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9 changed files with 282 additions and 31 deletions

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README.md Normal file
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bin/Debug/blockBreaker Executable file

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bin/Debug/cTest Executable file

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blockBreaker.cbp Normal file
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<?xml version="1.0" encoding="UTF-8" standalone="yes" ?>
<CodeBlocks_project_file>
<FileVersion major="1" minor="6" />
<Project>
<Option title="blockBreaker" />
<Option pch_mode="2" />
<Option compiler="gcc" />
<Build>
<Target title="Debug">
<Option output="bin/Debug/blockBreaker" prefix_auto="1" extension_auto="1" />
<Option object_output="obj/Debug/" />
<Option type="1" />
<Option compiler="gcc" />
<Compiler>
<Add option="-g" />
</Compiler>
</Target>
<Target title="Release">
<Option output="bin/Release/blockBreaker" prefix_auto="1" extension_auto="1" />
<Option object_output="obj/Release/" />
<Option type="1" />
<Option compiler="gcc" />
<Compiler>
<Add option="-O2" />
</Compiler>
<Linker>
<Add option="-s" />
</Linker>
</Target>
</Build>
<Compiler>
<Add option="-Wall" />
</Compiler>
<Unit filename="main.c">
<Option compilerVar="CC" />
</Unit>
<Extensions />
</Project>
</CodeBlocks_project_file>

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blockBreaker.depend Normal file
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# depslib dependency file v1.0
1729498522 source:/home/fluffy/codeBlocks/blockBreaker/main.c
<stdio.h>
<stdlib.h>
<stdint.h>
<time.h>
<unistd.h>
<stdbool.h>

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#include <Arduino.h>
#include <SPI.h> //for screen
#include <U8g2lib.h> //for screen
#include <stdlib.h>
#define ADC_PIN 26
int adcVal = 0;
float xLocation = 0;
//screen setup
U8G2_SH1106_128X64_NONAME_F_4W_HW_SPI u8g2(U8G2_R2, 17, 20, 21);
//uint8_t *buf;
char outString[99];
void setup() {
//setup screen
u8g2.begin();
u8g2.setFont(u8g2_font_ncenB14_tr);
//setup ADC
analogReadResolution(10);
digitalWriteFast(23, 1);
}
void loop() {
adcVal = analogRead(ADC_PIN);
xLocation = (((float)adcVal/1024)*100);
u8g2.clearBuffer();
sprintf(outString, "helloworld");
u8g2.drawStr(xLocation, 35, outString);
u8g2.sendBuffer();
}

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blockBreaker.layout Normal file
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<?xml version="1.0" encoding="UTF-8" standalone="yes" ?>
<CodeBlocks_layout_file>
<FileVersion major="1" minor="0" />
<ActiveTarget name="Debug" />
<File name="main.c" open="1" top="1" tabpos="1" split="0" active="1" splitpos="0" zoom_1="0" zoom_2="0">
<Cursor>
<Cursor1 position="4610" topLine="150" />
</Cursor>
</File>
</CodeBlocks_layout_file>

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main.c Normal file
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#include <stdio.h>
#include <stdlib.h>
#include <stdint.h>
#include <time.h>
#include<unistd.h>
#include<stdbool.h>
#define SCREEN_WIDTH 11 //set the width of the game screen
#define SCREEN_HEIGHT 20 //set the height of the game screen
#define PADDLE_SIZE 2 //set the paddle size. the blocks are added this amount either size of a central block.
#define SLEEP_TIME_MS 100 * 1000 //set the time to sleep between frames
#define PADDLE_HEIGHT SCREEN_HEIGHT-4 //the negative number is distance from the bottom
#define Y_BLOCK_LAYERS 10 //add the amount of layers of blocks from the top of the screen
#define X_BLOCK_LAYERS SCREEN_WIDTH
uint8_t screen[SCREEN_WIDTH][SCREEN_HEIGHT]; //this is the array the game lives in
int moveArr[] = {-2,-1,0,1,2};
enum PIXEL_TYPE { //used to set what kind of pixel is shown on the screen array
PIXEL_EMPTY=0u,
PIXEL_BALL=1u,
PIXEL_BLOCK=2u,
PIXEL_PADDLE_MIDDLE=3u,
PIXEL_PADDLE_LEFT=4u,
PIXEL_PADDLE_RIGHT=5u
} PIXEL_TYPE;
void clearScreen() { //clears the screen of all pixels to redraw the screen
for (int y = 0; y < SCREEN_HEIGHT; y++) {
for (int x=0; x<SCREEN_WIDTH; x++) {
screen[x][y]=PIXEL_EMPTY;
}
}
printf("\e[1;1H\e[2J");//clear the screen of the prev frame
}
typedef struct ballStruct {
uint8_t xPOS;
uint8_t yPOS;
int8_t xVEL;
int8_t yVEL;
} Ball_t;
typedef struct Paddle {
uint8_t location;
int paddleSize;
} Paddle_t;
typedef struct block {
uint8_t xLocation;
uint8_t yLocation;
bool visable; //controls if the block is visible or not
} Block_t;
bool ballOnXEdge(Ball_t ball){ //work around to determine if the ball is on the edge of the screen
if(ball.xPOS==0) return true;
if (ball.xPOS==SCREEN_WIDTH-1) return true;
return false;
}
bool movePaddle(Paddle_t* Paddle, int dir){ //negitave dir to move left positive to move right
if (dir==0) return false;
if (dir<=0){
if (Paddle ->location-Paddle->paddleSize+dir<=0) return false;
Paddle->location = Paddle->location+dir;
return true;
} else if (dir>=0) {
if (Paddle->location+Paddle->paddleSize+dir>= SCREEN_WIDTH-1) return false;
Paddle->location= Paddle->location+dir;
return true;
}
}
int main() {
Ball_t ball = {.xPOS=0,.yPOS=0,.xVEL=0,.yVEL=0}; //setup game ball
Paddle_t paddle= {.location=(SCREEN_WIDTH/2),.paddleSize=PADDLE_SIZE};
time_t UNIXTIME = time(NULL); //create UNIXTIME struct
srand(UNIXTIME); //seed random number with time at run time
Block_t blockArr[X_BLOCK_LAYERS][Y_BLOCK_LAYERS];
bool blockFlushHit = false; //used to show if the ball has hit a block vertically or horizontally
//init blockArr array
for (int x=0; x< X_BLOCK_LAYERS; x++) {
for (int y=0; y<Y_BLOCK_LAYERS; y++) {
blockArr[x][y]=(Block_t) {
.xLocation =x,.yLocation=y,.visable=true
};
}
}
ball.xPOS=rand()% SCREEN_WIDTH;
ball.yPOS= PADDLE_HEIGHT-1;
ball.xVEL=1;
ball.yVEL=1;
while(true) {
usleep(SLEEP_TIME_MS);
clearScreen();
blockFlushHit = false;
//draw blocks
for (int x = 0; x<X_BLOCK_LAYERS; x++) {
for (int y =0; y<Y_BLOCK_LAYERS; y++) {
if(blockArr[x][y].visable==true) {
screen[x][y]=PIXEL_BLOCK;
}
}
}
for (int x=0-PADDLE_SIZE;x<PADDLE_SIZE;x++){
if(x==0-PADDLE_SIZE){
screen[paddle.location+x][PADDLE_HEIGHT]=PIXEL_PADDLE_LEFT;
} else if (x==PADDLE_SIZE-1){
screen[paddle.location+x][PADDLE_HEIGHT]=PIXEL_PADDLE_RIGHT;
} else {
screen[paddle.location+x][PADDLE_HEIGHT]=PIXEL_PADDLE_MIDDLE;
}
}
//draw ball
screen[ball.xPOS][ball.yPOS]=PIXEL_BALL;
//render step
for (int x =0; x<=SCREEN_WIDTH; x++) {
printf("--"); //top border
}
printf("\n");
for (int y = 0; y < SCREEN_HEIGHT; y++) {
printf("|");
for (int x=0; x<SCREEN_WIDTH; x++) {
if (screen[x][y]==PIXEL_EMPTY) {
printf(" ");
} else if(screen[x][y]==PIXEL_BLOCK) {
printf("[]");
} else if (screen[x][y]==PIXEL_BALL) {
printf("<>");
} else if(screen[x][y]==PIXEL_PADDLE_MIDDLE) {
printf("==");
} else if(screen[x][y]==PIXEL_PADDLE_LEFT){
printf("<=");
} else if(screen[x][y]==PIXEL_PADDLE_RIGHT){
printf("=>");
}
}
printf("|\n");
}
for (int x =0; x<=SCREEN_WIDTH; x++) {
printf("--");
}
printf("\n");
//detect when ball hits the edge of the screen
if (ball.xPOS==0||ball.xPOS==(SCREEN_WIDTH-1)) {
ball.xVEL=ball.xVEL*-1;
}
if (ball.yPOS==0||ball.yPOS==(SCREEN_HEIGHT-1)) {
ball.yVEL=ball.yVEL*-1;
}
//detect when ball hits a block
if (screen[ball.xPOS+ball.xVEL][ball.yPOS]==PIXEL_BLOCK) {
blockArr[ball.xPOS+ball.xVEL][ball.yPOS].visable=false;
ball.xVEL = ball.xVEL *-1;
blockFlushHit=true;
}
if (screen[ball.xPOS][ball.yPOS+ball.yVEL]==PIXEL_BLOCK) {
blockArr[ball.xPOS][ball.yPOS+ball.yVEL].visable=false;
ball.yVEL = ball.yVEL *-1;
blockFlushHit=true;
}
if (screen[ball.xPOS+ball.xVEL][ball.yPOS+ball.yVEL]==PIXEL_BLOCK&&blockFlushHit==false) {
blockArr[ball.xPOS+ball.xVEL][ball.yPOS+ball.yVEL].visable=false;
if(ballOnXEdge(ball)==false) {
ball.xVEL = ball.xVEL *-1;
}
if (ball.yPOS!=0) {
ball.yVEL=ball.yVEL *-1;
}
}
//detect when ball hits paddle
if(screen[ball.xPOS+ball.xVEL][ball.yPOS]==PIXEL_PADDLE_MIDDLE) {
ball.xVEL = ball.xVEL *-1;
}
if (screen[ball.xPOS][ball.yPOS+ball.yVEL]== PIXEL_PADDLE_MIDDLE) { //hit detection y direction
ball.yVEL= ball.yVEL*-1;
}
if (screen[ball.xPOS+ball.xVEL][ball.yPOS+ball.yVEL]==PIXEL_PADDLE_MIDDLE) { //diagonal hit detection
ball.xVEL = ball.xVEL *-1;
ball.yVEL=ball.yVEL *-1;
}
//paddle left
if (screen[ball.xPOS+ball.xVEL][ball.yPOS+ball.yVEL]==PIXEL_PADDLE_LEFT) { //diagonal hit detection
if(ball.xVEL==-1){
ball.xVEL=-1;
} else if (ball.xVEL==0){
ball.xVEL=-1;
} else {
ball.xVEL=-1;
}
ball.yVEL=ball.yVEL *-1;
}
//paddle right
if (screen[ball.xPOS+ball.xVEL][ball.yPOS+ball.yVEL]==PIXEL_PADDLE_RIGHT) { //diagonal hit detection
if (ball.xVEL==-1){ //moving left
ball.xVEL=1;
} else if (ball.xVEL==0){ //moving straight down
ball.xVEL=1;
} else { //moving right
ball.xVEL=1;
}
ball.yVEL=ball.yVEL *-1;
}
//update ball position
ball.xPOS=ball.xPOS+ball.xVEL;
ball.yPOS= ball.yPOS+ball.yVEL;
//move paddle
movePaddle(&paddle,moveArr[rand()%6]);
}
}

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obj/Debug/main.o Normal file

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