初始化提交
This commit is contained in:
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// By Ponticelli Domenico.
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// 12NOV2020 Added touch screen support for M5Core2 By Zontex
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// https://github.com/pcelli85/M5Stack_FlappyBird_game
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#include <M5Core2.h>
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#include <EEPROM.h>
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#define TFTW 320 // screen width
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#define TFTH 240 // screen height
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#define TFTW2 160 // half screen width
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#define TFTH2 120 // half screen height
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// game constant
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#define SPEED 1
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#define GRAVITY 9.8
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#define JUMP_FORCE 2.15
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#define SKIP_TICKS 20.0 // 1000 / 50fps
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#define MAX_FRAMESKIP 5
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// bird size
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#define BIRDW 16 // bird width
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#define BIRDH 16 // bird height
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#define BIRDW2 8 // half width
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#define BIRDH2 8 // half height
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// pipe size
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#define PIPEW 24 // pipe width
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#define GAPHEIGHT 42 // pipe gap height
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// floor size
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#define FLOORH 30 // floor height (from bottom of the screen)
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// grass size
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#define GRASSH 4 // grass height (inside floor, starts at floor y)
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int address = 0;
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int maxScore = EEPROM.readInt(address);
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const int buttonPin = 2;
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// background
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const unsigned int BCKGRDCOL = M5.Lcd.color565(138,235,244);
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// bird
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const unsigned int BIRDCOL = M5.Lcd.color565(255,254,174);
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// pipe
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const unsigned int PIPECOL = M5.Lcd.color565(99,255,78);
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// pipe highlight
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const unsigned int PIPEHIGHCOL = M5.Lcd.color565(250,255,250);
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// pipe seam
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const unsigned int PIPESEAMCOL = M5.Lcd.color565(0,0,0);
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// floor
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const unsigned int FLOORCOL = M5.Lcd.color565(246,240,163);
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// grass (col2 is the stripe color)
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const unsigned int GRASSCOL = M5.Lcd.color565(141,225,87);
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const unsigned int GRASSCOL2 = M5.Lcd.color565(156,239,88);
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// bird sprite
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// bird sprite colors (Cx name for values to keep the array readable)
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#define C0 BCKGRDCOL
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#define C1 M5.Lcd.color565(195,165,75)
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#define C2 BIRDCOL
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#define C3 TFT_WHITE
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#define C4 TFT_RED
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#define C5 M5.Lcd.color565(251,216,114)
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static unsigned int birdcol[] =
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{ C0, C0, C1, C1, C1, C1, C1, C0, C0, C0, C1, C1, C1, C1, C1, C0,
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C0, C1, C2, C2, C2, C1, C3, C1, C0, C1, C2, C2, C2, C1, C3, C1,
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C0, C2, C2, C2, C2, C1, C3, C1, C0, C2, C2, C2, C2, C1, C3, C1,
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C1, C1, C1, C2, C2, C3, C1, C1, C1, C1, C1, C2, C2, C3, C1, C1,
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C1, C2, C2, C2, C2, C2, C4, C4, C1, C2, C2, C2, C2, C2, C4, C4,
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C1, C2, C2, C2, C1, C5, C4, C0, C1, C2, C2, C2, C1, C5, C4, C0,
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C0, C1, C2, C1, C5, C5, C5, C0, C0, C1, C2, C1, C5, C5, C5, C0,
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C0, C0, C1, C5, C5, C5, C0, C0, C0, C0, C1, C5, C5, C5, C0, C0};
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// bird structure
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static struct BIRD {
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long x, y, old_y;
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long col;
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float vel_y;
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} bird;
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// pipe structure
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static struct PIPES {
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long x, gap_y;
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long col;
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} pipes;
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// score
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int score;
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// temporary x and y var
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static short tmpx, tmpy;
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// ---------------
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// draw pixel
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// ---------------
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// faster drawPixel method by inlining calls and using setAddrWindow and pushColor
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// using macro to force inlining
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#define drawPixel(a, b, c) M5.Lcd.setAddrWindow(a, b, a, b); M5.Lcd.pushColor(c)
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// ---------------
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// game loop
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// ---------------
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void game_loop() {
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// ===============
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// prepare game variables
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// draw floor
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// ===============
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// instead of calculating the distance of the floor from the screen height each time store it in a variable
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unsigned char GAMEH = TFTH - FLOORH;
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// draw the floor once, we will not overwrite on this area in-game
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// black line
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M5.Lcd.drawFastHLine(0, GAMEH, TFTW, TFT_BLACK);
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// grass and stripe
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M5.Lcd.fillRect(0, GAMEH+1, TFTW2, GRASSH, GRASSCOL);
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M5.Lcd.fillRect(TFTW2, GAMEH+1, TFTW2, GRASSH, GRASSCOL2);
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// black line
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M5.Lcd.drawFastHLine(0, GAMEH+GRASSH, TFTW, TFT_BLACK);
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// mud
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M5.Lcd.fillRect(0, GAMEH+GRASSH+1, TFTW, FLOORH-GRASSH, FLOORCOL);
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// grass x position (for stripe animation)
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long grassx = TFTW;
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// game loop time variables
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double delta, old_time, next_game_tick, current_time;
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next_game_tick = current_time = millis();
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int loops;
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// passed pipe flag to count score
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bool passed_pipe = false;
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// temp var for setAddrWindow
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unsigned char px;
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while (1) {
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loops = 0;
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while( millis() > next_game_tick && loops < MAX_FRAMESKIP) {
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// ===============
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// input
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// ===============
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M5.update();
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// ===============
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// update
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// ===============
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// calculate delta time
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// ---------------
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old_time = current_time;
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current_time = millis();
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delta = (current_time-old_time)/1000;
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// bird
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// ---------------
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bird.vel_y += GRAVITY * delta;
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bird.y += bird.vel_y;
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// pipe
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// ---------------
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pipes.x -= SPEED;
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// if pipe reached edge of the screen reset its position and gap
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if (pipes.x < -PIPEW) {
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pipes.x = TFTW;
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pipes.gap_y = random(10, GAMEH-(10+GAPHEIGHT));
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}
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// ---------------
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next_game_tick += SKIP_TICKS;
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loops++;
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}
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// ===============
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// draw
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// ===============
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// pipe
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// ---------------
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// we save cycles if we avoid drawing the pipe when outside the screen
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if (pipes.x >= 0 && pipes.x < TFTW) {
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// pipe color
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M5.Lcd.drawFastVLine(pipes.x+3, 0, pipes.gap_y, PIPECOL);
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M5.Lcd.drawFastVLine(pipes.x+3, pipes.gap_y+GAPHEIGHT+1, GAMEH-(pipes.gap_y+GAPHEIGHT+1), PIPECOL);
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// highlight
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M5.Lcd.drawFastVLine(pipes.x, 0, pipes.gap_y, PIPEHIGHCOL);
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M5.Lcd.drawFastVLine(pipes.x, pipes.gap_y+GAPHEIGHT+1, GAMEH-(pipes.gap_y+GAPHEIGHT+1), PIPEHIGHCOL);
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// bottom and top border of pipe
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drawPixel(pipes.x, pipes.gap_y, PIPESEAMCOL);
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drawPixel(pipes.x, pipes.gap_y+GAPHEIGHT, PIPESEAMCOL);
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// pipe seam
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drawPixel(pipes.x, pipes.gap_y-6, PIPESEAMCOL);
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drawPixel(pipes.x, pipes.gap_y+GAPHEIGHT+6, PIPESEAMCOL);
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drawPixel(pipes.x+3, pipes.gap_y-6, PIPESEAMCOL);
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drawPixel(pipes.x+3, pipes.gap_y+GAPHEIGHT+6, PIPESEAMCOL);
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}
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// erase behind pipe
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if (pipes.x <= TFTW) M5.Lcd.drawFastVLine(pipes.x+PIPEW, 0, GAMEH, BCKGRDCOL);
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// bird
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// ---------------
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tmpx = BIRDW-1;
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do {
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px = bird.x+tmpx+BIRDW;
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// clear bird at previous position stored in old_y
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// we can't just erase the pixels before and after current position
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// because of the non-linear bird movement (it would leave 'dirty' pixels)
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tmpy = BIRDH - 1;
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do {
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drawPixel(px, bird.old_y + tmpy, BCKGRDCOL);
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} while (tmpy--);
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// draw bird sprite at new position
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tmpy = BIRDH - 1;
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do {
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drawPixel(px, bird.y + tmpy, birdcol[tmpx + (tmpy * BIRDW)]);
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} while (tmpy--);
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} while (tmpx--);
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// save position to erase bird on next draw
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bird.old_y = bird.y;
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// grass stripes
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// ---------------
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grassx -= SPEED;
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if (grassx < 0) grassx = TFTW;
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M5.Lcd.drawFastVLine( grassx %TFTW, GAMEH+1, GRASSH-1, GRASSCOL);
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M5.Lcd.drawFastVLine((grassx+64)%TFTW, GAMEH+1, GRASSH-1, GRASSCOL2);
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// ===============
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// collision
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// ===============
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// if the bird hit the ground game over
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if (bird.y > GAMEH-BIRDH) break;
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// checking for bird collision with pipe
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if (bird.x+BIRDW >= pipes.x-BIRDW2 && bird.x <= pipes.x+PIPEW-BIRDW) {
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// bird entered a pipe, check for collision
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if (bird.y < pipes.gap_y || bird.y+BIRDH > pipes.gap_y+GAPHEIGHT) break;
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else passed_pipe = true;
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}
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// if bird has passed the pipe increase score
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else if (bird.x > pipes.x+PIPEW-BIRDW && passed_pipe) {
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passed_pipe = false;
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// erase score with background color
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M5.Lcd.setTextColor(BCKGRDCOL);
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M5.Lcd.setCursor( TFTW2, 4);
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M5.Lcd.print(score);
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// set text color back to white for new score
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M5.Lcd.setTextColor(TFT_WHITE);
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// increase score since we successfully passed a pipe
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score++;
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}
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// update score
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// ---------------
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M5.Lcd.setCursor( TFTW2, 4);
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M5.Lcd.print(score);
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}
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// add a small delay to show how the player lost
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delay(1200);
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}
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void game_init() {
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// clear screen
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M5.Lcd.fillScreen(BCKGRDCOL);
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// reset score
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score = 0;
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// init bird
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bird.x = 144;
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bird.y = bird.old_y = TFTH2 - BIRDH;
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bird.vel_y = -JUMP_FORCE;
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tmpx = tmpy = 0;
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// generate new random seed for the pipe gape
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randomSeed(analogRead(0));
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// init pipe
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pipes.x = 0;
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pipes.gap_y = random(20, TFTH-60);
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}
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// ---------------
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// game start
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// ---------------
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void game_start() {
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M5.Lcd.fillScreen(TFT_BLACK);
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M5.Lcd.fillRect(10, TFTH2 - 20, TFTW-20, 1, TFT_WHITE);
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M5.Lcd.fillRect(10, TFTH2 + 32, TFTW-20, 1, TFT_WHITE);
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M5.Lcd.setTextColor(TFT_WHITE);
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M5.Lcd.setTextSize(3);
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// half width - num char * char width in pixels
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M5.Lcd.setCursor( TFTW2-(6*9), TFTH2 - 16);
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M5.Lcd.println("FLAPPY");
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M5.Lcd.setTextSize(3);
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M5.Lcd.setCursor( TFTW2-(6*9), TFTH2 + 8);
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M5.Lcd.println("-BIRD-");
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M5.Lcd.setTextSize(2);
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M5.Lcd.setCursor( 10, TFTH2 - 36);
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M5.Lcd.println("M5Stack");
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M5.Lcd.setCursor( TFTW2 - (17*9), TFTH2 + 36);
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M5.Lcd.println("Premi il bottone centrale");
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while (1) {
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// wait for push button
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if(M5.BtnB.wasPressed()) {
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break;
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}
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M5.update();
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}
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// init game settings
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game_init();
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}
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// ---------------
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// game over
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// ---------------
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void game_over() {
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M5.Lcd.fillScreen(TFT_BLACK);
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maxScore = EEPROM.readInt(address);
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if(score>maxScore)
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{
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EEPROM.writeInt(address, score);
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EEPROM.commit();
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maxScore = score;
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M5.Lcd.setTextColor(TFT_RED);
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M5.Lcd.setTextSize(2);
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M5.Lcd.setCursor( TFTW2 - (13*6), TFTH2 - 26);
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M5.Lcd.println("NEW HIGHSCORE");
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}
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M5.Lcd.setTextColor(TFT_WHITE);
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M5.Lcd.setTextSize(3);
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// half width - num char * char width in pixels
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M5.Lcd.setCursor( TFTW2 - (9*9), TFTH2 - 6);
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M5.Lcd.println("GAME OVER");
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M5.Lcd.setTextSize(2);
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M5.Lcd.setCursor( 10, 10);
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M5.Lcd.print("score: ");
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M5.Lcd.print(score);
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M5.Lcd.setCursor( TFTW2 - (12*6), TFTH2 + 18);
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M5.Lcd.println("press button B");
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M5.Lcd.setCursor( 10, 28);
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M5.Lcd.print("Max Score:");
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M5.Lcd.print(maxScore);
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while (1) {
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// wait for push button
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if(M5.BtnB.wasPressed()) {
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break;
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}
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M5.update();
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}
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}
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void resetMaxScore()
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{
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EEPROM.writeInt(address, 0);
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EEPROM.commit();
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}
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void eventDisplay(Event& e) {
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// if the bird is not too close to the top of the screen apply jump force
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if (bird.y > BIRDH2*0.5) bird.vel_y = -JUMP_FORCE;
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// else zero velocity
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else bird.vel_y = 0;
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}
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void setup() {
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// put your setup code here, to run once:
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M5.begin();
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M5.Buttons.addHandler(eventDisplay,E_TOUCH);
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EEPROM.begin(1000);
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//resetMaxScore();
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Serial.println("last score:");
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Serial.println(EEPROM.readInt(address));
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}
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void loop() {
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// put your main code here, to run repeatedly:
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game_start();
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game_loop();
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game_over();
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}
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