Hi-lo: Initial game face commit
This commit is contained in:
parent
b49259e4e0
commit
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@ -116,6 +116,7 @@ SRCS += \
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../watch_faces/complication/geomancy_face.c \
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../watch_faces/clock/simple_clock_bin_led_face.c \
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../watch_faces/complication/flashlight_face.c \
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../watch_faces/complication/higher_lower_game_face.c \
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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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@ -93,6 +93,7 @@
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#include "dual_timer_face.h"
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#include "simple_clock_bin_led_face.h"
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#include "flashlight_face.h"
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#include "higher_lower_game_face.h"
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// New includes go above this line.
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#endif // MOVEMENT_FACES_H_
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371
movement/watch_faces/complication/higher_lower_game_face.c
Executable file
371
movement/watch_faces/complication/higher_lower_game_face.c
Executable file
@ -0,0 +1,371 @@
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/*
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* MIT License
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*
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* Copyright (c) 2023 Chris Ellis
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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 all
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* 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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// TODO: Win animation?
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// TODO: Save highscore?
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// TODO: Add sounds?
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// Add sound option
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// TODO: Flip board direction?
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// Future Ideas:
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// - Use lap indicator for larger score improvement?
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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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#include <stdlib.h>
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#include <string.h>
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#include "higher_lower_game_face.h"
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#include "watch_private_display.h"
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#define TITLE_TEXT "Hi-Lo"
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#define GAME_BOARD_SIZE 6
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#define MAX_BOARDS 3 //40
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#define GUESSES_PER_SCREEN 5
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#define WIN_SCORE MAX_BOARDS * GUESSES_PER_SCREEN
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#define STATUS_DISPLAY_START 0
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#define BOARD_SCORE_DISPLAY_START 2
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#define BOARD_DISPLAY_START 4
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#define BOARD_DISPLAY_END 9
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#define MIN_CARD_VALUE 2
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#define MAX_CARD_VALUE 14
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typedef struct card_t {
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uint8_t value;
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bool revealed;
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} card_t;
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typedef enum {
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A, B, C, D, E, F, G
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} segment_t;
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typedef enum {
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HL_GUESS_EQUAL,
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HL_GUESS_HIGHER,
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HL_GUESS_LOWER
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} guess_t;
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typedef enum {
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HL_GS_TITLE_SCREEN,
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HL_GS_GUESSING,
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HL_GS_WIN,
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HL_GS_LOSE,
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HL_GS_SHOW_SCORE,
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} game_state_t;
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static game_state_t game_state = HL_GS_TITLE_SCREEN;
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static card_t game_board[GAME_BOARD_SIZE] = {0};
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static uint8_t guess_position = 0;
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static uint8_t score = 0;
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static uint8_t completed_board_count = 0;
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static uint8_t generate_random_number(uint8_t num_values) {
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// Emulator: use rand. Hardware: use arc4random.
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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 reset_board(bool first_round) {
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// First card is random on the first board, and carried over from the last position on subsequent boards
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const uint8_t first_card_value = first_round
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? generate_random_number(MAX_CARD_VALUE - MIN_CARD_VALUE + 1) + MIN_CARD_VALUE
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: game_board[GAME_BOARD_SIZE - 1].value;
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game_board[0].value = first_card_value;
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game_board[0].revealed = true; // Always reveal first card
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// Fill remainder of board
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for (size_t i = 1; i < GAME_BOARD_SIZE; ++i) {
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game_board[i] = (card_t) {
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//.value = generate_random_number(MAX_CARD_VALUE - MIN_CARD_VALUE + 1) + MIN_CARD_VALUE,
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.value = i + MIN_CARD_VALUE,
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.revealed = false
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};
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}
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}
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static void init_game(void) {
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watch_clear_display();
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watch_display_string(TITLE_TEXT, BOARD_DISPLAY_START);
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watch_display_string("GA", STATUS_DISPLAY_START);
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reset_board(true);
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score = 0;
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completed_board_count = 0;
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guess_position = 1;
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}
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static void set_segment_at_position(segment_t segment, uint8_t position) {
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const uint64_t position_segment_data = (Segment_Map[position] >> (8 * (uint8_t) segment)) & 0xFF;
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const uint8_t com_pin = position_segment_data >> 6;
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const uint8_t seg = position_segment_data & 0x3F;
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watch_set_pixel(com_pin, seg);
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}
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static void render_board_position(size_t board_position) {
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const size_t display_position = BOARD_DISPLAY_END - board_position;
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const bool revealed = game_board[board_position].revealed;
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//if (board_position == guess_position) {
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// // Current spot
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// watch_display_character('-', display_position);
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// return;
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//}
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if (!revealed) {
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// Higher or lower indicator (currently just an empty space)
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watch_display_character(' ', display_position);
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//set_segment_at_position(F, display_position);
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return;
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}
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const uint8_t value = game_board[board_position].value;
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switch (value) {
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case 14: // A
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watch_display_character('H', display_position);
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break;
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case 13: // K (≡)
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watch_display_character(' ', display_position);
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set_segment_at_position(A, display_position);
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set_segment_at_position(D, display_position);
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set_segment_at_position(G, display_position);
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break;
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case 12: // Q (=)
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watch_display_character(' ', display_position);
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set_segment_at_position(A, display_position);
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set_segment_at_position(D, display_position);
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break;
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case 11: // J (-)
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watch_display_character('-', display_position);
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break;
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case 10: // 10 (0)
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watch_display_character('0', display_position);
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break;
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default: {
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const char display_char = value + '0';
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watch_display_character(display_char, display_position);
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}
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}
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}
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static void render_board() {
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for (size_t i = 0; i < GAME_BOARD_SIZE; ++i) {
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render_board_position(i);
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}
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}
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static void render_board_count(void) {
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// Render completed boards (screens)
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char buf[3] = {0};
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snprintf(buf, sizeof(buf), "%2hhu", completed_board_count);
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watch_display_string(buf, BOARD_SCORE_DISPLAY_START);
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}
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static void render_final_score(void) {
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watch_display_string("SC", STATUS_DISPLAY_START);
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char buf[7] = {0};
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const uint8_t complete_boards = score / GUESSES_PER_SCREEN;
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snprintf(buf, sizeof(buf), "%2hu %03hu", complete_boards, score);
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watch_set_colon();
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watch_display_string(buf, BOARD_DISPLAY_START);
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}
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static guess_t get_answer() {
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if (guess_position < 1 || guess_position > GAME_BOARD_SIZE)
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return HL_GUESS_EQUAL; // Maybe add an error state, shouldn't ever hit this.
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game_board[guess_position].revealed = true;
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const uint8_t previous_value = game_board[guess_position - 1].value;
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const uint8_t current_value = game_board[guess_position].value;
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if (current_value > previous_value)
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return HL_GUESS_HIGHER;
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else if (current_value < previous_value)
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return HL_GUESS_LOWER;
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else
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return HL_GUESS_EQUAL;
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}
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static void do_game_loop(guess_t user_guess) {
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switch (game_state) {
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case HL_GS_TITLE_SCREEN:
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init_game();
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render_board();
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render_board_count();
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game_state = HL_GS_GUESSING;
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break;
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case HL_GS_GUESSING: {
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const guess_t answer = get_answer();
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// Render answer indicator
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switch (answer) {
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case HL_GUESS_EQUAL:
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watch_display_string("==", STATUS_DISPLAY_START);
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break;
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case HL_GUESS_HIGHER:
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watch_display_string("HI", STATUS_DISPLAY_START);
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break;
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case HL_GUESS_LOWER:
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watch_display_string("LO", STATUS_DISPLAY_START);
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break;
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}
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// Scoring
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if (answer == user_guess) {
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score++;
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} else if (answer == HL_GUESS_EQUAL) {
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// No score for two consecutive identical cards
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} else {
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// Incorrect guess, game over
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watch_display_string("GO", STATUS_DISPLAY_START);
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game_board[guess_position].revealed = true;
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render_board_position(guess_position);
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game_state = HL_GS_LOSE;
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return;
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}
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if (score >= WIN_SCORE) {
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// Win, perhaps some kind of animation sequence?
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watch_display_string("WI", STATUS_DISPLAY_START);
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watch_display_string(" ", BOARD_SCORE_DISPLAY_START);
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watch_display_string("------", BOARD_DISPLAY_START);
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game_state = HL_GS_WIN;
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return;
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}
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// Next guess position
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const bool final_board_guess = guess_position == GAME_BOARD_SIZE - 1;
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if (final_board_guess) {
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// Seed new board
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completed_board_count++;
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render_board_count();
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guess_position = 1;
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reset_board(false);
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render_board();
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} else {
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guess_position++;
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render_board_position(guess_position - 1);
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render_board_position(guess_position);
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}
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break;
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}
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case HL_GS_WIN:
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case HL_GS_LOSE:
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// Show score screen on button press from either state
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watch_clear_display();
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render_final_score();
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game_state = HL_GS_SHOW_SCORE;
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break;
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case HL_GS_SHOW_SCORE:
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watch_clear_display();
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watch_display_string(TITLE_TEXT, BOARD_DISPLAY_START);
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watch_display_string("GA", STATUS_DISPLAY_START);
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game_state = HL_GS_TITLE_SCREEN;
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break;
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default:
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watch_display_string("ERROR", BOARD_DISPLAY_START);
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break;
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}
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}
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static void light_button_handler(void) {
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do_game_loop(HL_GUESS_HIGHER);
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}
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static void alarm_button_handler(void) {
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do_game_loop(HL_GUESS_LOWER);
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}
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void higher_lower_game_face_setup(movement_settings_t *settings, uint8_t watch_face_index, 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(higher_lower_game_face_state_t));
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memset(*context_ptr, 0, sizeof(higher_lower_game_face_state_t));
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// Do any one-time tasks in here; the inside of this conditional happens only at boot.
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memset(game_board, 0, sizeof(game_board));
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}
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// Do any pin or peripheral setup here; this will be called whenever the watch wakes from deep sleep.
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}
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void higher_lower_game_face_activate(movement_settings_t *settings, void *context) {
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(void) settings;
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higher_lower_game_face_state_t *state = (higher_lower_game_face_state_t *) context;
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(void) state;
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// Handle any tasks related to your watch face coming on screen.
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game_state = HL_GS_TITLE_SCREEN;
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}
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bool higher_lower_game_face_loop(movement_event_t event, movement_settings_t *settings, void *context) {
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higher_lower_game_face_state_t *state = (higher_lower_game_face_state_t *) context;
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(void) state;
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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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watch_display_string(TITLE_TEXT, BOARD_DISPLAY_START);
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watch_display_string("GA", STATUS_DISPLAY_START);
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break;
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case EVENT_TICK:
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// If needed, update your display here.
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break;
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case EVENT_LIGHT_BUTTON_UP:
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light_button_handler();
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break;
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case EVENT_LIGHT_BUTTON_DOWN:
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// Don't trigger light
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break;
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case EVENT_ALARM_BUTTON_UP:
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alarm_button_handler();
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break;
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case EVENT_TIMEOUT:
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// Your watch face will receive this event after a period of inactivity. If it makes sense to resign,
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// you may uncomment this line to move back to the first watch face in the list:
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// movement_move_to_face(0);
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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 if the watch can enter standby mode. Generally speaking, you should always return true.
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// Exceptions:
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// * If you are displaying a color using the low-level watch_set_led_color function, you should return false.
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// * If you are sounding the buzzer using the low-level watch_set_buzzer_on function, you should return false.
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// Note that if you are driving the LED or buzzer using Movement functions like movement_illuminate_led or
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// movement_play_alarm, you can still return true. This guidance only applies to the low-level watch_ functions.
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return true;
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}
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void higher_lower_game_face_resign(movement_settings_t *settings, void *context) {
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(void) settings;
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(void) context;
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// handle any cleanup before your watch face goes off-screen.
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}
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55
movement/watch_faces/complication/higher_lower_game_face.h
Executable file
55
movement/watch_faces/complication/higher_lower_game_face.h
Executable file
@ -0,0 +1,55 @@
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/*
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* MIT License
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*
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||||
* Copyright (c) 2023 Chris Ellis
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||||
*
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||||
* 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
|
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* SOFTWARE.
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*/
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#ifndef HIGHER_LOWER_GAME_FACE_H_
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#define HIGHER_LOWER_GAME_FACE_H_
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#include "movement.h"
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/*
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* A DESCRIPTION OF YOUR WATCH FACE
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*
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* and a description of how use it
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*
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*/
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typedef struct {
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// Anything you need to keep track of, put it here!
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} higher_lower_game_face_state_t;
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void higher_lower_game_face_setup(movement_settings_t *settings, uint8_t watch_face_index, void ** context_ptr);
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void higher_lower_game_face_activate(movement_settings_t *settings, void *context);
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bool higher_lower_game_face_loop(movement_event_t event, movement_settings_t *settings, void *context);
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void higher_lower_game_face_resign(movement_settings_t *settings, void *context);
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#define higher_lower_game_face ((const watch_face_t){ \
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higher_lower_game_face_setup, \
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higher_lower_game_face_activate, \
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higher_lower_game_face_loop, \
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higher_lower_game_face_resign, \
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NULL, \
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})
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#endif // HIGHER_LOWER_GAME_FACE_H_
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|
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