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https://github.com/firewalkwithm3/Sensor-Watch.git
synced 2024-11-22 19:20:30 +08:00
Refectored the state machine
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parent
07d2bc91a5
commit
6ec6476d0f
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@ -40,21 +40,21 @@ typedef enum {
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} RunnerCurrScreen;
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typedef enum {
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DIFF_BABY = 0, // 0.5x speed; 4 0's min; jump is 3 frames
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DIFF_EASY, // 1x speed; 4 0's min; jump is 3 frames
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DIFF_NORM, // 1x speed; 4 0's min; jump is 2 frames
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DIFF_HARD, // 1x speed; 3 0's min; jump is 2 frames
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DIFF_BABY = 0, // FREQ_SLOW FPS; MIN_ZEROES 0's min; Jump is JUMP_FRAMES_EASY frames
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DIFF_EASY, // FREQ FPS; MIN_ZEROES 0's min; Jump is JUMP_FRAMES_EASY frames
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DIFF_NORM, // FREQ FPS; MIN_ZEROES 0's min; Jump is JUMP_FRAMES frames
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DIFF_HARD, // FREQ FPS; MIN_ZEROES_HARD 0's min; jump is JUMP_FRAMES frames
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DIFF_COUNT
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} RunnerDifficulty;
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#define NUM_GRID 12
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#define FREQ 8
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#define FREQ_SLOW 4
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#define JUMP_FRAMES 2
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#define JUMP_FRAMES_EASY 3
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#define MIN_ZEROES 4
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#define MIN_ZEROES_HARD 3
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#define MAX_HI_SCORE 999
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#define NUM_GRID 12 // This the length that the obstacle track can be on
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#define FREQ 8 // Frequency request for the game
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#define FREQ_SLOW 4 // Frequency request for baby mode
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#define JUMP_FRAMES 2 // Wait this many frames on difficulties above EASY before coming down from the jump button pressed
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#define JUMP_FRAMES_EASY 3 // Wait this many frames on difficulties at or below EASY before coming down from the jump button pressed
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#define MIN_ZEROES 4 // At minimum, we'll have this many spaces between obstacles
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#define MIN_ZEROES_HARD 3 // At minimum, we'll have this many spaces between obstacles on hard mode
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#define MAX_HI_SCORE 999 // Max hi score to store and display on the title screen.
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#define MAX_DISP_SCORE 39 // The top-right digits can't properly display above 39
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typedef struct {
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@ -141,6 +141,19 @@ static void display_score(uint8_t score) {
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watch_display_string(buf, 2);
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}
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static void check_and_reset_hi_score(endless_runner_state_t *state) {
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// Resets the hi scroe at the beginning of each month.
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watch_date_time date_time = watch_rtc_get_date_time();
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if ((state -> year_last_hi_score != date_time.unit.year) ||
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(state -> month_last_hi_score != date_time.unit.month))
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{
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// The high score resets itself every new month.
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state -> hi_score = 0;
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state -> year_last_hi_score = date_time.unit.year;
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state -> month_last_hi_score = date_time.unit.month;
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}
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}
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static void display_difficulty(uint16_t difficulty) {
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switch (difficulty)
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{
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@ -160,8 +173,27 @@ static void display_difficulty(uint16_t difficulty) {
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}
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}
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static void change_difficulty(endless_runner_state_t *state) {
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state -> difficulty = (state -> difficulty + 1) % DIFF_COUNT;
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display_difficulty(state -> difficulty);
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if (state -> soundOn) {
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if (state -> difficulty == 0) watch_buzzer_play_note(BUZZER_NOTE_B4, 30);
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else watch_buzzer_play_note(BUZZER_NOTE_C5, 30);
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}
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}
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static void toggle_sound(endless_runner_state_t *state) {
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state -> soundOn = !state -> soundOn;
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if (state -> soundOn){
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watch_buzzer_play_note(BUZZER_NOTE_C5, 30);
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watch_set_indicator(WATCH_INDICATOR_BELL);
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}
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else {
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watch_clear_indicator(WATCH_INDICATOR_BELL);
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}
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}
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static void display_title(endless_runner_state_t *state) {
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char buf[10];
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uint16_t hi_score = state -> hi_score;
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uint8_t difficulty = state -> difficulty;
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bool sound_on = state -> soundOn;
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@ -169,13 +201,17 @@ static void display_title(endless_runner_state_t *state) {
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game_state.sec_before_moves = 1; // The first obstacles will all be 0s, which is about an extra second of delay.
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if (sound_on) game_state.sec_before_moves--; // Start chime is about 1 second
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watch_set_colon();
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if (hi_score <= 99)
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sprintf(buf, "ER HS%2d ", hi_score);
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else if (hi_score <= MAX_HI_SCORE)
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sprintf(buf, "ER HS%3d ", hi_score);
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else
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sprintf(buf, "ER HS-- ", hi_score);
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watch_display_string(buf, 0);
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if (hi_score > MAX_HI_SCORE) {
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watch_display_string("ER HS-- ", 0);
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}
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else {
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char buf[14];
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if (hi_score <= 99)
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sprintf(buf, "ER HS%2d ", hi_score);
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else if (hi_score <= MAX_HI_SCORE)
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sprintf(buf, "ER HS%3d ", hi_score);
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watch_display_string(buf, 0);
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}
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display_difficulty(difficulty);
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}
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@ -303,6 +339,43 @@ static bool display_obstacles(endless_runner_state_t *state) {
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return success_jump;
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}
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static void update_game(endless_runner_state_t *state, uint8_t subsecond) {
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bool success_jump = false;
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uint8_t curr_jump_frame = 0;
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if (game_state.sec_before_moves != 0) {
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if (subsecond == 0) --game_state.sec_before_moves;
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return;
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}
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success_jump = display_obstacles(state);
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switch (game_state.jump_state)
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{
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case NOT_JUMPING:
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break;
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case JUMPING_FINAL_FRAME:
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game_state.jump_state = NOT_JUMPING;
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display_ball(game_state.jump_state != NOT_JUMPING);
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if (state -> soundOn){
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if (success_jump)
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watch_buzzer_play_note(BUZZER_NOTE_C5, 60);
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else
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watch_buzzer_play_note(BUZZER_NOTE_C3, 60);
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}
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break;
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default:
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curr_jump_frame = game_state.jump_state - NOT_JUMPING;
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if (curr_jump_frame >= JUMP_FRAMES_EASY || (state -> difficulty >= DIFF_NORM && curr_jump_frame >= JUMP_FRAMES))
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game_state.jump_state = JUMPING_FINAL_FRAME;
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else
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game_state.jump_state++;
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//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.
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break;
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}
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if (game_state.jump_state == NOT_JUMPING && (game_state.loc_2_on || game_state.loc_3_on)) {
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delay_ms(200); // To show the player jumping onto the obstacle before displaying the lose screen.
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display_lose_screen(state);
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}
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}
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void endless_runner_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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@ -321,21 +394,9 @@ void endless_runner_face_activate(movement_settings_t *settings, void *context)
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bool endless_runner_face_loop(movement_event_t event, movement_settings_t *settings, void *context) {
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endless_runner_state_t *state = (endless_runner_state_t *)context;
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bool success_jump = false;
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uint8_t curr_jump_frame = 0;
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watch_date_time date_time;
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switch (event.event_type) {
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case EVENT_ACTIVATE:
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date_time = watch_rtc_get_date_time();
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if ((state -> year_last_hi_score != date_time.unit.year) ||
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(state -> month_last_hi_score != date_time.unit.month))
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{
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// The high score resets itself every new month.
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state -> hi_score = 0;
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state -> year_last_hi_score = date_time.unit.year;
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state -> month_last_hi_score = date_time.unit.month;
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}
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check_and_reset_hi_score(state);
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if (state -> soundOn) watch_set_indicator(WATCH_INDICATOR_BELL);
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display_title(state);
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break;
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@ -346,38 +407,7 @@ bool endless_runner_face_loop(movement_event_t event, movement_settings_t *setti
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case SCREEN_LOSE:
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break;
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default:
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if (game_state.sec_before_moves != 0) {
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if (event.subsecond == 0) --game_state.sec_before_moves;
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break;
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}
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success_jump = display_obstacles(state);
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switch (game_state.jump_state)
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{
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case NOT_JUMPING:
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break;
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case JUMPING_FINAL_FRAME:
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game_state.jump_state = NOT_JUMPING;
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display_ball(game_state.jump_state != NOT_JUMPING);
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if (state -> soundOn){
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if (success_jump)
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watch_buzzer_play_note(BUZZER_NOTE_C5, 60);
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else
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watch_buzzer_play_note(BUZZER_NOTE_C3, 60);
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}
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break;
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default:
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curr_jump_frame = game_state.jump_state - NOT_JUMPING;
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if (curr_jump_frame >= JUMP_FRAMES_EASY || (state -> difficulty >= DIFF_NORM && curr_jump_frame >= JUMP_FRAMES))
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game_state.jump_state = JUMPING_FINAL_FRAME;
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else
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game_state.jump_state++;
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//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.
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break;
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}
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if (game_state.jump_state == NOT_JUMPING && (game_state.loc_2_on || game_state.loc_3_on)) {
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delay_ms(200); // To show the player jumping onto the obstacle before displaying the lose screen.
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display_lose_screen(state);
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}
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update_game(state, event.subsecond);
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break;
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}
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break;
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@ -389,14 +419,8 @@ bool endless_runner_face_loop(movement_event_t event, movement_settings_t *setti
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display_title(state);
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break;
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case EVENT_LIGHT_LONG_PRESS:
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if (game_state.curr_screen == SCREEN_TITLE) {
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state -> difficulty = (state -> difficulty + 1) % DIFF_COUNT;
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display_difficulty(state -> difficulty);
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if (state -> soundOn) {
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if (state -> difficulty == 0) watch_buzzer_play_note(BUZZER_NOTE_B4, 30);
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else watch_buzzer_play_note(BUZZER_NOTE_C5, 30);
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}
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}
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if (game_state.curr_screen == SCREEN_TITLE)
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change_difficulty(state);
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break;
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case EVENT_LIGHT_BUTTON_DOWN:
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case EVENT_ALARM_BUTTON_DOWN:
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@ -407,16 +431,7 @@ bool endless_runner_face_loop(movement_event_t event, movement_settings_t *setti
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break;
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case EVENT_ALARM_LONG_PRESS:
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if (game_state.curr_screen != SCREEN_PLAYING)
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{
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state -> soundOn = !state -> soundOn;
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if (state -> soundOn){
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watch_buzzer_play_note(BUZZER_NOTE_C5, 30);
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watch_set_indicator(WATCH_INDICATOR_BELL);
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}
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else {
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watch_clear_indicator(WATCH_INDICATOR_BELL);
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}
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}
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toggle_sound(state);
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break;
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case EVENT_TIMEOUT:
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movement_move_to_face(0);
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