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Crates3D.ino
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// Crates 3D. A port of the TI-83 calculator puzzle game.
// Ion version by Badja. Arduboy port by Brian Smith.
#include "MicroGamer.h"
#include <MicroGamerMemoryCard.h>
#include "c3dstd.h"
#include "title.h"
#include "blocks.h"
MicroGamer arduboy;
MicroGamerMemoryCard mem(256);
#define ALLOW_SAVE 1 // Allow progress save to EEPROM? 1=yes, 0=no
byte map3d[768];
byte start_x,start_y,start_z,end_x,end_y,end_z;
int x,y,z,angle;
byte level=1;
//-----------------------------------------------------------
void read_map(int stop_level)
{
byte c,v;
char title[20];
int i,p,ci;
p=72; c=pgm_read_byte(c3dstd+p); title[p-72]=c; p++;
while(c!=0) {c=pgm_read_byte(c3dstd+p); title[p-72]=c; p++;}
p+=2; // skip level count
if (stop_level==0) load(); // level 0 = load from saved state
level=0;
while(level!=stop_level) {
start_y=pgm_read_byte(c3dstd+p); p++;
start_x=pgm_read_byte(c3dstd+p); p++;
start_z=pgm_read_byte(c3dstd+p); p++;
end_x=pgm_read_byte(c3dstd+p); p++;
end_y=pgm_read_byte(c3dstd+p); p++;
end_z=pgm_read_byte(c3dstd+p); p++;
// read 768 bytes run-length coded...
ci=0;
while(ci!=768) {
c=pgm_read_byte(c3dstd+p); p++;
if (c!=145) {map3d[ci]=c; ci++;}
else {v=pgm_read_byte(c3dstd+p); c=pgm_read_byte(c3dstd+p+1); p+=2;
map3d[ci]=v; ci++; c--;
for (i=0; i<c; i++) {map3d[ci]=v; ci++;}
}
}
level++;
}
x=start_x; y=start_y; z=start_z; angle=2;
draw_map(x,y,z,angle);
}
//------------------------------------------------------------------
void load()
{
int i;
mem.load();
for (i=0; i<768; i++) {
map3d[i] = mem.read(i+150);
}
start_x = mem.read(918);
start_y = mem.read(919);
start_z = mem.read(920);
end_x = mem.read(921);
end_y = mem.read(922);
end_z = mem.read(923);
}
//-----------------------------------------------------------------
void save()
{
int i;
print(0,8,"SAVING.......");
arduboy.display();
for (i=0; i<768; i++) {
mem.write(i+150,map3d[i]);
}
mem.write(918,x);
mem.write(919,y);
mem.write(920,z);
mem.write(921,end_x);
mem.write(922,end_y);
mem.write(923,end_z);
mem.save();
print(0,8,"Saved to level 0.");
arduboy.display();
angle--;
if (angle<0) {
angle=3;
}
delay(1000);
}
//------------------------------------------------------------
void draw_block_slow(int x, int y)
{
arduboy.drawSlowXYBitmap(x,y,mask,8,10,0);
arduboy.drawSlowXYBitmap(x,y,block,8,10,1);
}
//----------------------------------------------------------
void draw_block(int x, int y)
{
arduboy.drawBitmap(x,y,mask90c,8,10,0);
arduboy.drawBitmap(x,y,block90c,8,10,1);
}
//-----------------------------------------------------------
void draw_black_slow(int x, int y)
{
arduboy.drawSlowXYBitmap(x,y,mask,8,10,0);
arduboy.drawSlowXYBitmap(x,y,black,8,10,1);
}
//----------------------------------------------------------
void draw_black(int x, int y)
{
arduboy.drawBitmap(x,y,mask90c,8,10,0);
arduboy.drawBitmap(x,y,black90c,8,10,1);
}
//-------------------------------------------------------------------
void draw_map(int xmap, int ymap, int zuser, int angle)
{
int x,y,z,xs,ys,xm,ym,i,b;
arduboy.fillScreen(1);
for (x=0; x<35; x++) for (y=0; y<34; y++) {
if (angle==0) {xm=xmap+x-17; ym=ymap+16-y;}
if (angle==1) {xm=xmap+16-y; ym=ymap+17-x;}
if (angle==2) {xm=xmap+17-x; ym=ymap+y-16;}
if (angle==3) {xm=xmap+y-16; ym=ymap+x-17;}
if (xm<0 || xm>31 || ym<0 || ym>23) b=0; else b=map3d[ym*32+xm];
xs=80-x*4+y*2; ys=y*3+x*2-40;
for (z=0; z<9; z++) {
if (b&1) {draw_block(xs,ys);}
if (xm==end_y && ym==end_x && z==end_z) draw_black(xs,ys);
if (xm==xmap && ym==ymap && z==zuser) draw_black(xs,ys);
b=b/2; ys-=5;
}
}
// add level indicator in top left....
if (level<10) arduboy.drawChar(0,0,level+'0',0,1,1);
else {arduboy.drawChar(0,0,level/10+'0',0,1,1); arduboy.drawChar(6,0,level%10+'0',0,1,1);}
arduboy.display();
arduboy.waitDisplayUpdate();
}
//----------------------------------------------------------------------
int read_keys() {
if (arduboy.pressed(UP_BUTTON)) return(1);
if (arduboy.pressed(DOWN_BUTTON)) return(3);
if (arduboy.pressed(LEFT_BUTTON)) return(2);
if (arduboy.pressed(RIGHT_BUTTON)) return(4);
if (arduboy.pressed(Y_BUTTON)) return(5);
return(0);
}
//-----------------------------------------------------------
// check if there is a block at location (x,y,z)....
int check_block(int x, int y, int z)
{
// first, bounds-checking...
if (x<0 || x>31 || y<0 || y>23 || z<0 || z>7) return(0);
// read map...
if (map3d[y*32+x] & (1<<z)) return(1);
return(0);
}
//------------------------------------------------------------
int check_move(int newx, int newy, int newz)
{
if (check_block(newx,newy,newz-1) && !check_block(newx,newy,newz)) return(1);
// maybe move up?
if (check_block(newx,newy,newz) && !check_block(newx,newy,newz+1)) {z++; return(1);}
// maybe move down?
if (!check_block(newx,newy,newz) && !check_block(newx,newy,newz-1))
if (check_block(newx,newy,newz-2)) {z--; return(1);}
return(0);
}
//--------------------------------------------------------------
// move a block from (oldx,oldy,oldz) to (newx,newy,oldz)...
void move_block(int oldx, int oldy, int oldz, int newx, int newy)
{
// first, delete the old block...
map3d[oldy*32+oldx]&=~(1<<oldz);
// now add a block in the new location...
map3d[newy*32+newx]|=(1<<oldz);
// check for dropping and implement.....
while(oldz>=0 && !check_block(newx,newy,oldz-1)) {
draw_map(x,y,z,angle);
map3d[newy*32+newx]&=~(1<<oldz);
oldz--;
if (oldz>=0) map3d[newy*32+newx]|=(1<<oldz);
}
}
//------------------------------------------------------------
void move(int dir)
{
// check if 'B' key being pressed also....
if (dir==0) {
if (arduboy.pressed(X_BUTTON) && check_block(x,y+1,z) && !check_block(x,y+2,z) &&
check_block(x,y+1,z-1) && y<22) {move_block(x,y+1,z,x,y+2); y++;}
else if (check_move(x,y+1,z)) y++;
}
if (dir==1) {
if (arduboy.pressed(X_BUTTON) && check_block(x+1,y,z) && !check_block(x+2,y,z) &&
check_block(x+1,y,z-1) && x<30) {move_block(x+1,y,z,x+2,y); x++;}
else if (check_move(x+1,y,z)) x++;
}
if (dir==2) {
if (arduboy.pressed(X_BUTTON) && check_block(x,y-1,z) && !check_block(x,y-2,z) &&
check_block(x,y-1,z-1) && y>1) {move_block(x,y-1,z,x,y-2); y--;}
else if (check_move(x,y-1,z)) y--;
}
if (dir==3) {
if (arduboy.pressed(X_BUTTON) && check_block(x-1,y,z) && !check_block(x-2,y,z) &&
check_block(x-1,y,z-1) && x>1) {move_block(x-1,y,z,x-2,y); x--;}
else if (check_move(x-1,y,z)) x--;
}
}
//---------------------------------------------------------
void print(int x, int y, char *s)
{
while(*s!=0) {arduboy.drawChar(x,y,*s,0,1,1); x+=6; s++;}
}
//-----------------------------------------------------------
void title_screen()
{
int i;
end_z=100;
for (i=0; i<768; i++) map3d[i]=pgm_read_byte(title+i);
draw_map(15,7,20,2);
while(arduboy.notPressed(X_BUTTON)) {
print(0,0," Level: ");
if (level<10) {arduboy.drawChar(42,0,level+'0',0,1,1); arduboy.drawChar(48,0,32,0,1,1);}
else {arduboy.drawChar(42,0,level/10+'0',0,1,1); arduboy.drawChar(48,0,level%10+'0',0,1,1);}
print(2,8,"Hold-X=Quit");
print(2,16,"X=Rotate");
print(2,24,"Y=Push");
arduboy.display();
arduboy.waitDisplayUpdate();
if (arduboy.pressed(LEFT_BUTTON) && level>0) {level--; while(arduboy.pressed(LEFT_BUTTON));}
if (arduboy.pressed(RIGHT_BUTTON) && level<16) {level++; while(arduboy.pressed(RIGHT_BUTTON));}
if (!ALLOW_SAVE && level==0) level=1;
delay(50);
}
}
//------------------------------------------------------------------
int gameloop() {
int k,first=1;
while(1) {
read_map(level);
while(!(y==end_x && x==end_y && z==end_z+1)) {
draw_map(x,y,z,angle);
k=read_keys();
while(!k) {first=1; delay(10); k=read_keys();} // idle loop
if (ALLOW_SAVE && arduboy.pressed(Y_BUTTON) && arduboy.pressed(X_BUTTON)) save();
if (first) {delay(100); first=0;} // allows for fine movement
if (k>0 && k<5) move((k-1+angle)%4);
if (k==5) { // 'A' key pressed... rorate view or reset level...
angle++; if (angle==4) angle=0;
while(arduboy.pressed(Y_BUTTON)) {delay(10); k++; if (k==200) return(0);}
}
}
draw_map(x,y,z,angle);
print(0,0," Solved! "); arduboy.display();
while(!arduboy.pressed(X_BUTTON));
level++; if (level==17) level=1;
}
}
//-------------------------------------------------------------------
void setup() {
arduboy.begin();
}
//----------------------------------------------------------------------
void loop()
{
title_screen();
gameloop();
}