Better enterring of time mode and sound indicator during game
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8fbb2d48b0
commit
8c59215385
@ -309,14 +309,19 @@ static void change_difficulty(endless_runner_state_t *state) {
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}
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}
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static void display_sound_indicator(bool soundOn) {
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if (soundOn){
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watch_set_indicator(WATCH_INDICATOR_BELL);
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} else {
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watch_clear_indicator(WATCH_INDICATOR_BELL);
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}
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}
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static void toggle_sound(endless_runner_state_t *state) {
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state -> soundOn = !state -> soundOn;
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display_sound_indicator(state -> soundOn);
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if (state -> soundOn){
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watch_buzzer_play_note(BUZZER_NOTE_C5, 30);
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watch_set_indicator(WATCH_INDICATOR_BELL);
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}
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else {
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watch_clear_indicator(WATCH_INDICATOR_BELL);
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}
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}
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@ -339,7 +344,7 @@ static void display_title(endless_runner_state_t *state) {
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watch_clear_colon();
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watch_display_text_with_fallback(WATCH_POSITION_TOP, "ENdLS", "ER ");
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watch_display_text(WATCH_POSITION_BOTTOM, "RUNNER");
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if (state -> soundOn) watch_set_indicator(WATCH_INDICATOR_BELL);
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display_sound_indicator(state -> soundOn);
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}
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static void display_score_screen(endless_runner_state_t *state) {
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@ -351,8 +356,7 @@ static void display_score_screen(endless_runner_state_t *state) {
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game_state.sec_before_moves = 1; // The first obstacles will all be 0s, which is about an extra second of delay.
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if (sound_on) game_state.sec_before_moves--; // Start chime is about 1 second
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watch_set_colon();
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watch_display_text_with_fallback(WATCH_POSITION_TOP, "RUN", "ER");
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watch_display_text(WATCH_POSITION_TOP_RIGHT, " ");
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watch_display_text_with_fallback(WATCH_POSITION_TOP, "RUN ", "ER ");
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if (hi_score > MAX_HI_SCORE) {
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watch_display_text(WATCH_POSITION_BOTTOM, "HS --");
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}
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@ -362,7 +366,7 @@ static void display_score_screen(endless_runner_state_t *state) {
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watch_display_text(WATCH_POSITION_BOTTOM, buf);
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}
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display_difficulty(difficulty);
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if (sound_on) watch_set_indicator(WATCH_INDICATOR_BELL);
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display_sound_indicator(sound_on);
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}
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static void display_time(void) {
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@ -400,7 +404,7 @@ static void begin_playing(endless_runner_state_t *state) {
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uint8_t difficulty = state -> difficulty;
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game_state.curr_screen = SCREEN_PLAYING;
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watch_clear_colon();
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watch_clear_indicator(WATCH_INDICATOR_BELL);
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display_sound_indicator(state -> soundOn);
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movement_request_tick_frequency((state -> difficulty == DIFF_BABY) ? FREQ_SLOW : FREQ);
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if (game_state.fuel_mode) {
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watch_clear_display();
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@ -586,6 +590,7 @@ bool endless_runner_face_loop(movement_event_t event, void *context) {
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case SCREEN_TITLE:
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case SCREEN_SCORE:
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case SCREEN_LOSE:
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case SCREEN_TIME:
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break;
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default:
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update_game(state, event.subsecond);
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@ -637,6 +642,11 @@ bool endless_runner_face_loop(movement_event_t event, void *context) {
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display_score_screen(state);
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break;
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case EVENT_LOW_ENERGY_UPDATE:
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if (game_state.curr_screen != SCREEN_TIME) {
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watch_display_text_with_fallback(WATCH_POSITION_TOP, "RUN ", "ER ");
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display_sound_indicator(state -> soundOn);
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display_difficulty(state->difficulty);
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}
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display_time();
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break;
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default:
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