Moved Simon face
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111
watch-faces/complication/simon_face.h
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111
watch-faces/complication/simon_face.h
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/*
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* MIT License
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*
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* Copyright (c) 2024 <#author_name#>
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*
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* Permission is hereby granted, free of charge, to any person obtaining a copy
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* of this software and associated documentation files (the "Software"), to deal
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* in the Software without restriction, including without limitation the rights
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* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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* copies of the Software, and to permit persons to whom the Software is
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* furnished to do so, subject to the following conditions:
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*
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* The above copyright notice and this permission notice shall be included in
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* all copies or substantial portions of the Software.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
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* SOFTWARE.
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*/
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#ifndef SIMON_FACE_H_
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#define SIMON_FACE_H_
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#include "movement.h"
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/*
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* simon_face
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* -----------
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* The classic electronic game, Simon, reduced to be played on a Sensor-Watch
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*
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* How to play:
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*
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* When first arriving at the face, it will show your best score.
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*
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* Press the light button to start the game.
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*
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* A sequence will be played, starting with length 1. The sequence can be
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* made up of tones corresponding to any of the three buttons.
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*
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* light button: "LI" will display at the top of the screen, the LED will be yellow, and a high D will play
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* mode button: "DE" will display at the left of the screen, the LED will be red, and a high E will play
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* alarm button: "AL" will display on the right of the screen, the LED will be green, and a high C will play
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*
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* Once the sequence has finished, press the same buttons to recreate the sequence.
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*
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* If correct, the sequence will get one tone longer and play again. See how long of a sequence you can get.
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*
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* If you recreate the sequence incorrectly, a low note will play with "OH NOOOOO" displayed and the game is over.
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* Press light to play again.
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*
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* Once playing, long press the mode button when it is your turn to exit the game early.
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*/
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#define MAX_SEQUENCE 99
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typedef enum SimonNote {
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SIMON_LED_NOTE = 1,
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SIMON_MODE_NOTE,
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SIMON_ALARM_NOTE,
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SIMON_WRONG_NOTE
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} SimonNote;
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typedef enum SimonPlayingState {
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SIMON_NOT_PLAYING = 0,
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SIMON_TEACHING,
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SIMON_LISTENING_BACK,
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SIMON_READY_FOR_NEXT_NOTE
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} SimonPlayingState;
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typedef enum SimonMode {
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SIMON_MODE_NORMAL = 0, // 5 Second timeout if nothing is input
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SIMON_MODE_EASY, // There is no timeout in this mode
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SIMON_MODE_HARD, // The speed of the teaching is doubled and th etimeout is halved
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SIMON_MODE_TOTAL
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} SimonMode;
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typedef struct {
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uint8_t best_score;
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SimonNote sequence[MAX_SEQUENCE];
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uint8_t sequence_length;
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uint8_t teaching_index;
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uint8_t listen_index;
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bool soundOff;
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bool lightOff;
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uint8_t mode:6;
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SimonPlayingState playing_state;
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} simon_state_t;
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void simon_face_setup(uint8_t watch_face_index, void **context_ptr);
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void simon_face_activate(void *context);
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bool simon_face_loop(movement_event_t event, void *context);
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void simon_face_resign(void *context);
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#define simon_face \
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((const watch_face_t){ \
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simon_face_setup, \
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simon_face_activate, \
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simon_face_loop, \
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simon_face_resign, \
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NULL, \
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})
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#define TIMER_MAX 5
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#define SIMON_FACE_FREQUENCY 8
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#define DELAY_FOR_TONE_MS 300
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#endif // SIMON_FACE_H_
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