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Profitez des jeux à pleine vitesse avec son et lumières sur la Gamebuino META !
Emulateur par aoneill

This is a fast port of my Gamebuino Classic Version of Snake



#include 

const byte logo[] PROGMEM = { 64, 30, B00000000, B00000000, B00000000, B00000000, B00000000, B00000000, B00000000, B00000000, B00000000, B00011000, B00000000, B00000000, B00000000, B00001000, B00000000, B01110000, B00000000, B01111000, B00000000, B00111100, B00011100, B00111000, B00010001, B11110000, B00000000, B11111000, B00111000, B01111100, B01111100, B01111000, B00111011, B11110000, B00000001, B11111100, B11111000, B01111100, B11111100, B11111000, B01111111, B11110000, B00000111, B11111100, B11111100, B11111101, B11111100, B11111100, B01111111, B11000000, B00001111, B11111000, B11111100, B11111001, B11111110, B01111101, B11111111, B10000000, B00011111, B11100001, B11111110, B11111011, B11111110, B00111101, B11111110, B00000000, B00011111, B10000001, B11111110, B11111011, B11011110, B11111111, B11101110, B00000000, B00011111, B00000001, B11111110, B11111011, B11011111, B11111111, B11011110, B11100000, B00111110, B00011110, B11101111, B01111011, B11001111, B11111111, B10001111, B11100000, B00111111, B11111111, B11101111, B11111111, B11111111, B11111111, B11001111, B10000000, B00111111, B11111111, B11100111, B11111111, B11111111, B10111111, B11100111, B10111000, B00011111, B00011111, B11100011, B11110111, B11111111, B10111111, B11110111, B11110000, B00000000, B00111110, B11100001, B11110111, B10000111, B10111110, B11110011, B11110000, B00000000, B11111111, B11100001, B11001111, B10000011, B00011110, B01100011, B11000000, B00000011, B11111111, B11100000, B00011111, B00000000, B00000000, B01000011, B10000000, B00011111, B11111011, B00000000, B00000110, B00000000, B00000000, B00000000, B00000000, B00011111, B11111000, B00000000, B00000000, B00000000, B00000000, B00000000, B00000000, B00001111, B11100000, B00000000, B00000000, B00000011, B11111100, B11110000, B00000000, B00001111, B00000000, B00000000, B00000000, B00011111, B11111111, B11111000, B00000000, B00000100, B00000000, B00001111, B11111111, B11111111, B11011111, B11111000, B00000000, B00000000, B00000001, B11111111, B11111111, B11111111, B11011111, B01111000, B00000000, B00000000, B00000111, B11111111, B11111111, B11111111, B11111111, B11110000, B00000000, B00000000, B00011111, B11111111, B11111111, B11111111, B11111111, B11111111, B00000000, B00000000, B00111111, B11111111, B11111111, B11111111, B11111111, B11111111, B11000000, B00000000, B11111111, B11111100, B00000000, B01111111, B11111111, B11111111, B11100000, B00000000, B11111111, B00000000, B00000000, B00000111, B11011111, B11111111, B11100000, B00000001, B11111110, B00111111, B11110000, B00000011, B11101011, B11111111, B11100000, B00000001, B11111111, B11111111, B11111111, B11110001, B11111011, B11111101, B01100000, }; const byte headL[] PROGMEM = { 5, 3, B00100000, B01011000, B11110000, }; const byte headR[] PROGMEM = { 5, 3, B00100000, B11010000, B01111000, }; const byte headU[] PROGMEM = { 3, 5, B10000000, B11000000, B10100000, B11000000, B01000000, }; const byte headD[] PROGMEM = { 3, 5, B01000000, B11000000, B10100000, B11000000, B10000000, };

const byte bodyH[] PROGMEM = { 3, 3, B01000000, B11100000, B01000000 }; const byte bodyV[] PROGMEM = { 3, 3, B01000000, B11100000, B01000000 };

const byte mouse[] PROGMEM = { 8, 4, B00001100, B10011010, B10111110, B01111111 }; const byte apple[] PROGMEM = { 8, 8, B00001110, B00010000, B01111110, B10011001, B10000001, B10000001, B01100110, B00011000, };

// Game constants boolean paused = false; // Direction #define TOP 0 #define RIGHT 1 #define BOTTOM 2 #define LEFT 3 //Game Speed unsigned long prevTime = 0; // for gamedelay (ms) int delayTime = 500; // Game step in ms

//Snake #define MAX_SNAKE_LENGTH 200 //needs much dynamic memmory!!!! #define START_SNAKE_LENGTH 2 char direction = TOP; // direction of movement typedef struct { char x; char y; byte w; byte h; byte Length; } snake; snake Snake[MAX_SNAKE_LENGTH];

//Food #define FOOD_TYPES 2 #define MOUSE 0 #define APPLE 1 typedef struct { char x; char y; byte w; byte h; byte points; byte type; boolean exist; } food; food Food[FOOD_TYPES];

void setup() { // initialize the Gamebuino object gb.begin(); initGame(); }

void loop(void) { if (gb.update()) { if (gb.buttons.pressed(BUTTON_C)) { paused = !paused; //toggle paused state }

if (!paused) {
  //      if (gb.buttons.pressed(BUTTON_LEFT)) {
  //        direction--;
  //        if (direction < 0) {
  //          direction = LEFT;
  //        }
  //      }
  //
  //      if (gb.buttons.pressed(BUTTON_RIGHT)) {
  //        direction++;
  //        if (direction > 3) {
  //          direction = TOP;
  //        }
  //      }

  if (gb.buttons.pressed(BUTTON_LEFT)) {
    direction = LEFT;
  }
  if (gb.buttons.pressed(BUTTON_RIGHT)) {
    direction = RIGHT;
  }
  if (gb.buttons.pressed(BUTTON_UP)) {
    direction = TOP;
  }
  if (gb.buttons.pressed(BUTTON_DOWN)) {
    direction = BOTTOM;
  }

  unsigned long currentTime = millis();
  if (currentTime - prevTime >= delayTime) {
    nextstep();
    prevTime = currentTime;
  }
}
draw();

} }

void initGame() { //Game Speed prevTime = 0; // for gamedelay (ms) delayTime = 200; // Game step in ms randomSeed(millis()); //init snake makesnake(); //init Food makeFood(); }

void makeFood() { for (byte i = 0; i < FOOD_TYPES; i++) { Food[i].exist = false; } char x , y; byte randomType = random(0, FOOD_TYPES); if (randomType == MOUSE) { Food[randomType].w = 8; Food[randomType].h = 4; Food[randomType].points = 2; } if (randomType == APPLE) { Food[randomType].w = 8; Food[randomType].h = 8; Food[randomType].points = 1; } x = random(0, gb.display.width() - Food[randomType].w); y = random(0, gb.display.height() - Food[randomType].h); while (isPartOfSnake(x, y, Food[randomType].w, Food[randomType].h)) { x = random(0, gb.display.width() - Food[randomType].w); y = random(0, gb.display.height() - Food[randomType].h); } Food[randomType].x = x; Food[randomType].y = y; Food[randomType].type = randomType; Food[randomType].exist = true; }

void makesnake() { direction = TOP; // direction of movement Snake[0].Length = START_SNAKE_LENGTH; // nr of parts of snake Snake[0].w = 4; Snake[0].h = 4; byte calcH = (gb.display.height() / Snake[0].h) / 2; byte calcW = (gb.display.width() / Snake[0].w) / 2; Snake[0].x = calcH * Snake[0].h; Snake[0].y = calcW * Snake[0].w; for (byte i = 1; i < MAX_SNAKE_LENGTH; i++) { Snake[i].x = 0 - Snake[0].w; Snake[i].y = 0 - Snake[0].w; Snake[i].w = Snake[0].w; Snake[i].h = Snake[0].h; Snake[i].Length = Snake[0].Length; } }

void draw() { gb.display.clear(); drawScore(); gb.display.setColor(YELLOW); drawSnake(); gb.display.setColor(RED); drawFood(); gb.display.setColor(WHITE); gb.display.drawFastVLine(0, 0, gb.display.height()); gb.display.drawFastHLine(0, 0, gb.display.width()); gb.display.drawFastVLine(gb.display.width()-1, 0, gb.display.height()); gb.display.drawFastHLine(0, gb.display.height()-1, gb.display.width()); }

void drawSnake() { for (byte i = 0; i < Snake[0].Length; i++) { switch (direction) { case TOP: if (i == 0) gb.display.drawBitmap(Snake[i].x, Snake[i].y, headU); else gb.display.drawBitmap(Snake[i].x, Snake[i].y, bodyV); break; case RIGHT: if (i == 0) gb.display.drawBitmap(Snake[i].x, Snake[i].y, headR); else gb.display.drawBitmap(Snake[i].x, Snake[i].y, bodyH); break; case BOTTOM: if (i == 0) gb.display.drawBitmap(Snake[i].x, Snake[i].y, headD); else gb.display.drawBitmap(Snake[i].x, Snake[i].y, bodyV); break; case LEFT: if (i == 0) gb.display.drawBitmap(Snake[i].x, Snake[i].y, headL); else gb.display.drawBitmap(Snake[i].x, Snake[i].y, bodyH); break; }

} }

void drawFood() { for (byte i = 0; i < FOOD_TYPES; i++) { if (Food[i].exist) { if (Food[i].type == MOUSE) gb.display.drawBitmap(Food[i].x, Food[i].y, mouse); if (Food[i].type == APPLE) gb.display.drawBitmap(Food[i].x, Food[i].y, apple); } } }

void drawScore() { gb.display.setFontSize(1); gb.display.setCursor(2, 2); gb.display.print(Snake[0].Length - START_SNAKE_LENGTH); }

void nextstep() { for (byte i = Snake[0].Length - 1; i > 0; i--) { Snake[i].x = Snake[i - 1].x; Snake[i].y = Snake[i - 1].y; }

switch (direction) { case TOP: Snake[0].y = Snake[0].y - Snake[0].w; break; case RIGHT: Snake[0].x = Snake[0].x + Snake[0].h; break; case BOTTOM: Snake[0].y = Snake[0].y + Snake[0].w; break; case LEFT: Snake[0].x = Snake[0].x - Snake[0].h; break; }

SnakeInPlayField();

for (byte i = 0; i < FOOD_TYPES; i++) { if (isPartOfSnake(Food[i].x, Food[i].y, Food[i].w, Food[i].h) && Food[i].exist) { Food[i].exist = false; Snake[0].Length += Food[i].points; if (Snake[0].Length > MAX_SNAKE_LENGTH) Snake[0].Length = MAX_SNAKE_LENGTH; if (Snake[0].Length < MAX_SNAKE_LENGTH) { makeFood(); } else { Food[i].x = Food[i].y = -1; } } }

if (isSnakePartOfSnake()) { gb.display.clear(); gb.display.println("Game Over!"); gb.display.println(); gb.display.println("Score:"); gb.display.println(Snake[0].Length - START_SNAKE_LENGTH); initGame(); delay(3000); }

}

boolean isPartOfSnake(char x, char y, byte w, byte h) { for (byte i = 0; i < Snake[0].Length - 1; i++) { if (gb.collideRectRect(Snake[i].x, Snake[i].y, Snake[i].w, Snake[i].h, x, y, w, h)) { return true; break; } } return false; }

boolean isSnakePartOfSnake() { for (byte i = 1; i < Snake[0].Length; i++) { if (gb.collideRectRect(Snake[0].x, Snake[0].y, Snake[0].w, Snake[0].h, Snake[i].x, Snake[i].y, Snake[i].w, Snake[i].h)) { return true; break; } } return false; }

void SnakeInPlayField() { if (Snake[0].x < 0) { Snake[0].x = gb.display.width() - Snake[0].w; } if (Snake[0].y < 0) { Snake[0].y = gb.display.height() - Snake[0].h; } if (Snake[0].x > gb.display.width() - Snake[0].h) { Snake[0].x = 0; } if (Snake[0].y > gb.display.height() - Snake[0].w) { Snake[0].y = 0; } }