code) (raw):
/****************************************************************************
* apps/games/snake/snake_main.c
*
* SPDX-License-Identifier: Apache-2.0
*
* Licensed to the Apache Software Foundation (ASF) under one or more
* contributor license agreements. See the NOTICE file distributed with
* this work for additional information regarding copyright ownership. The
* ASF licenses this file to you under the Apache License, Version 2.0 (the
* "License"); you may not use this file except in compliance with the
* License. You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS, WITHOUT
* WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. See the
* License for the specific language governing permissions and limitations
* under the License.
*
****************************************************************************/
/****************************************************************************
* Included Files
****************************************************************************/
#include <nuttx/config.h>
#include <sys/ioctl.h>
#include <sys/mman.h>
#include <unistd.h>
#include <stdlib.h>
#include <string.h>
#include <stdio.h>
#include <fcntl.h>
#include <errno.h>
#include <math.h>
#include <nuttx/video/rgbcolors.h>
#include <nuttx/leds/ws2812.h>
#ifdef CONFIG_GAMES_SNAKE_USE_CONSOLEKEY
#include "snake_input_console.h"
#endif
#ifdef CONFIG_GAMES_SNAKE_USE_GPIO
#include "snake_input_gpio.h"
#endif
/****************************************************************************
* Preprocessor Definitions
****************************************************************************/
#ifdef CONFIG_DEBUG_SNAKE_GAME
# define DEBUG_SNAKE_GAME 1
#endif
#define BOARDX_SIZE CONFIG_GAMES_SNAKE_LED_MATRIX_ROWS
#define BOARDY_SIZE CONFIG_GAMES_SNAKE_LED_MATRIX_COLS
#define N_LEDS BOARDX_SIZE * BOARDY_SIZE
/* ID numbers of game items */
#define BLANK_PLACE 0
#define SNAKE_TAIL 1
#define SNAKE_HEAD 2
#define FOOD 3
#define BLINK 4
/****************************************************************************
* Private Types
****************************************************************************/
/* Game item struct to repesent in board */
struct game_item
{
int pos_x;
int pos_y;
};
/* Snake item struct to repesent in board */
struct snake_item
{
struct game_item tail[BOARDX_SIZE * BOARDY_SIZE];
int tail_len;
};
/****************************************************************************
* Private Data
****************************************************************************/
static const char g_board_path[] =
CONFIG_GAMES_SNAKE_LED_MATRIX_PATH;
struct snake_item snake =
{
0
};
struct game_item food =
{
0
};
/* Game board to show */
uint32_t board[BOARDX_SIZE][BOARDY_SIZE] =
{
0
};
/* Colors used in the game plus Black */
static const uint32_t pallete[] =
{
RGB24_BLACK,
RGB24_BLUE,
RGB24_CYAN,
RGB24_RED,
RGB24_WHITE,
};
/****************************************************************************
* Private Functions
****************************************************************************/
/****************************************************************************
* Name: dim_color
*
* Description:
* Dim led color to handle brightness.
*
* Parameters:
* val - RGB24 value of the led
* dim - Percentage of brightness
*
* Returned Value:
* Dimmed RGB24 value.
*
****************************************************************************/
static uint32_t dim_color(uint32_t val, float dim)
{
uint16_t r = RGB24RED(val);
uint16_t g = RGB24GREEN(val);
uint16_t b = RGB24BLUE(val);
float sat = dim;
r *= sat;
g *= sat;
b *= sat;
return RGBTO24(r, g, b);
}
/****************************************************************************
* Name: draw_board
*
* Description:
* Draw the user board.
*
* Parameters:
* fd - File descriptor for screen
*
* Returned Value:
* None.
*
****************************************************************************/
static void draw_board(int fd)
{
uint32_t buffer[N_LEDS] =
{
0
};
int result;
uint32_t *bp = buffer;
int x;
int y;
int rgb_val;
int tmp;
for (x = 0; x < BOARDX_SIZE; x++)
{
for (y = 0; y < BOARDY_SIZE; y++)
{
rgb_val = pallete[board[x][y]];
tmp = dim_color(rgb_val, 0.15);
*bp++ = ws2812_gamma_correct(tmp);
}
}
lseek(fd, 0, SEEK_SET);
result = write(fd, buffer, 4 * N_LEDS);
if (result != 4 * N_LEDS)
{
fprintf(stderr,
"ws2812_main: write failed: %d %d\n",
result,
errno);
}
}
/****************************************************************************
* Name: print_board
*
* Description:
* Draw the board for debugging.
*
* Parameters:
* None
*
* Returned Value:
* None.
*
****************************************************************************/
#ifdef DEBUG_SNAKE_GAME
static void print_board(void)
{
const char board_icons[] =
{
' ',
'o',
'O',
'X'
};
int row;
int col;
int tmp;
int tmp_idx;
/* Clear screen */
printf("\e[1;1H\e[2J");
/* Print board */
for (row = 0; row < BOARDY_SIZE; row++)
{
for (tmp = 0; tmp < BOARDX_SIZE; tmp++)
{
printf("+--");
}
printf("-+\n");
printf("|");
for (col = 0; col < BOARDX_SIZE; col++)
{
tmp_idx = board[row][col];
printf(" %c ", board_icons[tmp_idx]);
}
printf("|\n");
}
for (tmp = 0; tmp < BOARDX_SIZE; tmp++)
{
printf("+--");
}
printf("-+\n\n\n");
}
#endif
/****************************************************************************
* Name: move_snake
*
* Description:
* Move the snake to 'dir' direction (L,R,U,D).
*
* Parameters:
* dir - Direction to move
*
* Returned Value:
* None.
*
****************************************************************************/
static void move_snake(int dir)
{
int prev_x = snake.tail[0].pos_x;
int prev_y = snake.tail[0].pos_y;
int prev_2x;
int prev_2y;
int i;
board[prev_x][prev_y] = SNAKE_TAIL;
for (i = 1; i < snake.tail_len; i++)
{
prev_2x = snake.tail[i].pos_x;
prev_2y = snake.tail[i].pos_y;
snake.tail[i].pos_x = prev_x;
snake.tail[i].pos_y = prev_y;
prev_x = prev_2x;
prev_y = prev_2y;
}
board[prev_x][prev_y] = 0;
if (dir == DIR_LEFT)
{
snake.tail[0].pos_y--;
}
if (dir == DIR_RIGHT)
{
snake.tail[0].pos_y++;
}
if (dir == DIR_UP)
{
snake.tail[0].pos_x--;
}
if (dir == DIR_DOWN)
{
snake.tail[0].pos_x++;
}
/* Wrap around screen borders */
if (snake.tail[0].pos_x >= BOARDX_SIZE)
{
snake.tail[0].pos_x = 0;
}
if (snake.tail[0].pos_x < 0)
{
snake.tail[0].pos_x = BOARDX_SIZE - 1;
}
if (snake.tail[0].pos_y >= BOARDY_SIZE)
{
snake.tail[0].pos_y = 0;
}
if (snake.tail[0].pos_y < 0)
{
snake.tail[0].pos_y = BOARDY_SIZE - 1;
}
board[snake.tail[0].pos_x][snake.tail[0].pos_y] = SNAKE_HEAD;
}
/****************************************************************************
* Name: clear_board
*
* Description:
* Clears the board
*
* Parameters:
* None
*
* Returned Value:
* None.
*
****************************************************************************/
static void clear_board(void)
{
int i;
int j;
for (i = 0; i < BOARDX_SIZE; i++)
{
for (j = 0; j < BOARDY_SIZE; j++)
{
board[i][j] = 0;
}
}
}
/****************************************************************************
* Name: init_game
*
* Description:
* Initializes game to start properly
*
* Parameters:
* None
*
* Returned Value:
* None.
*
****************************************************************************/
static void init_game(void)
{
snake.tail_len = 1;
snake.tail[0].pos_x = BOARDX_SIZE / 2;
snake.tail[0].pos_y = BOARDY_SIZE / 2;
food.pos_x = rand() % BOARDX_SIZE;
food.pos_y = rand() % BOARDY_SIZE;
clear_board();
board[BOARDX_SIZE / 2][BOARDY_SIZE / 2] = SNAKE_HEAD;
}
/****************************************************************************
* Name: check_food_snake_collision
*
* Description:
* Check if there is any collision between food or snake
*
* Parameters:
* None
*
* Returned Value:
* True(1) if there is collision, False(0) if not.
*
****************************************************************************/
static bool check_food_snake_collision(void)
{
int i = 0;
for (i = 0; i < snake.tail_len; i++)
{
if (snake.tail[i].pos_x == food.pos_x &&
snake.tail[i].pos_y == food.pos_y)
{
return true;
}
}
return false;
}
/****************************************************************************
* Name: check_collisions
*
* Description:
* Check if there is any collision between food or snake itself
*
* Parameters:
* None
*
* Returned Value:
* True(1) if there is collision itself, False(0) if not.
*
****************************************************************************/
static int check_collisions(void)
{
int i = 0;
bool end_game = false;
bool food_col = false;
/* Collision with itself (game over) */
for (i = 1; i < snake.tail_len; i++)
{
if (snake.tail[i].pos_x == snake.tail[0].pos_x &&
snake.tail[i].pos_y == snake.tail[0].pos_y)
{
end_game = true;
}
}
/* Collision with food (eating food) */
food_col = check_food_snake_collision();
if (food_col)
{
snake.tail_len++;
while (food_col)
{
food.pos_x = rand() % BOARDX_SIZE;
food.pos_y = rand() % BOARDY_SIZE;
food_col = check_food_snake_collision();
}
}
board[food.pos_x][food.pos_y] = FOOD;
return end_game;
}
/****************************************************************************
* Public Functions
****************************************************************************/
/****************************************************************************
* snake_main
****************************************************************************/
int main(int argc, FAR char *argv[])
{
bool game_over;
struct input_state_s input_st;
int board_fd = -1;
int last_dir = DIR_NONE;
int ret = ERROR;
int i;
int idx;
int board_x;
int board_y;
struct snake_item prev_snake =
{
0
};
srand(time(NULL));
/* Open the output device driver */
board_fd = open(g_board_path, O_RDWR);
if (board_fd < 0)
{
int errcode = errno;
fprintf(stderr, "ERROR: Failed to open %s: %d\n",
g_board_path, errcode);
return EXIT_FAILURE;
}
dev_input_init(&input_st);
/* Draw the empty board to user */
restart:
init_game();
draw_board(board_fd);
input_st.dir = DIR_NONE;
game_over = false;
while (!game_over)
{
#ifdef DEBUG_SNAKE_GAME
print_board();
#endif
draw_board(board_fd);
last_dir = input_st.dir;
ret = ERROR;
while (ret == ERROR)
{
ret = dev_read_input(&input_st);
}
/* Check if input creates collision */
if ((last_dir == DIR_LEFT && input_st.dir == DIR_RIGHT) ||
(last_dir == DIR_RIGHT && input_st.dir == DIR_LEFT) ||
(last_dir == DIR_UP && input_st.dir == DIR_DOWN) ||
(last_dir == DIR_DOWN && input_st.dir == DIR_UP))
{
input_st.dir = last_dir;
}
if (input_st.dir == DIR_NONE)
{
input_st.dir = last_dir;
}
memcpy(&prev_snake, &snake, sizeof(struct snake_item));
move_snake(input_st.dir);
game_over = check_collisions();
if (game_over)
{
/* Lets do a blinking effect */
for (i = 0; i < 3; i++)
{
/* Draw the board with the pieces */
for (idx = 0; idx < prev_snake.tail_len; idx++)
{
board_x = prev_snake.tail[idx].pos_x;
board_y = prev_snake.tail[idx].pos_y;
board[board_x][board_y] = BLINK;
}
draw_board(board_fd);
usleep(100000);
/* Draw the board without the pieces */
board[prev_snake.tail[0].pos_x][prev_snake.tail[0].pos_y] =
SNAKE_HEAD;
for (idx = 1; idx < snake.tail_len; idx++)
{
board_x = prev_snake.tail[idx].pos_x;
board_y = prev_snake.tail[idx].pos_y;
board[board_x][board_y] = SNAKE_TAIL;
}
draw_board(board_fd);
usleep(100000);
}
usleep(500000);
}
usleep(85000);
}
printf("Game Over! Score: %d", (snake.tail_len * 10));
printf("Please press left key to exit or other keys to restart\n");
usleep(1000000);
input_st.dir = DIR_NONE;
ret = ERROR;
while (ret == ERROR && input_st.dir == DIR_NONE)
{
ret = dev_read_input(&input_st);
}
if (input_st.dir != DIR_LEFT)
{
goto restart;
}
return 0;
}