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ECE
476 Spring 2004
Daniel Chituc and Aaron Zahrowski Source
//video gen and sound
//D.5 is sync:1000 ohm + diode to 75 ohm resistor
//D.6 is video:330 ohm + diode to 75 ohm resistor
//B.3 is sound and should have a 10k resistor to gnd
#pragma regalloc- //I allocate the registers myself
#pragma optsize- //optimize for speed
#include <Mega32.h>
#include <stdio.h>
#include <stdlib.h>
#include <math.h>
#include <delay.h>
//cycles = 63.625 * 16 Note NTSC is 63.55
//but this line duration makes each frame exactly 1/60 sec
//which is nice for keeping a realtime clock
#define lineTime 1018
#define begin {
#define end }
#define ScreenTop 30
#define ScreenBot 230
//NOTE that v1 to v8 and i must be in registers!
register char v1 @4;
register char v2 @5;
register char v3 @6;
register char v4 @7;
register char v5 @8;
register char v6 @9;
register char v7 @10;
register char v8 @11;
register int i @12;
#pragma regalloc+
char syncON, syncOFF;
int LineCount;
//game structure variables
char interleave;
char interleave2 = 0;
unsigned char randomcounter;
char playerwins = 0;
char wincount = 0;
unsigned char aiset, aibutton, aimove;
int time;
//scores
char score1, score2;
//paddle positions and ADC vars
char p1pos=30;
char p2pos=30;
char level=30;
unsigned char count, gameStart;
unsigned char adcout1, adcout2;
unsigned char adcout4 = 89;
unsigned char adcout4old = 89;
unsigned char adcout3 = 4;
unsigned char adcout3old = 4;
//animation
char x, y, s, vx, vy;
char screen[1600], t, ts[10];
char cu1[]="DEDICATED";
char cu12[]="PONG";
char cu13[]="UNIT";
char cu14[]="2";
char p1[]="P1";
char p2[]="P2";
char ai[]="AI";
char wins[]="WINS";
char scores[]="SCORE";
char get[]="GET";
char ready[]="READY";
char count3[]="3";
char count2[]="2";
char count1[]="1";
//Musical note values
//C below middle C to C above middle C
//zeros are rests
flash char notes[] = {239,213,189,179,159,142,126,
120,106,94,90,80,71,63,60,0,0,0,0};
char note, musicT;
//Point plot lookup table
//One bit masks
flash char pos[8]={0x80,0x40,0x20,0x10,0x08,0x04,0x02,0x01};
//define some character bitmaps
//5x7 characters
flash char bitmap[38][7]={
//0
0b01110000,
0b10001000,
0b10011000,
0b10101000,
0b11001000,
0b10001000,
0b01110000,
//1
0b00100000,
0b01100000,
0b00100000,
0b00100000,
0b00100000,
0b00100000,
0b01110000,
//2
0b01110000,
0b10001000,
0b00001000,
0b00010000,
0b00100000,
0b01000000,
0b11111000,
//3
0b11111000,
0b00010000,
0b00100000,
0b00010000,
0b00001000,
0b10001000,
0b01110000,
//4
0b00010000,
0b00110000,
0b01010000,
0b10010000,
0b11111000,
0b00010000,
0b00010000,
//5
0b11111000,
0b10000000,
0b11110000,
0b00001000,
0b00001000,
0b10001000,
0b01110000,
//6
0b01000000,
0b10000000,
0b10000000,
0b11110000,
0b10001000,
0b10001000,
0b01110000,
//7
0b11111000,
0b00001000,
0b00010000,
0b00100000,
0b01000000,
0b10000000,
0b10000000,
//8
0b01110000,
0b10001000,
0b10001000,
0b01110000,
0b10001000,
0b10001000,
0b01110000,
//9
0b01110000,
0b10001000,
0b10001000,
0b01111000,
0b00001000,
0b00001000,
0b00010000,
//A
0b01110000,
0b10001000,
0b10001000,
0b10001000,
0b11111000,
0b10001000,
0b10001000,
//B
0b11110000,
0b10001000,
0b10001000,
0b11110000,
0b10001000,
0b10001000,
0b11110000,
//C
0b01110000,
0b10001000,
0b10000000,
0b10000000,
0b10000000,
0b10001000,
0b01110000,
//D
0b11110000,
0b10001000,
0b10001000,
0b10001000,
0b10001000,
0b10001000,
0b11110000,
//E
0b11111000,
0b10000000,
0b10000000,
0b11111000,
0b10000000,
0b10000000,
0b11111000,
//F
0b11111000,
0b10000000,
0b10000000,
0b11111000,
0b10000000,
0b10000000,
0b10000000,
//G
0b01110000,
0b10001000,
0b10000000,
0b10011000,
0b10001000,
0b10001000,
0b01110000,
//H
0b10001000,
0b10001000,
0b10001000,
0b11111000,
0b10001000,
0b10001000,
0b10001000,
//I
0b01110000,
0b00100000,
0b00100000,
0b00100000,
0b00100000,
0b00100000,
0b01110000,
//J
0b00111000,
0b00010000,
0b00010000,
0b00010000,
0b00010000,
0b10010000,
0b01100000,
//K
0b10001000,
0b10010000,
0b10100000,
0b11000000,
0b10100000,
0b10010000,
0b10001000,
//L
0b10000000,
0b10000000,
0b10000000,
0b10000000,
0b10000000,
0b10000000,
0b11111000,
//M
0b10001000,
0b11011000,
0b10101000,
0b10101000,
0b10001000,
0b10001000,
0b10001000,
//N
0b10001000,
0b10001000,
0b11001000,
0b10101000,
0b10011000,
0b10001000,
0b10001000,
//O
0b01110000,
0b10001000,
0b10001000,
0b10001000,
0b10001000,
0b10001000,
0b01110000,
//P
0b11110000,
0b10001000,
0b10001000,
0b11110000,
0b10000000,
0b10000000,
0b10000000,
//Q
0b01110000,
0b10001000,
0b10001000,
0b10001000,
0b10101000,
0b10010000,
0b01101000,
//R
0b11110000,
0b10001000,
0b10001000,
0b11110000,
0b10100000,
0b10010000,
0b10001000,
//S
0b01111000,
0b10000000,
0b10000000,
0b01110000,
0b00001000,
0b00001000,
0b11110000,
//T
0b11111000,
0b00100000,
0b00100000,
0b00100000,
0b00100000,
0b00100000,
0b00100000,
//U
0b10001000,
0b10001000,
0b10001000,
0b10001000,
0b10001000,
0b10001000,
0b01110000,
//V
0b10001000,
0b10001000,
0b10001000,
0b10001000,
0b10001000,
0b01010000,
0b00100000,
//W
0b10001000,
0b10001000,
0b10001000,
0b10101000,
0b10101000,
0b10101000,
0b01010000,
//X
0b10001000,
0b10001000,
0b01010000,
0b00100000,
0b01010000,
0b10001000,
0b10001000,
//Y
0b10001000,
0b10001000,
0b10001000,
0b01010000,
0b00100000,
0b00100000,
0b00100000,
//Z
0b11111000,
0b00001000,
0b00010000,
0b00100000,
0b01000000,
0b10000000,
0b11111000,
//figure1
0b01110000,
0b00100000,
0b01110000,
0b10101000,
0b00100000,
0b01010000,
0b10001000,
//figure2
0b01110000,
0b10101000,
0b01110000,
0b00100000,
0b00100000,
0b01010000,
0b10001000};
//================================
//3x5 font numbers, then letters
//packed two per definition for fast
//copy to the screen at x-position divisible by 4
flash char smallbitmap[39][5]={
//0
0b11101110,
0b10101010,
0b10101010,
0b10101010,
0b11101110,
//1
0b01000100,
0b11001100,
0b01000100,
0b01000100,
0b11101110,
//2
0b11101110,
0b00100010,
0b11101110,
0b10001000,
0b11101110,
//3
0b11101110,
0b00100010,
0b11101110,
0b00100010,
0b11101110,
//4
0b10101010,
0b10101010,
0b11101110,
0b00100010,
0b00100010,
//5
0b11101110,
0b10001000,
0b11101110,
0b00100010,
0b11101110,
//6
0b11001100,
0b10001000,
0b11101110,
0b10101010,
0b11101110,
//7
0b11101110,
0b00100010,
0b01000100,
0b10001000,
0b10001000,
//8
0b11101110,
0b10101010,
0b11101110,
0b10101010,
0b11101110,
//9
0b11101110,
0b10101010,
0b11101110,
0b00100010,
0b01100110,
//:
0b00000000,
0b01000100,
0b00000000,
0b01000100,
0b00000000,
//=
0b00000000,
0b11101110,
0b00000000,
0b11101110,
0b00000000,
//blank
0b00000000,
0b00000000,
0b00000000,
0b00000000,
0b00000000,
//A
0b11101110,
0b10101010,
0b11101110,
0b10101010,
0b10101010,
//B
0b11001100,
0b10101010,
0b11101110,
0b10101010,
0b11001100,
//C
0b11101110,
0b10001000,
0b10001000,
0b10001000,
0b11101110,
//D
0b11001100,
0b10101010,
0b10101010,
0b10101010,
0b11001100,
//E
0b11101110,
0b10001000,
0b11101110,
0b10001000,
0b11101110,
//F
0b11101110,
0b10001000,
0b11101110,
0b10001000,
0b10001000,
//G
0b11101110,
0b10001000,
0b10001000,
0b10101010,
0b11101110,
//H
0b10101010,
0b10101010,
0b11101110,
0b10101010,
0b10101010,
//I
0b11101110,
0b01000100,
0b01000100,
0b01000100,
0b11101110,
//J
0b00100010,
0b00100010,
0b00100010,
0b10101010,
0b11101110,
//K
0b10001000,
0b10101010,
0b11001100,
0b11001100,
0b10101010,
//L
0b10001000,
0b10001000,
0b10001000,
0b10001000,
0b11101110,
//M
0b10101010,
0b11101110,
0b11101110,
0b10101010,
0b10101010,
//N
0b00000000,
0b11001100,
0b10101010,
0b10101010,
0b10101010,
//O
0b01000100,
0b10101010,
0b10101010,
0b10101010,
0b01000100,
//P
0b11101110,
0b10101010,
0b11101110,
0b10001000,
0b10001000,
//Q
0b01000100,
0b10101010,
0b10101010,
0b11101110,
0b01100110,
//R
0b11101110,
0b10101010,
0b11001100,
0b11101110,
0b10101010,
//S
0b11101110,
0b10001000,
0b11101110,
0b00100010,
0b11101110,
//T
0b11101110,
0b01000100,
0b01000100,
0b01000100,
0b01000100,
//U
0b10101010,
0b10101010,
0b10101010,
0b10101010,
0b11101110,
//V
0b10101010,
0b10101010,
0b10101010,
0b10101010,
0b01000100,
//W
0b10101010,
0b10101010,
0b11101110,
0b11101110,
0b10101010,
//X
0b00000000,
0b10101010,
0b01000100,
0b01000100,
0b10101010,
//Y
0b10101010,
0b10101010,
0b01000100,
0b01000100,
0b01000100,
//Z
0b11101110,
0b00100010,
0b01000100,
0b10001000,
0b11101110
};
//==================================
//This is the sync generator and raster generator. It MUST be entered from
//sleep mode to get accurate timing of the sync pulses
#pragma warn-
interrupt [TIM1_COMPA] void t1_cmpA(void)
begin
//start the Horizontal sync pulse
PORTD = syncON;
//update the curent scanline number
LineCount ++ ;
//begin inverted (Vertical) synch after line 247
if (LineCount==248)
begin
syncON = 0b00100000;
syncOFF = 0;
end
//back to regular sync after line 250
if (LineCount==251)
begin
syncON = 0;
syncOFF = 0b00100000;
end
//start new frame after line 262
if (LineCount==263)
begin
LineCount = 1;
end
delay_us(2); //adjust to make 5 us pulses
//end sync pulse
PORTD = syncOFF;
if (LineCount=ScreenTop)
begin
//compute byte index for beginning of the next line
//left-shift 4 would be individual lines
// <<3 means line-double the pixels
//The 0xfff8 truncates the odd line bit
//i=(LineCount-ScreenTop)<<3 & 0xfff8; //
#asm
push r16
lds r12, _LineCount
lds r13, _Linecount+1
ldi r16, 30
sub r12, r16
ldi r16,0
sbc r13, r16
lsl r12
rol r13
lsl r12
rol r13
lsl r12
rol r13
mov r16,r12
andi r16,0xf0
mov r12,r16
pop r16
#endasm
//load 16 registers with screen info
#asm
push r14
push r15
push r16
push r17
push r18
push r19
push r26
push r27
ldi r26,low(_screen) ;base address of screen
ldi r27,high(_screen)
add r26,r12 ;offset into screen (add i)
adc r27,r13
ld r4,x+ ;load 16 registers and inc pointer
ld r5,x+
ld r6,x+
ld r7,x+
ld r8,x+
ld r9,x+
ld r10,x+
ld r11,x+
ld r12,x+
ld r13,x+
ld r14,x+
ld r15,x+
ld r16,x+
ld r17,x+
ld r18,x+
ld r19,x
pop r27
pop r26
#endasm
delay_us(4); //adjust to center image on screen
randomcounter++;
//blast 16 bytes to the screen
#asm
;but first a macro to make the code shorter
;the macro takes a register number as a parameter
;and dumps its bits serially to portD.6
;the nop can be eliminated to make the display narrower
.macro videobits ;regnum
BST @0,7
IN R30,0x12
BLD R30,6
nop
OUT 0x12,R30
BST @0,6
IN R30,0x12
BLD R30,6
nop
OUT 0x12,R30
BST @0,5
IN R30,0x12
BLD R30,6
nop
OUT 0x12,R30
BST @0,4
IN R30,0x12
BLD R30,6
nop
OUT 0x12,R30
BST @0,3
IN R30,0x12
BLD R30,6
nop
OUT 0x12,R30
BST @0,2
IN R30,0x12
BLD R30,6
nop
OUT 0x12,R30
BST @0,1
IN R30,0x12
BLD R30,6
nop
OUT 0x12,R30
BST @0,0
IN R30,0x12
BLD R30,6
nop
OUT 0x12,R30
.endm
videobits r4 ;video line -- byte 1
videobits r5 ;byte 2
videobits r6 ;byte 3
videobits r7 ;byte 4
videobits r8 ;byte 5
videobits r9 ;byte 6
videobits r10 ;byte 7
videobits r11 ;byte 8
videobits r12 ;byte 9
videobits r13 ;byte 10
videobits r14 ;byte 11
videobits r15 ;byte 12
videobits r16 ;byte 13
videobits r17 ;byte 14
videobits r18 ;byte 15
videobits r19 ;byte 16
clt ;clear video after the last pixel on the line
IN R30,0x12
BLD R30,6
OUT 0x12,R30
pop r19
pop r18
pop r17
pop r16
pop r15
pop r14
#endasm
end
end
#pragma warn+
//==================================
//plot one point
//at x,y with color 1=white 0=black 2=invert
#pragma warn-
void video_pt(char x, char y, char c)
begin
#asm
; i=(x>>3) + ((int)y<<4) ; the byte with the pixel in it
push r16
ldd r30,y+2 ;get x
lsr r30
lsr r30
lsr r30 ;divide x by 8
ldd r12,y+1 ;get y
lsl r12 ;mult y by 16
clr r13
lsl r12
rol r13
lsl r12
rol r13
lsl r12
rol r13
add r12, r30 ;add in x/8
;v2 = screen[i]; r5
;v3 = pos[x & 7]; r6
;v4 = c r7
ldi r30,low(_screen)
ldi r31,high(_screen)
add r30, r12
adc r31, r13
ld r5,Z ;get screen byte
ldd r26,y+2 ;get x
ldi r27,0
andi r26,0x07 ;form x & 7
ldi r30,low(_pos*2)
ldi r31,high(_pos*2)
add r30,r26
adc r31,r27
lpm r6,Z
ld r16,y ;get c
;if (v4==1) screen[i] = v2 | v3 ;
;if (v4==0) screen[i] = v2 & ~v3;
;if (v4==2) screen[i] = v2 ^ v3 ;
cpi r16,1
brne tst0
or r5,r6
tst0:
cpi r16,0
brne tst2
com r6
and r5,r6
tst2:
cpi r16,2
brne writescrn
eor r5,r6
writescrn:
ldi r30,low(_screen)
ldi r31,high(_screen)
add r30, r12
adc r31, r13
st Z, r5 ;write the byte back to the screen
pop r16
#endasm
end
#pragma warn+
//==================================
// put a big character on the screen
// c is index into bitmap
void video_putchar(char x, char y, char c)
begin
v7 = x;
for (v6=0;v6<7;v6++)
begin
v1 = bitmap[c][v6];
v8 = y+v6;
video_pt(v7, v8, (v1 & 0x80)==0x80);
video_pt(v7+1, v8, (v1 & 0x40)==0x40);
video_pt(v7+2, v8, (v1 & 0x20)==0x20);
video_pt(v7+3, v8, (v1 & 0x10)==0x10);
video_pt(v7+4, v8, (v1 & 0x08)==0x08);
end
end
//==================================
// put a string of big characters on the screen
void video_puts(char x, char y, char *str)
begin
char i ;
for (i=0; str[i]!=0; i++)
begin
if (str[i]>=0x30 && str[i]<=0x3a)
video_putchar(x,y,str[i]-0x30);
else video_putchar(x,y,str[i]-0x40+9);
x = x+6;
end
end
//==================================
// put a small character on the screen
// x-cood must be on divisible by 4
// c is index into bitmap
void video_smallchar(char x, char y, char c)
begin
char mask;
i=((int)x>>3) + ((int)y<<4) ;
if (x == (x & 0xf8)) mask = 0x0f; //f8
else mask = 0xf0;
screen[i] = (screen[i] & mask) | (smallbitmap[c][0] & ~mask);
screen[i+16] = (screen[i+16] & mask) | (smallbitmap[c][1] & ~mask);
screen[i+32] = (screen[i+32] & mask) | (smallbitmap[c][2] & ~mask);
screen[i+48] = (screen[i+48] & mask) | (smallbitmap[c][3] & ~mask);
screen[i+64] = (screen[i+64] & mask) | (smallbitmap[c][4] & ~mask);
end
//==================================
// put a string of small characters on the screen
// x-cood must be on divisible by 4
void video_putsmalls(char x, char y, char *str)
begin
char i ;
for (i=0; str[i]!=0; i++)
begin
if (str[i]>=0x30 && str[i]<=0x3a)
video_smallchar(x,y,str[i]-0x30);
else video_smallchar(x,y,str[i]-0x40+12);
x = x+4;
end
end
//==================================
//plot a line
//at x1,y1 to x2,y2 with color 1=white 0=black 2=invert
//NOTE: this function requires signed chars
//Code is from David Rodgers,
//"Procedural Elements of Computer Graphics",1985
void video_line(char x1, char y1, char x2, char y2, char c)
begin
int e;
signed char dx,dy,j, temp;
signed char s1,s2, xchange;
signed char x,y;
x = x1;
y = y1;
dx = cabs(x2-x1);
dy = cabs(y2-y1);
s1 = csign(x2-x1);
s2 = csign(y2-y1);
xchange = 0;
if (dy>dx)
begin
temp = dx;
dx = dy;
dy = temp;
xchange = 1;
end
e = ((int)dy<<1) - dx;
for (j=0; j<=dx; j++)
begin
video_pt(x,y,c) ;
if (e>=0)
begin
if (xchange==1) x = x + s1;
else y = y + s2;
e = e - ((int)dx<<1);
end
if (xchange==1) y = y + s2;
else x = x + s1;
e = e + ((int)dy<<1);
end
end
//==================================
//return the value of one point
//at x,y with color 1=white 0=black 2=invert
char video_set(char x, char y)
begin
//The following construction
//detects exactly one bit at the x,y location
i=((int)x>>3) + ((int)y<<4) ;
return ( screen[i] & 1<<(7-(x & 0x7)));
end
//==================================
// set up the ports and timers
void main(void)
begin
//init timer 1 to generate sync
OCR1A = lineTime; //One NTSC line
TCCR1B = 9; //full speed; clear-on-match
TCCR1A = 0x00; //turn off pwm and oc lines
TIMSK = 0x10; //enable interrupt T1 cmp
//init ports
//DDRD = 0b11111111;
DDRD = 0xff; //video out and switches
DDRC = 0xff; //LED indicators
//D.5 is sync:1000 ohm + diode to 75 ohm resistor
//D.6 is video:330 ohm + diode to 75 ohm resistor
//initialize synch constants
LineCount = 1;
syncON = 0b00000000;
syncOFF = 0b00100000;
//Enable AD conversion
ADMUX = 0b11100000;
ADCSR = 0b11000101;
DDRA = 0x0; //signal input
// mean 1.30v, pkpk 2.80v
video_puts(6,3,cu1);
video_puts(64,3,cu12);
video_puts(96,3,cu13);
video_putsmalls(88,3,cu14);
video_putsmalls(4,92,p1);
video_putsmalls(116,92,p2);
//side lines
#define width 126
video_line(0,0,0,99,1);
video_line(width,0,width,99,1);
//top line & bottom lines
video_line(0,0,width,0,1);
video_line(0,99,width,99,1);
video_line(0,11,width,11,1);
video_line(0,89,width,89,1);
// middle line
video_pt(61,20,1);
video_pt(61,22,1);
video_pt(61,40,1);
video_pt(61,42,1);
video_pt(61,60,1);
video_pt(61,62,1);
video_pt(61,80,1);
video_pt(61,82,1);
//init software timer
t=0;
time=0;
//init animation
x = 64;
y = 50;
vx=1;
vy=1;
//video_pt(x,y,1);
count = 255;
//init musical scale
note = 0;
musicT = 0;
//use OC0 (pin B.3) for music
DDRB.3 = 1 ;
//enable sleep mode
MCUCR = 0b10000000;
#asm ("sei");
//The following loop executes once/video line during lines
//1-230, then does all of the frame-end processing
while(1)
begin
//stall here until next line starts
//sleep enable; mode=idle
//use sleep to make entry into sync ISR uniform time
switch(interleave){
case 0:
ADMUX = 0b11100010;
#asm ("sleep");
adcout1 = 256-ADCH;
break;
case 1:
ADMUX = 0b11100001;
#asm ("sleep");
adcout2 = 256-ADCH;
break;
case 2:
ADMUX = 0b11100000;
#asm ("sleep");
break;
case 3:
ADMUX = 0b11100011;
#asm ("sleep");
break;
}
//The following code executes during the vertical blanking
//Code here can be as long as
//a total of 60 lines x 63.5 uSec/line x 8 cycles/uSec
if (LineCount==231){
switch (aibutton){
case 0: // nopush
if (PIND.3 == 1) aibutton = 1;
break;
case 1: // maybepush
if (PIND.3 == 1) aibutton = 2;
else aibutton = 0;
break;
case 2: // pushed
if (PIND.3 == 0) aibutton = 3;
break;
case 3: // maybenopush
if (PIND.3 == 0) { aiset = aiset ^ 1; aibutton = 0; }
else aibutton = 2;
break;
}
if (gameStart == 0){
if (count == 255 && PIND.1 == 1) count++;
if (count < 60){
// print "READY"
video_putsmalls(52,45,ready);
if (PORTA.6 == 0) count++;
}else if (count != 255) {
if (count < 120) video_putsmalls(60,52,count3);
else if (count < 180) video_putsmalls(60,52,count2);
else if (count < 240) video_putsmalls(60,52,count1);
if(count == 240){
video_line(52,45,80,45,0);
video_line(52,46,80,46,0);
video_line(52,47,80,47,0);
video_line(52,48,80,48,0);
}
if(count == 241){
video_line(52,49,80,49,0);
video_line(52,54,80,54,0);
video_line(52,55,80,55,0);
}
if(count == 242){
video_line(52,52,80,52,0);
video_line(52,53,80,53,0);
video_line(52,56,80,56,0);
gameStart = 1;
playerwins = 1;
wincount = 90;
video_pt(x,y,2);
}
count++;
}
} else { // gameStart == 1
video_pt(x,y,2) ; //erase old point
//playerwins == 0: game is in motion
if(playerwins == 0){
//poll horizontal movement more frequently here
ADMUX = 0b11100000;
#asm ("sleep");
adcout3 = ADCH;
adcout3 = adcout3 / 8 + 4;
ADMUX = 0b11100011;
#asm ("sleep");
adcout4 = ADCH;
adcout4 = adcout4 / 8 + 89;
//erase old paddles every 4; reduce video_line calls
switch(interleave){
case 0:
interleave = 1;
video_line(adcout3old,12,adcout3old,88,0);
video_line(adcout3old+1,12,adcout3old+1,88,0);
break;
case 1:
interleave = 2;
video_line(adcout4old,12,adcout4old,88,0);
video_line(adcout4old+1,12,adcout4old+1,88,0);
break;
case 2:
interleave = 3;
video_line(adcout3old,12,adcout3old,88,0);
video_line(adcout3old+1,12,adcout3old+1,88,0);
break;
case 3:
interleave = 0;
video_line(adcout4old,12,adcout4old,88,0);
video_line(adcout4old+1,12,adcout4old+1,88,0);
break;
}
//override ADC for player 2 if AI is set
if (aiset){
// if the middle of the AI paddle is higher, move down
if ((p2pos + (level/2)) < y && aimove < 254)
aimove = aimove + (30/level);
else if ((p2pos + (level/2)) >= y && aimove > 0)
aimove = aimove - (30/level);
adcout2 = aimove;
adcout4 = 121; // keep AI paddle against wall
}
//determine range of paddle based on level
switch(level){
case 30:
p1pos = adcout1 / 5.33 + 11;
p2pos = adcout2 / 5.33 + 11;
break;
case 25:
p1pos = adcout1 / 4.82 + 11;
p2pos = adcout2 / 4.82 + 11;
break;
case 20:
p1pos = adcout1 / 4.41 + 11;
p2pos = adcout2 / 4.41 + 11;
break;
case 15:
p1pos = adcout1 / 4.06 + 11;
p2pos = adcout2 / 4.06 + 11;
break;
case 10:
p1pos = adcout1 / 3.76 + 11;
p2pos = adcout2 / 3.76 + 11;
break;
}
// draw paddles every other frame
if(interleave == 1 || interleave == 3){
video_line(adcout3,p1pos,adcout3,p1pos+level,1);
video_line(adcout3+1,p1pos,adcout3+1,p1pos+level,1);
adcout3old = adcout3;
}
if(interleave == 0 || interleave == 2){
video_line(adcout4,p2pos,adcout4,p2pos+level,1);
video_line(adcout4+1,p2pos,adcout4+1,p2pos+level,1);
adcout4old = adcout4;
}
// update animated point
x = x + vx;
y = y + vy;
s = video_set(x,y);
DDRA.7 = 1;
// ensure paddles can "push" ball into center
if ( y >= p1pos && y <= p1pos+level && x <= adcout3+1){
x = adcout3+2;
// make a sound if the ball changed direction
if (vx == -1) PORTA.7 = PORTA.7 ^ 1;
vx = 1;
}
else if ( y >= p2pos && y <= p2pos+level && x >= adcout4){
x = adcout4-1;
// make a sound if the ball changed direction
if (vx == 1) PORTA.7 = PORTA.7 ^ 1;
vx = -1;
}
// hit boundary: change direction of the animated point
if (y==88 || y==12) { vy = -vy; PORTA.7 = PORTA.7 ^ 1; }
} // end playerwins == 0
//update the second clock
if (++t>59) {
t=0;
time = time + 1;
sprintf(ts,"%05d",time);
video_putsmalls(52,92,ts);
}
//someone scored!
if(playerwins == 1){
// check for game end
if(score1+score2 > 34){
playerwins = 4;
}else{
// display "SCORE" for 1.5 seconds
if(wincount < 87){
wincount++;
video_putsmalls(52,49,scores);
}
// begin wipe-erase of "SCORE"
if(wincount == 87){
video_line(52,50,80,50,0);
video_line(52,51,80,51,0);
wincount=88;
}
if(wincount == 88){
video_line(52,52,80,52,0);
wincount=89;
}
if(wincount == 89){
video_line(52,49,80,49,0);
wincount=90;
}
//reset mode into game play, randomize ball position and vector
if(wincount == 90){
PORTC.6 = 0;
PORTC.7 = 0;
playerwins = 0;
wincount = 0;
video_line(52,53,80,53,0);
if(randomcounter >= 0 && randomcounter < 64){ vx = -1; vy = -1; }
if(randomcounter >= 64 && randomcounter < 128){ vx = 1; vy = -1; }
if(randomcounter >= 128 && randomcounter < 192){ vx = -1; vy = 1; }
if(randomcounter >= 192 && randomcounter < 256){ vx = 1; vy = 1; }
y = randomcounter / 4 + 18;
x = randomcounter / 25 + 59;
}
} // end check score sum < 34
// calculate paddle size based on total score
if(score1+score2 < 10){
level = 30;
}else{
if(score1+score2 < 15){
level = 25;
}else{
if(score1+score2 < 20){
level = 20;
}else{
if(score1+score2 < 25){
level = 15;
}else{
level = 10;
}
}
}
} // end check score sum
sprintf(ts,"%02d",score1);
video_putsmalls(16,92,ts);
sprintf(ts,"%02d",score2);
video_putsmalls(104,92,ts);
} // end playerwins == 1
//light LED of the player who scored
if(playerwins == 0){
if (x < adcout3-1) { score2++; playerwins = 1; PORTC.7 = 1; }
if (x > adcout4+2) { score1++; playerwins = 1; PORTC.6 = 1; }
}
video_pt(x,y,2) ;
// PLAYER X WINS!
if (playerwins == 4){
if(count > 10){
if (score1 > score2) video_puts(40,49,p1);
else if (aiset) video_puts(40,49,ai);
else video_puts(40,49,p2);
video_puts(56,49,wins);
video_line(81,49,81,53,1);
video_pt(81,55,1);
}
if(count > 50 && PIND.1 == 1) {
count = 0;
}
if(count == 0){
video_line(30,50,88,50,0);
video_line(30,49,88,49,0);
count++;
}
else if (count == 1){
video_line(30,51,88,51,0);
video_line(30,52,88,52,0);
video_line(30,53,88,53,0);
count++;
}
else if (count == 2){
video_line(30,54,88,54,0);
video_line(30,55,88,55,0);
video_line(30,56,88,56,0);
// reset game variables and start over
video_pt(x,y,2);
score1 = 0;
score2 = 0;
playerwins = 0;
gameStart = 0;
count = 0;
}
} // playerwins == 4
} // check gameStart
// print "AI" if computer is playing, otherwise "P2"
if (aiset) video_putsmalls(116,92,ai);
else video_putsmalls(116,92,p2);
} //line 231
end //while
end //main
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