/* * MIT License * * Copyright (c) 2025 Johan Oskarsson * * 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. */ #include #include #include #include "squash_face.h" // https://en.wikipedia.org/wiki/Squash_(sport)#Scoring_system // Using "point-a-rally scoring (PARS)" to 11 below. #define POINTS_TO_WIN_GAME 11 // For example if both players have 10 points one of them has to get to 12, not 11, to win. #define MIN_POINT_DIFFERENCE 2 // First to 3 games won (max 5 games played) #define GAMES_TO_WIN_MATCH 3 static void update_display(squash_state_t *state) { char buf[16]; watch_clear_display(); // The colon makes it easier to distinguis each players score watch_set_colon(); // Show games won in small digits sprintf(buf, "%d", state->player1_games); watch_display_text(WATCH_POSITION_TOP_LEFT, buf); sprintf(buf, "%d", state->player2_games); watch_display_text(WATCH_POSITION_TOP_RIGHT, buf); // Show current score: P1-P2 sprintf(buf, "%02d", state->player1_score); watch_display_text(WATCH_POSITION_HOURS, buf); sprintf(buf, "%02d", state->player2_score); watch_display_text(WATCH_POSITION_MINUTES, buf); // If game over, show indicator if (state->is_game_over) { watch_set_indicator(WATCH_INDICATOR_LAP); } else { watch_clear_indicator(WATCH_INDICATOR_LAP); } } static void check_game_status(squash_state_t *state) { // Check if a player has won the current game if ((state->player1_score >= POINTS_TO_WIN_GAME || state->player2_score >= POINTS_TO_WIN_GAME) && abs(state->player1_score - state->player2_score) >= MIN_POINT_DIFFERENCE) { // Award a game to the winner if (state->player1_score > state->player2_score) { state->player1_games++; movement_play_signal(); } else { state->player2_games++; movement_play_signal(); } // Check if the match is over if (state->player1_games >= GAMES_TO_WIN_MATCH || state->player2_games >= GAMES_TO_WIN_MATCH) { state->is_game_over = true; movement_play_signal(); } else { // Reset for next game state->player1_score = 0; state->player2_score = 0; } } } static void reset_match(squash_state_t *state) { state->player1_score = 0; state->player2_score = 0; state->player1_games = 0; state->player2_games = 0; state->is_game_over = false; movement_play_signal(); } void squash_face_setup(uint8_t watch_face_index, void **context_ptr) { (void)watch_face_index; if (*context_ptr == NULL) { *context_ptr = malloc(sizeof(squash_state_t)); memset(*context_ptr, 0, sizeof(squash_state_t)); } } void squash_face_activate(void *context) { squash_state_t *state = (squash_state_t *)context; update_display(state); } bool squash_face_loop(movement_event_t event, void *context) { squash_state_t *state = (squash_state_t *)context; switch (event.event_type) { case EVENT_ACTIVATE: update_display(state); break; case EVENT_LIGHT_BUTTON_DOWN: // Suppress default LED behavior break; case EVENT_LIGHT_BUTTON_UP: if (!state->is_game_over) { // Increment player 1's score state->player1_score++; check_game_status(state); update_display(state); } break; case EVENT_ALARM_BUTTON_UP: if (!state->is_game_over) { // Increment player 2's score state->player2_score++; check_game_status(state); update_display(state); } break; case EVENT_MODE_LONG_PRESS: // Reset the match reset_match(state); update_display(state); return true; case EVENT_ALARM_LONG_PRESS: update_display(state); break; case EVENT_TIMEOUT: break; case EVENT_LOW_ENERGY_UPDATE: update_display(state); if (!watch_sleep_animation_is_running()) { watch_start_sleep_animation(1000); } break; default: return movement_default_loop_handler(event); } return true; } void squash_face_resign(void *context) { (void)context; }