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Arduino Game Benchmark

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Sep 13th, 2014
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  1. // Sainsmart UNO ATmega328 @ 16Mhz
  2.  
  3. // A sloppy Benchmark test for the Arduino by Arne.
  4. // Does some tile maps stuff and enemy-map collision.
  5. // No graphics naturally. A PPU would help with that.
  6. // Written sloppily, but that's the test...
  7. // ...is this Arduino UNO thing fast enough for doing game stuff...
  8. // ...using compiled C-whatever and not clever asm?
  9.  
  10. // RESULTS:
  11.  
  12. // Benchmark start...
  13. // Millisec count: 12
  14.  
  15. // X,Y map cells set to value:
  16. // = 1536
  17.  
  18. // Enemies moved with X,Y coordinates using a switch for direction,
  19. // using bitshifted 32-bit (int is 16-bit here) fixed point coord check against a cactus map,
  20. // healing or taking damage depending on cell content, with bounds check:
  21. // = 768
  22.  
  23. // Note, printing out to serial monitor and using random() is rally slow.
  24. // Using uint would probably be faster than long?
  25. // I should be more careful with truncating / comparing different variables too.
  26. // Benchmark is triggered by button connected to pin 2 and gnd, no external resistor.
  27.  
  28. unsigned long TimerStart = 0;
  29. unsigned long TimerEnd = 0;
  30.  
  31. const unsigned int MAP_TSIZE = 16;        // Tile size
  32. const unsigned int ENEMY_COUNT = 32;
  33. const unsigned long MAP_USIZE = 8388608ul; // 16 << 19;  // FixP Unit size (16+3)
  34. const unsigned int BENCH_LOOPS = 6;
  35.  
  36. byte Map[MAP_TSIZE*MAP_TSIZE];            // Dummy game map
  37.  
  38. unsigned long EnemyX[ENEMY_COUNT];         // Dummy enemies
  39. unsigned long EnemyY[ENEMY_COUNT];
  40. int EnemyHP[ENEMY_COUNT];
  41. byte EnemyDir[ENEMY_COUNT];
  42.  
  43. void setup()
  44. {
  45.   // Set up pins.
  46.   pinMode(2, INPUT);        // Pin 2 for benchmark button trigger.
  47.   digitalWrite(2, HIGH);    // Pull up.
  48.   pinMode(2, INPUT_PULLUP); // Yeees, pull up.
  49.  
  50.   Serial.begin(9600);
  51.  
  52.   //Serial.println(MAP_TSIZE);
  53.   //Serial.println(MAP_USIZE);
  54.  
  55.   // Set up game.
  56.   Serial.println("Initilizing game...");
  57.   FRandomizeEnemies();
  58.   Serial.println("Done!");
  59.  
  60. }
  61.  
  62. void loop()
  63. {
  64.   int Pin = digitalRead(2);
  65.   if (Pin == LOW)
  66.   {
  67.     Serial.println("Benchmark start...");
  68.     FBenchmark();
  69.     delay(500);
  70.   } // Endif
  71.  
  72.   delay(10);
  73. }
  74.  
  75.  
  76. void FBenchmark()
  77. {
  78.     TimerStart = millis();
  79.  
  80.     for (int i = 0; i < BENCH_LOOPS; i++)
  81.     {
  82.       //FRandomizeEnemies();
  83.       FIterateMap();
  84.       FEnemyMapCollide();
  85.       FEnemyMapCollide();
  86.       FEnemyMapCollide();
  87.       FEnemyMapCollide();
  88.     } // Next
  89.  
  90.     TimerEnd = millis();
  91.     Serial.print("Millisec count: ");
  92.     Serial.println(TimerEnd-TimerStart);
  93.    
  94.     Serial.println("X,Y map cells set to value: ");
  95.     Serial.println(MAP_TSIZE*MAP_TSIZE*BENCH_LOOPS);
  96.    
  97.     Serial.println("Enemies moved with X,Y coordinates using a switch for direction, ");
  98.     Serial.println("using bitshifted 32-bit (int is 16-bit here) fixed point coord check against a cactus map,");
  99.     Serial.println("healing or taking damage depending on cell content, with bounds check: ");
  100.     Serial.println(4*ENEMY_COUNT*BENCH_LOOPS);
  101.  
  102. }
  103.  
  104.  
  105. // Scatter enemies.
  106. void FRandomizeEnemies()
  107. {
  108.   for (int i = 0; i < ENEMY_COUNT; i++)
  109.   {
  110.     EnemyX[i] = random(MAP_USIZE);
  111.     EnemyY[i] = random(MAP_USIZE);
  112.     EnemyHP[i] = random(100);
  113.     EnemyDir[i] = random(4);
  114.     // Serial.print(EnemyX[i]); Serial.print(", "); Serial.println(EnemyY[i]);
  115.  
  116.   } // Next
  117. }
  118.  
  119.  
  120. // Update all enemies and collide with map.
  121. void FEnemyMapCollide()
  122. {
  123.   unsigned int mcx;   // Map cell.
  124.   unsigned int mcy;
  125.   unsigned int px;    // Pixel pos.
  126.   unsigned int py;
  127.  
  128.   for (int i = 0; i < ENEMY_COUNT; i++)
  129.   {
  130.     FEnemyMove(i);
  131.    
  132.     px = EnemyX[i] >> 16;  // Pixel pos.
  133.     py = EnemyY[i] >> 16;
  134.     mcx = px >> 3;         // 8px tile pos.
  135.     mcy = py >> 3;
  136.     // Check bounds within tile map.
  137.     if (mcx < 1) { mcx = 1; } else if (mcx >= MAP_TSIZE-1) { mcx = MAP_TSIZE-2; }
  138.     if (mcy < 1) { mcy = 1; } else if (mcy >= MAP_TSIZE-1) { mcy = MAP_TSIZE-2; }
  139.     // Serial.print(mcx); Serial.print(", "); Serial.println(mcy);
  140.    
  141.     // Collide with tiles.
  142.     if (Map[mcy*MAP_TSIZE + mcx] < 128)
  143.     {
  144.       EnemyHP[i]--;
  145.       if (EnemyHP[i] < 0) { EnemyHP[i] = 100; }
  146.     } else {
  147.       EnemyHP[i]++;
  148.       if (EnemyHP[i] >= 100) { EnemyHP[i] = 0; }
  149.     } // Endif
  150.   } // Next
  151.  
  152. }
  153.  
  154.  
  155. // Move a specific enemy in its facing direction.
  156. void FEnemyMove(int i)
  157. {
  158.   switch (EnemyDir[i])
  159.   {
  160.   case 0:
  161.     EnemyY[i]+= 100000;
  162.   case 1:
  163.     EnemyY[i]-= 100000;
  164.   case 2:
  165.     EnemyX[i]+= 100000;
  166.   case 3:
  167.     EnemyX[i]-= 100000;
  168.   } // End switch
  169. }
  170.  
  171. // Iterate all x and y tiles in the game map and set to byte value.
  172. void FIterateMap()
  173. {
  174.   int x;
  175.   int y;
  176.   int yo;
  177.   int t;
  178.  
  179.   for (y = 0; y < MAP_TSIZE; y++)
  180.   {
  181.     yo = y*MAP_TSIZE;
  182.     for (x = 0; x < MAP_TSIZE; x++)
  183.     {
  184.       t = yo+x;
  185.       //if (t < MAP_TSIZE*MAP_TSIZE) {
  186.       Map[t] = t;
  187.       //} else { Serial.println("FRandomizeMap bound error!"); }
  188.     } // Next
  189.   } // Next
  190. }
  191.  
  192.  
  193. // Iterate all x and y tiles in the game map and set to random byte value.
  194. void FRandomizeMap()
  195. {
  196.   int x;
  197.   int y;
  198.   int yo;
  199.   int t;
  200.  
  201.   for (y = 0; y < MAP_TSIZE; y++)
  202.   {
  203.     yo = y*MAP_TSIZE;
  204.     for (x = 0; x < MAP_TSIZE; x++)
  205.     {
  206.       t = yo+x;
  207.       // Random is rather slow. 10 x.
  208.       Map[t] = random(0,256); // Long into byte array, 0-255
  209.     } // Next
  210.   } // Next
  211. }
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