diff --git a/movement.c b/movement.c index 0046a489..0a41b306 100644 --- a/movement.c +++ b/movement.c @@ -521,7 +521,7 @@ bool movement_enable_tap_detection_if_available(void) { // ramp data rate up to 400 Hz and high performance mode lis2dw_set_low_noise_mode(true); lis2dw_set_data_rate(LIS2DW_DATA_RATE_HP_400_HZ); - lis2dw_set_mode(LIS2DW_MODE_HIGH_PERFORMANCE); + lis2dw_set_mode(LIS2DW_MODE_LOW_POWER); // Settling time (1 sample duration, i.e. 1/400Hz) delay_ms(3); @@ -610,7 +610,7 @@ void app_init(void) { // check if we are plugged into USB power. HAL_GPIO_VBUS_DET_in(); HAL_GPIO_VBUS_DET_pulldown(); - delay_ms(10); + delay_ms(100); if (HAL_GPIO_VBUS_DET_read()){ /// if so, enable USB functionality. _watch_enable_usb(); diff --git a/movement_faces.h b/movement_faces.h index d86e72d4..eef0e3ac 100644 --- a/movement_faces.h +++ b/movement_faces.h @@ -73,5 +73,9 @@ #include "wareki_face.h" #include "deadline_face.h" #include "wordle_face.h" +#include "blackjack_face.h" +#include "endless_runner_face.h" +#include "higher_lower_game_face.h" +#include "lander_face.h" #include "simon_face.h" // New includes go above this line. diff --git a/watch-faces.mk b/watch-faces.mk index 3f1f8946..3c424923 100644 --- a/watch-faces.mk +++ b/watch-faces.mk @@ -48,5 +48,9 @@ SRCS += \ ./watch-faces/sensor/lis2dw_monitor_face.c \ ./watch-faces/complication/wareki_face.c \ ./watch-faces/complication/deadline_face.c \ + ./watch-faces/complication/blackjack_face.c \ + ./watch-faces/complication/endless_runner_face.c \ + ./watch-faces/complication/higher_lower_game_face.c \ + ./watch-faces/complication/lander_face.c \ ./watch-faces/complication/simon_face.c \ # New watch faces go above this line. diff --git a/watch-faces/complication/blackjack_face.c b/watch-faces/complication/blackjack_face.c new file mode 100755 index 00000000..375e0435 --- /dev/null +++ b/watch-faces/complication/blackjack_face.c @@ -0,0 +1,467 @@ +/* + * MIT License + * + * Copyright (c) 2025 David Volovskiy + * + * Permission is hereby granted, free of charge, to any person obtaining a copy + * of this software and associated documentation files (the "Software"), to deal + * in the Software without restriction, including without limitation the rights + * to use, copy, modify, merge, publish, distribute, sublicense, and/or sell + * copies of the Software, and to permit persons to whom the Software is + * furnished to do so, subject to the following conditions: + * + * The above copyright notice and this permission notice shall be included in all + * copies or substantial portions of the Software. + * + * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR + * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, + * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE + * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER + * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, + * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE + * SOFTWARE. + */ + +// Emulator only: need time() to seed the random number generator. +#if __EMSCRIPTEN__ +#include +#endif + +#include +#include +#include "blackjack_face.h" +#include "watch_common_display.h" + +#define ACE 14 +#define KING 13 +#define QUEEN 12 +#define JACK 11 + +#define MIN_CARD_VALUE 2 +#define MAX_CARD_VALUE ACE +#define CARD_RANK_COUNT (MAX_CARD_VALUE - MIN_CARD_VALUE + 1) +#define CARD_SUIT_COUNT 4 +#define DECK_SIZE (CARD_SUIT_COUNT * CARD_RANK_COUNT) + +#define BLACKJACK_MAX_HAND_SIZE 11 // 4*1 + 4*2 + 3*3 = 21; 11 cards total +#define MAX_PLAYER_CARDS_DISPLAY 4 +#define BOARD_DISPLAY_START 4 + +typedef struct { + uint8_t score; + uint8_t idx_hand; + int8_t high_aces_in_hand; + uint8_t hand[BLACKJACK_MAX_HAND_SIZE]; +} hand_info_t; + +typedef enum { + BJ_TITLE_SCREEN, + BJ_PLAYING, + BJ_DEALER_PLAYING, + BJ_BUST, + BJ_RESULT, + BJ_WIN_RATIO, +} game_state_t; + +typedef enum { + A, B, C, D, E, F, G +} segment_t; + +static bool tap_turned_on = false; +static game_state_t game_state; +static uint8_t deck[DECK_SIZE] = {0}; +static uint8_t current_card = 0; +static blackjack_face_state_t *g_state = NULL; +hand_info_t player; +hand_info_t dealer; + +static uint8_t generate_random_number(uint8_t num_values) { + // Emulator: use rand. Hardware: use arc4random. +#if __EMSCRIPTEN__ + return rand() % num_values; +#else + return arc4random_uniform(num_values); +#endif +} + +static void stack_deck(void) { + for (size_t i = 0; i < CARD_RANK_COUNT; i++) { + for (size_t j = 0; j < CARD_SUIT_COUNT; j++) + deck[(i * CARD_SUIT_COUNT) + j] = MIN_CARD_VALUE + i; + } +} + +static void shuffle_deck(void) { + // Randomize shuffle with Fisher Yates + size_t i; + size_t j; + uint8_t tmp; + + for (i = DECK_SIZE - 1; i > 0; i--) { + j = generate_random_number(0xFF) % (i + 1); + tmp = deck[j]; + deck[j] = deck[i]; + deck[i] = tmp; + } +} + +static void reset_deck(void) { + current_card = 0; + shuffle_deck(); +} + +static uint8_t get_next_card(void) { + if (current_card >= DECK_SIZE) + reset_deck(); + return deck[current_card++]; +} + +static uint8_t get_card_value(uint8_t card) { + switch (card) + { + case ACE: + return 11; + case KING: + case QUEEN: + case JACK: + return 10; + default: + return card; + } +} + +static void modify_score_from_aces(hand_info_t *hand_info) { + while (hand_info->score > 21 && hand_info->high_aces_in_hand > 0) { + hand_info->score -= 10; + hand_info->high_aces_in_hand--; + } +} + +static void reset_hands(void) { + memset(&player, 0, sizeof(player)); + memset(&dealer, 0, sizeof(dealer)); + reset_deck(); +} + +static void give_card(hand_info_t *hand_info) { + uint8_t card = get_next_card(); + if (card == ACE) hand_info->high_aces_in_hand++; + hand_info->hand[hand_info->idx_hand++] = card; + uint8_t card_value = get_card_value(card); + hand_info->score += card_value; + modify_score_from_aces(hand_info); +} + +static void set_segment_at_position(segment_t segment, uint8_t position) { + digit_mapping_t segmap; + if (watch_get_lcd_type() == WATCH_LCD_TYPE_CUSTOM) { + segmap = Custom_LCD_Display_Mapping[position]; + } else { + segmap = Classic_LCD_Display_Mapping[position]; + } + const uint8_t com_pin = segmap.segment[segment].address.com; + const uint8_t seg = segmap.segment[segment].address.seg; + watch_set_pixel(com_pin, seg); +} + +static void display_card_at_position(uint8_t card, uint8_t display_position) { + switch (card) { + case KING: + watch_display_character(' ', display_position); + set_segment_at_position(A, display_position); + set_segment_at_position(D, display_position); + set_segment_at_position(G, display_position); + break; + case QUEEN: + watch_display_character(' ', display_position); + set_segment_at_position(A, display_position); + set_segment_at_position(D, display_position); + break; + case JACK: + watch_display_character('-', display_position); + break; + case ACE: + watch_display_character(watch_get_lcd_type() == WATCH_LCD_TYPE_CUSTOM ? 'A' : 'a', display_position); + break; + case 10: + watch_display_character('0', display_position); + break; + default: { + const char display_char = card + '0'; + watch_display_character(display_char, display_position); + break; + } + } +} + +static void display_player_hand(void) { + uint8_t card; + if (player.idx_hand <= MAX_PLAYER_CARDS_DISPLAY) { + card = player.hand[player.idx_hand - 1]; + display_card_at_position(card, BOARD_DISPLAY_START + player.idx_hand - 1); + } else { + for (uint8_t i=0; igames_played++; + if (g_state->games_played == 0) { + // Overflow + g_state->games_played = 1; + g_state->games_won = add_to_wins ? 1 : 0; + return; + } + if (add_to_wins) { + g_state->games_won++; + if (g_state->games_won == 0) { + // Overflow + g_state->games_played = 1; + g_state->games_won = 1; + } + } +} + +static void display_win(void) { + game_state = BJ_RESULT; + add_to_game_scores(true); + watch_display_text_with_fallback(WATCH_POSITION_BOTTOM, "WlN ", " WIN"); + display_score(player.score, WATCH_POSITION_SECONDS); + display_score(dealer.score, WATCH_POSITION_TOP_RIGHT); +} + +static void display_lose(void) { + game_state = BJ_RESULT; + add_to_game_scores(false); + watch_display_text_with_fallback(WATCH_POSITION_BOTTOM, "LOSE", "lOSE"); + display_score(player.score, WATCH_POSITION_SECONDS); + display_score(dealer.score, WATCH_POSITION_TOP_RIGHT); +} + +static void display_tie(void) { + game_state = BJ_RESULT; + // Don't record ties to the win ratio + watch_display_text_with_fallback(WATCH_POSITION_BOTTOM, "TlE ", " TIE"); + display_score(player.score, WATCH_POSITION_SECONDS); +} + +static void display_bust(void) { + game_state = BJ_RESULT; + add_to_game_scores(false); + watch_display_text_with_fallback(WATCH_POSITION_BOTTOM, "8UST", "BUST"); +} + +static void display_title(void) { + game_state = BJ_TITLE_SCREEN; + watch_display_text(WATCH_POSITION_TOP_RIGHT, " "); + watch_display_text_with_fallback(WATCH_POSITION_TOP, "BLACK ", "21"); + watch_display_text_with_fallback(WATCH_POSITION_BOTTOM, " JACK ", "BLaKJK"); +} + +static void display_win_ratio(blackjack_face_state_t *state) { + char buf[7]; + game_state = BJ_WIN_RATIO; + uint8_t win_ratio = 0; + if (state->games_played > 0) { // Avoid dividing by zero + win_ratio = (uint8_t)(100 * state->games_won) / state->games_played; + } + watch_display_text(WATCH_POSITION_TOP_RIGHT, " "); + watch_display_text_with_fallback(WATCH_POSITION_TOP, "WINS ", "WR"); + sprintf(buf, "%3dPct", win_ratio); + watch_display_text(WATCH_POSITION_BOTTOM, buf); +} + +static void begin_playing(bool tap_control_on) { + watch_clear_display(); + if (tap_control_on) { + watch_set_indicator(WATCH_INDICATOR_SIGNAL); + } + game_state = BJ_PLAYING; + reset_hands(); + // Give player their first 2 cards + give_card(&player); + display_player_hand(); + give_card(&player); + display_player_hand(); + display_score(player.score, WATCH_POSITION_SECONDS); + give_card(&dealer); + display_dealer_hand(); + display_score(dealer.score, WATCH_POSITION_TOP_RIGHT); +} + +static void perform_stand(void) { + game_state = BJ_DEALER_PLAYING; + watch_display_text(WATCH_POSITION_BOTTOM, "Stnd"); + display_score(player.score, WATCH_POSITION_SECONDS); +} + +static void perform_hit(void) { + if (player.score == 21) { + perform_stand(); + return; // Assume hitting on 21 is a mistake and stand + } + give_card(&player); + if (player.score > 21) { + game_state = BJ_BUST; + } + display_player_hand(); + display_score(player.score, WATCH_POSITION_SECONDS); +} + +static void dealer_performs_hits(void) { + give_card(&dealer); + display_dealer_hand(); + if (dealer.score > 21) { + display_win(); + } else if (dealer.score > player.score) { + display_lose(); + } else { + display_dealer_hand(); + display_score(dealer.score, WATCH_POSITION_TOP_RIGHT); + } +} + +static void see_if_dealer_hits(void) { + if (dealer.score > 16) { + if (dealer.score > player.score) { + display_lose(); + } else if (dealer.score < player.score) { + display_win(); + } else { + display_tie(); + } + } else { + dealer_performs_hits(); + } +} + +static void handle_button_presses(bool tap_control_on, bool hit) { + switch (game_state) + { + case BJ_TITLE_SCREEN: + if (!tap_turned_on && tap_control_on) { + if (movement_enable_tap_detection_if_available()) tap_turned_on = true; + } + begin_playing(tap_control_on); + break; + case BJ_PLAYING: + if (hit) { + perform_hit(); + } else { + perform_stand(); + } + break; + case BJ_DEALER_PLAYING: + see_if_dealer_hits(); + break; + case BJ_BUST: + display_bust(); + break; + case BJ_RESULT: + case BJ_WIN_RATIO: + display_title(); + break; + } +} + +static void toggle_tap_control(blackjack_face_state_t *state) { + if (state->tap_control_on) { + movement_disable_tap_detection_if_available(); + state->tap_control_on = false; + watch_clear_indicator(WATCH_INDICATOR_SIGNAL); + } else { + bool tap_could_enable = movement_enable_tap_detection_if_available(); + if (tap_could_enable) { + state->tap_control_on = true; + watch_set_indicator(WATCH_INDICATOR_SIGNAL); + } + } +} + +void blackjack_face_setup(uint8_t watch_face_index, void **context_ptr) { + (void) watch_face_index; + + if (*context_ptr == NULL) { + *context_ptr = malloc(sizeof(blackjack_face_state_t)); + memset(*context_ptr, 0, sizeof(blackjack_face_state_t)); + blackjack_face_state_t *state = (blackjack_face_state_t *)*context_ptr; + state->tap_control_on = false; + } + g_state = (blackjack_face_state_t *)*context_ptr; +} + +void blackjack_face_activate(void *context) { + blackjack_face_state_t *state = (blackjack_face_state_t *) context; + (void) state; + display_title(); + stack_deck(); +} + +bool blackjack_face_loop(movement_event_t event, void *context) { + blackjack_face_state_t *state = (blackjack_face_state_t *) context; + switch (event.event_type) { + case EVENT_ACTIVATE: + if (state->tap_control_on) watch_set_indicator(WATCH_INDICATOR_SIGNAL); + break; + case EVENT_TICK: + if (game_state == BJ_DEALER_PLAYING) { + see_if_dealer_hits(); + } + else if (game_state == BJ_BUST) { + display_bust(); + } + break; + case EVENT_LIGHT_BUTTON_UP: + case EVENT_DOUBLE_TAP: + handle_button_presses(state->tap_control_on, false); + case EVENT_LIGHT_BUTTON_DOWN: + break; + case EVENT_ALARM_BUTTON_UP: + case EVENT_SINGLE_TAP: + handle_button_presses(state->tap_control_on, true); + break; + case EVENT_LIGHT_LONG_PRESS: + if (game_state == BJ_TITLE_SCREEN) { + display_win_ratio(state); + } else { + movement_illuminate_led(); + } + break; + case EVENT_ALARM_LONG_PRESS: + if (game_state == BJ_TITLE_SCREEN) { + toggle_tap_control(state); + } + break; + case EVENT_TIMEOUT: + case EVENT_LOW_ENERGY_UPDATE: + if (tap_turned_on) { + movement_disable_tap_detection_if_available(); + } + break; + default: + return movement_default_loop_handler(event); + } + return true; +} + +void blackjack_face_resign(void *context) { + (void) context; + if (tap_turned_on) { + tap_turned_on = false; + movement_disable_tap_detection_if_available(); + } +} diff --git a/watch-faces/complication/blackjack_face.h b/watch-faces/complication/blackjack_face.h new file mode 100755 index 00000000..c93143b9 --- /dev/null +++ b/watch-faces/complication/blackjack_face.h @@ -0,0 +1,91 @@ +/* + * MIT License + * + * Copyright (c) 2023 Chris Ellis + * + * Permission is hereby granted, free of charge, to any person obtaining a copy + * of this software and associated documentation files (the "Software"), to deal + * in the Software without restriction, including without limitation the rights + * to use, copy, modify, merge, publish, distribute, sublicense, and/or sell + * copies of the Software, and to permit persons to whom the Software is + * furnished to do so, subject to the following conditions: + * + * The above copyright notice and this permission notice shall be included in all + * copies or substantial portions of the Software. + * + * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR + * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, + * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE + * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER + * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, + * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE + * SOFTWARE. + */ + +#ifndef BLACKJACK_FACE_H_ +#define BLACKJACK_FACE_H_ + +#include "movement.h" + +/* + * Blackjack face + * ====================== + * + * Simple blackjack game. + * + * Aces are 11 unless you'd but, and if so, they become 1. + * King, Queen, and jack are all 10 points. + * Dealer deals to themselves until they get at least 17. + * The game plays with one shuffled deck that gets reshuffled with every game. + * + * Press either ALARM or LIGHT to begin playing. + * Your score is in the Seconds position. + * The dealer's score is in the Top-Right position. + * The dealer's last-shown card is in the Top-Left position. + * Your cards are in the Bottom row. From left to right, they are oldest to newest. Up to four cards will be dislayed. + * + * To hit, press the ALARM button. + * To stand, press the LIGHT button. + * If you're at 21, you cannoy hit, since we just assume it's a mispress on the button. + * + * Once you stand, the dealer will deal out to themselves once per second (or immidietly when you press the LIGHT or ALARM buttons). + * The game results are: + * WIN: You have a higher score than the dealer, but no more than 21. Or the dealer's score is over 21. + * LOSE: Your score is lower than the dealer's. + * BUST: Your score is above 21. + * TIE: Your score matches the dealer's final score + * + * On a watch that has the accelerometer, long-pressing the ALARM button will turn on the ability to play by tapping. + * The SIGNAL indicator will display when tapping is enabled. + * Tapping once will behave like the ALARM button and hit. + * Tapping twice behave like the LIGHT button and stand. + * + * | Cards | | + * |---------|--------------------------| + * | Value |2|3|4|5|6|7|8|9|10|J|Q|K|A| + * | Display |2|3|4|5|6|7|8|9| 0|-|=|≡|a| + * If you're using a custom display, Ace will display as 'A', not 'a' + */ + + + +typedef struct { + bool tap_control_on; + uint16_t games_played; + uint16_t games_won; +} blackjack_face_state_t; + +void blackjack_face_setup(uint8_t watch_face_index, void ** context_ptr); +void blackjack_face_activate(void *context); +bool blackjack_face_loop(movement_event_t event, void *context); +void blackjack_face_resign(void *context); + +#define blackjack_face ((const watch_face_t){ \ + blackjack_face_setup, \ + blackjack_face_activate, \ + blackjack_face_loop, \ + blackjack_face_resign, \ + NULL, \ +}) + +#endif // blackjack_FACE_H_ diff --git a/watch-faces/complication/deadline_face.c b/watch-faces/complication/deadline_face.c index 41240e76..d3204f20 100644 --- a/watch-faces/complication/deadline_face.c +++ b/watch-faces/complication/deadline_face.c @@ -161,19 +161,19 @@ static inline void _beep(beep_type_t beep_type) switch (beep_type) { case BEEP_BUTTON: - watch_buzzer_play_note(BUZZER_NOTE_C7, 50); + watch_buzzer_play_note_with_volume(BUZZER_NOTE_C7, 50, movement_button_volume()); break; case BEEP_ENABLE: - watch_buzzer_play_note(BUZZER_NOTE_G7, 50); + watch_buzzer_play_note_with_volume(BUZZER_NOTE_G7, 50, movement_button_volume()); watch_buzzer_play_note(BUZZER_NOTE_REST, 75); - watch_buzzer_play_note(BUZZER_NOTE_C8, 75); + watch_buzzer_play_note_with_volume(BUZZER_NOTE_C8, 50, movement_button_volume()); break; case BEEP_DISABLE: - watch_buzzer_play_note(BUZZER_NOTE_C8, 50); + watch_buzzer_play_note_with_volume(BUZZER_NOTE_C8, 50, movement_button_volume()); watch_buzzer_play_note(BUZZER_NOTE_REST, 75); - watch_buzzer_play_note(BUZZER_NOTE_G7, 75); + watch_buzzer_play_note_with_volume(BUZZER_NOTE_G7, 50, movement_button_volume()); break; } } diff --git a/legacy/watch_faces/complication/endless_runner_face.c b/watch-faces/complication/endless_runner_face.c similarity index 69% rename from legacy/watch_faces/complication/endless_runner_face.c rename to watch-faces/complication/endless_runner_face.c index 1a173293..8a4b7a3b 100644 --- a/legacy/watch_faces/complication/endless_runner_face.c +++ b/watch-faces/complication/endless_runner_face.c @@ -25,6 +25,7 @@ #include #include #include "endless_runner_face.h" +#include "delay.h" typedef enum { JUMPING_FINAL_FRAME = 0, @@ -34,6 +35,7 @@ typedef enum { typedef enum { SCREEN_TITLE = 0, + SCREEN_SCORE, SCREEN_PLAYING, SCREEN_LOSE, SCREEN_TIME, @@ -77,14 +79,45 @@ typedef struct { uint8_t fuel; } game_state_t; +// always-on, left, right, bottom, jump-top, jump-left, jump-right +int8_t classic_ball_arr_com[] = {1, 0, 1, 0, 2, 1, 2}; +int8_t classic_ball_arr_seg[] = {20, 20, 21, 21, 20, 17, 21}; +int8_t custom_ball_arr_com[] = {2, 1, 1, 0, 3, 3, 2}; +int8_t custom_ball_arr_seg[] = {15, 15, 14, 15, 14, 15, 14}; + +// obstacle 0-11 +int8_t classic_obstacle_arr_com[] = {0, 0, 0, 1, 1, 0, 1, 0, 0, 0, 0, 1}; +int8_t classic_obstacle_arr_seg[] = {18, 19, 20, 21, 22, 23, 0, 1, 2, 4, 5, 6}; +int8_t custom_obstacle_arr_com[] = {1, 1, 1, 1, 1, 0, 1, 0, 3, 0, 0, 2}; +int8_t custom_obstacle_arr_seg[] = {22, 16, 15, 14, 1, 2, 3, 4, 4, 5, 6, 7}; + +int8_t *ball_arr_com; +int8_t *ball_arr_seg; +int8_t *obstacle_arr_com; +int8_t *obstacle_arr_seg; + static game_state_t game_state; static const uint8_t _num_bits_obst_pattern = sizeof(game_state.obst_pattern) * 8; +int8_t start_tune[] = { + BUZZER_NOTE_C5, 15, + BUZZER_NOTE_E5, 15, + BUZZER_NOTE_G5, 15, + 0 +}; + +int8_t lose_tune[] = { + BUZZER_NOTE_D3, 10, + BUZZER_NOTE_C3SHARP_D3FLAT, 10, + BUZZER_NOTE_C3, 10, + 0 +}; + static void print_binary(uint32_t value, int bits) { #if __EMSCRIPTEN__ for (int i = bits - 1; i >= 0; i--) { // Print each bit - printf("%lu", (value >> i) & 1); + printf("%u", (value >> i) & 1); // Optional: add a space every 4 bits for readability if (i % 4 == 0 && i != 0) { printf(" "); @@ -188,22 +221,22 @@ static uint32_t get_random_legal(uint32_t prev_val, uint16_t difficulty) { static void display_ball(bool jumping) { if (!jumping) { - watch_set_pixel(0, 21); - watch_set_pixel(1, 21); - watch_set_pixel(0, 20); - watch_set_pixel(1, 20); - watch_clear_pixel(1, 17); - watch_clear_pixel(2, 20); - watch_clear_pixel(2, 21); + watch_set_pixel(ball_arr_com[3], ball_arr_seg[3]); + watch_set_pixel(ball_arr_com[2], ball_arr_seg[2]); + watch_set_pixel(ball_arr_com[1], ball_arr_seg[1]); + watch_set_pixel(ball_arr_com[0], ball_arr_seg[0]); + watch_clear_pixel(ball_arr_com[6], ball_arr_seg[6]); + watch_clear_pixel(ball_arr_com[5], ball_arr_seg[5]); + watch_clear_pixel(ball_arr_com[4], ball_arr_seg[4]); } else { - watch_clear_pixel(0, 21); - watch_clear_pixel(1, 21); - watch_clear_pixel(0, 20); - watch_set_pixel(1, 20); - watch_set_pixel(1, 17); - watch_set_pixel(2, 20); - watch_set_pixel(2, 21); + watch_clear_pixel(ball_arr_com[3], ball_arr_seg[3]); + watch_clear_pixel(ball_arr_com[2], ball_arr_seg[2]); + watch_clear_pixel(ball_arr_com[1], ball_arr_seg[1]); + watch_set_pixel(ball_arr_com[0], ball_arr_seg[0]); + watch_set_pixel(ball_arr_com[6], ball_arr_seg[6]); + watch_set_pixel(ball_arr_com[5], ball_arr_seg[5]); + watch_set_pixel(ball_arr_com[4], ball_arr_seg[4]); } } @@ -212,12 +245,12 @@ static void display_score(uint8_t score) { if (game_state.fuel_mode) { score %= (MAX_DISP_SCORE_FUEL + 1); sprintf(buf, "%1d", score); - watch_display_string(buf, 0); + watch_display_text(WATCH_POSITION_TOP_LEFT, buf); } else { score %= (MAX_DISP_SCORE + 1); sprintf(buf, "%2d", score); - watch_display_string(buf, 2); + watch_display_text(WATCH_POSITION_TOP_RIGHT, buf); } } @@ -234,16 +267,16 @@ static void add_to_score(endless_runner_state_t *state) { static void display_fuel(uint8_t subsecond, uint8_t difficulty) { char buf[4]; if (difficulty == DIFF_FUEL_1 && game_state.fuel == 0 && subsecond % (FREQ/2) == 0) { - watch_display_string(" ", 2); // Blink the 0 fuel to show it cannot be refilled. + watch_display_text(WATCH_POSITION_TOP_RIGHT, " "); // Blink the 0 fuel to show it cannot be refilled. return; } sprintf(buf, "%2d", game_state.fuel); - watch_display_string(buf, 2); + watch_display_text(WATCH_POSITION_TOP_RIGHT, buf); } static void check_and_reset_hi_score(endless_runner_state_t *state) { // Resets the hi score at the beginning of each month. - watch_date_time_t date_time = watch_rtc_get_date_time(); + watch_date_time_t date_time = movement_get_local_date_time(); if ((state -> year_last_hi_score != date_time.unit.year) || (state -> month_last_hi_score != date_time.unit.month)) { @@ -255,28 +288,15 @@ static void check_and_reset_hi_score(endless_runner_state_t *state) { } static void display_difficulty(uint16_t difficulty) { - switch (difficulty) - { - case DIFF_BABY: - watch_display_string(" b", 2); - break; - case DIFF_EASY: - watch_display_string(" E", 2); - break; - case DIFF_HARD: - watch_display_string(" H", 2); - break; - case DIFF_FUEL: - watch_display_string(" F", 2); - break; - case DIFF_FUEL_1: - watch_display_string("1F", 2); - break; - case DIFF_NORM: - default: - watch_display_string(" N", 2); - break; - } + static const char *labels[] = { + [DIFF_BABY] = " b", + [DIFF_EASY] = " E", + [DIFF_HARD] = " H", + [DIFF_FUEL] = " F", + [DIFF_FUEL_1] = "1F", + [DIFF_NORM] = " N" + }; + watch_display_text(WATCH_POSITION_TOP_RIGHT, labels[difficulty]); game_state.fuel_mode = difficulty >= DIFF_FUEL && difficulty <= DIFF_FUEL_1; } @@ -289,65 +309,93 @@ static void change_difficulty(endless_runner_state_t *state) { } } -static void toggle_sound(endless_runner_state_t *state) { - state -> soundOn = !state -> soundOn; - if (state -> soundOn){ - watch_buzzer_play_note(BUZZER_NOTE_C5, 30); +static void display_sound_indicator(bool soundOn) { + if (soundOn){ watch_set_indicator(WATCH_INDICATOR_BELL); - } - else { + } else { watch_clear_indicator(WATCH_INDICATOR_BELL); } } +static void toggle_sound(endless_runner_state_t *state) { + state -> soundOn = !state -> soundOn; + display_sound_indicator(state -> soundOn); + if (state -> soundOn){ + watch_buzzer_play_note(BUZZER_NOTE_C5, 30); + } +} + +static void enable_tap_control(endless_runner_state_t *state) { + if (!state->tap_control_on) { + movement_enable_tap_detection_if_available(); + state->tap_control_on = true; + } +} + +static void disable_tap_control(endless_runner_state_t *state) { + if (state->tap_control_on) { + movement_disable_tap_detection_if_available(); + state->tap_control_on = false; + } +} + static void display_title(endless_runner_state_t *state) { + game_state.curr_screen = SCREEN_TITLE; + watch_clear_colon(); + watch_display_text_with_fallback(WATCH_POSITION_TOP, "ENdLS", "ER "); + watch_display_text(WATCH_POSITION_BOTTOM, "RUNNER"); + display_sound_indicator(state -> soundOn); +} + +static void display_score_screen(endless_runner_state_t *state) { uint16_t hi_score = state -> hi_score; uint8_t difficulty = state -> difficulty; bool sound_on = state -> soundOn; - game_state.curr_screen = SCREEN_TITLE; memset(&game_state, 0, sizeof(game_state)); + game_state.curr_screen = SCREEN_SCORE; game_state.sec_before_moves = 1; // The first obstacles will all be 0s, which is about an extra second of delay. if (sound_on) game_state.sec_before_moves--; // Start chime is about 1 second watch_set_colon(); + watch_display_text_with_fallback(WATCH_POSITION_TOP, "RUN ", "ER "); if (hi_score > MAX_HI_SCORE) { - watch_display_string("ER HS --", 0); + watch_display_text(WATCH_POSITION_BOTTOM, "HS --"); } else { - char buf[14]; - sprintf(buf, "ER HS%4d", hi_score); - watch_display_string(buf, 0); + char buf[10]; + sprintf(buf, "HS%4d", hi_score); + watch_display_text(WATCH_POSITION_BOTTOM, buf); } display_difficulty(difficulty); + display_sound_indicator(sound_on); } -static void display_time(watch_date_time_t date_time, bool clock_mode_24h) { +static void display_time(void) { static watch_date_time_t previous_date_time; + watch_date_time_t date_time = movement_get_local_date_time(); + movement_clock_mode_t clock_mode_24h = movement_clock_mode_24h(); char buf[6 + 1]; // If the hour needs updating or it's the first time displaying the time if ((game_state.curr_screen != SCREEN_TIME) || (date_time.unit.hour != previous_date_time.unit.hour)) { uint8_t hour = date_time.unit.hour; game_state.curr_screen = SCREEN_TIME; - - if (clock_mode_24h) watch_set_indicator(WATCH_INDICATOR_24H); + if (!watch_sleep_animation_is_running()) { + watch_set_colon(); + watch_start_indicator_blink_if_possible(WATCH_INDICATOR_COLON, 500); + } + if (clock_mode_24h != MOVEMENT_CLOCK_MODE_12H) watch_set_indicator(WATCH_INDICATOR_24H); else { if (hour >= 12) watch_set_indicator(WATCH_INDICATOR_PM); hour %= 12; if (hour == 0) hour = 12; } - watch_set_colon(); - sprintf( buf, "%2d%02d ", hour, date_time.unit.minute); - watch_display_string(buf, 4); + sprintf( buf, clock_mode_24h == MOVEMENT_CLOCK_MODE_024H ? "%02d%02d " : "%2d%02d ", hour, date_time.unit.minute); + watch_display_text(WATCH_POSITION_BOTTOM, buf); } - // If both digits of the minute need updating - else if ((date_time.unit.minute / 10) != (previous_date_time.unit.minute / 10)) { - sprintf( buf, "%02d ", date_time.unit.minute); - watch_display_string(buf, 6); - } - // If only the ones-place of the minute needs updating. - else if (date_time.unit.minute != previous_date_time.unit.minute) { - sprintf( buf, "%d ", date_time.unit.minute % 10); - watch_display_string(buf, 7); + // If only the minute need updating + else { + sprintf( buf, "%02d", date_time.unit.minute); + watch_display_text(WATCH_POSITION_MINUTES, buf); } previous_date_time.reg = date_time.reg; } @@ -356,36 +404,37 @@ static void begin_playing(endless_runner_state_t *state) { uint8_t difficulty = state -> difficulty; game_state.curr_screen = SCREEN_PLAYING; watch_clear_colon(); + display_sound_indicator(state -> soundOn); movement_request_tick_frequency((state -> difficulty == DIFF_BABY) ? FREQ_SLOW : FREQ); if (game_state.fuel_mode) { - watch_display_string(" ", 0); + watch_clear_display(); game_state.obst_pattern = get_random_fuel(0); if ((16 * JUMP_FRAMES_FUEL_RECHARGE) < JUMP_FRAMES_FUEL) // 16 frames of zeros at the start of a level game_state.fuel = JUMP_FRAMES_FUEL - (16 * JUMP_FRAMES_FUEL_RECHARGE); // Have it below its max to show it counting up when starting. if (game_state.fuel < JUMP_FRAMES_FUEL_RECHARGE) game_state.fuel = JUMP_FRAMES_FUEL_RECHARGE; } else { - watch_display_string(" ", 2); + watch_display_text(WATCH_POSITION_TOP_RIGHT, " "); + watch_display_text(WATCH_POSITION_BOTTOM, " "); game_state.obst_pattern = get_random_legal(0, difficulty); } game_state.jump_state = NOT_JUMPING; display_ball(game_state.jump_state != NOT_JUMPING); display_score( game_state.curr_score); if (state -> soundOn){ - watch_buzzer_play_note(BUZZER_NOTE_C5, 200); - watch_buzzer_play_note(BUZZER_NOTE_E5, 200); - watch_buzzer_play_note(BUZZER_NOTE_G5, 200); + watch_buzzer_play_sequence(start_tune, NULL); } } static void display_lose_screen(endless_runner_state_t *state) { game_state.curr_screen = SCREEN_LOSE; game_state.curr_score = 0; - watch_display_string(" LOSE ", 0); - if (state -> soundOn) - watch_buzzer_play_note(BUZZER_NOTE_A1, 600); - else + watch_clear_display(); + watch_display_text(WATCH_POSITION_BOTTOM, " LOSE "); + if (state -> soundOn) { + watch_buzzer_play_sequence(lose_tune, NULL); delay_ms(600); + } } static void display_obstacle(bool obstacle, int grid_loc, endless_runner_state_t *state) { @@ -395,9 +444,9 @@ static void display_obstacle(bool obstacle, int grid_loc, endless_runner_state_t case 2: game_state.loc_2_on = obstacle; if (obstacle) - watch_set_pixel(0, 20); + watch_set_pixel(obstacle_arr_com[grid_loc], obstacle_arr_seg[grid_loc]); else if (game_state.jump_state != NOT_JUMPING) { - watch_clear_pixel(0, 20); + watch_clear_pixel(obstacle_arr_com[grid_loc], obstacle_arr_seg[grid_loc]); if (game_state.fuel_mode && prev_obst_pos_two) add_to_score(state); } @@ -406,55 +455,20 @@ static void display_obstacle(bool obstacle, int grid_loc, endless_runner_state_t case 3: game_state.loc_3_on = obstacle; if (obstacle) - watch_set_pixel(1, 21); + watch_set_pixel(obstacle_arr_com[grid_loc], obstacle_arr_seg[grid_loc]); else if (game_state.jump_state != NOT_JUMPING) - watch_clear_pixel(1, 21); + watch_clear_pixel(obstacle_arr_com[grid_loc], obstacle_arr_seg[grid_loc]); break; case 1: if (!game_state.fuel_mode && obstacle) // If an obstacle is here, it means the ball cleared it add_to_score(state); //fall through - case 0: - case 5: - if (obstacle) - watch_set_pixel(0, 18 + grid_loc); - else - watch_clear_pixel(0, 18 + grid_loc); - break; - case 4: - if (obstacle) - watch_set_pixel(1, 22); - else - watch_clear_pixel(1, 22); - break; - case 6: - if (obstacle) - watch_set_pixel(1, 0); - else - watch_clear_pixel(1, 0); - break; - case 7: - case 8: - if (obstacle) - watch_set_pixel(0, grid_loc - 6); - else - watch_clear_pixel(0, grid_loc - 6); - break; - case 9: - case 10: - if (obstacle) - watch_set_pixel(0, grid_loc - 5); - else - watch_clear_pixel(0, grid_loc - 5); - break; - case 11: - if (obstacle) - watch_set_pixel(1, 6); - else - watch_clear_pixel(1, 6); - break; default: + if (obstacle) + watch_set_pixel(obstacle_arr_com[grid_loc], obstacle_arr_seg[grid_loc]); + else + watch_clear_pixel(obstacle_arr_com[grid_loc], obstacle_arr_seg[grid_loc]); break; } } @@ -546,26 +560,37 @@ void endless_runner_face_setup(uint8_t watch_face_index, void ** context_ptr) { memset(*context_ptr, 0, sizeof(endless_runner_state_t)); endless_runner_state_t *state = (endless_runner_state_t *)*context_ptr; state->difficulty = DIFF_NORM; + state->tap_control_on = false; } } void endless_runner_face_activate(void *context) { (void) context; + bool is_custom_lcd = watch_get_lcd_type() == WATCH_LCD_TYPE_CUSTOM; + ball_arr_com = is_custom_lcd ? custom_ball_arr_com : classic_ball_arr_com; + ball_arr_seg = is_custom_lcd ? custom_ball_arr_seg : classic_ball_arr_seg; + obstacle_arr_com = is_custom_lcd ? custom_obstacle_arr_com : classic_obstacle_arr_com; + obstacle_arr_seg = is_custom_lcd ? custom_obstacle_arr_seg : classic_obstacle_arr_seg; + if (watch_sleep_animation_is_running()) { + watch_stop_blink(); + } } bool endless_runner_face_loop(movement_event_t event, void *context) { endless_runner_state_t *state = (endless_runner_state_t *)context; switch (event.event_type) { case EVENT_ACTIVATE: + disable_tap_control(state); check_and_reset_hi_score(state); - if (state -> soundOn) watch_set_indicator(WATCH_INDICATOR_BELL); display_title(state); break; case EVENT_TICK: switch (game_state.curr_screen) { case SCREEN_TITLE: + case SCREEN_SCORE: case SCREEN_LOSE: + case SCREEN_TIME: break; default: update_game(state, event.subsecond); @@ -574,15 +599,37 @@ bool endless_runner_face_loop(movement_event_t event, void *context) { break; case EVENT_LIGHT_BUTTON_UP: case EVENT_ALARM_BUTTON_UP: - if (game_state.curr_screen == SCREEN_TITLE) - begin_playing(state); - else if (game_state.curr_screen == SCREEN_LOSE) - display_title(state); + switch (game_state.curr_screen) { + case SCREEN_SCORE: + enable_tap_control(state); + begin_playing(state); + break; + case SCREEN_TITLE: + enable_tap_control(state); + // fall through + case SCREEN_TIME: + case SCREEN_LOSE: + watch_clear_display(); + display_score_screen(state); + } break; case EVENT_LIGHT_LONG_PRESS: - if (game_state.curr_screen == SCREEN_TITLE) + if (game_state.curr_screen == SCREEN_SCORE) change_difficulty(state); break; + case EVENT_SINGLE_TAP: + case EVENT_DOUBLE_TAP: + if (state->difficulty > DIFF_HARD) break; // Don't do this on fuel modes + // Allow starting a new game by tapping. + if (game_state.curr_screen == SCREEN_SCORE) { + begin_playing(state); + break; + } + else if (game_state.curr_screen == SCREEN_LOSE) { + display_score_screen(state); + break; + } + //fall through case EVENT_LIGHT_BUTTON_DOWN: case EVENT_ALARM_BUTTON_DOWN: if (game_state.curr_screen == SCREEN_PLAYING && game_state.jump_state == NOT_JUMPING){ @@ -592,15 +639,21 @@ bool endless_runner_face_loop(movement_event_t event, void *context) { } break; case EVENT_ALARM_LONG_PRESS: - if (game_state.curr_screen != SCREEN_PLAYING) + if (game_state.curr_screen == SCREEN_TITLE || game_state.curr_screen == SCREEN_SCORE) toggle_sound(state); break; case EVENT_TIMEOUT: - if (game_state.curr_screen != SCREEN_TITLE) - display_title(state); + disable_tap_control(state); + if (game_state.curr_screen != SCREEN_SCORE) + display_score_screen(state); break; case EVENT_LOW_ENERGY_UPDATE: - display_time(watch_rtc_get_date_time(), movement_clock_mode_24h()); + if (game_state.curr_screen != SCREEN_TIME) { + watch_display_text_with_fallback(WATCH_POSITION_TOP, "RUN ", "ER "); + display_sound_indicator(state -> soundOn); + display_difficulty(state->difficulty); + } + display_time(); break; default: return movement_default_loop_handler(event); @@ -609,6 +662,6 @@ bool endless_runner_face_loop(movement_event_t event, void *context) { } void endless_runner_face_resign(void *context) { - (void) context; + endless_runner_state_t *state = (endless_runner_state_t *)context; + disable_tap_control(state); } - diff --git a/legacy/watch_faces/complication/endless_runner_face.h b/watch-faces/complication/endless_runner_face.h similarity index 91% rename from legacy/watch_faces/complication/endless_runner_face.h rename to watch-faces/complication/endless_runner_face.h index 3cfa6814..3a17a611 100644 --- a/legacy/watch_faces/complication/endless_runner_face.h +++ b/watch-faces/complication/endless_runner_face.h @@ -33,6 +33,8 @@ This is a basic endless-runner, like the [Chrome Dino game](https://en.wikipedia.org/wiki/Dinosaur_Game). On the title screen, you can select a difficulty by long-pressing LIGHT or toggle sound by long-pressing ALARM. LED or ALARM are used to jump. + If the accelerometer is installed, you can tap the screen to jump and move through the menus after using the + buttons to go into the first game. High-score is displayed on the top-right on the title screen. During a game, the current score is displayed. */ @@ -42,7 +44,8 @@ typedef struct { uint8_t month_last_hi_score : 4; uint8_t year_last_hi_score : 6; uint8_t soundOn : 1; - /* 24 bits, likely aligned to 32 bits = 4 bytes */ + uint8_t tap_control_on : 1; + uint8_t unused : 7; } endless_runner_state_t; void endless_runner_face_setup(uint8_t watch_face_index, void ** context_ptr); diff --git a/legacy/watch_faces/complication/higher_lower_game_face.c b/watch-faces/complication/higher_lower_game_face.c similarity index 81% rename from legacy/watch_faces/complication/higher_lower_game_face.c rename to watch-faces/complication/higher_lower_game_face.c index 3491b5bd..d47e1f61 100755 --- a/legacy/watch_faces/complication/higher_lower_game_face.c +++ b/watch-faces/complication/higher_lower_game_face.c @@ -30,19 +30,22 @@ #include #include #include "higher_lower_game_face.h" -#include "watch_private_display.h" +#include "watch_common_display.h" + + +#define KING 12 +#define QUEEN 11 +#define JACK 10 #define TITLE_TEXT "Hi-Lo" #define GAME_BOARD_SIZE 6 #define MAX_BOARDS 40 #define GUESSES_PER_SCREEN 5 #define WIN_SCORE (MAX_BOARDS * GUESSES_PER_SCREEN) -#define STATUS_DISPLAY_START 0 -#define BOARD_SCORE_DISPLAY_START 2 #define BOARD_DISPLAY_START 4 #define BOARD_DISPLAY_END 9 #define MIN_CARD_VALUE 2 -#define MAX_CARD_VALUE 14 +#define MAX_CARD_VALUE KING #define CARD_RANK_COUNT (MAX_CARD_VALUE - MIN_CARD_VALUE + 1) #define CARD_SUIT_COUNT 4 #define DECK_SIZE (CARD_SUIT_COUNT * CARD_RANK_COUNT) @@ -111,7 +114,6 @@ static void shuffle_deck(void) { static void reset_deck(void) { current_card = 0; - stack_deck(); shuffle_deck(); } @@ -141,8 +143,8 @@ static void reset_board(bool first_round) { static void init_game(void) { watch_clear_display(); - watch_display_string(TITLE_TEXT, BOARD_DISPLAY_START); - watch_display_string("GA", STATUS_DISPLAY_START); + watch_display_text(WATCH_POSITION_BOTTOM, TITLE_TEXT); + watch_display_text(WATCH_POSITION_TOP_LEFT, "HL"); reset_deck(); reset_board(true); score = 0; @@ -151,16 +153,23 @@ static void init_game(void) { } static void set_segment_at_position(segment_t segment, uint8_t position) { - const uint64_t position_segment_data = (Segment_Map[position] >> (8 * (uint8_t) segment)) & 0xFF; - const uint8_t com_pin = position_segment_data >> 6; - const uint8_t seg = position_segment_data & 0x3F; + digit_mapping_t segmap; + if (watch_get_lcd_type() == WATCH_LCD_TYPE_CUSTOM) { + segmap = Custom_LCD_Display_Mapping[position]; + } else { + segmap = Classic_LCD_Display_Mapping[position]; + } + const uint8_t com_pin = segmap.segment[segment].address.com; + const uint8_t seg = segmap.segment[segment].address.seg; watch_set_pixel(com_pin, seg); } +static inline size_t get_display_position(size_t board_position) { + return FLIP_BOARD_DIRECTION ? BOARD_DISPLAY_START + board_position : BOARD_DISPLAY_END - board_position; +} + static void render_board_position(size_t board_position) { - const size_t display_position = FLIP_BOARD_DIRECTION - ? BOARD_DISPLAY_START + board_position - : BOARD_DISPLAY_END - board_position; + const size_t display_position = get_display_position(board_position); const bool revealed = game_board[board_position].revealed; //// Current position indicator spot @@ -178,18 +187,18 @@ static void render_board_position(size_t board_position) { const uint8_t value = game_board[board_position].value; switch (value) { - case 14: // A (≡) + case KING: // K (≡) watch_display_character(' ', display_position); set_segment_at_position(A, display_position); set_segment_at_position(D, display_position); set_segment_at_position(G, display_position); break; - case 13: // K (=) + case QUEEN: // Q (=) watch_display_character(' ', display_position); set_segment_at_position(A, display_position); set_segment_at_position(D, display_position); break; - case 12: // Q (-) + case JACK: // J (-) watch_display_character('-', display_position); break; default: { @@ -209,16 +218,16 @@ static void render_board_count(void) { // Render completed boards (screens) char buf[3] = {0}; snprintf(buf, sizeof(buf), "%2hhu", completed_board_count); - watch_display_string(buf, BOARD_SCORE_DISPLAY_START); + watch_display_text(WATCH_POSITION_TOP_RIGHT, buf); } static void render_final_score(void) { - watch_display_string("SC", STATUS_DISPLAY_START); + watch_display_text_with_fallback(WATCH_POSITION_TOP, "SCORE", "SC "); char buf[7] = {0}; const uint8_t complete_boards = score / GUESSES_PER_SCREEN; snprintf(buf, sizeof(buf), "%2hu %03hu", complete_boards, score); watch_set_colon(); - watch_display_string(buf, BOARD_DISPLAY_START); + watch_display_text(WATCH_POSITION_BOTTOM, buf); } static guess_t get_answer(void) { @@ -251,13 +260,13 @@ static void do_game_loop(guess_t user_guess) { // Render answer indicator switch (answer) { case HL_GUESS_EQUAL: - watch_display_string("==", STATUS_DISPLAY_START); + watch_display_text(WATCH_POSITION_TOP_LEFT, "=="); break; case HL_GUESS_HIGHER: - watch_display_string("HI", STATUS_DISPLAY_START); + watch_display_text(WATCH_POSITION_TOP_LEFT, "HI"); break; case HL_GUESS_LOWER: - watch_display_string("LO", STATUS_DISPLAY_START); + watch_display_text(WATCH_POSITION_TOP_LEFT, "LO"); break; } @@ -268,18 +277,22 @@ static void do_game_loop(guess_t user_guess) { // No score for two consecutive identical cards } else { // Incorrect guess, game over - watch_display_string("GO", STATUS_DISPLAY_START); + watch_display_text_with_fallback(WATCH_POSITION_TOP_LEFT, "End", "GO"); game_board[guess_position].revealed = true; + watch_display_text(WATCH_POSITION_BOTTOM, "------"); + render_board_position(guess_position - 1); render_board_position(guess_position); + if (game_board[guess_position].value == JACK && guess_position < GAME_BOARD_SIZE) // Adds a space in case the revealed option is '-' + watch_display_character(' ', get_display_position(guess_position + 1)); game_state = HL_GS_LOSE; return; } if (score >= WIN_SCORE) { // Win, perhaps some kind of animation sequence? - watch_display_string("WI", STATUS_DISPLAY_START); - watch_display_string(" ", BOARD_SCORE_DISPLAY_START); - watch_display_string("------", BOARD_DISPLAY_START); + watch_display_text_with_fallback(WATCH_POSITION_TOP_LEFT, "WIN", "WI"); + watch_display_text(WATCH_POSITION_TOP_RIGHT, " "); + watch_display_text_with_fallback(WATCH_POSITION_BOTTOM, "WINNER", "winnEr"); game_state = HL_GS_WIN; return; } @@ -309,12 +322,12 @@ static void do_game_loop(guess_t user_guess) { break; case HL_GS_SHOW_SCORE: watch_clear_display(); - watch_display_string(TITLE_TEXT, BOARD_DISPLAY_START); - watch_display_string("GA", STATUS_DISPLAY_START); + watch_display_text(WATCH_POSITION_BOTTOM, TITLE_TEXT); + watch_display_text(WATCH_POSITION_TOP_LEFT, "HL"); game_state = HL_GS_TITLE_SCREEN; break; default: - watch_display_string("ERROR", BOARD_DISPLAY_START); + watch_display_text(WATCH_POSITION_BOTTOM, "ERROR"); break; } } @@ -344,6 +357,7 @@ void higher_lower_game_face_activate(void *context) { (void) state; // Handle any tasks related to your watch face coming on screen. game_state = HL_GS_TITLE_SCREEN; + stack_deck(); } bool higher_lower_game_face_loop(movement_event_t event, void *context) { @@ -353,8 +367,8 @@ bool higher_lower_game_face_loop(movement_event_t event, void *context) { switch (event.event_type) { case EVENT_ACTIVATE: // Show your initial UI here. - watch_display_string(TITLE_TEXT, BOARD_DISPLAY_START); - watch_display_string("GA", STATUS_DISPLAY_START); + watch_display_text(WATCH_POSITION_BOTTOM, TITLE_TEXT); + watch_display_text(WATCH_POSITION_TOP_LEFT, "HL"); break; case EVENT_TICK: // If needed, update your display here. diff --git a/legacy/watch_faces/complication/higher_lower_game_face.h b/watch-faces/complication/higher_lower_game_face.h similarity index 100% rename from legacy/watch_faces/complication/higher_lower_game_face.h rename to watch-faces/complication/higher_lower_game_face.h diff --git a/watch-faces/complication/lander_face.c b/watch-faces/complication/lander_face.c new file mode 100644 index 00000000..8381ff0a --- /dev/null +++ b/watch-faces/complication/lander_face.c @@ -0,0 +1,577 @@ +/* + * MIT License + * + * Copyright (c) 2024 Klingon Jane + * + * Permission is hereby granted, free of charge, to any person obtaining a copy + * of this software and associated documentation files (the "Software"), to deal + * in the Software without restriction, including without limitation the rights + * to use, copy, modify, merge, publish, distribute, sublicense, and/or sell + * copies of the Software, and to permit persons to whom the Software is + * furnished to do so, subject to the following conditions: + * + * The above copyright notice and this permission notice shall be included in all + * copies or substantial portions of the Software. + * + * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR + * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, + * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE + * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER + * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, + * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE + * SOFTWARE. + */ + +// Emulator only: need time() to seed the random number generator. +#if __EMSCRIPTEN__ +#include +#endif + +#include +#include +#include +#include "lander_face.h" +#include "watch_common_display.h" + +#ifndef max +#define max(x, y) ((y) > (x) ? (y) : (x)) +#endif + +#ifndef min +#define min(x, y) ((x) > (y) ? (y) : (x)) +#endif + +#define LANDER_TICK_FREQUENCY 8 +#define MONSTER_DISPLAY_TICKS 9 +#define ENGINE_THRUST 11 +#define MODE_WAITING_TO_START 0 +#define MODE_DISPLAY_SKILL_LEVEL 1 +#define MODE_PLAYING 2 +#define MODE_TOUCHDOWN_BLANK 3 +#define MODE_DISPLAY_FINAL_STATUS 4 +#define MODE_MONSTER 5 +#define MODE_FIND_EARTH_MESSAGE 6 +#define CREWS_COMPLIMENT 13 +// Granularity is divisions per foot - height display +#define GRANUL 40 +// Next lines for repeat heroes only. +#define PROMOTION_INTERVAL 3 +#define LEVEL_ACE 8 +#define LEVEL_STARBUCK 11 +#define HARD_EARTH_INCREMENTS 11 +#define MAX_HARD_EARTH_CHANCE 6 + +// The gory final result calculations: +#define SPEED_FATALITY_ALL 41 +#define SPEED_FATALITY_NONE 26 +#define SPEED_NO_DAMAGE 21 +#define SPEED_LEVEL_INCREMENTS 2 +#define SPEED_MAJOR_CRASH 73 +#define MAJOR_CRASH_INCREMENTS 65 +#define SPEED_INJURY_NONE 20 +#define SPEED_INJURY_FULCRUM 32 +#define INJURY_FULCRUM_PROB 65 +#define FUEL_SCORE_GOOD 145 +#define FUEL_SCORE_GREAT 131 +#define FUEL_SCORE_FANTASTIC 125 + +// Joey Castillo to oversee storage allocation row +#define LANDER_STORAGE_ROW 2 +#define STORAGE_KEY_NUMBER 110 + +#define DIFFICULTY_LEVELS 3 +char lander_difficulty_names[DIFFICULTY_LEVELS][7] = { + "NOrMAL", "HArd ", "HArdEr" +}; +#define MONSTER_TYPES 4 +char lander_monster_names[MONSTER_TYPES][7] = { + "mOnStr", "6Erbil", "HAmStr", "Rabbit" +}; +#define MONSTER_ACTIONS 8 +char lander_monster_actions[MONSTER_ACTIONS][7] = { + "HUn6ry", " EAtS", "6Reedy", "annoYd", "nASty ", "SAVOry", "HO66SH", " pI66Y" +}; + +// -------------- +// Custom methods +// -------------- + + +static int gen_random_int (int16_t lower, int16_t upper) { + int range; + int retVal; + range = upper - lower + 1; + if ( range < 2 ) range = 2; + // Emulator: use rand. Hardware: use arc4random. + #if __EMSCRIPTEN__ + retVal = rand() % range; + #else + retVal = arc4random_uniform(range); + #endif + retVal += lower; + return retVal; +} + +static uint8_t assignProb ( uint8_t lowerProb, uint8_t upperProb, int16_t lowerSpeed, int16_t upperSpeed, int16_t actSpeed ) { + float probRange, speedRange; + float ratio, probFloat; + int probInt; + speedRange = upperSpeed - lowerSpeed; + if (speedRange<1.0) speedRange = 1.0; + probRange = upperProb - lowerProb; + ratio = ( (float) actSpeed - (float) lowerSpeed ) / speedRange; + probFloat = (float) lowerProb + ( ratio * probRange ); + probInt = (int) ( probFloat + 0.5 ); + probInt = min ( probInt, upperProb ); + probInt = max ( probInt, lowerProb ); + return (uint8_t) probInt; +} + +static void write_to_lander_EEPROM(lander_state_t *state) { + uint8_t output_array [ 3 ]; + output_array [ 0 ] = STORAGE_KEY_NUMBER; + output_array [ 1 ] = state->hero_counter; + output_array [ 2 ] = state->legend_counter; + watch_storage_erase ( LANDER_STORAGE_ROW ); + watch_storage_sync ( ); + watch_storage_write ( LANDER_STORAGE_ROW, 0, output_array, 3 ); +} + +// --------------------------- +// Standard watch face methods +// --------------------------- +void lander_face_setup(uint8_t watch_face_index, void ** context_ptr) { + (void) watch_face_index; + if (*context_ptr == NULL) { + *context_ptr = malloc(sizeof(lander_state_t)); + memset(*context_ptr, 0, sizeof(lander_state_t)); + lander_state_t *state = (lander_state_t *)*context_ptr; + state->led_enabled = false; + } + // Emulator only: Seed random number generator + #if __EMSCRIPTEN__ + srand(time(NULL)); + #endif +} + +void lander_face_activate(void *context) { + lander_state_t *state = (lander_state_t *)context; + char buf [ 7 ]; + state->mode = MODE_WAITING_TO_START; + state->led_active = false; + state->reset_counter = 0; + watch_clear_all_indicators ( ); + uint32_t offset = 0; + uint32_t size = 3; + uint8_t stored_data [ size ]; + // See if the hero_counter was ever written to EEPROM storage + watch_storage_read (LANDER_STORAGE_ROW, offset, stored_data, size); + if (stored_data[0] == STORAGE_KEY_NUMBER ) + { + state->hero_counter = stored_data [1]; // There's real data in there. + state->legend_counter = stored_data [2]; + } + else + { + state->hero_counter = 0; // Nope. Nothing there. + state->legend_counter = 0; + write_to_lander_EEPROM(state); // Initial EEPROM tracking data. + } + state->difficulty_level = state->hero_counter / PROMOTION_INTERVAL; + state->difficulty_level = min ( state->difficulty_level, DIFFICULTY_LEVELS - 1 ); // Upper limit + // Fancy intro + if ( state->legend_counter == 0 ) watch_display_text(WATCH_POSITION_TOP_LEFT, "LA"); + else watch_display_text(WATCH_POSITION_TOP_LEFT, "LE"); + if ( ( state->hero_counter == 0 ) || ( state->hero_counter >= 40 ) ) watch_display_text ( WATCH_POSITION_TOP_RIGHT, " "); + else + { + sprintf ( buf, "%2d", state->hero_counter ); + watch_display_text ( WATCH_POSITION_TOP_RIGHT, buf); + } + if ( state->hero_counter >= 100 ) sprintf ( buf, "Str%3d", state->hero_counter ); + else if ( state->hero_counter >= 40 ) sprintf ( buf, "Strb%2d", state->hero_counter ); + else if ( state->hero_counter >= LEVEL_STARBUCK ) sprintf ( buf, "StrbUC" ); + else if ( state->hero_counter >= LEVEL_ACE ) sprintf ( buf, " ACE " ); // This human is good + else if ( state->difficulty_level == 0 ) sprintf ( buf, " " ); + else sprintf ( buf, "%s", lander_difficulty_names[state->difficulty_level] ); + watch_display_text ( WATCH_POSITION_BOTTOM, buf); + if (state->led_enabled) watch_set_indicator(WATCH_INDICATOR_SIGNAL); + else watch_clear_indicator(WATCH_INDICATOR_SIGNAL); +} + +bool lander_face_loop(movement_event_t event, void *context) { + lander_state_t *state = (lander_state_t *)context; + char buf [ 20 ]; // [11] is more correct and works; compiler too helpful. + + switch (event.event_type) { + case EVENT_TICK: + state->tick_counter++; + if ( state->mode == MODE_PLAYING ) { + int16_t accel = state->gravity; + bool gas_pedal_on = HAL_GPIO_BTN_ALARM_read() || HAL_GPIO_BTN_LIGHT_read(); + if ( gas_pedal_on && ( state->fuel_remaining > 0 ) ) { + accel = ENGINE_THRUST + state->gravity; // Gravity is negative + state->fuel_remaining--; // Used 1 fuel unit + watch_set_indicator ( WATCH_INDICATOR_LAP ); + // Low fuel warning indicators + if ( state->fuel_remaining == ( 3 * LANDER_TICK_FREQUENCY ) ) { // 3 seconds of fuel left + watch_set_indicator ( WATCH_INDICATOR_SIGNAL ); + watch_set_indicator ( WATCH_INDICATOR_BELL ); + watch_set_indicator ( WATCH_INDICATOR_PM ); + watch_set_indicator ( WATCH_INDICATOR_24H ); + } + else if ( state->fuel_remaining == 0 ) { // 0 seconds of fuel left, empty! + watch_clear_all_indicators ( ); + } + } + else { + watch_clear_indicator ( WATCH_INDICATOR_LAP ); + } + state->speed += accel; + state->height += state->speed; + if ( state->height > 971 * 80 ) { // Escape height + watch_clear_all_indicators (); + watch_display_text( WATCH_POSITION_BOTTOM, "ESCAPE" ); + state->tick_counter = 0; + state->mode = MODE_WAITING_TO_START; + } + else if ( state->height <= 0 ) { // Touchdown + state->tick_counter = 0; + state->mode = MODE_TOUCHDOWN_BLANK; + } + else { + // Update height display + sprintf ( buf, "%4d", (int) ( state->height / GRANUL ) ); + watch_display_text( WATCH_POSITION_BOTTOM, buf ); + } + } + else if ( state->mode == MODE_TOUCHDOWN_BLANK ) { + // Blank display on touchdown + if ( state->tick_counter == 1 ) { + watch_clear_all_indicators (); + watch_display_text( WATCH_POSITION_BOTTOM, " " ); + + // Also calc fuel score now. + float fuel_score_float; + uint16_t fuel_used; + fuel_used = state->fuel_start - state->fuel_remaining; + fuel_score_float = (float) fuel_used / (float) state->fuel_tpl; + state->fuel_score = (int) (fuel_score_float * 100.0 + 0.5); + if ( state->legend_counter == 0 ) state->fuel_score -= 8; // First Earth is easier + // Monitor reset_counter + if ( fuel_used >= 1 ) state->reset_counter = 0; + else state->reset_counter++; + if ( state->reset_counter >= 3 ) { + state->hero_counter = 0; + state->difficulty_level = 0; + if ( state->reset_counter >= 6 ) state->legend_counter = 0; + watch_display_text(WATCH_POSITION_BOTTOM, "rESET "); + write_to_lander_EEPROM(state); + } + } + // Wait until time for next display + if ( state->tick_counter >= ( 1 * LANDER_TICK_FREQUENCY ) ) { + state->tick_counter = 0; + state->mode = MODE_DISPLAY_FINAL_STATUS; + } + } + else if ( state->mode == MODE_DISPLAY_FINAL_STATUS ) { + bool last_pass = false; + if ( state->tick_counter >= LANDER_TICK_FREQUENCY ) last_pass = true; + + // Show final status + if ( state->tick_counter == 1 ) { + // Calculate many attributes + // 1) Major crash: bug, crater, vaporized (gone). + // 2) Rank ship's health 0 to 8 + // 3) Crew fatalities and injuries + // 4) Special conditions: hero + // 5) Set fuel conservation indicators as appropriate + // 6) Set coffee maker OK indicator as appropriate + // 7) Green light if ship intact + // 8) Set standard display if not preempted. + bool allDone; + int16_t finalSpeed, boostedSpeed, levelsDamage; + int8_t shipsHealth, myRand; + uint8_t fatalities, probFatal, probInjury; + uint8_t i; + + allDone = false; + // Easiest implementation for difficulty_level is to increase touchdown speed above actual. + finalSpeed = abs ( state->speed ) + state->difficulty_level * 4; + // First Earth is a bit easier than all the others + if ( state->legend_counter == 0 ) finalSpeed -= 2; + + // 1) Major crash: bug, crater, vaporized (gone). + if ( finalSpeed >= SPEED_MAJOR_CRASH ) { + allDone = true; + shipsHealth = -1; + if ( finalSpeed >= ( SPEED_MAJOR_CRASH + 2 * MAJOR_CRASH_INCREMENTS ) ) sprintf ( buf, "GOnE " ); + else if ( finalSpeed >= ( SPEED_MAJOR_CRASH + MAJOR_CRASH_INCREMENTS ) ) sprintf ( buf, " CrAtr" ); + else sprintf ( buf, " bU6" ); + } + // 2) Rank ship's health 0 to 8 + if (!allDone) { + boostedSpeed = finalSpeed + SPEED_LEVEL_INCREMENTS - 1; + levelsDamage = (int) ( ( boostedSpeed - SPEED_NO_DAMAGE ) / SPEED_LEVEL_INCREMENTS ); + shipsHealth = 8 - levelsDamage; + shipsHealth = min ( shipsHealth, 8 ); // Keep between 0 and 8 + shipsHealth = max ( shipsHealth, 0 ); + } + state->ships_health = shipsHealth; // Remember ships health + // 3) Crew fatalities and injuries + if (!allDone) { + // Fatalies + probFatal = assignProb ( 0, 92, SPEED_FATALITY_NONE, SPEED_FATALITY_ALL, finalSpeed ); + // Injuries + if ( finalSpeed <= SPEED_INJURY_FULCRUM ) { + probInjury = assignProb ( 0, INJURY_FULCRUM_PROB, SPEED_INJURY_NONE, SPEED_INJURY_FULCRUM, finalSpeed ); + } else { + probInjury = assignProb ( INJURY_FULCRUM_PROB, 96, SPEED_INJURY_FULCRUM, SPEED_FATALITY_ALL, finalSpeed ); + } + fatalities = 0; + state->injured = 0; + for ( i = 0; i < CREWS_COMPLIMENT; i++ ) { + myRand = gen_random_int ( 1, 100 ); + if ( myRand <= probFatal ) fatalities++; + else if ( myRand <= probInjury ) state->injured++; + } + state->uninjured = CREWS_COMPLIMENT - fatalities - state->injured; + } + // 4) Special conditions: hero + if (!allDone) { + if ( (shipsHealth>=8) && ( state->fuel_score <= FUEL_SCORE_FANTASTIC ) ) { + state->hero_counter++; + if ( state->hero_counter==1 ) sprintf ( buf, "HErO " ); + else if ( state->hero_counter == LEVEL_ACE ) sprintf ( buf, " ACE " ); + else if ( state->hero_counter == LEVEL_STARBUCK ) sprintf ( buf, "STrbUC" ); + else if ( state->hero_counter>99 ) sprintf ( buf, "HEr%3d", state->hero_counter ); + else sprintf ( buf, "HErO%2d", state->hero_counter ); // Typical case + allDone = true; + // Two rule sets for finding Earth. Alternate between easy and hard. + int8_t my_odds, temp; + if ( state->legend_counter %2 == 0 ) my_odds = (int8_t) state->hero_counter - LEVEL_STARBUCK; // Easy + else { + temp = ( state->hero_counter - LEVEL_STARBUCK ) + HARD_EARTH_INCREMENTS - 1; + my_odds = temp / HARD_EARTH_INCREMENTS; + my_odds = min ( my_odds, MAX_HARD_EARTH_CHANCE ); + } + // Display odds in weekday region if positive value + if ( my_odds > 0 ) { + char buff3 [ 5 ]; + sprintf ( buff3, "%2d", my_odds ); + watch_display_text( WATCH_POSITION_TOP_RIGHT, buff3 ); + } else watch_display_text( WATCH_POSITION_TOP_RIGHT, " " ); + if ( my_odds >= gen_random_int ( 1, 200 ) ) { // EARTH!!!! The final objective. + sprintf ( buf, "EArTH " ); // 17% within 8, 50% by 16, 79% by 24, 94% by 32 <- easy mode + state->hero_counter = 0; + state->legend_counter++; + } + // Recalculate difficulty level base on new hero_counter. + state->difficulty_level = state->hero_counter / PROMOTION_INTERVAL; + state->difficulty_level = min ( state->difficulty_level, DIFFICULTY_LEVELS - 1 ); // Upper limit + // Write to EEPROM + write_to_lander_EEPROM(state); + } + } + // 5) Set fuel conservation indicators as appropriate + if ( shipsHealth >= 1 && ( state->fuel_score <= FUEL_SCORE_FANTASTIC ) ) watch_set_indicator ( WATCH_INDICATOR_LAP ); + if ( shipsHealth >= 1 && ( state->fuel_score <= FUEL_SCORE_GREAT ) ) watch_set_indicator ( WATCH_INDICATOR_24H ); + if ( shipsHealth >= 1 && ( state->fuel_score <= FUEL_SCORE_GOOD ) ) watch_set_indicator ( WATCH_INDICATOR_PM ); + // 6) Set coffee maker OK indicator as appropriate + if ( shipsHealth >= 5 || ( shipsHealth >= 0 && ( gen_random_int ( 0, 3 ) != 1 ) ) ){ + watch_set_indicator ( WATCH_INDICATOR_SIGNAL ); + } + // 7) Green light if ship intact + if ( shipsHealth >= 8 && state->led_enabled) { + watch_set_led_green ( ); + state->led_active = true; + } + // 8) Set standard display if not preempted. + if (!allDone) { + if ( ( state->injured > 0 ) || ( state->uninjured == 0 ) ) { + sprintf ( buf, "%d %2d%2d", shipsHealth, state->uninjured, state->injured ); + } + else { + sprintf ( buf, "%d %2d ", shipsHealth, state->uninjured ); + } + } + // Display final status. + watch_display_text(WATCH_POSITION_BOTTOM, buf ); + } // End if tick_counter == 1 + + // Major crash - ship burning with red LED. + if ( state->ships_health < 0 && state->led_enabled) { + if ( ( gen_random_int ( 0, 1 ) != 1 ) && !last_pass ) { // Always off on last pass + // Turn on red LED. + watch_set_led_red ( ); + state->led_active = true; + } else { + watch_set_led_off ( ); + } + } + // Wait long enough, then allow waiting for next game. + if ( last_pass ) { + watch_set_led_off ( ); + // No change to display text, allow new game to start. + state->mode = MODE_WAITING_TO_START; + // Unless it's time for monsters + uint8_t survivors = state->injured + state->uninjured; + if ( ( state->ships_health >= 0 ) && ( survivors > 0 ) && + ( gen_random_int ( -1, 3 ) >= state->ships_health ) ) { + state->mode = MODE_MONSTER; + state->tick_counter = 0; + state->monster_type = gen_random_int ( 0, MONSTER_TYPES - 1 ); + } + } + } // End if MODE_DISPLAY_FINAL_STATUS + else if ( state->mode == MODE_DISPLAY_SKILL_LEVEL ) { + // Display skill level + if ( state->tick_counter == 1 ) { + sprintf ( buf, " %d", state->skill_level ); + watch_display_text ( WATCH_POSITION_TOP_RIGHT, buf ); + sprintf ( buf, " %d ", state->skill_level ); + watch_display_text ( WATCH_POSITION_BOTTOM, buf ); + } + // Wait long enough, then start game. + if ( state->tick_counter >= ( 2.0 * LANDER_TICK_FREQUENCY ) ) { + state->tick_counter = 0; + // Houston, WE ARE LAUNCHING NOW.... + state->mode = MODE_PLAYING; + } + } + else if ( state->mode == MODE_FIND_EARTH_MESSAGE ) { + // Display "Find" then "Earth" + if ( state->tick_counter == 1 ) { + sprintf ( buf, " FInd " ); + watch_display_text ( WATCH_POSITION_TOP_RIGHT, " " ); + watch_display_text ( WATCH_POSITION_BOTTOM, buf ); + } + if ( state->tick_counter == (int) ( 1.5 * LANDER_TICK_FREQUENCY + 1 ) ) { + sprintf ( buf, "EArTH " ); + watch_display_text ( WATCH_POSITION_TOP_RIGHT, " " ); + watch_display_text ( WATCH_POSITION_BOTTOM, buf ); + } + // Wait long enough, then display skill level. + if ( state->tick_counter >= ( 3 * LANDER_TICK_FREQUENCY ) ) { + state->tick_counter = 0; + state->mode = MODE_DISPLAY_SKILL_LEVEL; + } + } + else if ( state->mode == MODE_MONSTER ) { + if ( state->tick_counter == 1 ) watch_display_text ( WATCH_POSITION_BOTTOM, lander_monster_names[state->monster_type] ); + else if ( state->tick_counter == MONSTER_DISPLAY_TICKS + 1 ) { + uint8_t my_rand; + my_rand = gen_random_int ( 0 , MONSTER_ACTIONS - 1 ); + watch_display_text ( WATCH_POSITION_BOTTOM, lander_monster_actions[my_rand] ); + } + else if ( state->tick_counter == MONSTER_DISPLAY_TICKS * 2 ) { // Display 1st monster character + sprintf ( buf, "%s", lander_monster_names[state->monster_type] ); + buf [1] = 0; + watch_display_text(WATCH_POSITION_BOTTOM, buf); + } + else if ( state->tick_counter == MONSTER_DISPLAY_TICKS * 2 + 1 ) { // Display current population, close mouth + sprintf ( buf, " c%2d%2d", state->uninjured, state->injured ); + watch_display_text ( WATCH_POSITION_BOTTOM, buf ); + } + else if ( state->tick_counter == MONSTER_DISPLAY_TICKS * 2 + 3 ) watch_display_character ( 'C', 5 ); // Open mouth + else if ( state->tick_counter == MONSTER_DISPLAY_TICKS * 2 + 5 ) { + // Decision to: continue loop, end loop or eat astronaut + uint8_t survivors = state->injured + state->uninjured; + uint8_t myRand = gen_random_int ( 0, 16 ); + if ( survivors == 0 ) state->mode = MODE_WAITING_TO_START; + else if ( myRand <= 1 ) { // Leave loop with survivors + sprintf ( buf, "%d %2d%2d", state->ships_health, state->uninjured, state->injured ); + watch_display_text ( WATCH_POSITION_BOTTOM, buf); + state->mode = MODE_WAITING_TO_START; + } else if ( myRand <= 11 ) state->tick_counter = MONSTER_DISPLAY_TICKS * 2; // Do nothing, loop continues + else { // Eat an astronaut - welcome to the space program! + if ( state->injured > 0 && state->uninjured > 0 ) { + if ( gen_random_int ( 0,1 ) == 0 ) state->injured--; + else state->uninjured--; + } + else if ( state->injured > 0 ) state->injured--; + else state->uninjured--; + state->tick_counter = MONSTER_DISPLAY_TICKS * 2; // Re-display + } + } + else if ( state->tick_counter >= MONSTER_DISPLAY_TICKS * 4 ) state->mode = MODE_WAITING_TO_START; // Safety + } // End if MODE_MONSTER + break; // End case EVENT_TICK + case EVENT_ALARM_BUTTON_DOWN: + if ( state->mode == MODE_WAITING_TO_START ) { + // That was the go signal - start a new game!! + float numerator, denominator, timeSquared; + int16_t gravity, thrust; + float myTime, distToTop, fuel_mult; + uint8_t skill_level; + int32_t tplTop; // Top lander height for TPL calculations + movement_request_tick_frequency(LANDER_TICK_FREQUENCY); + watch_set_led_off ( ); // Safety + watch_clear_all_indicators ( ); + // Randomize starting parameters + state->height = gen_random_int ( 131, 181 ) * 80; + // Per line below; see Mars Orbiter September 23, 1999 + if ( gen_random_int ( 0, 8 ) == 5 ) state->height = gen_random_int ( 240, 800 ) * 80; + state->speed = gen_random_int ( -120, 35 ); // Positive is up + state->gravity = gen_random_int ( -3, -2 ) * 2; // negative downwards value + skill_level = gen_random_int ( 1, 4 ); // Precursor to fuel allocation + // Theoretical Perfect Landing (TPL) calculations start here. + myTime = (float) state->speed / (float) state->gravity; // How long to reach this speed? Don't care which way sign is. + distToTop = fabs ( 0.5 * state->gravity * myTime * myTime ); + tplTop = (int) ( state->height + distToTop + 0.5 ); // Theoretical highest point based on all of speed, height and gravity. + // Time squared = ( 2 * grav * height ) / ( t*t + g*t ), where t is net acceleration with thrust on. + gravity = abs ( state->gravity ); + thrust = ENGINE_THRUST + state->gravity; + numerator = 2.0 * (float) gravity * (float) tplTop; + denominator = thrust * thrust + thrust * gravity; + timeSquared = numerator / denominator; + state->fuel_tpl = (int) ( sqrt ( timeSquared ) + 0.5 ); // Fuel required for theoretical perfect landing (TPL). + if ( skill_level == 1 ) fuel_mult = 4.0; // TPL + 300% + else if ( skill_level == 2 ) fuel_mult = 2.5; // TPL + 150% + else if ( skill_level == 3 ) fuel_mult = 1.6; // TPL + 60% + else fuel_mult = 1.3; // TPL + 30% + state->fuel_start = state->fuel_tpl * fuel_mult; + state->fuel_remaining = state->fuel_start; + state->skill_level = skill_level; + state->tick_counter = 0; + if ( gen_random_int ( 1, 109 ) != 37 ) { + // Houston, approaching launch.... + state->mode = MODE_DISPLAY_SKILL_LEVEL; + } + else state->mode = MODE_FIND_EARTH_MESSAGE; + } + break; + case EVENT_LIGHT_BUTTON_DOWN: + if ( state->mode == MODE_WAITING_TO_START ) { + // Display difficulty level + watch_display_text(WATCH_POSITION_BOTTOM, lander_difficulty_names [state->difficulty_level]); + } + break; + case EVENT_LIGHT_LONG_PRESS: + if ( state->mode != MODE_WAITING_TO_START ) break; + state->led_enabled = !state->led_enabled; + if (state->led_enabled) watch_set_indicator(WATCH_INDICATOR_SIGNAL); + else watch_clear_indicator(WATCH_INDICATOR_SIGNAL); + break; + case EVENT_LIGHT_LONG_UP: + if ( ( state->mode == MODE_WAITING_TO_START ) && ( state->legend_counter > 0 ) ) { + if ( state->legend_counter > 9 ) sprintf (buf,"EArt%2d", state->legend_counter ); + else sprintf (buf,"EArth%d", state->legend_counter ); + // Display legend counter + watch_display_text(WATCH_POSITION_BOTTOM, buf); + } + break; + + default: + movement_default_loop_handler(event); + break; + } + if ( !state->led_active ) return true; + else return false; +} + +void lander_face_resign(void *context) { + (void) context; + watch_set_led_off ( ); +} \ No newline at end of file diff --git a/watch-faces/complication/lander_face.h b/watch-faces/complication/lander_face.h new file mode 100644 index 00000000..5e4c344f --- /dev/null +++ b/watch-faces/complication/lander_face.h @@ -0,0 +1,152 @@ +/* + * MIT License + * + * Copyright (c) 2024 Klingon Jane + * + * Permission is hereby granted, free of charge, to any person obtaining a copy + * of this software and associated documentation files (the "Software"), to deal + * in the Software without restriction, including without limitation the rights + * to use, copy, modify, merge, publish, distribute, sublicense, and/or sell + * copies of the Software, and to permit persons to whom the Software is + * furnished to do so, subject to the following conditions: + * + * The above copyright notice and this permission notice shall be included in all + * copies or substantial portions of the Software. + * + * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR + * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, + * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE + * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER + * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, + * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE + * SOFTWARE. + */ + +#ifndef LANDER_FACE_H_ +#define LANDER_FACE_H_ + +#include "movement.h" + +/* + +My remake of a classic planet landing game. + +Objective: Safely land the Cringeworthy. +Use your limited fuel supply to achieve a soft touch-down. + +End scenarios and ship's health: + +Hero They name this planet after you. +8 Life is very cozy. +7 +6 +5 Life is tolerable, plus some creature comforts +4 +3 Marooned. +2 +1 +0 Ship destroyed. Life is harsh, no shelter. Giant hamsters are cute. ** +Bug As in squished. +Crater They name this crater after you. +Gone As in vapourized. + +Landing display format is: +Ship's health, intact crewmen, injured crewmen. + +Additional data: +Crew's compliment: 13. +Low fuel warning icons: activates when 3 seconds of full thrust remains. +** Yes, hamsters are very cute. However; some eating of astronauts may occur. + +Starting velocity, height and gravity are randomized each scenario. +Fuel levels randomly assigned from 1 to 4 (hardest) to match starting parameters. + +A safe landing is always possible. + +End of game icons: +LAP - Fantastic budgeting of fuel supply ( Required for heroic landing status. ) +24H - Great budgeting of fuel supply +PM - Good budgeting of fuel supply +SIGNAL - The combination coffee and tea maker survived + +Landings get progressively harder with the number of heroic landings made. +Number of heroic landings are remembered. + +Heroic +Landings Status + 0 Normal + 3 Hard ( first difficulty increase ) + 6 Harder ( final difficulty increase ) + 8 Ace + 11 ?????? + +Save yourself. Save the coffee maker. + +END of standard training manual + +*/ + + +/* + +What is really going on here? +The fleet is lost. You are a newbie pilot making a name for yourself. + +Objective: Find Earth. + +After reaching ?????? status, future heroic sorties will have 'some' chance in 200 +of finding Earth. + +Your chances improve by 1 chance in 200 for each subsequent Heroic Landing (HL). + +Completing HL 12 will give you 1 chance in 200, for that landing. +HL 13 will give you 2 chances in 200, for that landing. +HL 14 will give you 3 chances in 200, for that landing. +HL 20 will give you 9 chances in 200, for that landing, and so on. + +At these higher levels, your chances in 200 are displayed in the upper right corner on a heroic landing. + +For wannabe pilots only: The HL counter can be reset by crashing three consecutive +missions without touching the thrust button. ( 6 to reset Earth-found counter ) + +Find Earth. Save Humanity. + +*/ + +typedef struct { + int32_t height; + int16_t speed; // Positive is up + uint16_t tick_counter; // For minimum delays + uint16_t fuel_start; + uint16_t fuel_remaining; + uint16_t fuel_tpl; // Fuel required for theoretical perfect landing + uint16_t fuel_score; // 100 is perfect; higher is less perfect + int8_t gravity; // negative downwards value + bool led_enabled; // Can the led be turned on? + bool led_active; // Did we use it this scenario? + uint8_t mode; // 0 Pre-launch waiting, 1 show level, 2 playing, 3 touchdown blank, 4 final display, 5 monster + uint8_t skill_level; // 1 thru 4. Dictates fuel alloted + int8_t ships_health; // 0 thru 8. -1 = major crash + uint8_t hero_counter; // Total heroic landings ever + uint8_t legend_counter; // Historic events counter ( Earth ) + uint8_t difficulty_level; // Based on hero_counter + uint8_t reset_counter; // Can reset hero_counter by crashing using zero fuel several consecutive scenarios + uint8_t monster_type; // Which monster is hungry? + uint8_t uninjured; // OK survivors + uint8_t injured; // Hurt survivors +} lander_state_t; + +void lander_face_setup(uint8_t watch_face_index, void ** context_ptr); +void lander_face_activate(void *context); +bool lander_face_loop(movement_event_t event, void *context); +void lander_face_resign(void *context); + +#define lander_face ((const watch_face_t){ \ + lander_face_setup, \ + lander_face_activate, \ + lander_face_loop, \ + lander_face_resign, \ + NULL, \ +}) + +#endif // LANDER_FACE_H_ diff --git a/watch-faces/complication/simple_coin_flip_face.c b/watch-faces/complication/simple_coin_flip_face.c index 446832be..635c70ff 100644 --- a/watch-faces/complication/simple_coin_flip_face.c +++ b/watch-faces/complication/simple_coin_flip_face.c @@ -26,6 +26,7 @@ #include #include #include "simple_coin_flip_face.h" +#include "delay.h" void simple_coin_flip_face_setup(uint8_t watch_face_index, void ** context_ptr) { (void) watch_face_index; @@ -36,7 +37,7 @@ void simple_coin_flip_face_setup(uint8_t watch_face_index, void ** context_ptr) } void simple_coin_flip_face_activate(void *context) { - simple_coin_flip_face_state_t *state = (simple_coin_flip_face_state_t *)context; + (void) context; } static uint32_t get_random(uint32_t max) { @@ -48,7 +49,7 @@ static uint32_t get_random(uint32_t max) { } -void draw_start_face() { +static void draw_start_face(void) { watch_clear_display(); if (watch_get_lcd_type() == WATCH_LCD_TYPE_CLASSIC) { watch_display_text(WATCH_POSITION_BOTTOM, " Flip"); @@ -57,7 +58,7 @@ void draw_start_face() { } } -void set_pixels(int pixels[3][4][2], int j_len) { +static void set_pixels(int pixels[3][4][2], int j_len) { for(int loopruns = 0; loopruns<2; loopruns++) { for(int i = 0; i<3; i++) { watch_clear_display(); @@ -69,7 +70,7 @@ void set_pixels(int pixels[3][4][2], int j_len) { } } -void load_animation() { +static void load_animation(void) { if (watch_get_lcd_type() == WATCH_LCD_TYPE_CLASSIC) { int j_len = 2; int pixels[3][4][2] = { @@ -114,6 +115,7 @@ void load_animation() { } static void _blink_face_update_lcd(simple_coin_flip_face_state_t *state) { + (void) state; watch_clear_display(); load_animation(); watch_clear_display(); diff --git a/watch-faces/settings/set_time_face.c b/watch-faces/settings/set_time_face.c index 63fc34fd..f394347d 100644 --- a/watch-faces/settings/set_time_face.c +++ b/watch-faces/settings/set_time_face.c @@ -46,7 +46,7 @@ static void _handle_alarm_button(watch_date_time_t date_time, uint8_t current_pa current_offset = movement_get_current_timezone_offset_for_zone(movement_get_timezone_index()); return; case 0: // year - date_time.unit.year = ((date_time.unit.year % 60) + 1); + date_time.unit.year = (date_time.unit.year + 1) % 60; break; case 1: // month date_time.unit.month = (date_time.unit.month % 12) + 1; diff --git a/watch-library/hardware/watch/watch_slcd.c b/watch-library/hardware/watch/watch_slcd.c index db6b1942..4ba2421b 100644 --- a/watch-library/hardware/watch/watch_slcd.c +++ b/watch-library/hardware/watch/watch_slcd.c @@ -252,7 +252,7 @@ void watch_enable_display(void) { slcd_clear(); if (_installed_display == WATCH_LCD_TYPE_CUSTOM) { - slcd_set_contrast(4); + slcd_set_contrast(0); } else { slcd_set_contrast(9); } diff --git a/watch-library/shared/watch/watch_utility.c b/watch-library/shared/watch/watch_utility.c index 6d024032..7179aa72 100644 --- a/watch-library/shared/watch/watch_utility.c +++ b/watch-library/shared/watch/watch_utility.c @@ -205,7 +205,8 @@ uint32_t watch_utility_date_time_to_unix_time(watch_date_time_t date_time, int32 watch_date_time_t watch_utility_date_time_from_unix_time(uint32_t timestamp, int32_t utc_offset) { watch_date_time_t retval; retval.reg = 0; - int32_t days, secs; + uint32_t secs; + int32_t days; int32_t remdays, remsecs, remyears; int32_t qc_cycles, c_cycles, q_cycles; int32_t years, months;