437 lines
15 KiB
C
437 lines
15 KiB
C
/*
|
|
* MIT License
|
|
*
|
|
* Copyright (c) 2024 <David Volovskiy>
|
|
*
|
|
* 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 <stdlib.h>
|
|
#include <string.h>
|
|
#include "endless_runner_face.h"
|
|
|
|
typedef enum {
|
|
JUMPING_FINAL_FRAME = 0,
|
|
NOT_JUMPING,
|
|
JUMPING_START,
|
|
} RunnerJumpState;
|
|
|
|
typedef enum {
|
|
SCREEN_TITLE = 0,
|
|
SCREEN_PLAYING,
|
|
SCREEN_LOSE,
|
|
SCREEN_COUNT
|
|
} RunnerCurrScreen;
|
|
|
|
typedef enum {
|
|
DIFF_BABY = 0, // 0.5x speed; 4 0's min; jump is 3 frames
|
|
DIFF_EASY, // 1x speed; 4 0's min; jump is 3 frames
|
|
DIFF_NORM, // 1x speed; 4 0's min; jump is 2 frames
|
|
DIFF_HARD, // 1x speed; 3 0's min; jump is 2 frames
|
|
DIFF_COUNT
|
|
} RunnerDifficulty;
|
|
|
|
#define NUM_GRID 12
|
|
#define FREQ 8
|
|
#define FREQ_SLOW 4
|
|
#define JUMP_FRAMES 2
|
|
#define JUMP_FRAMES_EASY 3
|
|
#define MIN_ZEROES 4
|
|
#define MIN_ZEROES_HARD 3
|
|
#define MAX_HI_SCORE 999
|
|
#define MAX_DISP_SCORE 39 // The top-right digits can't properly display above 39
|
|
|
|
typedef struct {
|
|
uint32_t obst_pattern;
|
|
uint16_t obst_indx : 8;
|
|
uint16_t jump_state : 5;
|
|
uint16_t sec_before_moves : 3;
|
|
uint16_t curr_score : 10;
|
|
uint16_t curr_screen : 4;
|
|
bool loc_2_on;
|
|
bool loc_3_on;
|
|
} game_state_t;
|
|
|
|
static game_state_t game_state;
|
|
static const uint8_t _num_bits_obst_pattern = sizeof(game_state.obst_pattern) * 8;
|
|
|
|
static uint32_t get_random(uint32_t max) {
|
|
#if __EMSCRIPTEN__
|
|
return rand() % max;
|
|
#else
|
|
return arc4random_uniform(max);
|
|
#endif
|
|
}
|
|
|
|
static uint32_t get_random_legal(uint32_t prev_val, uint16_t difficulty) {
|
|
/** @brief A legal random number starts with the previous number (which should be the 12 bits on the screen).
|
|
* @param prev_val The previous value to tack onto. The return will have its first NUM_GRID MSBs be the same as prev_val, and the rest be new
|
|
* @param difficulty To dictate how spread apart the obsticles must be
|
|
* @return the new random value, where it's first NUM_GRID MSBs are the same as prev_val
|
|
*/
|
|
uint8_t min_zeros = (difficulty == DIFF_HARD) ? MIN_ZEROES_HARD : MIN_ZEROES;
|
|
uint32_t max = (1 << (_num_bits_obst_pattern - NUM_GRID)) - 1;
|
|
uint32_t rand = get_random(max);
|
|
uint32_t rand_legal = 0;
|
|
prev_val = prev_val & ~max;
|
|
|
|
for (int i = (NUM_GRID + 1); i <= _num_bits_obst_pattern; i++) {
|
|
uint32_t mask = 1 << (_num_bits_obst_pattern - i);
|
|
bool msb = (rand & mask) >> (_num_bits_obst_pattern - i);
|
|
if (msb) {
|
|
rand_legal = rand_legal << min_zeros;
|
|
i+=min_zeros;
|
|
}
|
|
rand_legal |= msb;
|
|
rand_legal = rand_legal << 1;
|
|
}
|
|
|
|
rand_legal = rand_legal & max;
|
|
for (int i = 0; i <= min_zeros; i++) {
|
|
if (prev_val & (1 << (i + _num_bits_obst_pattern - NUM_GRID))){
|
|
rand_legal = rand_legal >> (min_zeros - i);
|
|
break;
|
|
}
|
|
}
|
|
rand_legal = prev_val | rand_legal;
|
|
return rand_legal;
|
|
}
|
|
|
|
static void display_ball(bool jumping) {
|
|
if (!jumping) {
|
|
watch_set_pixel(0, 21);
|
|
watch_set_pixel(1, 21);
|
|
watch_set_pixel(0, 20);
|
|
watch_set_pixel(1, 20);
|
|
watch_clear_pixel(1, 17);
|
|
watch_clear_pixel(2, 20);
|
|
watch_clear_pixel(2, 21);
|
|
}
|
|
else {
|
|
watch_clear_pixel(0, 21);
|
|
watch_clear_pixel(1, 21);
|
|
watch_clear_pixel(0, 20);
|
|
watch_set_pixel(1, 20);
|
|
watch_set_pixel(1, 17);
|
|
watch_set_pixel(2, 20);
|
|
watch_set_pixel(2, 21);
|
|
}
|
|
}
|
|
|
|
static void display_score(uint8_t score) {
|
|
char buf[3];
|
|
score %= (MAX_DISP_SCORE + 1);
|
|
sprintf(buf, "%2d", score);
|
|
watch_display_string(buf, 2);
|
|
}
|
|
|
|
static void display_difficulty(uint16_t difficulty) {
|
|
switch (difficulty)
|
|
{
|
|
case DIFF_BABY:
|
|
watch_display_string("b", 3);
|
|
break;
|
|
case DIFF_EASY:
|
|
watch_display_string("E", 3);
|
|
break;
|
|
case DIFF_HARD:
|
|
watch_display_string("H", 3);
|
|
break;
|
|
case DIFF_NORM:
|
|
default:
|
|
watch_display_string("N", 3);
|
|
break;
|
|
}
|
|
}
|
|
|
|
static void display_title(endless_runner_state_t *state) {
|
|
char buf[10];
|
|
uint16_t hi_score = state -> hi_score;
|
|
uint8_t difficulty = state -> difficulty;
|
|
bool sound_on = state -> soundOn;
|
|
memset(&game_state, 0, sizeof(game_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();
|
|
if (hi_score <= 99)
|
|
sprintf(buf, "ER HS%2d ", hi_score);
|
|
else if (hi_score <= MAX_HI_SCORE)
|
|
sprintf(buf, "ER HS%3d ", hi_score);
|
|
else
|
|
sprintf(buf, "ER HS-- ", hi_score);
|
|
watch_display_string(buf, 0);
|
|
display_difficulty(difficulty);
|
|
}
|
|
|
|
static void begin_playing(endless_runner_state_t *state) {
|
|
game_state.curr_screen = SCREEN_PLAYING;
|
|
watch_clear_colon();
|
|
movement_request_tick_frequency((state -> difficulty == DIFF_BABY) ? FREQ_SLOW : FREQ);
|
|
watch_display_string("ER ", 0);
|
|
game_state.jump_state = NOT_JUMPING;
|
|
display_ball(game_state.jump_state != NOT_JUMPING);
|
|
do // Avoid the first array of obstacles being a boring line of 0s
|
|
{
|
|
game_state.obst_pattern = get_random_legal(0, state -> difficulty);
|
|
} while (game_state.obst_pattern == 0);
|
|
display_score( game_state.curr_score);
|
|
if (state -> soundOn){
|
|
watch_buzzer_play_note(BUZZER_NOTE_C5, 200);
|
|
watch_buzzer_play_note(BUZZER_NOTE_E5, 200);
|
|
watch_buzzer_play_note(BUZZER_NOTE_G5, 200);
|
|
}
|
|
}
|
|
|
|
static void display_lose_screen(endless_runner_state_t *state) {
|
|
game_state.curr_screen = SCREEN_LOSE;
|
|
game_state.curr_score = 0;
|
|
watch_display_string(" U LOSE ", 0);
|
|
if (state -> soundOn)
|
|
watch_buzzer_play_note(BUZZER_NOTE_A1, 600);
|
|
else
|
|
delay_ms(600);
|
|
}
|
|
|
|
static bool display_obstacle(bool obstacle, int grid_loc, endless_runner_state_t *state) {
|
|
bool success_jump = false;
|
|
switch (grid_loc)
|
|
{
|
|
case 2:
|
|
game_state.loc_2_on = obstacle;
|
|
if (obstacle)
|
|
watch_set_pixel(0, 20);
|
|
else if (game_state.jump_state != NOT_JUMPING)
|
|
watch_clear_pixel(0, 20);
|
|
break;
|
|
case 3:
|
|
game_state.loc_3_on = obstacle;
|
|
if (obstacle)
|
|
watch_set_pixel(1, 21);
|
|
else if (game_state.jump_state != NOT_JUMPING)
|
|
watch_clear_pixel(1, 21);
|
|
break;
|
|
|
|
case 1:
|
|
if (obstacle) { // If an obstacle is here, it means the ball cleared it
|
|
if (game_state.curr_score <= MAX_HI_SCORE) {
|
|
game_state.curr_score++;
|
|
if (game_state.curr_score > state -> hi_score)
|
|
state -> hi_score = game_state.curr_score;
|
|
}
|
|
display_score(game_state.curr_score);
|
|
}
|
|
//fall through
|
|
case 0:
|
|
if (obstacle) // If an obstacle is here, it means the ball cleared it
|
|
success_jump = true;
|
|
//fall through
|
|
case 5:
|
|
if (obstacle)
|
|
watch_set_pixel(0, 18 + grid_loc);
|
|
else
|
|
watch_clear_pixel(0, 18 + grid_loc);
|
|
break;
|
|
case 4:
|
|
if (obstacle)
|
|
watch_set_pixel(1, 22);
|
|
else
|
|
watch_clear_pixel(1, 22);
|
|
break;
|
|
case 6:
|
|
if (obstacle)
|
|
watch_set_pixel(1, 0);
|
|
else
|
|
watch_clear_pixel(1, 0);
|
|
break;
|
|
case 7:
|
|
case 8:
|
|
if (obstacle)
|
|
watch_set_pixel(0, grid_loc - 6);
|
|
else
|
|
watch_clear_pixel(0, grid_loc - 6);
|
|
break;
|
|
case 9:
|
|
case 10:
|
|
if (obstacle)
|
|
watch_set_pixel(0, grid_loc - 5);
|
|
else
|
|
watch_clear_pixel(0, grid_loc - 5);
|
|
break;
|
|
case 11:
|
|
if (obstacle)
|
|
watch_set_pixel(1, 6);
|
|
else
|
|
watch_clear_pixel(1, 6);
|
|
break;
|
|
default:
|
|
break;
|
|
}
|
|
return success_jump;
|
|
}
|
|
|
|
static bool display_obstacles(endless_runner_state_t *state) {
|
|
bool success_jump = false;
|
|
for (int i = 0; i < NUM_GRID; i++) {
|
|
// Use a bitmask to isolate each bit and shift it to the least significant position
|
|
uint32_t mask = 1 << ((_num_bits_obst_pattern - 1) - i);
|
|
bool obstacle = (game_state.obst_pattern & mask) >> ((_num_bits_obst_pattern - 1) - i);
|
|
if (display_obstacle(obstacle, i, state)) success_jump = true;
|
|
|
|
}
|
|
game_state.obst_pattern = game_state.obst_pattern << 1;
|
|
game_state.obst_indx++;
|
|
if (game_state.obst_indx >= _num_bits_obst_pattern - NUM_GRID) {
|
|
game_state.obst_indx = 0;
|
|
game_state.obst_pattern = get_random_legal(game_state.obst_pattern, state -> difficulty);
|
|
}
|
|
return success_jump;
|
|
}
|
|
|
|
void endless_runner_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(endless_runner_state_t));
|
|
memset(*context_ptr, 0, sizeof(endless_runner_state_t));
|
|
endless_runner_state_t *state = (endless_runner_state_t *)*context_ptr;
|
|
state->difficulty = DIFF_NORM;
|
|
}
|
|
}
|
|
|
|
void endless_runner_face_activate(movement_settings_t *settings, void *context) {
|
|
(void) settings;
|
|
(void) context;
|
|
}
|
|
|
|
bool endless_runner_face_loop(movement_event_t event, movement_settings_t *settings, void *context) {
|
|
endless_runner_state_t *state = (endless_runner_state_t *)context;
|
|
bool success_jump = false;
|
|
uint8_t curr_jump_frame = 0;
|
|
watch_date_time date_time;
|
|
|
|
switch (event.event_type) {
|
|
case EVENT_ACTIVATE:
|
|
date_time = watch_rtc_get_date_time();
|
|
if ((state -> year_last_hi_score != date_time.unit.year) ||
|
|
(state -> month_last_hi_score != date_time.unit.month))
|
|
{
|
|
// The high score resets itself every new month.
|
|
state -> hi_score = 0;
|
|
state -> year_last_hi_score = date_time.unit.year;
|
|
state -> month_last_hi_score = date_time.unit.month;
|
|
}
|
|
if (state -> soundOn) watch_set_indicator(WATCH_INDICATOR_BELL);
|
|
display_title(state);
|
|
break;
|
|
case EVENT_TICK:
|
|
switch (game_state.curr_screen)
|
|
{
|
|
case SCREEN_TITLE:
|
|
case SCREEN_LOSE:
|
|
break;
|
|
default:
|
|
if (game_state.sec_before_moves != 0) {
|
|
if (event.subsecond == 0) --game_state.sec_before_moves;
|
|
break;
|
|
}
|
|
success_jump = display_obstacles(state);
|
|
switch (game_state.jump_state)
|
|
{
|
|
case NOT_JUMPING:
|
|
break;
|
|
case JUMPING_FINAL_FRAME:
|
|
game_state.jump_state = NOT_JUMPING;
|
|
display_ball(game_state.jump_state != NOT_JUMPING);
|
|
if (state -> soundOn){
|
|
if (success_jump)
|
|
watch_buzzer_play_note(BUZZER_NOTE_C5, 60);
|
|
else
|
|
watch_buzzer_play_note(BUZZER_NOTE_C3, 60);
|
|
}
|
|
break;
|
|
default:
|
|
curr_jump_frame = game_state.jump_state - NOT_JUMPING;
|
|
if (curr_jump_frame >= JUMP_FRAMES_EASY || (state -> difficulty >= DIFF_NORM && curr_jump_frame >= JUMP_FRAMES))
|
|
game_state.jump_state = JUMPING_FINAL_FRAME;
|
|
else
|
|
game_state.jump_state++;
|
|
//if (!watch_get_pin_level(BTN_ALARM) && !watch_get_pin_level(BTN_LIGHT)) game_state.jump_state = JUMPING_FINAL_FRAME; // Uncomment to have depressing the buttons cause the ball to drop regardless of its current frame.
|
|
break;
|
|
}
|
|
if (game_state.jump_state == NOT_JUMPING && (game_state.loc_2_on || game_state.loc_3_on)) {
|
|
delay_ms(200); // To show the player jumping onto the obstacle before displaying the lose screen.
|
|
display_lose_screen(state);
|
|
}
|
|
break;
|
|
}
|
|
break;
|
|
case EVENT_LIGHT_BUTTON_UP:
|
|
case EVENT_ALARM_BUTTON_UP:
|
|
if (game_state.curr_screen == SCREEN_TITLE)
|
|
begin_playing(state);
|
|
else if (game_state.curr_screen == SCREEN_LOSE)
|
|
display_title(state);
|
|
break;
|
|
case EVENT_LIGHT_LONG_PRESS:
|
|
if (game_state.curr_screen == SCREEN_TITLE) {
|
|
state -> difficulty = (state -> difficulty + 1) % DIFF_COUNT;
|
|
display_difficulty(state -> difficulty);
|
|
if (state -> soundOn) {
|
|
if (state -> difficulty == 0) watch_buzzer_play_note(BUZZER_NOTE_B4, 30);
|
|
else watch_buzzer_play_note(BUZZER_NOTE_C5, 30);
|
|
}
|
|
}
|
|
break;
|
|
case EVENT_LIGHT_BUTTON_DOWN:
|
|
case EVENT_ALARM_BUTTON_DOWN:
|
|
if (game_state.curr_screen == SCREEN_PLAYING && game_state.jump_state == NOT_JUMPING){
|
|
game_state.jump_state = JUMPING_START;
|
|
display_ball(game_state.jump_state != NOT_JUMPING);
|
|
}
|
|
break;
|
|
case EVENT_ALARM_LONG_PRESS:
|
|
if (game_state.curr_screen != SCREEN_PLAYING)
|
|
{
|
|
state -> soundOn = !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);
|
|
}
|
|
}
|
|
break;
|
|
case EVENT_TIMEOUT:
|
|
movement_move_to_face(0);
|
|
break;
|
|
case EVENT_LOW_ENERGY_UPDATE:
|
|
break;
|
|
default:
|
|
return movement_default_loop_handler(event, settings);
|
|
}
|
|
return true;
|
|
}
|
|
|
|
void endless_runner_face_resign(movement_settings_t *settings, void *context) {
|
|
(void) settings;
|
|
(void) context;
|
|
}
|
|
|