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Add MazeGame SandSimulation WordClock
Signed-off-by: Andy Liu <andy@madmachine.io>
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Examples/SwiftIOPlayground/13MoreProjects/MazeGame/.gitignore
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.DS_Store | ||
/.build | ||
/Packages | ||
xcuserdata/ | ||
DerivedData/ | ||
.swiftpm/configuration/registries.json | ||
.swiftpm/xcode/package.xcworkspace/contents.xcworkspacedata | ||
.netrc |
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Examples/SwiftIOPlayground/13MoreProjects/MazeGame/Package.mmp
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# This is a MadMachine project file in TOML format | ||
# This file holds those parameters that could not be managed by SwiftPM | ||
# Edit this file would change the behavior of the building/downloading procedure | ||
# Those project files in the dependent libraries would be IGNORED | ||
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# Specify the board name below | ||
# There are "SwiftIOBoard" and "SwiftIOMicro" now | ||
board = "SwiftIOMicro" | ||
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# Specifiy the target triple below | ||
# There are "thumbv7em-unknown-none-eabi" and "thumbv7em-unknown-none-eabihf" now | ||
# If your code use significant floating-point calculation, | ||
# plz set it to "thumbv7em-unknown-none-eabihf" | ||
triple = "thumbv7em-unknown-none-eabi" | ||
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# Reserved for future use | ||
version = 1 |
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Examples/SwiftIOPlayground/13MoreProjects/MazeGame/Package.swift
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// swift-tools-version: 5.9 | ||
// The swift-tools-version declares the minimum version of Swift required to build this package. | ||
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import PackageDescription | ||
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let package = Package( | ||
name: "MazeGame", | ||
dependencies: [ | ||
// Dependencies declare other packages that this package depends on. | ||
.package(url: "https://github.com/madmachineio/SwiftIO.git", branch: "develop"), | ||
.package(url: "https://github.com/madmachineio/MadBoards.git", branch: "develop"), | ||
.package(url: "https://github.com/madmachineio/MadDrivers.git", branch: "develop"), | ||
.package(path: "/Users/andy/Documents/MadGraphics") | ||
], | ||
targets: [ | ||
// Targets are the basic building blocks of a package, defining a module or a test suite. | ||
// Targets can depend on other targets in this package and products from dependencies. | ||
.executableTarget( | ||
name: "MazeGame", | ||
dependencies: [ | ||
"SwiftIO", | ||
"MadBoards", | ||
// Use specific library name rather than "MadDrivers" would speed up the build procedure. | ||
.product(name: "ST7789", package: "MadDrivers"), | ||
.product(name: "LIS3DH", package: "MadDrivers"), | ||
"MadGraphics" | ||
]), | ||
] | ||
) |
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Examples/SwiftIOPlayground/13MoreProjects/MazeGame/Resources/Fonts/Roboto-Regular.ttf
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Examples/SwiftIOPlayground/13MoreProjects/MazeGame/Sources/MazeGame/Ball.swift
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import MadGraphics | ||
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struct Ball { | ||
var x1: Int | ||
var y1: Int | ||
let size: Int | ||
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var x2: Int { | ||
x1 + size | ||
} | ||
var y2: Int { | ||
y1 + size | ||
} | ||
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init(at point: Point, size: Int) { | ||
x1 = point.x | ||
y1 = point.y | ||
self.size = size | ||
} | ||
} |
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Examples/SwiftIOPlayground/13MoreProjects/MazeGame/Sources/MazeGame/Game.swift
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import MadGraphics | ||
import ST7789 | ||
import SwiftIO | ||
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// Place a ball at the upper left corner of the maze and move it based on acceleration. | ||
// If the ball reaches the destination (bottom right), the game ends. | ||
// Press the D1 button to restart the game. | ||
class Game { | ||
var maze: Maze | ||
var ball: Ball | ||
let ballColor = Color(UInt32(0xEFE891)) | ||
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let width = 20 | ||
var speed = 2 | ||
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let screen: ST7789 | ||
let layer: Layer | ||
var frameBuffer: [UInt32] | ||
var screenBuffer: [UInt16] | ||
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init(screen: ST7789, layer: Layer) { | ||
ball = Ball(at: Point(x: 1, y: 1), size: 7) | ||
maze = Maze(width: width, layer: layer) | ||
frameBuffer = [UInt32](repeating: 0, count: layer.bounds.width * layer.bounds.height) | ||
screenBuffer = [UInt16](repeating: 0, count: layer.bounds.width * layer.bounds.height) | ||
self.screen = screen | ||
self.layer = layer | ||
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maze.generate(layer) | ||
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layer.draw() { canvas in | ||
canvas.fillRectangle(at: Point(ball.x1, ball.y1), width: ball.size, height: ball.size, data: ballColor.rawValue) | ||
} | ||
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layer.render(into: &frameBuffer, output: &screenBuffer, transform: Color.getRGB565LE) { dirty, data in | ||
screen.writeBitmap(x: dirty.x, y: dirty.y, width: dirty.width, height: dirty.height, data: data) | ||
} | ||
} | ||
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// Create a new maze and place the ball at the starting point. | ||
func reset() { | ||
maze.reset(layer) | ||
maze.generate(layer) | ||
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layer.draw() { canvas in | ||
canvas.fillRectangle(at: Point(ball.x1, ball.y1), width: ball.size, height: ball.size, data: maze.bgColor.rawValue) | ||
} | ||
ball = Ball(at: Point(x: 1, y: 1), size: 7) | ||
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layer.draw() { canvas in | ||
canvas.fillRectangle(at: Point(ball.x1, ball.y1), width: ball.size, height: ball.size, data: ballColor.rawValue) | ||
} | ||
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layer.render(into: &frameBuffer, output: &screenBuffer, transform: Color.getRGB565LE) { dirty, data in | ||
screen.writeBitmap(x: dirty.x, y: dirty.y, width: dirty.width, height: dirty.height, data: data) | ||
} | ||
} | ||
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// Update the display to show that the game has finished. | ||
func finishGame() { | ||
layer.draw() { canvas in | ||
canvas.fillRectangle(at: Point(0, 0), width: canvas.width, height: canvas.height, data: Color.red.rawValue) | ||
} | ||
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let font = Font(path: "/lfs/Resources/Fonts/Roboto-Regular.ttf", pointSize: 10, dpi: 220) | ||
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let text1 = TextLayer(at: Point(x: layer.bounds.size.halfWidth, y: 60), anchorPoint: UnitPoint.center, string: "Good Job!", font: font, foregroundColor: Color.white) | ||
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font.setSize(pointSize: 6) | ||
let text2 = TextLayer(at: Point(x: layer.bounds.size.halfWidth, y: 140), anchorPoint: UnitPoint.center, string: "Press D1 to continue", font: font, foregroundColor: Color.white) | ||
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layer.append(text1) | ||
layer.append(text2) | ||
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layer.render(into: &frameBuffer, output: &screenBuffer, transform: Color.getRGB565LE) { dirty, data in | ||
screen.writeBitmap(x: dirty.x, y: dirty.y, width: dirty.width, height: dirty.height, data: data) | ||
} | ||
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layer.removeAll() | ||
} | ||
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// Verify if the ball has reached the bottom right corner of the maze. | ||
func finished() -> Bool { | ||
return ball.x1 / width == maze.column - 1 && ball.y1 / width == maze.row - 1 | ||
} | ||
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// Update the ball's position based on the acceleration. | ||
func update(_ acceleration: (x: Float, y: Float, z: Float)) { | ||
guard !finished() else { | ||
finishGame() | ||
return | ||
} | ||
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let lastBallPos = Point(ball.x1, ball.y1) | ||
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// Move to the left. | ||
if acceleration.x > 0.25 { | ||
ball.x1 -= speed | ||
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let gridXmin = max(ball.x1 / width, 0) | ||
let gridXmax = min(ball.x2 / width, maze.column - 1) | ||
let gridYmin = max(ball.y1 / width, 0) | ||
let gridYmax = min(ball.y2 / width, maze.row - 1) | ||
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// Check if the ball collides with any walls. | ||
// If it does, reposition it close to the wall. | ||
for y in gridYmin...gridYmax { | ||
for x in gridXmin...gridXmax { | ||
let result = checkGridWalls(ballPos: Point(ball.x1, ball.y1), gridPos: Point(x, y)) | ||
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if result.top || result.bottom || result.right { | ||
ball.x1 = (x + 1) * width + 1 | ||
} | ||
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if result.left { | ||
ball.x1 = x * width + 1 | ||
} | ||
} | ||
} | ||
} | ||
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// Move to the right | ||
if acceleration.x < -0.25 { | ||
ball.x1 += speed | ||
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let gridXmin = max(ball.x1 / width, 0) | ||
let gridXmax = min(ball.x2 / width, maze.column - 1) | ||
let gridYmin = max(ball.y1 / width, 0) | ||
let gridYmax = min(ball.y2 / width, maze.row - 1) | ||
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for y in gridYmin...gridYmax { | ||
for x in gridXmin...gridXmax { | ||
let result = checkGridWalls(ballPos: Point(ball.x1, ball.y1), gridPos: Point(x, y)) | ||
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if result.top || result.bottom || result.left { | ||
ball.x1 = x * width - ball.size - 1 | ||
} | ||
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if result.right { | ||
ball.x1 = (x + 1) * width - ball.size - 1 | ||
} | ||
} | ||
} | ||
} | ||
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// Move downwards. | ||
if acceleration.y > 0.25 { | ||
ball.y1 += speed | ||
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let gridXmin = max(ball.x1 / width, 0) | ||
let gridXmax = min(ball.x2 / width, maze.column - 1) | ||
let gridYmin = max(ball.y1 / width, 0) | ||
let gridYmax = min(ball.y2 / width, maze.row - 1) | ||
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for y in gridYmin...gridYmax { | ||
for x in gridXmin...gridXmax { | ||
let result = checkGridWalls(ballPos: Point(ball.x1, ball.y1), gridPos: Point(x, y)) | ||
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if result.bottom { | ||
ball.y1 = (y + 1) * width - 1 - ball.size | ||
} | ||
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if result.top || result.right || result.left { | ||
ball.y1 = y * width - 1 - ball.size | ||
} | ||
} | ||
} | ||
} | ||
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// Move upwards. | ||
if acceleration.y < -0.25 { | ||
ball.y1 -= speed | ||
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let gridXmin = max(ball.x1 / width, 0) | ||
let gridXmax = min(ball.x2 / width, maze.column - 1) | ||
let gridYmin = max(ball.y1 / width, 0) | ||
let gridYmax = min(ball.y2 / width, maze.row - 1) | ||
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for y in gridYmin...gridYmax { | ||
for x in gridXmin...gridXmax { | ||
let result = checkGridWalls(ballPos: Point(ball.x1, ball.y1), gridPos: Point(x, y)) | ||
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if result.top { | ||
ball.y1 = y * width + 1 | ||
} | ||
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if result.bottom || result.right || result.left { | ||
ball.y1 = (y + 1) * width + 1 | ||
} | ||
} | ||
} | ||
} | ||
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// If the ball's position has changed, update the display. | ||
if lastBallPos.x != ball.x1 || lastBallPos.y != ball.y1 { | ||
layer.draw() { canvas in | ||
canvas.fillRectangle(at: lastBallPos, width: ball.size, height: ball.size, data: maze.bgColor.rawValue) | ||
} | ||
layer.draw() { canvas in | ||
canvas.fillRectangle(at: Point(ball.x1, ball.y1), width: ball.size, height: ball.size, data: ballColor.rawValue) | ||
} | ||
layer.render(into: &frameBuffer, output: &screenBuffer, transform: Color.getRGB565LE) { dirty, data in | ||
screen.writeBitmap(x: dirty.x, y: dirty.y, width: dirty.width, height: dirty.height, data: data) | ||
} | ||
} | ||
} | ||
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// Check if the ball collides with a wall. | ||
func checkCollision(ballPos: Point, wallP1: Point, wallP2: Point) -> Bool { | ||
return ball.x1 <= wallP2.x && ball.x2 >= wallP1.x && ball.y1 <= wallP2.y && ball.y2 >= wallP1.y | ||
} | ||
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// Check if the ball collides with any wall of a cell in the maze grid. | ||
func checkGridWalls(ballPos: Point, gridPos: Point) -> Wall { | ||
let walls = maze.grids[maze.getIndex(gridPos)].walls | ||
var result = Wall(top: false, right: false, bottom: false, left: false) | ||
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if walls.top && | ||
checkCollision(ballPos: ballPos, wallP1: Point(gridPos.x * width, gridPos.y * width), wallP2: Point((gridPos.x + 1) * width, gridPos.y * width)) { | ||
result.top = true | ||
} | ||
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if walls.right && | ||
checkCollision(ballPos: ballPos, wallP1: Point((gridPos.x + 1) * width, gridPos.y * width), wallP2: Point((gridPos.x + 1) * width, (gridPos.y + 1) * width)) { | ||
result.right = true | ||
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} | ||
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if walls.bottom && | ||
checkCollision(ballPos: ballPos, wallP1: Point(gridPos.x * width, (gridPos.y + 1) * width), wallP2: Point((gridPos.x + 1) * width, (gridPos.y + 1) * width)) { | ||
result.bottom = true | ||
} | ||
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if walls.left && | ||
checkCollision(ballPos: ballPos, wallP1: Point(gridPos.x * width, gridPos.y * width), wallP2: Point(gridPos.x * width, (gridPos.y + 1) * width)) { | ||
result.left = true | ||
} | ||
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return result | ||
} | ||
} |
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Examples/SwiftIOPlayground/13MoreProjects/MazeGame/Sources/MazeGame/Grid.swift
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struct Wall { | ||
var top: Bool | ||
var right: Bool | ||
var bottom: Bool | ||
var left: Bool | ||
} | ||
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struct Grid { | ||
let x: Int | ||
let y: Int | ||
var walls = Wall(top: true, right: true, bottom: true, left: true) | ||
var visited = false | ||
} |
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