Better enterring of time mode and sound indicator during game

This commit is contained in:
David Volovskiy 2025-08-31 09:35:36 -04:00
parent 8fbb2d48b0
commit 8c59215385

View File

@ -309,14 +309,19 @@ static void change_difficulty(endless_runner_state_t *state) {
}
}
static void display_sound_indicator(bool soundOn) {
if (soundOn){
watch_set_indicator(WATCH_INDICATOR_BELL);
} 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);
watch_set_indicator(WATCH_INDICATOR_BELL);
}
else {
watch_clear_indicator(WATCH_INDICATOR_BELL);
}
}
@ -339,7 +344,7 @@ static void display_title(endless_runner_state_t *state) {
watch_clear_colon();
watch_display_text_with_fallback(WATCH_POSITION_TOP, "ENdLS", "ER ");
watch_display_text(WATCH_POSITION_BOTTOM, "RUNNER");
if (state -> soundOn) watch_set_indicator(WATCH_INDICATOR_BELL);
display_sound_indicator(state -> soundOn);
}
static void display_score_screen(endless_runner_state_t *state) {
@ -351,8 +356,7 @@ static void display_score_screen(endless_runner_state_t *state) {
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");
watch_display_text(WATCH_POSITION_TOP_RIGHT, " ");
watch_display_text_with_fallback(WATCH_POSITION_TOP, "RUN ", "ER ");
if (hi_score > MAX_HI_SCORE) {
watch_display_text(WATCH_POSITION_BOTTOM, "HS --");
}
@ -362,7 +366,7 @@ static void display_score_screen(endless_runner_state_t *state) {
watch_display_text(WATCH_POSITION_BOTTOM, buf);
}
display_difficulty(difficulty);
if (sound_on) watch_set_indicator(WATCH_INDICATOR_BELL);
display_sound_indicator(sound_on);
}
static void display_time(void) {
@ -400,7 +404,7 @@ static void begin_playing(endless_runner_state_t *state) {
uint8_t difficulty = state -> difficulty;
game_state.curr_screen = SCREEN_PLAYING;
watch_clear_colon();
watch_clear_indicator(WATCH_INDICATOR_BELL);
display_sound_indicator(state -> soundOn);
movement_request_tick_frequency((state -> difficulty == DIFF_BABY) ? FREQ_SLOW : FREQ);
if (game_state.fuel_mode) {
watch_clear_display();
@ -586,6 +590,7 @@ bool endless_runner_face_loop(movement_event_t event, void *context) {
case SCREEN_TITLE:
case SCREEN_SCORE:
case SCREEN_LOSE:
case SCREEN_TIME:
break;
default:
update_game(state, event.subsecond);
@ -637,6 +642,11 @@ bool endless_runner_face_loop(movement_event_t event, void *context) {
display_score_screen(state);
break;
case EVENT_LOW_ENERGY_UPDATE:
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: