Merge PR #398 - add simon game watch face

Adds a watch face that allows playing the classic Simon game
with the watch's buzzer and RGB LED.

Reviewed-by: Matheus Afonso Martins Moreira <matheus@matheusmoreira.com>
GitHub-Pull-Request: https://github.com/joeycastillo/Sensor-Watch/pull/398
This commit is contained in:
Matheus Afonso Martins Moreira 2024-09-07 20:28:45 -03:00
commit b9dbc4ed21
5 changed files with 462 additions and 0 deletions

14
make.mk
View file

@ -215,6 +215,20 @@ SRCS += \
endif
ifeq ($(LED), BLUE)
CFLAGS += -DWATCH_IS_BLUE_BOARD
endif
ifndef COLOR
$(error Set the COLOR variable to RED, BLUE, or GREEN depending on what board you have.)
endif
COLOR_VALID := $(filter $(COLOR),RED BLUE GREEN)
ifeq ($(COLOR_VALID),)
$(error COLOR must be RED, BLUE, or GREEN)
endif
ifeq ($(COLOR), BLUE)
CFLAGS += -DWATCH_IS_BLUE_BOARD
endif

View file

@ -136,6 +136,7 @@ SRCS += \
../watch_faces/complication/higher_lower_game_face.c \
../watch_faces/clock/french_revolutionary_face.c \
../watch_faces/clock/minimal_clock_face.c \
../watch_faces/complication/simon_face.c \
# New watch faces go above this line.
# Leave this line at the bottom of the file; it has all the targets for making your project.

View file

@ -111,6 +111,7 @@
#include "higher_lower_game_face.h"
#include "french_revolutionary_face.h"
#include "minimal_clock_face.h"
#include "simon_face.h"
// New includes go above this line.
#endif // MOVEMENT_FACES_H_

View file

@ -0,0 +1,335 @@
/*
* MIT License
*
* Copyright (c) 2024 <#author_name#>
*
* 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 "simon_face.h"
#include <stdio.h>
#include <stdlib.h>
#include <string.h>
// Emulator only: need time() to seed the random number generator
#if __EMSCRIPTEN__
#include <time.h>
#endif
static char _simon_display_buf[12];
static uint8_t _timer;
static uint16_t _delay_beep;
static uint16_t _timeout;
static uint8_t _secSub;
static inline uint8_t _simon_get_rand_num(uint8_t num_values) {
#if __EMSCRIPTEN__
return rand() % num_values;
#else
return arc4random_uniform(num_values);
#endif
}
static void _simon_clear_display(simon_state_t *state) {
if (state->playing_state == SIMON_NOT_PLAYING) {
watch_display_string(" ", 0);
} else {
sprintf(_simon_display_buf, " %2d ", state->sequence_length);
watch_display_string(_simon_display_buf, 0);
}
}
static void _simon_not_playing_display(simon_state_t *state) {
_simon_clear_display(state);
sprintf(_simon_display_buf, "SI %d", state->best_score);
if (!state->soundOff)
watch_set_indicator(WATCH_INDICATOR_BELL);
else
watch_clear_indicator(WATCH_INDICATOR_BELL);
if (!state->lightOff)
watch_set_indicator(WATCH_INDICATOR_SIGNAL);
else
watch_clear_indicator(WATCH_INDICATOR_SIGNAL);
watch_display_string(_simon_display_buf, 0);
switch (state->mode)
{
case SIMON_MODE_EASY:
watch_display_string("E", 9);
break;
case SIMON_MODE_HARD:
watch_display_string("H", 9);
break;
default:
break;
}
}
static void _simon_reset(simon_state_t *state) {
state->playing_state = SIMON_NOT_PLAYING;
state->listen_index = 0;
state->sequence_length = 0;
_simon_not_playing_display(state);
}
static void _simon_display_note(SimonNote note, simon_state_t *state) {
char *ndtemplate = NULL;
switch (note) {
case SIMON_LED_NOTE:
ndtemplate = "LI%2d ";
break;
case SIMON_ALARM_NOTE:
ndtemplate = " %2d AL";
break;
case SIMON_MODE_NOTE:
ndtemplate = " %2dDE ";
break;
case SIMON_WRONG_NOTE:
ndtemplate = "OH NOOOOO";
}
sprintf(_simon_display_buf, ndtemplate, state->sequence_length);
watch_display_string(_simon_display_buf, 0);
}
static void _simon_play_note(SimonNote note, simon_state_t *state, bool skip_rest) {
_simon_display_note(note, state);
switch (note) {
case SIMON_LED_NOTE:
if (!state->lightOff) watch_set_led_yellow();
if (state->soundOff)
delay_ms(_delay_beep);
else
watch_buzzer_play_note(BUZZER_NOTE_D3, _delay_beep);
break;
case SIMON_MODE_NOTE:
if (!state->lightOff) watch_set_led_red();
if (state->soundOff)
delay_ms(_delay_beep);
else
watch_buzzer_play_note(BUZZER_NOTE_E4, _delay_beep);
break;
case SIMON_ALARM_NOTE:
if (!state->lightOff) watch_set_led_green();
if (state->soundOff)
delay_ms(_delay_beep);
else
watch_buzzer_play_note(BUZZER_NOTE_C3, _delay_beep);
break;
case SIMON_WRONG_NOTE:
if (state->soundOff)
delay_ms(800);
else
watch_buzzer_play_note(BUZZER_NOTE_A1, 800);
break;
}
watch_set_led_off();
if (note != SIMON_WRONG_NOTE) {
_simon_clear_display(state);
if (!skip_rest) {
watch_buzzer_play_note(BUZZER_NOTE_REST, (_delay_beep * 2)/3);
}
}
}
static void _simon_setup_next_note(simon_state_t *state) {
if (state->sequence_length > state->best_score) {
state->best_score = state->sequence_length;
}
_simon_clear_display(state);
state->playing_state = SIMON_TEACHING;
state->sequence[state->sequence_length] = _simon_get_rand_num(3) + 1;
state->sequence_length = state->sequence_length + 1;
state->teaching_index = 0;
state->listen_index = 0;
}
static void _simon_listen(SimonNote note, simon_state_t *state) {
if (state->sequence[state->listen_index] == note) {
_simon_play_note(note, state, true);
state->listen_index++;
_timer = 0;
if (state->listen_index == state->sequence_length) {
state->playing_state = SIMON_READY_FOR_NEXT_NOTE;
}
} else {
_simon_play_note(SIMON_WRONG_NOTE, state, true);
_simon_reset(state);
}
}
static void _simon_begin_listening(simon_state_t *state) {
state->playing_state = SIMON_LISTENING_BACK;
state->listen_index = 0;
}
static void _simon_change_speed(simon_state_t *state){
switch (state->mode)
{
case SIMON_MODE_HARD:
_delay_beep = DELAY_FOR_TONE_MS / 2;
_secSub = SIMON_FACE_FREQUENCY / 2;
_timeout = (TIMER_MAX * SIMON_FACE_FREQUENCY) / 2;
break;
default:
_delay_beep = DELAY_FOR_TONE_MS;
_secSub = SIMON_FACE_FREQUENCY;
_timeout = TIMER_MAX * SIMON_FACE_FREQUENCY;
break;
}
}
void simon_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(simon_state_t));
memset(*context_ptr, 0, sizeof(simon_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 randon number generator
time_t t;
srand((unsigned)time(&t));
#endif
}
void simon_face_activate(movement_settings_t *settings, void *context) {
(void) settings;
(void) context;
simon_state_t *state = (simon_state_t *)context;
_simon_change_speed(state);
movement_request_tick_frequency(SIMON_FACE_FREQUENCY);
_timer = 0;
}
bool simon_face_loop(movement_event_t event, movement_settings_t *settings,
void *context) {
simon_state_t *state = (simon_state_t *)context;
switch (event.event_type) {
case EVENT_ACTIVATE:
// Show your initial UI here.
_simon_reset(state);
break;
case EVENT_TICK:
if (state->playing_state == SIMON_LISTENING_BACK && state->mode != SIMON_MODE_EASY)
{
_timer++;
if(_timer >= (_timeout)){
_timer = 0;
_simon_play_note(SIMON_WRONG_NOTE, state, true);
_simon_reset(state);
}
}
else if (state->playing_state == SIMON_TEACHING && event.subsecond == 0) {
SimonNote note = state->sequence[state->teaching_index];
// if this is the final note in the sequence, don't play the rest to let
// the player jump in faster
_simon_play_note(note, state, state->teaching_index == (state->sequence_length - 1));
state->teaching_index++;
if (state->teaching_index == state->sequence_length) {
_simon_begin_listening(state);
}
}
else if (state->playing_state == SIMON_READY_FOR_NEXT_NOTE && (event.subsecond % _secSub) == 0) {
_timer = 0;
_simon_setup_next_note(state);
}
break;
case EVENT_LIGHT_BUTTON_DOWN:
break;
case EVENT_LIGHT_LONG_PRESS:
if (state->playing_state == SIMON_NOT_PLAYING) {
state->lightOff = !state->lightOff;
_simon_not_playing_display(state);
}
break;
case EVENT_ALARM_LONG_PRESS:
if (state->playing_state == SIMON_NOT_PLAYING) {
state->soundOff = !state->soundOff;
_simon_not_playing_display(state);
if (!state->soundOff)
watch_buzzer_play_note(BUZZER_NOTE_D3, _delay_beep);
}
break;
case EVENT_LIGHT_BUTTON_UP:
if (state->playing_state == SIMON_NOT_PLAYING) {
state->sequence_length = 0;
watch_clear_indicator(WATCH_INDICATOR_BELL);
watch_clear_indicator(WATCH_INDICATOR_SIGNAL);
_simon_setup_next_note(state);
} else if (state->playing_state == SIMON_LISTENING_BACK) {
_simon_listen(SIMON_LED_NOTE, state);
}
break;
case EVENT_MODE_LONG_PRESS:
if (state->playing_state == SIMON_NOT_PLAYING) {
movement_move_to_face(0);
} else {
state->playing_state = SIMON_NOT_PLAYING;
_simon_reset(state);
}
break;
case EVENT_MODE_BUTTON_UP:
if (state->playing_state == SIMON_NOT_PLAYING) {
movement_move_to_next_face();
} else if (state->playing_state == SIMON_LISTENING_BACK) {
_simon_listen(SIMON_MODE_NOTE, state);
}
break;
case EVENT_ALARM_BUTTON_UP:
if (state->playing_state == SIMON_LISTENING_BACK) {
_simon_listen(SIMON_ALARM_NOTE, state);
}
else if (state->playing_state == SIMON_NOT_PLAYING){
state->mode = (state->mode + 1) % SIMON_MODE_TOTAL;
_simon_change_speed(state);
_simon_not_playing_display(state);
}
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 simon_face_resign(movement_settings_t *settings, void *context) {
(void)settings;
(void)context;
watch_set_led_off();
watch_set_buzzer_off();
}

View file

@ -0,0 +1,111 @@
/*
* MIT License
*
* Copyright (c) 2024 <#author_name#>
*
* 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.
*/
#ifndef SIMON_FACE_H_
#define SIMON_FACE_H_
#include "movement.h"
/*
* simon_face
* -----------
* The classic electronic game, Simon, reduced to be played on a Sensor-Watch
*
* How to play:
*
* When first arriving at the face, it will show your best score.
*
* Press the light button to start the game.
*
* A sequence will be played, starting with length 1. The sequence can be
* made up of tones corresponding to any of the three buttons.
*
* light button: "LI" will display at the top of the screen, the LED will be yellow, and a high D will play
* mode button: "DE" will display at the left of the screen, the LED will be red, and a high E will play
* alarm button: "AL" will display on the right of the screen, the LED will be green, and a high C will play
*
* Once the sequence has finished, press the same buttons to recreate the sequence.
*
* If correct, the sequence will get one tone longer and play again. See how long of a sequence you can get.
*
* If you recreate the sequence incorrectly, a low note will play with "OH NOOOOO" displayed and the game is over.
* Press light to play again.
*
* Once playing, long press the mode button when it is your turn to exit the game early.
*/
#define MAX_SEQUENCE 99
typedef enum SimonNote {
SIMON_LED_NOTE = 1,
SIMON_MODE_NOTE,
SIMON_ALARM_NOTE,
SIMON_WRONG_NOTE
} SimonNote;
typedef enum SimonPlayingState {
SIMON_NOT_PLAYING = 0,
SIMON_TEACHING,
SIMON_LISTENING_BACK,
SIMON_READY_FOR_NEXT_NOTE
} SimonPlayingState;
typedef enum SimonMode {
SIMON_MODE_NORMAL = 0, // 5 Second timeout if nothing is input
SIMON_MODE_EASY, // There is no timeout in this mode
SIMON_MODE_HARD, // The speed of the teaching is doubled and th etimeout is halved
SIMON_MODE_TOTAL
} SimonMode;
typedef struct {
uint8_t best_score;
SimonNote sequence[MAX_SEQUENCE];
uint8_t sequence_length;
uint8_t teaching_index;
uint8_t listen_index;
bool soundOff;
bool lightOff;
uint8_t mode:6;
SimonPlayingState playing_state;
} simon_state_t;
void simon_face_setup(movement_settings_t *settings, uint8_t watch_face_index, void **context_ptr);
void simon_face_activate(movement_settings_t *settings, void *context);
bool simon_face_loop(movement_event_t event, movement_settings_t *settings, void *context);
void simon_face_resign(movement_settings_t *settings, void *context);
#define simon_face \
((const watch_face_t){ \
simon_face_setup, \
simon_face_activate, \
simon_face_loop, \
simon_face_resign, \
NULL, \
})
#define TIMER_MAX 5
#define SIMON_FACE_FREQUENCY 8
#define DELAY_FOR_TONE_MS 300
#endif // SIMON_FACE_H_