simon_face: Simon game complication
This commit is contained in:
parent
439843f56b
commit
9794f86430
@ -129,6 +129,7 @@ SRCS += \
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../watch_faces/clock/minute_repeater_decimal_face.c \
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../watch_faces/clock/minute_repeater_decimal_face.c \
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../watch_faces/complication/tuning_tones_face.c \
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../watch_faces/complication/tuning_tones_face.c \
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../watch_faces/complication/kitchen_conversions_face.c \
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../watch_faces/complication/kitchen_conversions_face.c \
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../watch_faces/complication/simon_face.c \
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# New watch faces go above this line.
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# New watch faces go above this line.
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# Leave this line at the bottom of the file; it has all the targets for making your project.
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# Leave this line at the bottom of the file; it has all the targets for making your project.
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@ -104,6 +104,7 @@
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#include "minute_repeater_decimal_face.h"
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#include "minute_repeater_decimal_face.h"
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#include "tuning_tones_face.h"
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#include "tuning_tones_face.h"
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#include "kitchen_conversions_face.h"
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#include "kitchen_conversions_face.h"
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#include "simon_face.h"
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// New includes go above this line.
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// New includes go above this line.
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#endif // MOVEMENT_FACES_H_
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#endif // MOVEMENT_FACES_H_
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247
movement/watch_faces/complication/simon_face.c
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247
movement/watch_faces/complication/simon_face.c
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@ -0,0 +1,247 @@
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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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#include "simon_face.h"
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#include <stdio.h>
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#include <stdlib.h>
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#include <string.h>
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// Emulator only: need time() to seed the random number generator
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#if __EMSCRIPTEN__
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#include <time.h>
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#endif
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static char _simon_display_buf[12];
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static inline uint8_t _simon_get_rand_num(uint8_t num_values) {
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#if __EMSCRIPTEN__
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return rand() % num_values;
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#else
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return arc4random_uniform(num_values);
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#endif
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}
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static void _simon_clear_display(simon_state_t *state) {
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if (state->playing_state == SIMON_NOT_PLAYING) {
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watch_display_string(" ", 0);
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} else {
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sprintf(_simon_display_buf, " %2d ", state->sequence_length);
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watch_display_string(_simon_display_buf, 0);
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}
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}
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static void _simon_not_playing_display(simon_state_t *state) {
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_simon_clear_display(state);
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sprintf(_simon_display_buf, "SI %d", state->best_score);
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watch_display_string(_simon_display_buf, 0);
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}
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static void _simon_reset(simon_state_t *state) {
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state->playing_state = SIMON_NOT_PLAYING;
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state->listen_index = 0;
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state->sequence_length = 0;
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_simon_not_playing_display(state);
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}
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static void _simon_display_note(SimonNote note, simon_state_t *state) {
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char *ndtemplate = NULL;
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switch (note) {
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case SIMON_LED_NOTE:
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ndtemplate = "LI%2d ";
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break;
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case SIMON_ALARM_NOTE:
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ndtemplate = " %2d AL";
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break;
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case SIMON_MODE_NOTE:
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ndtemplate = " %2dDE ";
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break;
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case SIMON_WRONG_NOTE:
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ndtemplate = "OH NOOOOO";
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}
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sprintf(_simon_display_buf, ndtemplate, state->sequence_length);
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watch_display_string(_simon_display_buf, 0);
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}
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static void _simon_play_note(SimonNote note, simon_state_t *state, bool skip_rest) {
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_simon_display_note(note, state);
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switch (note) {
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case SIMON_LED_NOTE:
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watch_set_led_yellow();
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watch_buzzer_play_note(BUZZER_NOTE_D3, 300);
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break;
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case SIMON_MODE_NOTE:
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watch_set_led_red();
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watch_buzzer_play_note(BUZZER_NOTE_E4, 300);
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break;
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case SIMON_ALARM_NOTE:
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watch_set_led_green();
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watch_buzzer_play_note(BUZZER_NOTE_C3, 300);
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break;
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case SIMON_WRONG_NOTE:
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watch_buzzer_play_note(BUZZER_NOTE_A1, 800);
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break;
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}
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watch_set_led_off();
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if (note != SIMON_WRONG_NOTE) {
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_simon_clear_display(state);
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if (!skip_rest) {
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watch_buzzer_play_note(BUZZER_NOTE_REST, 200);
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}
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}
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}
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static void _simon_setup_next_note(simon_state_t *state) {
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if (state->sequence_length > state->best_score) {
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state->best_score = state->sequence_length;
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}
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_simon_clear_display(state);
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state->playing_state = SIMON_TEACHING;
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state->sequence[state->sequence_length] = _simon_get_rand_num(3) + 1;
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state->sequence_length = state->sequence_length + 1;
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state->teaching_index = 0;
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state->listen_index = 0;
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}
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static void _simon_listen(SimonNote note, simon_state_t *state) {
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if (state->sequence[state->listen_index] == note) {
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_simon_play_note(note, state, true);
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state->listen_index++;
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if (state->listen_index == state->sequence_length) {
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state->playing_state = SIMON_READY_FOR_NEXT_NOTE;
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}
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} else {
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_simon_play_note(SIMON_WRONG_NOTE, state, true);
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_simon_reset(state);
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}
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}
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static void _simon_begin_listening(simon_state_t *state) {
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state->playing_state = SIMON_LISTENING_BACK;
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state->listen_index = 0;
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}
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void simon_face_setup(movement_settings_t *settings, uint8_t watch_face_index,
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void **context_ptr) {
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(void)settings;
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(void)watch_face_index;
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if (*context_ptr == NULL) {
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*context_ptr = malloc(sizeof(simon_state_t));
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memset(*context_ptr, 0, sizeof(simon_state_t));
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// Do any one-time tasks in here; the inside of this conditional happens
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// only at boot.
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}
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// Do any pin or peripheral setup here; this will be called whenever the watch
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// wakes from deep sleep.
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#if __EMSCRIPTEN__
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// simulator only: seed the randon number generator
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time_t t;
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srand((unsigned)time(&t));
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#endif
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}
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void simon_face_activate(movement_settings_t *settings, void *context) {
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(void) settings;
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(void) context;
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}
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bool simon_face_loop(movement_event_t event, movement_settings_t *settings,
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void *context) {
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simon_state_t *state = (simon_state_t *)context;
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switch (event.event_type) {
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case EVENT_ACTIVATE:
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// Show your initial UI here.
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_simon_reset(state);
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break;
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case EVENT_TICK:
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if (state->playing_state == SIMON_READY_FOR_NEXT_NOTE) {
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_simon_setup_next_note(state);
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} else if (state->playing_state == SIMON_TEACHING) {
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SimonNote note = state->sequence[state->teaching_index];
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// if this is the final note in the sequence, don't play the rest to let
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// the player jump in faster
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_simon_play_note(note, state, state->teaching_index == (state->sequence_length - 1));
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state->teaching_index++;
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if (state->teaching_index == state->sequence_length) {
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_simon_begin_listening(state);
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}
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}
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break;
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case EVENT_LIGHT_BUTTON_DOWN:
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break;
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case EVENT_LIGHT_BUTTON_UP:
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if (state->playing_state == SIMON_NOT_PLAYING) {
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state->sequence_length = 0;
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_simon_setup_next_note(state);
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} else if (state->playing_state == SIMON_LISTENING_BACK) {
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_simon_listen(SIMON_LED_NOTE, state);
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}
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break;
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case EVENT_MODE_LONG_PRESS:
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if (state->playing_state == SIMON_NOT_PLAYING) {
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movement_move_to_face(0);
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} else {
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state->playing_state = SIMON_NOT_PLAYING;
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_simon_reset(state);
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}
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break;
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case EVENT_MODE_BUTTON_UP:
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if (state->playing_state == SIMON_NOT_PLAYING) {
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movement_move_to_next_face();
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} else if (state->playing_state == SIMON_LISTENING_BACK) {
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_simon_listen(SIMON_MODE_NOTE, state);
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}
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break;
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case EVENT_ALARM_BUTTON_UP:
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if (state->playing_state == SIMON_LISTENING_BACK) {
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_simon_listen(SIMON_ALARM_NOTE, state);
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}
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break;
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case EVENT_TIMEOUT:
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movement_move_to_face(0);
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break;
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case EVENT_LOW_ENERGY_UPDATE:
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break;
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default:
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return movement_default_loop_handler(event, settings);
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}
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return true;
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}
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void simon_face_resign(movement_settings_t *settings, void *context) {
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(void)settings;
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(void)context;
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watch_set_led_off();
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watch_set_buzzer_off();
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}
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97
movement/watch_faces/complication/simon_face.h
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97
movement/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 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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SimonPlayingState playing_state;
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} simon_state_t;
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void simon_face_setup(movement_settings_t *settings, uint8_t watch_face_index, void **context_ptr);
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void simon_face_activate(movement_settings_t *settings, void *context);
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bool simon_face_loop(movement_event_t event, movement_settings_t *settings, void *context);
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void simon_face_resign(movement_settings_t *settings, 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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#endif // SIMON_FACE_H_
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