2024-09-17 22:27:43 -04:00

468 lines
15 KiB
C

/*
* MIT License
*
* Copyright (c) 2023 Hugo Chargois
*
* 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.
*/
// Emulator only: need time() to seed the random number generator
#if __EMSCRIPTEN__
#include <time.h>
#endif
#include <stdlib.h>
#include <string.h>
#include "butterfly_game_face.h"
static char butterfly_shapes[][3] = {
"[]", "][", "25", "52", "9e", "e9", "6a", "a6", "3E", "E3", "00", "HH", "88"
};
static int8_t single_beep[] = {BUZZER_NOTE_A7, 4, 0};
static int8_t round_win_melody[] = {
BUZZER_NOTE_C6, 4,
BUZZER_NOTE_E6, 4,
BUZZER_NOTE_G6, 4,
BUZZER_NOTE_C7, 12,
0};
static int8_t round_lose_melody[] = {
BUZZER_NOTE_E6, 4,
BUZZER_NOTE_F6, 4,
BUZZER_NOTE_D6SHARP_E6FLAT, 4,
BUZZER_NOTE_C6, 12,
0};
static int8_t game_win_melody[] = {
BUZZER_NOTE_G6, 4,
BUZZER_NOTE_A6, 4,
BUZZER_NOTE_B6, 4,
BUZZER_NOTE_C7, 12,
BUZZER_NOTE_D7, 4,
BUZZER_NOTE_E7, 4,
BUZZER_NOTE_D7, 4,
BUZZER_NOTE_C7, 12,
BUZZER_NOTE_B6, 4,
BUZZER_NOTE_C7, 4,
BUZZER_NOTE_D7, 4,
BUZZER_NOTE_G7, 24,
0};
#define NUM_SHAPES (sizeof(butterfly_shapes) / sizeof(butterfly_shapes[0]))
#define POS_LEFT 4
#define POS_CENTER 6
#define POS_RIGHT 8
#define TICK_FREQ 8
#define TICKS_PER_SHAPE 8
#define PLAYER_1 0
#define PLAYER_2 1
// returns a random integer r with 0 <= r < max
static inline uint8_t _get_rand(uint8_t max) {
#if __EMSCRIPTEN__
return rand() % max;
#else
return arc4random_uniform(max);
#endif
}
/*
* The game is built with a simple state machine where each state is called a
* "screen". Each screen can draw on the display and handles events, including
* the "activate" event, which is repurposed and sent whenever we move from one
* screen to another via the _transition_to function. Basically it's a mini
* movement inside movement.
*/
typedef bool (*screen_fn_t)(movement_event_t, butterfly_game_state_t*);
static screen_fn_t cur_screen_fn;
static bool _transition_to(screen_fn_t sf, butterfly_game_state_t *state) {
movement_event_t ev = {EVENT_ACTIVATE, 0};
cur_screen_fn = sf;
return sf(ev, state);
}
static uint8_t _pick_wrong_shape(butterfly_game_state_t *state, bool skip_wrong_shape) {
if (!skip_wrong_shape) {
// easy case, we only need to skip over 1 shape: the correct shape
uint8_t r = _get_rand(NUM_SHAPES-1);
if (r >= state->correct_shape) {
r++;
}
return r;
} else {
// a bit more complex, we need to skip over 2 shapes: the correct one
// and the current wrong one
uint8_t r = _get_rand(NUM_SHAPES-2);
uint8_t i1, i2; // the 2 indices to skip over, with i1 < i2
if (state->correct_shape < state->current_shape) {
i1 = state->correct_shape;
i2 = state->current_shape;
} else {
i1 = state->current_shape;
i2 = state->correct_shape;
}
if (r >= i1) {
r++;
}
if (r >= i2) {
r++;
}
return r;
}
}
static void _display_shape(uint8_t shape, uint8_t pos) {
watch_display_string(butterfly_shapes[shape], pos);
}
static void _display_scores(butterfly_game_state_t *state) {
char buf[] = " ";
buf[0] = '0' + state->score_p1;
watch_display_string(buf, 0);
buf[0] = '0' + state->score_p2;
watch_display_string(buf, 3);
}
static void _play_sound(butterfly_game_state_t *state, int8_t *seq) {
if (state->sound) watch_buzzer_play_sequence(seq, NULL);
}
static bool _round_start_screen(movement_event_t event, butterfly_game_state_t *state);
static bool _reset_screen(movement_event_t event, butterfly_game_state_t *state);
static bool _game_win_screen(movement_event_t event, butterfly_game_state_t *state) {
switch (event.event_type) {
case EVENT_ACTIVATE:
state->ctr = 4 * TICK_FREQ;
watch_clear_display();
if (state->score_p1 >= state->goal_score) {
watch_display_string("pl1 wins", 0);
} else {
watch_display_string("pl2 wins", 0);
}
_play_sound(state, game_win_melody);
break;
case EVENT_TICK:
state->ctr--;
if (state->ctr == 0) {
return _transition_to(_reset_screen, state);
}
break;
}
return true;
}
static bool _round_win_screen(movement_event_t event, butterfly_game_state_t *state) {
switch (event.event_type) {
case EVENT_ACTIVATE:
state->ctr = TICK_FREQ;
if (state->round_winner == PLAYER_1) {
state->score_p1++;
} else {
state->score_p2++;
}
watch_clear_display();
_display_scores(state);
_display_shape(state->correct_shape, state->round_winner == PLAYER_1 ? POS_LEFT : POS_RIGHT);
_play_sound(state, round_win_melody);
break;
case EVENT_TICK:
state->ctr--;
if (state->ctr == 0) {
if (state->score_p1 >= state->goal_score || state->score_p2 >= state->goal_score) {
return _transition_to(_game_win_screen, state);
}
return _transition_to(_round_start_screen, state);
}
break;
}
return true;
}
static bool _round_lose_screen(movement_event_t event, butterfly_game_state_t *state) {
switch (event.event_type) {
case EVENT_ACTIVATE:
state->ctr = TICK_FREQ;
if (state->round_winner == PLAYER_1) {
if (state->score_p2 > 0) state->score_p2--;
} else {
if (state->score_p1 > 0) state->score_p1--;
}
_display_shape(state->correct_shape, POS_CENTER);
_play_sound(state, round_lose_melody);
break;
case EVENT_TICK:
if (--state->ctr == 0) {
return _transition_to(_round_start_screen, state);
}
_display_shape(state->ctr%2 ? state->correct_shape : state->current_shape, POS_CENTER);
break;
}
return true;
}
static bool _correct_shape_screen(movement_event_t event, butterfly_game_state_t *state) {
switch (event.event_type) {
case EVENT_ACTIVATE:
_display_shape(state->correct_shape, POS_CENTER);
_play_sound(state, single_beep);
break;
case EVENT_LIGHT_BUTTON_DOWN:
state->round_winner = PLAYER_1;
return _transition_to(_round_win_screen, state);
case EVENT_ALARM_BUTTON_DOWN:
state->round_winner = PLAYER_2;
return _transition_to(_round_win_screen, state);
}
return true;
}
static bool _wrong_shape_screen(movement_event_t event, butterfly_game_state_t *state) {
switch (event.event_type) {
case EVENT_ACTIVATE:
state->ctr = TICKS_PER_SHAPE;
state->current_shape = _pick_wrong_shape(state, true);
_display_shape(state->current_shape, POS_CENTER);
_play_sound(state, single_beep);
break;
case EVENT_TICK:
if (--state->ctr == 0) {
if (--state->show_correct_shape_after == 0) {
return _transition_to(_correct_shape_screen, state);
}
return _transition_to(_wrong_shape_screen, state);
}
break;
case EVENT_LIGHT_BUTTON_DOWN:
state->round_winner = PLAYER_2;
return _transition_to(_round_lose_screen, state);
case EVENT_ALARM_BUTTON_DOWN:
state->round_winner = PLAYER_1;
return _transition_to(_round_lose_screen, state);
}
return true;
}
static bool _first_wrong_shape_screen(movement_event_t event, butterfly_game_state_t *state) {
// the first of the wrong shape screens is a bit different than the next
// ones, for 2 reasons:
// * we can pick any shape except one (the correct shape); whereas in the
// subsequent wrong shape screens, we also must not pick the same wrong
// shape as the last
// * we don't act on the light/alarm button events; they would normally be
// a fail in a wrong shape screen, but in this case it may just be that
// the 2 players acknowledge the picked shape (in the previous screen) in
// quick succession, and we don't want the second player to immediately
// fail.
switch (event.event_type) {
case EVENT_ACTIVATE:
state->ctr = TICKS_PER_SHAPE;
state->current_shape = _pick_wrong_shape(state, false);
_display_shape(state->current_shape, POS_CENTER);
_play_sound(state, single_beep);
break;
case EVENT_TICK:
if (--state->ctr == 0) {
return _transition_to(_wrong_shape_screen, state);
}
break;
}
return true;
}
static bool _round_start_screen(movement_event_t event, butterfly_game_state_t *state) {
switch (event.event_type) {
case EVENT_ACTIVATE:
state->correct_shape = _get_rand(NUM_SHAPES);
state->show_correct_shape_after = _get_rand(10) + 1;
watch_display_string(" - -", 0);
_display_scores(state);
_display_shape(state->correct_shape, POS_CENTER);
break;
case EVENT_LIGHT_BUTTON_DOWN:
case EVENT_ALARM_BUTTON_DOWN:
watch_display_string(" ", 4);
return _transition_to(_first_wrong_shape_screen, state);
}
return true;
}
static bool _goal_select_screen(movement_event_t event, butterfly_game_state_t *state) {
switch (event.event_type) {
case EVENT_ACTIVATE:
watch_clear_display();
state->goal_score = 6;
break;
case EVENT_LIGHT_BUTTON_DOWN:
return _transition_to(_round_start_screen, state);
case EVENT_ALARM_BUTTON_DOWN:
state->goal_score += 3;
if (state->goal_score > 9) state->goal_score = 3;
break;
}
char buf[] = "GOaL ";
buf[5] = '0' + state->goal_score;
watch_display_string(buf, 4);
return true;
}
static bool _reset_screen(movement_event_t event, butterfly_game_state_t *state) {
(void) event;
state->score_p1 = 0;
state->score_p2 = 0;
return _transition_to(_goal_select_screen, state);
}
static bool _continue_select_screen(movement_event_t event, butterfly_game_state_t *state) {
switch (event.event_type) {
case EVENT_ACTIVATE:
watch_clear_display();
// no game in progress, start a new game
if (state->score_p1 == 0 && state->score_p2 == 0) {
return _transition_to(_goal_select_screen, state);
}
state->cont = false;
break;
case EVENT_LIGHT_BUTTON_DOWN:
if (state->cont) {
return _transition_to(_round_start_screen, state);
}
return _transition_to(_reset_screen, state);
case EVENT_ALARM_BUTTON_DOWN:
state->cont = !state->cont;
break;
}
if (state->cont) {
watch_display_string("Cont y", 4);
} else {
watch_display_string("Cont n", 4);
}
return true;
}
static bool _sound_select_screen(movement_event_t event, butterfly_game_state_t *state) {
switch (event.event_type) {
case EVENT_ACTIVATE:
watch_clear_display();
break;
case EVENT_LIGHT_BUTTON_DOWN:
return _transition_to(_continue_select_screen, state);
case EVENT_ALARM_BUTTON_DOWN:
state->sound = !state->sound;
break;
}
if (state->sound) {
watch_display_string("snd y", 5);
} else {
watch_display_string("snd n", 5);
}
return true;
}
static bool _splash_screen(movement_event_t event, butterfly_game_state_t *state) {
switch (event.event_type) {
case EVENT_ACTIVATE:
state->ctr = TICK_FREQ;
watch_clear_display();
watch_display_string("Btrfly", 4);
break;
case EVENT_LIGHT_BUTTON_DOWN:
case EVENT_ALARM_BUTTON_DOWN:
return _transition_to(_sound_select_screen, state);
case EVENT_TICK:
if (--state->ctr == 0) {
return _transition_to(_sound_select_screen, state);
}
break;
}
return true;
}
void butterfly_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(butterfly_game_state_t));
memset(*context_ptr, 0, sizeof(butterfly_game_state_t));
// Do any one-time tasks in here; the inside of this conditional happens only at boot.
}
// Do any pin or peripheral setup here; this will be called whenever the watch wakes from deep sleep.
#if __EMSCRIPTEN__
// simulator only: seed the random number generator
time_t t;
srand((unsigned) time(&t));
#endif
}
void butterfly_game_face_activate(movement_settings_t *settings, void *context) {
(void) settings;
(void) context;
movement_request_tick_frequency(TICK_FREQ);
}
bool butterfly_game_face_loop(movement_event_t event, movement_settings_t *settings, void *context) {
butterfly_game_state_t *state = (butterfly_game_state_t *)context;
switch (event.event_type) {
case EVENT_ACTIVATE:
return _transition_to(_splash_screen, state);
case EVENT_TICK:
case EVENT_LIGHT_BUTTON_DOWN:
case EVENT_ALARM_BUTTON_DOWN:
return (*cur_screen_fn)(event, state);
case EVENT_TIMEOUT:
movement_move_to_face(0);
return true;
default:
return movement_default_loop_handler(event, settings);
}
}
void butterfly_game_face_resign(movement_settings_t *settings, void *context) {
(void) settings;
(void) context;
// handle any cleanup before your watch face goes off-screen.
}