mirror of
https://github.com/firewalkwithm3/Sensor-Watch.git
synced 2024-11-22 19:20:30 +08:00
Merge PR #419 - add endless runner watch face
Adds an endless runner game face to the Sensor Watch. The player character runs endlessly towards the right. An endless number of obstacles speed towards him. The player must jump over them or lose the game when the player character runs smack into the obstacle. Jumping requires fuel which is a limited resource that must be managed by the player. Features selectable difficulties and high score tracking. Reviewed-by: Matheus Afonso Martins Moreira <matheus@matheusmoreira.com> GitHub-Pull-Request: https://github.com/joeycastillo/Sensor-Watch/pull/419
This commit is contained in:
commit
c0a72acb7c
|
@ -130,6 +130,7 @@ SRCS += \
|
|||
../watch_faces/complication/tuning_tones_face.c \
|
||||
../watch_faces/complication/kitchen_conversions_face.c \
|
||||
../watch_faces/complication/wordle_face.c \
|
||||
../watch_faces/complication/endless_runner_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.
|
||||
|
|
|
@ -105,6 +105,7 @@
|
|||
#include "tuning_tones_face.h"
|
||||
#include "kitchen_conversions_face.h"
|
||||
#include "wordle_face.h"
|
||||
#include "endless_runner_face.h"
|
||||
// New includes go above this line.
|
||||
|
||||
#endif // MOVEMENT_FACES_H_
|
||||
|
|
617
movement/watch_faces/complication/endless_runner_face.c
Normal file
617
movement/watch_faces/complication/endless_runner_face.c
Normal file
|
@ -0,0 +1,617 @@
|
|||
/*
|
||||
* 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_TIME,
|
||||
SCREEN_COUNT
|
||||
} RunnerCurrScreen;
|
||||
|
||||
typedef enum {
|
||||
DIFF_BABY = 0, // FREQ_SLOW FPS; MIN_ZEROES 0's min; Jump is JUMP_FRAMES_EASY frames
|
||||
DIFF_EASY, // FREQ FPS; MIN_ZEROES 0's min; Jump is JUMP_FRAMES_EASY frames
|
||||
DIFF_NORM, // FREQ FPS; MIN_ZEROES 0's min; Jump is JUMP_FRAMES frames
|
||||
DIFF_HARD, // FREQ FPS; MIN_ZEROES_HARD 0's min; jump is JUMP_FRAMES frames
|
||||
DIFF_FUEL, // Mode where the top-right displays the amoount of fuel that you can be above the ground for, dodging obstacles. When on the ground, your fuel recharges.
|
||||
DIFF_FUEL_1, // Same as DIFF_FUEL, but if your fuel is 0, then you won't recharge
|
||||
DIFF_COUNT
|
||||
} RunnerDifficulty;
|
||||
|
||||
#define NUM_GRID 12 // This the length that the obstacle track can be on
|
||||
#define FREQ 8 // Frequency request for the game
|
||||
#define FREQ_SLOW 4 // Frequency request for baby mode
|
||||
#define JUMP_FRAMES 2 // Wait this many frames on difficulties above EASY before coming down from the jump button pressed
|
||||
#define JUMP_FRAMES_EASY 3 // Wait this many frames on difficulties at or below EASY before coming down from the jump button pressed
|
||||
#define MIN_ZEROES 4 // At minimum, we'll have this many spaces between obstacles
|
||||
#define MIN_ZEROES_HARD 3 // At minimum, we'll have this many spaces between obstacles on hard mode
|
||||
#define MAX_HI_SCORE 9999 // Max hi score to store and display on the title screen.
|
||||
#define MAX_DISP_SCORE 39 // The top-right digits can't properly display above 39
|
||||
#define JUMP_FRAMES_FUEL 30 // The max fuel that fuel that the fuel mode game will hold
|
||||
#define JUMP_FRAMES_FUEL_RECHARGE 3 // How much fuel each frame on the ground adds
|
||||
#define MAX_DISP_SCORE_FUEL 9 // Since the fuel mode displays the score in the weekday slot, two digits will display wonky data
|
||||
|
||||
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;
|
||||
bool success_jump;
|
||||
bool fuel_mode;
|
||||
uint8_t fuel;
|
||||
} game_state_t;
|
||||
|
||||
static game_state_t game_state;
|
||||
static const uint8_t _num_bits_obst_pattern = sizeof(game_state.obst_pattern) * 8;
|
||||
|
||||
static void print_binary(uint32_t value, int bits) {
|
||||
#if __EMSCRIPTEN__
|
||||
for (int i = bits - 1; i >= 0; i--) {
|
||||
// Print each bit
|
||||
printf("%lu", (value >> i) & 1);
|
||||
// Optional: add a space every 4 bits for readability
|
||||
if (i % 4 == 0 && i != 0) {
|
||||
printf(" ");
|
||||
}
|
||||
}
|
||||
printf("\r\n");
|
||||
#else
|
||||
(void) value;
|
||||
(void) bits;
|
||||
#endif
|
||||
return;
|
||||
}
|
||||
|
||||
static uint32_t get_random(uint32_t max) {
|
||||
#if __EMSCRIPTEN__
|
||||
return rand() % max;
|
||||
#else
|
||||
return arc4random_uniform(max);
|
||||
#endif
|
||||
}
|
||||
|
||||
static uint32_t get_random_nonzero(uint32_t max) {
|
||||
uint32_t random;
|
||||
do
|
||||
{
|
||||
random = get_random(max);
|
||||
} while (random == 0);
|
||||
return random;
|
||||
}
|
||||
|
||||
static uint32_t get_random_kinda_nonzero(uint32_t max) {
|
||||
// Returns a number that's between 1 and max, unless max is 0 or 1, then it returns 0 to max.
|
||||
if (max == 0) return 0;
|
||||
else if (max == 1) return get_random(max);
|
||||
return get_random_nonzero(max);
|
||||
}
|
||||
|
||||
static uint32_t get_random_fuel(uint32_t prev_val) {
|
||||
static uint8_t prev_rand_subset = 0;
|
||||
uint32_t rand;
|
||||
uint8_t max_ones, subset;
|
||||
uint32_t rand_legal = 0;
|
||||
prev_val = prev_val & ~0xFFFF;
|
||||
|
||||
for (int i = 0; i < 2; i++) {
|
||||
subset = 0;
|
||||
max_ones = 8;
|
||||
if (prev_rand_subset > 4)
|
||||
max_ones -= prev_rand_subset;
|
||||
rand = get_random_kinda_nonzero(max_ones);
|
||||
if (rand > 5 && prev_rand_subset) rand = 5; // The gap of one or two is awkward
|
||||
for (uint32_t j = 0; j < rand; j++) {
|
||||
subset |= (1 << j);
|
||||
}
|
||||
if (prev_rand_subset >= 7)
|
||||
subset = subset << 1;
|
||||
subset &= 0xFF;
|
||||
rand_legal |= subset << (8 * i);
|
||||
prev_rand_subset = rand;
|
||||
}
|
||||
|
||||
rand_legal = prev_val | rand_legal;
|
||||
print_binary(rand_legal, 32);
|
||||
return rand_legal;
|
||||
}
|
||||
|
||||
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_nonzero(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;
|
||||
print_binary(rand_legal, 32);
|
||||
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];
|
||||
if (game_state.fuel_mode) {
|
||||
score %= (MAX_DISP_SCORE_FUEL + 1);
|
||||
sprintf(buf, "%1d", score);
|
||||
watch_display_string(buf, 0);
|
||||
}
|
||||
else {
|
||||
score %= (MAX_DISP_SCORE + 1);
|
||||
sprintf(buf, "%2d", score);
|
||||
watch_display_string(buf, 2);
|
||||
}
|
||||
}
|
||||
|
||||
static void add_to_score(endless_runner_state_t *state) {
|
||||
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;
|
||||
}
|
||||
game_state.success_jump = true;
|
||||
display_score(game_state.curr_score);
|
||||
}
|
||||
|
||||
static void display_fuel(uint8_t subsecond, uint8_t difficulty) {
|
||||
char buf[4];
|
||||
if (difficulty == DIFF_FUEL_1 && game_state.fuel == 0 && subsecond % (FREQ/2) == 0) {
|
||||
watch_display_string(" ", 2); // Blink the 0 fuel to show it cannot be refilled.
|
||||
return;
|
||||
}
|
||||
sprintf(buf, "%2d", game_state.fuel);
|
||||
watch_display_string(buf, 2);
|
||||
}
|
||||
|
||||
static void check_and_reset_hi_score(endless_runner_state_t *state) {
|
||||
// Resets the hi score at the beginning of each month.
|
||||
watch_date_time 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;
|
||||
}
|
||||
}
|
||||
|
||||
static void display_difficulty(uint16_t difficulty) {
|
||||
switch (difficulty)
|
||||
{
|
||||
case DIFF_BABY:
|
||||
watch_display_string(" b", 2);
|
||||
break;
|
||||
case DIFF_EASY:
|
||||
watch_display_string(" E", 2);
|
||||
break;
|
||||
case DIFF_HARD:
|
||||
watch_display_string(" H", 2);
|
||||
break;
|
||||
case DIFF_FUEL:
|
||||
watch_display_string(" F", 2);
|
||||
break;
|
||||
case DIFF_FUEL_1:
|
||||
watch_display_string("1F", 2);
|
||||
break;
|
||||
case DIFF_NORM:
|
||||
default:
|
||||
watch_display_string(" N", 2);
|
||||
break;
|
||||
}
|
||||
game_state.fuel_mode = difficulty >= DIFF_FUEL && difficulty <= DIFF_FUEL_1;
|
||||
}
|
||||
|
||||
static void change_difficulty(endless_runner_state_t *state) {
|
||||
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);
|
||||
}
|
||||
}
|
||||
|
||||
static void toggle_sound(endless_runner_state_t *state) {
|
||||
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);
|
||||
}
|
||||
}
|
||||
|
||||
static void display_title(endless_runner_state_t *state) {
|
||||
uint16_t hi_score = state -> hi_score;
|
||||
uint8_t difficulty = state -> difficulty;
|
||||
bool sound_on = state -> soundOn;
|
||||
game_state.curr_screen = SCREEN_TITLE;
|
||||
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 > MAX_HI_SCORE) {
|
||||
watch_display_string("ER HS --", 0);
|
||||
}
|
||||
else {
|
||||
char buf[14];
|
||||
sprintf(buf, "ER HS%4d", hi_score);
|
||||
watch_display_string(buf, 0);
|
||||
}
|
||||
display_difficulty(difficulty);
|
||||
}
|
||||
|
||||
static void display_time(watch_date_time date_time, bool clock_mode_24h) {
|
||||
static watch_date_time previous_date_time;
|
||||
char buf[6 + 1];
|
||||
|
||||
// If the hour needs updating or it's the first time displaying the time
|
||||
if ((game_state.curr_screen != SCREEN_TIME) || (date_time.unit.hour != previous_date_time.unit.hour)) {
|
||||
uint8_t hour = date_time.unit.hour;
|
||||
game_state.curr_screen = SCREEN_TIME;
|
||||
|
||||
if (clock_mode_24h) watch_set_indicator(WATCH_INDICATOR_24H);
|
||||
else {
|
||||
if (hour >= 12) watch_set_indicator(WATCH_INDICATOR_PM);
|
||||
hour %= 12;
|
||||
if (hour == 0) hour = 12;
|
||||
}
|
||||
watch_set_colon();
|
||||
sprintf( buf, "%2d%02d ", hour, date_time.unit.minute);
|
||||
watch_display_string(buf, 4);
|
||||
}
|
||||
// If both digits of the minute need updating
|
||||
else if ((date_time.unit.minute / 10) != (previous_date_time.unit.minute / 10)) {
|
||||
sprintf( buf, "%02d ", date_time.unit.minute);
|
||||
watch_display_string(buf, 6);
|
||||
}
|
||||
// If only the ones-place of the minute needs updating.
|
||||
else if (date_time.unit.minute != previous_date_time.unit.minute) {
|
||||
sprintf( buf, "%d ", date_time.unit.minute % 10);
|
||||
watch_display_string(buf, 7);
|
||||
}
|
||||
previous_date_time.reg = date_time.reg;
|
||||
}
|
||||
|
||||
static void begin_playing(endless_runner_state_t *state) {
|
||||
uint8_t difficulty = state -> difficulty;
|
||||
game_state.curr_screen = SCREEN_PLAYING;
|
||||
watch_clear_colon();
|
||||
movement_request_tick_frequency((state -> difficulty == DIFF_BABY) ? FREQ_SLOW : FREQ);
|
||||
if (game_state.fuel_mode) {
|
||||
watch_display_string(" ", 0);
|
||||
game_state.obst_pattern = get_random_fuel(0);
|
||||
if ((16 * JUMP_FRAMES_FUEL_RECHARGE) < JUMP_FRAMES_FUEL) // 16 frames of zeros at the start of a level
|
||||
game_state.fuel = JUMP_FRAMES_FUEL - (16 * JUMP_FRAMES_FUEL_RECHARGE); // Have it below its max to show it counting up when starting.
|
||||
if (game_state.fuel < JUMP_FRAMES_FUEL_RECHARGE) game_state.fuel = JUMP_FRAMES_FUEL_RECHARGE;
|
||||
}
|
||||
else {
|
||||
watch_display_string(" ", 2);
|
||||
game_state.obst_pattern = get_random_legal(0, difficulty);
|
||||
}
|
||||
game_state.jump_state = NOT_JUMPING;
|
||||
display_ball(game_state.jump_state != NOT_JUMPING);
|
||||
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(" LOSE ", 0);
|
||||
if (state -> soundOn)
|
||||
watch_buzzer_play_note(BUZZER_NOTE_A1, 600);
|
||||
else
|
||||
delay_ms(600);
|
||||
}
|
||||
|
||||
static void display_obstacle(bool obstacle, int grid_loc, endless_runner_state_t *state) {
|
||||
static bool prev_obst_pos_two = 0;
|
||||
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);
|
||||
if (game_state.fuel_mode && prev_obst_pos_two)
|
||||
add_to_score(state);
|
||||
}
|
||||
prev_obst_pos_two = obstacle;
|
||||
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 (!game_state.fuel_mode && obstacle) // If an obstacle is here, it means the ball cleared it
|
||||
add_to_score(state);
|
||||
//fall through
|
||||
case 0:
|
||||
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;
|
||||
}
|
||||
}
|
||||
|
||||
static void stop_jumping(endless_runner_state_t *state) {
|
||||
game_state.jump_state = NOT_JUMPING;
|
||||
display_ball(game_state.jump_state != NOT_JUMPING);
|
||||
if (state -> soundOn){
|
||||
if (game_state.success_jump)
|
||||
watch_buzzer_play_note(BUZZER_NOTE_C5, 60);
|
||||
else
|
||||
watch_buzzer_play_note(BUZZER_NOTE_C3, 60);
|
||||
}
|
||||
game_state.success_jump = false;
|
||||
}
|
||||
|
||||
static void display_obstacles(endless_runner_state_t *state) {
|
||||
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);
|
||||
display_obstacle(obstacle, i, state);
|
||||
}
|
||||
game_state.obst_pattern = game_state.obst_pattern << 1;
|
||||
game_state.obst_indx++;
|
||||
if (game_state.fuel_mode) {
|
||||
if (game_state.obst_indx >= (_num_bits_obst_pattern / 2)) {
|
||||
game_state.obst_indx = 0;
|
||||
game_state.obst_pattern = get_random_fuel(game_state.obst_pattern);
|
||||
}
|
||||
}
|
||||
else 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);
|
||||
}
|
||||
}
|
||||
|
||||
static void update_game(endless_runner_state_t *state, uint8_t subsecond) {
|
||||
uint8_t curr_jump_frame = 0;
|
||||
if (game_state.sec_before_moves != 0) {
|
||||
if (subsecond == 0) --game_state.sec_before_moves;
|
||||
return;
|
||||
}
|
||||
display_obstacles(state);
|
||||
switch (game_state.jump_state)
|
||||
{
|
||||
case NOT_JUMPING:
|
||||
if (game_state.fuel_mode) {
|
||||
for (int i = 0; i < JUMP_FRAMES_FUEL_RECHARGE; i++)
|
||||
{
|
||||
if(game_state.fuel >= JUMP_FRAMES_FUEL || (state -> difficulty == DIFF_FUEL_1 && !game_state.fuel))
|
||||
break;
|
||||
game_state.fuel++;
|
||||
}
|
||||
}
|
||||
break;
|
||||
case JUMPING_FINAL_FRAME:
|
||||
stop_jumping(state);
|
||||
break;
|
||||
default:
|
||||
if (game_state.fuel_mode) {
|
||||
if (!game_state.fuel)
|
||||
game_state.jump_state = JUMPING_FINAL_FRAME;
|
||||
else
|
||||
game_state.fuel--;
|
||||
if (!watch_get_pin_level(BTN_ALARM) && !watch_get_pin_level(BTN_LIGHT)) stop_jumping(state);
|
||||
}
|
||||
else {
|
||||
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++;
|
||||
}
|
||||
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);
|
||||
}
|
||||
else if (game_state.fuel_mode)
|
||||
display_fuel(subsecond, state -> difficulty);
|
||||
}
|
||||
|
||||
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;
|
||||
switch (event.event_type) {
|
||||
case EVENT_ACTIVATE:
|
||||
check_and_reset_hi_score(state);
|
||||
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:
|
||||
update_game(state, event.subsecond);
|
||||
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)
|
||||
change_difficulty(state);
|
||||
break;
|
||||
case EVENT_LIGHT_BUTTON_DOWN:
|
||||
case EVENT_ALARM_BUTTON_DOWN:
|
||||
if (game_state.curr_screen == SCREEN_PLAYING && game_state.jump_state == NOT_JUMPING){
|
||||
if (game_state.fuel_mode && !game_state.fuel) break;
|
||||
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)
|
||||
toggle_sound(state);
|
||||
break;
|
||||
case EVENT_TIMEOUT:
|
||||
if (game_state.curr_screen != SCREEN_TITLE)
|
||||
display_title(state);
|
||||
break;
|
||||
case EVENT_LOW_ENERGY_UPDATE:
|
||||
display_time(watch_rtc_get_date_time(), settings->bit.clock_mode_24h);
|
||||
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;
|
||||
}
|
||||
|
62
movement/watch_faces/complication/endless_runner_face.h
Normal file
62
movement/watch_faces/complication/endless_runner_face.h
Normal file
|
@ -0,0 +1,62 @@
|
|||
/*
|
||||
* 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.
|
||||
*/
|
||||
|
||||
#ifndef ENDLESS_RUNNER_FACE_H_
|
||||
#define ENDLESS_RUNNER_FACE_H_
|
||||
|
||||
#include "movement.h"
|
||||
|
||||
/*
|
||||
ENDLESS_RUNNER face
|
||||
|
||||
This is a basic endless-runner, like the [Chrome Dino game](https://en.wikipedia.org/wiki/Dinosaur_Game).
|
||||
On the title screen, you can select a difficulty by long-pressing LIGHT or toggle sound by long-pressing ALARM.
|
||||
LED or ALARM are used to jump.
|
||||
High-score is displayed on the top-right on the title screen. During a game, the current score is displayed.
|
||||
*/
|
||||
|
||||
typedef struct {
|
||||
uint16_t hi_score : 10;
|
||||
uint8_t difficulty : 3;
|
||||
uint8_t month_last_hi_score : 4;
|
||||
uint8_t year_last_hi_score : 6;
|
||||
uint8_t soundOn : 1;
|
||||
/* 24 bits, likely aligned to 32 bits = 4 bytes */
|
||||
} endless_runner_state_t;
|
||||
|
||||
void endless_runner_face_setup(movement_settings_t *settings, uint8_t watch_face_index, void ** context_ptr);
|
||||
void endless_runner_face_activate(movement_settings_t *settings, void *context);
|
||||
bool endless_runner_face_loop(movement_event_t event, movement_settings_t *settings, void *context);
|
||||
void endless_runner_face_resign(movement_settings_t *settings, void *context);
|
||||
|
||||
#define endless_runner_face ((const watch_face_t){ \
|
||||
endless_runner_face_setup, \
|
||||
endless_runner_face_activate, \
|
||||
endless_runner_face_loop, \
|
||||
endless_runner_face_resign, \
|
||||
NULL, \
|
||||
})
|
||||
|
||||
#endif // ENDLESS_RUNNER_FACE_H_
|
||||
|
Loading…
Reference in a new issue