Planes on a Snake

This past weekend was the 4th annual Global Game Jam, and we hosted a site in the triangle again. I was an organizer this year, but I still had plenty of time to jam, creating Planes on a Snake with my team. The theme was a picture of an ouroboros, which we interpreted by setting a shmup on the back of the world serpent.

Brief Play Description

A rift in spacetime has resulted in a large number of World War II era planes getting stuck on the world snake.
Join the frequent fliers club of Ouroboros Airlines, racking up points while taking advantage of the torus nature of your new environment.

(video contains some strong language)

You have three weapons at your disposal:

  • Single shot – the default weapon
  • Spread shot – Three times the fun
  • The Lazër – A beam weapon that goes to 11

You progress thru the weapons as you collect powerups dropped by fallen enemies.

Once the meter is at least half full, you can activate the lazër, which fires until your reserves are depleted.

Scoring

  • Bullets will fly around and around forever, so watch out for crossfire from your own shots.
  • Earn more points by hitting adversaries with shots that have been flying for a long time.
  • Death is transient on the world snake, both you and your adversaries will eventually respawn.
  • Make as many points as you can during the time limit to earn your place in the frequent fliers club.

Jammers

  • Stephen Hodgson
  • Scott Jacobs
  • Luv Kohli
  • Michael Noland
  • Chris VanderKnyff
Additional graphics by
  • David Gervais

Original GGJ page.

Download

Download the game or source code.

Screenshots:

Speeding up LPD8806 show() without hardware SPI

If you’re using LPD8806 LED strips and you can’t use the hardware SPI port (e.g., when using an Ethernet board), there are two other options in the Adafruit library: the default mode and ‘slowmo’ mode. The default mode is decent, but the flexibility of being able to choose the pins at runtime comes with a cost.

However, you can still get a decent speedup by defining your pin usage at compile time in a replacement show() function. I measured the time required to update an 86 LED strip using each method on an EtherTen board (Atmega328 @ 16 MHz, same as the Uno):

30.23 ms - Adafruit 'slowmo' method (digitalWrite)
7.76 ms - Adafruit default method (port pointers)
1.54 ms - Compile-time method
1.43 ms - Adafruit hardware SPI method

The timing was done using micros() around the show() call with strip.pause = 0.

I’ve tried to make this method as minimally hardcoded as possible. To use, throw the code from CompileTimeLEDs.h into the LPD8806 class in LPD8806.h and replace:

int ClockPin = 3;
int DataPin = 2;
...
strip.show();

with:

const int ClockPin = 3;
const int DataPin = 2;
...
strip.showCompileTime<ClockPin, DataPin>();

This overload is only available on ATmega168 or ATmega328 boards; on the Arduino Mega or other random boards, you need to specify the port register and use pin offsets within the port instead of the Arduino board pin number (e.g., showCompileTime<0..7, 0..7>(PORTD, PORTD))

CompileTimeLEDs.h (Download)

template<unsigned int ClockPin>
void PulseClockLine(volatile uint8_t& ClockRegister)
{
  const byte LED_CLOCK_MASK = 1 << ClockPin;
  ClockRegister |= LED_CLOCK_MASK;
  ClockRegister &= ~LED_CLOCK_MASK;
}
 
template<unsigned int ClockPin, unsigned int DataPin>
void TransmitBit(byte& CurrentByte, volatile uint8_t& ClockRegister, volatile uint8_t& DataRegister)
{
  // Set the data bit
  const byte LED_DATA_MASK = 1 << DataPin;
  if (CurrentByte & 0x80)
  {
    DataRegister |= LED_DATA_MASK;
  }
  else
  {
    DataRegister &= ~LED_DATA_MASK;
  }
 
  // Pulse the clock line
  PulseClockLine<ClockPin>(ClockRegister);
 
  // Advance to the next bit to transmit
  CurrentByte = CurrentByte << 1;
}
 
#if defined(__AVR_ATmega328P__) || defined(__AVR_ATmega168__)
  #define MAP_ARDUINO_PIN_TO_PORT_PIN(ArduinoPin) \
    ( ArduinoPin & 7 )
 
  #define MAP_ARDUINO_PIN_TO_PORT_REG(ArduinoPin) \
    ( (ArduinoPin >= 16) ? PORTC : (((ArduinoPin) >= 8) ? PORTB : PORTD) )
 
  // Specify Arduino pin numbers
  template<unsigned int ClockPin, unsigned int DataPin>
  void showCompileTime()
  {
    showCompileTime<MAP_ARDUINO_PIN_TO_PORT_PIN(ClockPin), MAP_ARDUINO_PIN_TO_PORT_PIN(DataPin)>(
      MAP_ARDUINO_PIN_TO_PORT_REG(ClockPin),
      MAP_ARDUINO_PIN_TO_PORT_REG(DataPin));
  }
 
  #undef MAP_ARDUINO_PIN_TO_PORT_PIN
  #undef MAP_ARDUINO_PIN_TO_PORT_REG
#else
  // Sorry: Didn't write an equivalent for other boards; use the other
  // overload and explicitly specify ports and offsets within those ports
#endif
 
// Note: Pin template params need to be relative to their port (0..7), not Arduino pinout numbers
template<unsigned int ClockPin, unsigned int DataPin>
void showCompileTime(volatile uint8_t& ClockRegister, volatile uint8_t& DataRegister)
{
  // Clock out the color for each LED
  byte* DataPtr = pixels;
  byte* EndDataPtr = pixels + (numLEDs * 3);
 
  do
  {
    byte CurrentByte = *DataPtr++;
 
    TransmitBit<ClockPin, DataPin>(CurrentByte, ClockRegister, DataRegister);
    TransmitBit<ClockPin, DataPin>(CurrentByte, ClockRegister, DataRegister);
    TransmitBit<ClockPin, DataPin>(CurrentByte, ClockRegister, DataRegister);
    TransmitBit<ClockPin, DataPin>(CurrentByte, ClockRegister, DataRegister);
 
    TransmitBit<ClockPin, DataPin>(CurrentByte, ClockRegister, DataRegister);
    TransmitBit<ClockPin, DataPin>(CurrentByte, ClockRegister, DataRegister);
    TransmitBit<ClockPin, DataPin>(CurrentByte, ClockRegister, DataRegister);
    TransmitBit<ClockPin, DataPin>(CurrentByte, ClockRegister, DataRegister);
  }
  while (DataPtr != EndDataPtr);
 
  // Clear the data line while we clock out the latching pattern
  const byte LED_DATA_MASK = 1 << DataPin;
  DataRegister &= ~LED_DATA_MASK;
 
  // All of the original data had the high bit set in each byte.  To latch
  // the color in, we need to clock out another LED worth of 0's for every
  // 64 LEDs in the strip apparently.
  byte RemainingLatchBytes = ((numLEDs + 63) / 64) * 3;
  do 
  {
    PulseClockLine<ClockPin>(ClockRegister);
    PulseClockLine<ClockPin>(ClockRegister);
    PulseClockLine<ClockPin>(ClockRegister);
    PulseClockLine<ClockPin>(ClockRegister);
 
    PulseClockLine<ClockPin>(ClockRegister);
    PulseClockLine<ClockPin>(ClockRegister);
    PulseClockLine<ClockPin>(ClockRegister);
    PulseClockLine<ClockPin>(ClockRegister);
  } while (--RemainingLatchBytes);
 
  // Need a bit of a delay before clocking again, but ideally this
  // is set to 0 and meaningful work is done instead
  if (pause)
  {
    delay(pause);
  }
}

License: CC0 (Placed into the public domain).

The avr-gcc compiler seems to do fine at recognizing the compile time constants and doing the right thing in codegen, as this method is just as fast as my original macrotastic implementation. You can probably eke out some more performance (would be nice to beat the hardware SPI implementation ^_^), but this was enough to get the headroom I needed.

Reducing code size on Arduino Ethernet boards

The Ethernet library grew in size several KB from 0022 to 1.0, which is a big deal when you only have 32 KB to play with. You can save about 2 KB by compiling out DNS support:

Wrap the following pieces of code in #if WITH_DNS

  • Dns.cpp and Dns.h:
    The entire file
  • EthernetClient.h and EthernetClient.cpp:
    int connect(const char* host, uint16_t port)
  • EthernetUDP.h and EthernetUDP.cpp:
    int beginPacket(const char *host, uint16_t port)
  • Client.h:
    virtual int connect(const char *host, uint16_t port)
  • Udp.h:
    virtual int beginPacket(const char *host, uint16_t port)

Add #include "EthernetUDP.h" to EthernetUDP.cpp, since it’s currently relying on the indirect include from Dns.h.

Faster Arduino development

I’ve been using Arduino boards for a bunch of random projects lately. They may not be as inexpensive or as small as throwing together a microcontroller and a resonator on a piece of perf board, but they’re a lot faster when making one-offs: lots of shields with ready-to-go libraries, quick programming / test cycle, etc…

One major downside is that the official Arduino IDE has a super-awful text editor, but there is a solution. Visual Micro has a plugin called Arduino for Visual Studio that makes everything ‘just work’ in the VS IDE, even VAX. Install the Arduino 1.0 IDE, then install the plugin, and all you have to do is point the plugin to your Arduino directory the next time you run devenv. It handles the rest, setting up syntax highlighting for .ino/.pde files, adds a toolbar to pick the board type and COM port, etc… To top it all off, it compiles about 10 times faster than the official IDE (0.2 – 0.5 s versus 5-10s); so much faster that it seems like there is a bug in the current version of the Arduino IDE.

Long story short, if you are doing any Arduino development and have VS 2008 or VS 2010 (the express edition won’t work since it doesn’t have support for plugins), you should download it now for a massive productivity boost.

Return of the fooding

Weekly fooding has finally started back up.

The evening had some new converts to green beans almondine, and the spiral baked ham turned out very nice. I followed a recipe from Emeril Lagasse, making a cherry-orange glaze, and cooking with Coca Cola in the pan to prevent the ham drying out.

Global Game Jam 2012

I’m happy to announce that we will be hosting a Global Game Jam site in the NC Triangle area again this year, January 27th to the 29th at Joystick Labs in downtown Durham. Sign up now at http://globalgamejam.org/sites/2012/triangle-game-jam.

More information will follow shortly, but the format will likely be very similar to past years:

  • Getting started around 6:00 PM on Friday, announcing the theme, brainstorming ideas, and forming teams, etc…
  • Full day of work on Saturday
  • Finishing up on Sunday by 3:00 PM, showing off the games to each other afterwards.

This is the 4th year of the Global Game Jam; to get a better idea of some of the cool things possible in a weekend, check out some of the games made in the triangle area in past years:

Cross-posted from the Triangle Game Jam site