-
Notifications
You must be signed in to change notification settings - Fork 1
/
xmastree.ino
405 lines (370 loc) · 10.7 KB
/
xmastree.ino
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
/*
* Light game for Christmas tree v1
* made by Bob Clagett at I Like To Make Stuff
* Modififed by Brad Goodman, Marc Hebert, Peter Vatne
*/
#include <EasyButton.h>
#include <dmtimer.h>
#include <FastLED.h>
// Pins 2 through 11 reserved for LED strips
#define BUTTON_ONE_LED_PIN 14 //right
#define BUTTON_TWO_LED_PIN 16 //left
#define BUTTON_ONE_PIN 15 //left
#define BUTTON_TWO_PIN 17 //right
#define OUT_STARTGAME_PIN 22
#define OUT_ENDGAME_PIN 24
EasyButton button1(BUTTON_ONE_PIN);
EasyButton button2(BUTTON_TWO_PIN);
CRGBPalette16 currentPalette;
TBlendType currentBlending;
extern CRGBPalette16 myRedWhiteBluePalette;
extern const TProgmemPalette16 myRedWhiteBluePalette_p PROGMEM;
//setup constants and variables for gameplay
const int initGameSpeed = 500;
const bool renderGameAsText = false;
#define NUM_STRIPS 10
#define NUM_LEDS_PER_STRIP 50
bool screenSaverToggle = false;
int screenSaverTimeOut = 0;
//define gameboard matrix
const int rows = NUM_LEDS_PER_STRIP;
const int columns = NUM_STRIPS;
int gameArray[columns][rows];
CRGB leds[columns][rows];
bool queueNewGame = false;
bool gameOn = false;
int screenSaverSelector = 1;
int playerX = 3;
int gameLevel = 0;
int levelStepper = 30;
int levelIncrease = 3; //how many clicks to condense next drop
int numToDrop = 3; //initial # to drop at once (random position, potential overlap)
int countUntilDrop = 0;
int waitForDrop = 0;
int waitForDropIncrease = 0;
int waitForDropThreshold = 5;
int increaseDropThreshold = 35;
DMTimer myTimer(initGameSpeed);
void setup() {
Serial.begin(115200);
// put your setup code here, to run once:
currentPalette = CloudColors_p;
currentBlending = LINEARBLEND;
pinMode(BUTTON_ONE_LED_PIN, OUTPUT);
pinMode(BUTTON_TWO_LED_PIN, OUTPUT);
pinMode(OUT_STARTGAME_PIN, OUTPUT);
pinMode(OUT_ENDGAME_PIN, OUTPUT);
digitalWrite(OUT_STARTGAME_PIN, HIGH);
digitalWrite(OUT_ENDGAME_PIN, HIGH);
digitalWrite(BUTTON_ONE_LED_PIN, HIGH);
digitalWrite(BUTTON_TWO_LED_PIN, HIGH);
//setup LEDs
// tell FastLED there's XX NEOPIXEL leds on pin YY
FastLED.addLeds<WS2811, 2>(leds[0], NUM_LEDS_PER_STRIP);
FastLED.addLeds<WS2811, 3>(leds[1], NUM_LEDS_PER_STRIP);
FastLED.addLeds<WS2811, 4>(leds[2], NUM_LEDS_PER_STRIP);
FastLED.addLeds<WS2811, 5>(leds[3], NUM_LEDS_PER_STRIP);
FastLED.addLeds<WS2811, 6>(leds[4], NUM_LEDS_PER_STRIP);
FastLED.addLeds<WS2811, 7>(leds[5], NUM_LEDS_PER_STRIP);
FastLED.addLeds<WS2811, 8>(leds[6], NUM_LEDS_PER_STRIP);
FastLED.addLeds<WS2811, 9>(leds[7], NUM_LEDS_PER_STRIP);
FastLED.addLeds<WS2811, 10>(leds[8], NUM_LEDS_PER_STRIP);
FastLED.addLeds<WS2811, 11>(leds[9], NUM_LEDS_PER_STRIP);
// Initialize the button1
button1.begin();
// Initialize the button2
button2.begin();
// Add the callback function to be called when the button1 is pressed.
button1.onPressed(onButton1Pressed);
// Add the callback function to be called when the button2 is pressed.
button2.onPressed(onButton2Pressed);
Serial.println("Ready...");
}
void loop() {
if (myTimer.isTimeReached()) { //check if execution time has been reached
tickTock();
}
if (Serial.available()) {
char c = Serial.read();
if (c == 'l') {
onButton1Pressed();
}
if (c == 'r') {
onButton2Pressed();
}
if (c == 'b') {
renderGameBoardAsText();
}
}
}
void onButton1Pressed() {
if (queueNewGame == false) {
if (gameOn == true) {
Serial.println("left");
if (playerX > 0) {
playerX--;
}
Serial.print("Player moves to column ");
Serial.println(playerX);
} else {
//start a new game!!!!
Serial.println("clicked, start a new one");
queueNewGame = true;
}
}
}
void onButton2Pressed() {
if (queueNewGame == false) {
if (gameOn == true) {
Serial.println("right");
if (playerX < columns - 1) {
playerX++;
}
Serial.print("Player moves to column ");
Serial.println(playerX);
} else {
//start a new game!!!!
Serial.println("clicked, start a new one");
queueNewGame = true;
}
}
}
void tickTock() {
button1.read();
button2.read();
if (queueNewGame == true) {
startNewGame();
}
switch(gameOn) {
case false:
//screensaver mode
stepScreensaver();
break;
case true:
stepGame();
break;
}
if (renderGameAsText) {
renderGameBoardAsText();
} else {
renderGameBoardAsLeds();
}
}
void startNewGame() {
Serial.println("HERE WE GO!");
playerX = 3;
gameLevel = 0;
levelStepper = 30;
levelIncrease = 3; //how many clicks to condense next drop
numToDrop = 3; //initial # to drop at once (random position, potential overlap)
countUntilDrop = 0;
waitForDrop = 0;
waitForDropIncrease = 0;
waitForDropThreshold = 5;
increaseDropThreshold = 35;
//clear gameboard
for (int i = columns - 1; i >= 0; i--) {
for (int j = rows - 1; j >= 0; j--) {
gameArray[i][j] = 0;
}
}
digitalWrite(OUT_STARTGAME_PIN,LOW);
digitalWrite(OUT_ENDGAME_PIN,HIGH);
//reset all light colors;
// play startup sequence
gameOn = true;
queueNewGame = false;
}
void stepGame() {
//Serial.println("stepGame");
countUntilDrop--;
if (countUntilDrop <= 0) {
dropPiece();
}
for (int i = columns - 1; i >= 0; i--) {
for (int j = rows - 1; j >= 0; j--) {
int locValue = gameArray[i][j];
int above = j - 1;
if (above >= 0) {
int ceilingValue = gameArray[i][above];
if (ceilingValue == 1) {
#if 0
if (i == 0) {
Serial.print("Moving snowflake in column 0 to row ");
Serial.println(j);
delay(1000);
}
#endif
gameArray[i][j] = ceilingValue; //inherit value from location above
gameArray[i][above] = 0; //clear location above
locValue = gameArray[i][j];
} else {
locValue = gameArray[i][j] = 0; //empties bottom row when nothing is above it
}
}
if (j == rows - 1 && i == playerX) {
locValue = 2;//show player position
}
switch (locValue) {
case 2://player
switch(gameLevel) {
case 0:
case 1:
case 2:
leds[i][NUM_LEDS_PER_STRIP - j - 1] = CRGB::Blue;
break;
case 3:
case 4:
case 5:
leds[i][NUM_LEDS_PER_STRIP - j - 1] = CRGB::Yellow;
break;
case 6:
case 7:
case 8:
leds[i][NUM_LEDS_PER_STRIP - j - 1] = CRGB::Violet;
break;
case 9:
case 10:
case 11:
leds[i][NUM_LEDS_PER_STRIP - j - 1] = CRGB::Green; //I haven't seen anyone get past this point. It's basically impossible
break;
case 12:
case 13:
case 14:
leds[i][NUM_LEDS_PER_STRIP - j - 1] = CRGB::Navy;
break;
default:
leds[i][NUM_LEDS_PER_STRIP - j - 1] = CRGB::Red;
}
break;
case 1:
leds[i][NUM_LEDS_PER_STRIP - j - 1] = CRGB::White;
break;
case 0:
leds[i][NUM_LEDS_PER_STRIP - j - 1] = CRGB::Black;
break;
}
//check for player collision
if (j == rows - 1) {
if (gameArray[i][j] == 1) {
checkCollision(i);
}
}
}
}
//Serial.println("tick complete");
}
void renderGameBoardAsLeds() {
//Serial.println("renderGameBoard");
FastLED.show();
delay(30);
}
void renderGameBoardAsText() {
Serial.println("----------------------");
// This outer loop will go over each strip, one at a time
for (int i = columns - 1; i >= 0; i--) {
for (int j = rows - 1; j >= 0; j--) {
int locValue = gameArray[i][j];
if (j == 0 && i == playerX) {
Serial.print("X");
} else {
if (locValue == 0) {
Serial.print(" ");
} else{
Serial.print(locValue);
}
}
}
Serial.println("|");
}
}
void stepScreensaver() {
//Serial.println("stepScreensaver ");
//TODO: make this more interesting
static uint8_t colorIndex = 0;
screenSaverTimeOut += 1000;
screenSaverToggle = !screenSaverToggle;
if (screenSaverTimeOut > 10000) {
screenSaverTimeOut = 0;
uint16_t clr = CRGB::Black;
for (int i = 0; i < columns; i++) {
// This inner loop will go over each led in the current strip, one at a time
for (int j = 0; j < rows; j++) {
switch(screenSaverSelector) {
case 0:
if (screenSaverToggle) {
leds[i][NUM_LEDS_PER_STRIP - j - 1] = CRGB::Red;
} else {
leds[i][NUM_LEDS_PER_STRIP - j - 1] = CRGB::Green;
}
break;
case 1:
colorIndex += 3;
leds[i][NUM_LEDS_PER_STRIP - j - 1] = ColorFromPalette( currentPalette, colorIndex, 255, currentBlending);
break;
}
}
delay(30);
}
}
}
void checkCollision(int k) {
if (playerX == k) {
//Collision found
gameOn = false;
playLoseAnim();
}
}
void dropPiece() {
// set random top row location
countUntilDrop = levelStepper;
waitForDrop++;
if (waitForDrop == waitForDropThreshold && levelStepper >= 0) {
waitForDrop = 0;
levelStepper -= levelIncrease;
gameLevel++;
}
waitForDropIncrease++;
if (waitForDropIncrease == increaseDropThreshold) {
waitForDropIncrease = 0;
numToDrop++;
}
if (numToDrop > NUM_STRIPS - 2) {
numToDrop = NUM_STRIPS - 2; //Always leave at least 2 positions open for the player
}
for (int z = 0; z < numToDrop; z++) {
int ranX = random(0, columns);
Serial.print("Dropping snowflake in column ");
Serial.println(ranX);
gameArray[ranX][0] = 1;
}
}
void playLoseAnim() {
digitalWrite(OUT_STARTGAME_PIN,HIGH);
digitalWrite(OUT_ENDGAME_PIN,LOW);
Serial.println("YOU LOSE!");
for (int k = 0; k < 3; k++) {
for (int i = 0; i < columns; i++) {
for (int j = 0; j < rows; j++) {
leds[i][NUM_LEDS_PER_STRIP - j - 1] = CRGB::Red;
}
}
FastLED.show();
delay(250);
for (int i = 0; i < columns; i++) {
for (int j = 0; j < rows; j++) {
leds[i][j] = CRGB::Black;
}
}
FastLED.show();
delay(250);
//switch scrrensaver
screenSaverSelector++;
if (screenSaverSelector > 1) {
screenSaverSelector = 0;
}
}
Serial.println("end lose");
digitalWrite(OUT_STARTGAME_PIN,HIGH);
digitalWrite(OUT_ENDGAME_PIN,HIGH);
}