Hi-lo: Initial game face commit

This commit is contained in:
Chris 2023-06-25 20:43:01 +01:00
parent b49259e4e0
commit a831ed3336
4 changed files with 428 additions and 0 deletions

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@ -116,6 +116,7 @@ SRCS += \
../watch_faces/complication/geomancy_face.c \ ../watch_faces/complication/geomancy_face.c \
../watch_faces/clock/simple_clock_bin_led_face.c \ ../watch_faces/clock/simple_clock_bin_led_face.c \
../watch_faces/complication/flashlight_face.c \ ../watch_faces/complication/flashlight_face.c \
../watch_faces/complication/higher_lower_game_face.c \
# New watch faces go above this line. # New watch faces go above this line.
# Leave this line at the bottom of the file; it has all the targets for making your project. # Leave this line at the bottom of the file; it has all the targets for making your project.

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@ -93,6 +93,7 @@
#include "dual_timer_face.h" #include "dual_timer_face.h"
#include "simple_clock_bin_led_face.h" #include "simple_clock_bin_led_face.h"
#include "flashlight_face.h" #include "flashlight_face.h"
#include "higher_lower_game_face.h"
// New includes go above this line. // New includes go above this line.
#endif // MOVEMENT_FACES_H_ #endif // MOVEMENT_FACES_H_

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@ -0,0 +1,371 @@
/*
* 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.
*/
// TODO: Win animation?
// TODO: Save highscore?
// TODO: Add sounds?
// Add sound option
// TODO: Flip board direction?
// Future Ideas:
// - Use lap indicator for larger score improvement?
// Emulator only: need time() to seed the random number generator.
#if __EMSCRIPTEN__
#include <time.h>
#endif
#include <stdlib.h>
#include <string.h>
#include "higher_lower_game_face.h"
#include "watch_private_display.h"
#define TITLE_TEXT "Hi-Lo"
#define GAME_BOARD_SIZE 6
#define MAX_BOARDS 3 //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
typedef struct card_t {
uint8_t value;
bool revealed;
} card_t;
typedef enum {
A, B, C, D, E, F, G
} segment_t;
typedef enum {
HL_GUESS_EQUAL,
HL_GUESS_HIGHER,
HL_GUESS_LOWER
} guess_t;
typedef enum {
HL_GS_TITLE_SCREEN,
HL_GS_GUESSING,
HL_GS_WIN,
HL_GS_LOSE,
HL_GS_SHOW_SCORE,
} game_state_t;
static game_state_t game_state = HL_GS_TITLE_SCREEN;
static card_t game_board[GAME_BOARD_SIZE] = {0};
static uint8_t guess_position = 0;
static uint8_t score = 0;
static uint8_t completed_board_count = 0;
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 reset_board(bool first_round) {
// First card is random on the first board, and carried over from the last position on subsequent boards
const uint8_t first_card_value = first_round
? generate_random_number(MAX_CARD_VALUE - MIN_CARD_VALUE + 1) + MIN_CARD_VALUE
: game_board[GAME_BOARD_SIZE - 1].value;
game_board[0].value = first_card_value;
game_board[0].revealed = true; // Always reveal first card
// Fill remainder of board
for (size_t i = 1; i < GAME_BOARD_SIZE; ++i) {
game_board[i] = (card_t) {
//.value = generate_random_number(MAX_CARD_VALUE - MIN_CARD_VALUE + 1) + MIN_CARD_VALUE,
.value = i + MIN_CARD_VALUE,
.revealed = false
};
}
}
static void init_game(void) {
watch_clear_display();
watch_display_string(TITLE_TEXT, BOARD_DISPLAY_START);
watch_display_string("GA", STATUS_DISPLAY_START);
reset_board(true);
score = 0;
completed_board_count = 0;
guess_position = 1;
}
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;
watch_set_pixel(com_pin, seg);
}
static void render_board_position(size_t board_position) {
const size_t display_position = BOARD_DISPLAY_END - board_position;
const bool revealed = game_board[board_position].revealed;
//if (board_position == guess_position) {
// // Current spot
// watch_display_character('-', display_position);
// return;
//}
if (!revealed) {
// Higher or lower indicator (currently just an empty space)
watch_display_character(' ', display_position);
//set_segment_at_position(F, display_position);
return;
}
const uint8_t value = game_board[board_position].value;
switch (value) {
case 14: // A
watch_display_character('H', display_position);
break;
case 13: // 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 12: // Q (=)
watch_display_character(' ', display_position);
set_segment_at_position(A, display_position);
set_segment_at_position(D, display_position);
break;
case 11: // J (-)
watch_display_character('-', display_position);
break;
case 10: // 10 (0)
watch_display_character('0', display_position);
break;
default: {
const char display_char = value + '0';
watch_display_character(display_char, display_position);
}
}
}
static void render_board() {
for (size_t i = 0; i < GAME_BOARD_SIZE; ++i) {
render_board_position(i);
}
}
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);
}
static void render_final_score(void) {
watch_display_string("SC", STATUS_DISPLAY_START);
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);
}
static guess_t get_answer() {
if (guess_position < 1 || guess_position > GAME_BOARD_SIZE)
return HL_GUESS_EQUAL; // Maybe add an error state, shouldn't ever hit this.
game_board[guess_position].revealed = true;
const uint8_t previous_value = game_board[guess_position - 1].value;
const uint8_t current_value = game_board[guess_position].value;
if (current_value > previous_value)
return HL_GUESS_HIGHER;
else if (current_value < previous_value)
return HL_GUESS_LOWER;
else
return HL_GUESS_EQUAL;
}
static void do_game_loop(guess_t user_guess) {
switch (game_state) {
case HL_GS_TITLE_SCREEN:
init_game();
render_board();
render_board_count();
game_state = HL_GS_GUESSING;
break;
case HL_GS_GUESSING: {
const guess_t answer = get_answer();
// Render answer indicator
switch (answer) {
case HL_GUESS_EQUAL:
watch_display_string("==", STATUS_DISPLAY_START);
break;
case HL_GUESS_HIGHER:
watch_display_string("HI", STATUS_DISPLAY_START);
break;
case HL_GUESS_LOWER:
watch_display_string("LO", STATUS_DISPLAY_START);
break;
}
// Scoring
if (answer == user_guess) {
score++;
} else if (answer == HL_GUESS_EQUAL) {
// No score for two consecutive identical cards
} else {
// Incorrect guess, game over
watch_display_string("GO", STATUS_DISPLAY_START);
game_board[guess_position].revealed = true;
render_board_position(guess_position);
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);
game_state = HL_GS_WIN;
return;
}
// Next guess position
const bool final_board_guess = guess_position == GAME_BOARD_SIZE - 1;
if (final_board_guess) {
// Seed new board
completed_board_count++;
render_board_count();
guess_position = 1;
reset_board(false);
render_board();
} else {
guess_position++;
render_board_position(guess_position - 1);
render_board_position(guess_position);
}
break;
}
case HL_GS_WIN:
case HL_GS_LOSE:
// Show score screen on button press from either state
watch_clear_display();
render_final_score();
game_state = HL_GS_SHOW_SCORE;
break;
case HL_GS_SHOW_SCORE:
watch_clear_display();
watch_display_string(TITLE_TEXT, BOARD_DISPLAY_START);
watch_display_string("GA", STATUS_DISPLAY_START);
game_state = HL_GS_TITLE_SCREEN;
break;
default:
watch_display_string("ERROR", BOARD_DISPLAY_START);
break;
}
}
static void light_button_handler(void) {
do_game_loop(HL_GUESS_HIGHER);
}
static void alarm_button_handler(void) {
do_game_loop(HL_GUESS_LOWER);
}
void higher_lower_game_face_setup(movement_settings_t *settings, uint8_t watch_face_index, void **context_ptr) {
(void) settings;
(void) watch_face_index;
if (*context_ptr == NULL) {
*context_ptr = malloc(sizeof(higher_lower_game_face_state_t));
memset(*context_ptr, 0, sizeof(higher_lower_game_face_state_t));
// Do any one-time tasks in here; the inside of this conditional happens only at boot.
memset(game_board, 0, sizeof(game_board));
}
// Do any pin or peripheral setup here; this will be called whenever the watch wakes from deep sleep.
}
void higher_lower_game_face_activate(movement_settings_t *settings, void *context) {
(void) settings;
higher_lower_game_face_state_t *state = (higher_lower_game_face_state_t *) context;
(void) state;
// Handle any tasks related to your watch face coming on screen.
game_state = HL_GS_TITLE_SCREEN;
}
bool higher_lower_game_face_loop(movement_event_t event, movement_settings_t *settings, void *context) {
higher_lower_game_face_state_t *state = (higher_lower_game_face_state_t *) context;
(void) state;
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);
break;
case EVENT_TICK:
// If needed, update your display here.
break;
case EVENT_LIGHT_BUTTON_UP:
light_button_handler();
break;
case EVENT_LIGHT_BUTTON_DOWN:
// Don't trigger light
break;
case EVENT_ALARM_BUTTON_UP:
alarm_button_handler();
break;
case EVENT_TIMEOUT:
// Your watch face will receive this event after a period of inactivity. If it makes sense to resign,
// you may uncomment this line to move back to the first watch face in the list:
// movement_move_to_face(0);
break;
default:
return movement_default_loop_handler(event, settings);
}
// return true if the watch can enter standby mode. Generally speaking, you should always return true.
// Exceptions:
// * If you are displaying a color using the low-level watch_set_led_color function, you should return false.
// * If you are sounding the buzzer using the low-level watch_set_buzzer_on function, you should return false.
// Note that if you are driving the LED or buzzer using Movement functions like movement_illuminate_led or
// movement_play_alarm, you can still return true. This guidance only applies to the low-level watch_ functions.
return true;
}
void higher_lower_game_face_resign(movement_settings_t *settings, void *context) {
(void) settings;
(void) context;
// handle any cleanup before your watch face goes off-screen.
}

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@ -0,0 +1,55 @@
/*
* 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 HIGHER_LOWER_GAME_FACE_H_
#define HIGHER_LOWER_GAME_FACE_H_
#include "movement.h"
/*
* A DESCRIPTION OF YOUR WATCH FACE
*
* and a description of how use it
*
*/
typedef struct {
// Anything you need to keep track of, put it here!
} higher_lower_game_face_state_t;
void higher_lower_game_face_setup(movement_settings_t *settings, uint8_t watch_face_index, void ** context_ptr);
void higher_lower_game_face_activate(movement_settings_t *settings, void *context);
bool higher_lower_game_face_loop(movement_event_t event, movement_settings_t *settings, void *context);
void higher_lower_game_face_resign(movement_settings_t *settings, void *context);
#define higher_lower_game_face ((const watch_face_t){ \
higher_lower_game_face_setup, \
higher_lower_game_face_activate, \
higher_lower_game_face_loop, \
higher_lower_game_face_resign, \
NULL, \
})
#endif // HIGHER_LOWER_GAME_FACE_H_