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NeoPixel2048.ino
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NeoPixel2048.ino
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#include <Adafruit_NeoPixel.h>
#include <Adafruit_GFX.h>
#include <Adafruit_NeoMatrix.h>
#include "definitions.h"
#include "functions.h"
//Instansiate a matrix object to power the 4x4 NeoPixel Matrix
Adafruit_NeoMatrix matrix = Adafruit_NeoMatrix(4, 4, PIN,
NEO_MATRIX_TOP + NEO_MATRIX_LEFT +
NEO_MATRIX_ROWS + NEO_MATRIX_ZIGZAG,
NEO_GRB + NEO_KHZ800);
//These values are used for testing a single pixel on the matrix. Will likely be removed for full version of the game.
int xpos;
int ypos;
//The main game board where all values will be stored.
int board[4][4];
void setup() {
Serial.begin(9600);
matrix.begin(); // INITIALIZE NeoPixel Matrix
matrix.setBrightness(10);
pinMode(RIGHT_BTN,INPUT_PULLUP);
pinMode(DOWN_BTN,INPUT_PULLUP);
pinMode(UP_BTN,INPUT_PULLUP);
pinMode(LEFT_BTN,INPUT_PULLUP);
//Random pixel Color button
pinMode(2,INPUT_PULLUP);
//Setup inital values for pixel matrix.
xpos = 0;
ypos = 0;
for(int i=0; i<4; i++){
for(int j=0; j<4; j++){
board[i][j] = 0;
}
}
//First two tiles on the board.
placeNewTile();
placeNewTile();
}
//This function will continously loop
void loop() {
//If the game is not over yet
if(gameStatus != 2){
if(digitalRead(RIGHT_BTN) == LOW){
if(right()){placeNewTile();}
delay(300);
}
if(digitalRead(DOWN_BTN) == LOW){
if(down()){placeNewTile();}
delay(300);
}
if(digitalRead(UP_BTN) == LOW){
if(up()){placeNewTile();}
delay(300);
}
if(digitalRead(LEFT_BTN) == LOW){
if(left()){placeNewTile();}
delay(300);
}
showBoard();
}
}
//These functions will be called when a button is pressed
int gameStatus() {
bool moveable = false;
int x, y;
for ( y = 0; y <= 3; y++ ) {
for ( x = 0; x <= 3; x++ ) {
if ( board[x][y] == 0 ) { // vacant tile
return 0; // board not full
}
// let's check if the player can move further
if ( x <= 2 ) {
if ( board[x][y] == board[x+1][y] )
moveable = true;
}
if ( y <= 2 ) {
if ( board[x][y] == board[x][y+1] )
moveable = true;
}
}
}
// board full
if ( moveable ) return 1; // board is 100% full, but still moveable at this point
else return 2; // No more moves able to be made, game over!
}
void showBoard(){
matrix.clear();
for(int i=0; i<4; i++){
for(int j=0; j<4; j++){
matrix.drawPixel(i,j,getTileColor(board[i][j]));
}
}
matrix.show();
}
void placeNewTile() {
if ( gameStatus() == 0 ) { // board not full
int x, y, i;
//30 'random' attempts at a new tile.
for ( i = 1; i <= 30; i++ ) {
x = getRandomPoint();
y = getRandomPoint();
if ( !board[x][y] ) {
board[x][y] = newTileValue();
return;
}
}
//else find any empty spot.
for ( y = 0; y <= 3; y++ ) {
for ( x = 0; x <= 3; x++ ) {
if ( !board[x][y] ) {
board[x][y] = newTileValue();
return;
}
}
}
}
}
int moveOnce( int x, int y, bool h, bool v, bool hv, bool vv, bool noMerge ) {
int tx = x, ty = y;
if ( h ) {
if ( hv ) tx += 1;
else tx -= 1;
}
if (v) {
if (vv){ ty += 1;}
else{ty -= 1;}
}
if(!isValidPosition(x,y) || !isValidPosition(tx,ty)){ // illegal tile
return 0;
}
else if ( board[x][y] == 0 ){return 0;} // empty tile
else if ( board[tx][ty] == 0 ) { // the target tile is empty
board[tx][ty] = board[x][y];
board[x][y] = 0;
return 1; // done!
}
else if (!noMerge && board[tx][ty] == board[x][y]) { // the target tile can be merged
board[tx][ty] = 2 * board[tx][ty];
board[x][y] = 0;
return 2; //done!
}
return 0;
}
#define moveVerticallyOnce( x, y, d, noMerge ) moveOnce( x, y, false, true, false, d, noMerge )
#define moveHorizontallyOnce( x, y, d, noMerge ) moveOnce( x, y, true, false, d, false, noMerge )
bool up() {
int x, y, ly, lyMargin, result = 0;
bool moved = false;
bool noMerge = false;
for ( x = 0; x <= 3; x++ ) {
// now we are at a new col
lyMargin = 0; // reset the margin
for ( y = 1; y <= 3; y++ ) {
// now we are at a new row
noMerge = false; // reset the noMerge flag
for ( ly = y; ly > lyMargin; ly-- ) {
result = moveVerticallyOnce( x, ly, false, noMerge );
if ( result )
moved = true;
if ( result == 2 ) {
noMerge = true;
lyMargin = ly;
}
if ( result == 0 ) break; // move complete
}
}
}
return moved;
}
bool left() {
int x, y, lx, lxMargin, result = 0;
bool moved = false;
bool noMerge = false;
for ( y = 0; y <= 3; y++ ) {
lxMargin = 0;
for ( x = 1; x <= 3; x++ ) {
noMerge = false;
for ( lx = x; lx > lxMargin; lx-- ) {
result = moveHorizontallyOnce( lx, y, false, noMerge );
if ( result )
moved = true;
if ( result == 2 ) {
noMerge = true;
lxMargin = lx;
}
if ( result == 0 ) break; // move complete
}
}
}
return moved;
}
bool down() {
int x, y, ly, lyMargin, result = 0;
bool moved = false;
bool noMerge = false;
for ( x = 0; x <= 3; x++ ) {
lyMargin = 3;
for ( y = 2; y >= 0; y-- ) {
noMerge = false;
for ( ly = y; ly < lyMargin; ly++ ) {
result = moveVerticallyOnce( x, ly, true, noMerge );
if ( result )
moved = true;
if ( result == 2 ) {
noMerge = true;
lyMargin = ly;
}
if ( result == 0 ) break;
}
if ( y == 0 ) break; // fix the mind-bogging infinite loop
}
}
return moved;
}
bool right() {
int x, y, lx, lxMargin, result = 0;
bool moved = false;
bool noMerge = false;
for ( y = 0; y <= 3; y++ ) {
lxMargin = 3;
for ( x = 2; x >= 0; x-- ) {
noMerge = false;
for ( lx = x; lx < lxMargin; lx++ ) {
result = moveHorizontallyOnce( lx, y, true, noMerge );
if ( result )
moved = true;
if ( result == 2 ) {
noMerge = true;
lxMargin = lx;
}
if ( result == 0 ) break; // move complete
}
if ( x == 0 ) break;
}
}
return moved;
}