mirror of
https://github.com/firewalkwithm3/Sensor-Watch.git
synced 2024-11-22 03:01:51 +08:00
Add Butterfly game face (#338)
This commit is contained in:
parent
52c3d5b796
commit
e8ba597131
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@ -132,6 +132,7 @@ SRCS += \
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../watch_faces/complication/tuning_tones_face.c \
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../watch_faces/sensor/minmax_face.c \
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../watch_faces/complication/kitchen_conversions_face.c \
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../watch_faces/complication/butterfly_game_face.c \
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../watch_faces/complication/wareki_face.c \
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../watch_faces/complication/wordle_face.c \
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../watch_faces/complication/endless_runner_face.c \
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@ -107,6 +107,7 @@
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#include "tuning_tones_face.h"
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#include "minmax_face.h"
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#include "kitchen_conversions_face.h"
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#include "butterfly_game_face.h"
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#include "wareki_face.h"
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#include "wordle_face.h"
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#include "endless_runner_face.h"
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462
movement/watch_faces/complication/butterfly_game_face.c
Normal file
462
movement/watch_faces/complication/butterfly_game_face.c
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@ -0,0 +1,462 @@
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/*
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* MIT License
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*
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* Copyright (c) 2023 Hugo Chargois
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*
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* Permission is hereby granted, free of charge, to any person obtaining a copy
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* of this software and associated documentation files (the "Software"), to deal
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* in the Software without restriction, including without limitation the rights
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* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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* copies of the Software, and to permit persons to whom the Software is
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* furnished to do so, subject to the following conditions:
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*
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* The above copyright notice and this permission notice shall be included in all
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* copies or substantial portions of the Software.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
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* SOFTWARE.
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*/
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// Emulator only: need time() to seed the random number generator
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#if __EMSCRIPTEN__
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#include <time.h>
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#endif
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#include <stdlib.h>
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#include <string.h>
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#include "butterfly_game_face.h"
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static char butterfly_shapes[][3] = {
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"[]", "][", "25", "52", "9e", "e9", "6a", "a6", "3E", "E3", "00", "HH", "88"
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};
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static int8_t single_beep[] = {BUZZER_NOTE_A7, 4, 0};
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static int8_t round_win_melody[] = {
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BUZZER_NOTE_C6, 4,
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BUZZER_NOTE_E6, 4,
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BUZZER_NOTE_G6, 4,
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BUZZER_NOTE_C7, 12,
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0};
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static int8_t round_lose_melody[] = {
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BUZZER_NOTE_E6, 4,
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BUZZER_NOTE_F6, 4,
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BUZZER_NOTE_D6SHARP_E6FLAT, 4,
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BUZZER_NOTE_C6, 12,
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0};
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static int8_t game_win_melody[] = {
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BUZZER_NOTE_G6, 4,
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BUZZER_NOTE_A6, 4,
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BUZZER_NOTE_B6, 4,
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BUZZER_NOTE_C7, 12,
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BUZZER_NOTE_D7, 4,
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BUZZER_NOTE_E7, 4,
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BUZZER_NOTE_D7, 4,
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BUZZER_NOTE_C7, 12,
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BUZZER_NOTE_B6, 4,
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BUZZER_NOTE_C7, 4,
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BUZZER_NOTE_D7, 4,
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BUZZER_NOTE_G7, 24,
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0};
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#define NUM_SHAPES (sizeof(butterfly_shapes) / sizeof(butterfly_shapes[0]))
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#define POS_LEFT 4
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#define POS_CENTER 6
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#define POS_RIGHT 8
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#define TICK_FREQ 8
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#define TICKS_PER_SHAPE 8
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#define PLAYER_1 0
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#define PLAYER_2 1
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// returns a random integer r with 0 <= r < max
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static inline uint8_t _get_rand(uint8_t max) {
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#if __EMSCRIPTEN__
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return rand() % max;
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#else
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return arc4random_uniform(max);
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#endif
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}
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/*
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* The game is built with a simple state machine where each state is called a
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* "screen". Each screen can draw on the display and handles events, including
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* the "activate" event, which is repurposed and sent whenever we move from one
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* screen to another via the _transition_to function. Basically it's a mini
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* movement inside movement.
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*/
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typedef bool (*screen_fn_t)(movement_event_t, butterfly_game_state_t*);
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static screen_fn_t cur_screen_fn;
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static bool _transition_to(screen_fn_t sf, butterfly_game_state_t *state) {
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movement_event_t ev = {EVENT_ACTIVATE, 0};
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cur_screen_fn = sf;
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return sf(ev, state);
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}
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static uint8_t _pick_wrong_shape(butterfly_game_state_t *state, bool skip_wrong_shape) {
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if (!skip_wrong_shape) {
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// easy case, we only need to skip over 1 shape: the correct shape
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uint8_t r = _get_rand(NUM_SHAPES-1);
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if (r >= state->correct_shape) {
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r++;
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}
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return r;
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} else {
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// a bit more complex, we need to skip over 2 shapes: the correct one
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// and the current wrong one
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uint8_t r = _get_rand(NUM_SHAPES-2);
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uint8_t i1, i2; // the 2 indices to skip over, with i1 < i2
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if (state->correct_shape < state->current_shape) {
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i1 = state->correct_shape;
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i2 = state->current_shape;
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} else {
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i1 = state->current_shape;
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i2 = state->correct_shape;
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}
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if (r >= i1) {
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r++;
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}
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if (r >= i2) {
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r++;
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}
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return r;
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}
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}
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static void _display_shape(uint8_t shape, uint8_t pos) {
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watch_display_string(butterfly_shapes[shape], pos);
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}
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static void _display_scores(butterfly_game_state_t *state) {
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char buf[] = " ";
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buf[0] = '0' + state->score_p1;
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watch_display_string(buf, 0);
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buf[0] = '0' + state->score_p2;
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watch_display_string(buf, 3);
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}
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static void _play_sound(butterfly_game_state_t *state, int8_t *seq) {
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if (state->sound) watch_buzzer_play_sequence(seq, NULL);
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}
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static bool _round_start_screen(movement_event_t event, butterfly_game_state_t *state);
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static bool _reset_screen(movement_event_t event, butterfly_game_state_t *state);
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static bool _game_win_screen(movement_event_t event, butterfly_game_state_t *state) {
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switch (event.event_type) {
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case EVENT_ACTIVATE:
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state->ctr = 4 * TICK_FREQ;
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watch_clear_display();
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if (state->score_p1 >= state->goal_score) {
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watch_display_string("pl1 wins", 0);
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} else {
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watch_display_string("pl2 wins", 0);
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}
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_play_sound(state, game_win_melody);
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break;
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case EVENT_TICK:
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state->ctr--;
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if (state->ctr == 0) {
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return _transition_to(_reset_screen, state);
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}
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break;
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}
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return true;
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}
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static bool _round_win_screen(movement_event_t event, butterfly_game_state_t *state) {
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switch (event.event_type) {
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case EVENT_ACTIVATE:
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state->ctr = TICK_FREQ;
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if (state->round_winner == PLAYER_1) {
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state->score_p1++;
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} else {
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state->score_p2++;
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}
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watch_clear_display();
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_display_scores(state);
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_display_shape(state->correct_shape, state->round_winner == PLAYER_1 ? POS_LEFT : POS_RIGHT);
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_play_sound(state, round_win_melody);
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break;
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case EVENT_TICK:
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state->ctr--;
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if (state->ctr == 0) {
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if (state->score_p1 >= state->goal_score || state->score_p2 >= state->goal_score) {
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return _transition_to(_game_win_screen, state);
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}
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return _transition_to(_round_start_screen, state);
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}
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break;
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}
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return true;
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}
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static bool _round_lose_screen(movement_event_t event, butterfly_game_state_t *state) {
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switch (event.event_type) {
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case EVENT_ACTIVATE:
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state->ctr = TICK_FREQ;
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if (state->round_winner == PLAYER_1) {
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if (state->score_p2 > 0) state->score_p2--;
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} else {
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if (state->score_p1 > 0) state->score_p1--;
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}
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_display_shape(state->correct_shape, POS_CENTER);
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_play_sound(state, round_lose_melody);
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break;
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case EVENT_TICK:
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if (--state->ctr == 0) {
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return _transition_to(_round_start_screen, state);
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}
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_display_shape(state->ctr%2 ? state->correct_shape : state->current_shape, POS_CENTER);
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break;
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}
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return true;
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}
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static bool _correct_shape_screen(movement_event_t event, butterfly_game_state_t *state) {
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switch (event.event_type) {
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case EVENT_ACTIVATE:
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_display_shape(state->correct_shape, POS_CENTER);
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_play_sound(state, single_beep);
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break;
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case EVENT_LIGHT_BUTTON_DOWN:
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state->round_winner = PLAYER_1;
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return _transition_to(_round_win_screen, state);
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case EVENT_ALARM_BUTTON_DOWN:
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state->round_winner = PLAYER_2;
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return _transition_to(_round_win_screen, state);
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}
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return true;
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}
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static bool _wrong_shape_screen(movement_event_t event, butterfly_game_state_t *state) {
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switch (event.event_type) {
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case EVENT_ACTIVATE:
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state->ctr = TICKS_PER_SHAPE;
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state->current_shape = _pick_wrong_shape(state, true);
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_display_shape(state->current_shape, POS_CENTER);
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_play_sound(state, single_beep);
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break;
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case EVENT_TICK:
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if (--state->ctr == 0) {
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if (--state->show_correct_shape_after == 0) {
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return _transition_to(_correct_shape_screen, state);
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}
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return _transition_to(_wrong_shape_screen, state);
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}
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break;
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case EVENT_LIGHT_BUTTON_DOWN:
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state->round_winner = PLAYER_2;
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return _transition_to(_round_lose_screen, state);
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case EVENT_ALARM_BUTTON_DOWN:
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state->round_winner = PLAYER_1;
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return _transition_to(_round_lose_screen, state);
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}
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return true;
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}
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static bool _first_wrong_shape_screen(movement_event_t event, butterfly_game_state_t *state) {
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// the first of the wrong shape screens is a bit different than the next
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// ones, for 2 reasons:
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// * we can pick any shape except one (the correct shape); whereas in the
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// subsequent wrong shape screens, we also must not pick the same wrong
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// shape as the last
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// * we don't act on the light/alarm button events; they would normally be
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// a fail in a wrong shape screen, but in this case it may just be that
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// the 2 players acknowledge the picked shape (in the previous screen) in
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// quick succession, and we don't want the second player to immediately
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// fail.
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switch (event.event_type) {
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case EVENT_ACTIVATE:
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state->ctr = TICKS_PER_SHAPE;
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state->current_shape = _pick_wrong_shape(state, false);
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_display_shape(state->current_shape, POS_CENTER);
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_play_sound(state, single_beep);
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break;
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case EVENT_TICK:
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if (--state->ctr == 0) {
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return _transition_to(_wrong_shape_screen, state);
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}
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break;
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}
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return true;
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}
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static bool _round_start_screen(movement_event_t event, butterfly_game_state_t *state) {
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switch (event.event_type) {
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case EVENT_ACTIVATE:
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state->correct_shape = _get_rand(NUM_SHAPES);
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state->show_correct_shape_after = _get_rand(10) + 1;
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watch_display_string(" - -", 0);
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_display_scores(state);
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_display_shape(state->correct_shape, POS_CENTER);
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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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watch_display_string(" ", 4);
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return _transition_to(_first_wrong_shape_screen, state);
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}
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return true;
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}
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static bool _goal_select_screen(movement_event_t event, butterfly_game_state_t *state) {
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switch (event.event_type) {
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case EVENT_ACTIVATE:
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watch_clear_display();
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state->goal_score = 6;
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break;
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case EVENT_LIGHT_BUTTON_DOWN:
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return _transition_to(_round_start_screen, state);
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case EVENT_ALARM_BUTTON_DOWN:
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state->goal_score += 3;
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if (state->goal_score > 9) state->goal_score = 3;
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break;
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}
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char buf[] = "GOaL ";
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buf[5] = '0' + state->goal_score;
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watch_display_string(buf, 4);
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return true;
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}
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static bool _reset_screen(movement_event_t event, butterfly_game_state_t *state) {
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state->score_p1 = 0;
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state->score_p2 = 0;
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return _transition_to(_goal_select_screen, state);
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}
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static bool _continue_select_screen(movement_event_t event, butterfly_game_state_t *state) {
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switch (event.event_type) {
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case EVENT_ACTIVATE:
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watch_clear_display();
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// no game in progress, start a new game
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if (state->score_p1 == 0 && state->score_p2 == 0) {
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return _transition_to(_goal_select_screen, state);
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}
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state->cont = false;
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break;
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case EVENT_LIGHT_BUTTON_DOWN:
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if (state->cont) {
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return _transition_to(_round_start_screen, state);
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}
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return _transition_to(_reset_screen, state);
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case EVENT_ALARM_BUTTON_DOWN:
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state->cont = !state->cont;
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break;
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}
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if (state->cont) {
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watch_display_string("Cont y", 4);
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} else {
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watch_display_string("Cont n", 4);
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}
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return true;
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}
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static bool _sound_select_screen(movement_event_t event, butterfly_game_state_t *state) {
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switch (event.event_type) {
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case EVENT_ACTIVATE:
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watch_clear_display();
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break;
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case EVENT_LIGHT_BUTTON_DOWN:
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return _transition_to(_continue_select_screen, state);
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case EVENT_ALARM_BUTTON_DOWN:
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state->sound = !state->sound;
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break;
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}
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if (state->sound) {
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watch_display_string("snd y", 5);
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} else {
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watch_display_string("snd n", 5);
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}
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return true;
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}
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static bool _splash_screen(movement_event_t event, butterfly_game_state_t *state) {
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switch (event.event_type) {
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case EVENT_ACTIVATE:
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state->ctr = TICK_FREQ;
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watch_clear_display();
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watch_display_string("Btrfly", 4);
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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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return _transition_to(_sound_select_screen, state);
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case EVENT_TICK:
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if (--state->ctr == 0) {
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return _transition_to(_sound_select_screen, state);
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}
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break;
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}
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return true;
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}
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void butterfly_game_face_setup(movement_settings_t *settings, uint8_t watch_face_index, void ** context_ptr) {
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(void) settings;
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if (*context_ptr == NULL) {
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*context_ptr = malloc(sizeof(butterfly_game_state_t));
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memset(*context_ptr, 0, sizeof(butterfly_game_state_t));
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// Do any one-time tasks in here; the inside of this conditional happens only at boot.
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}
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// Do any pin or peripheral setup here; this will be called whenever the watch wakes from deep sleep.
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#if __EMSCRIPTEN__
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// simulator only: seed the random number generator
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time_t t;
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srand((unsigned) time(&t));
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#endif
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}
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void butterfly_game_face_activate(movement_settings_t *settings, void *context) {
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(void) settings;
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movement_request_tick_frequency(TICK_FREQ);
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}
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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.
|
||||
}
|
||||
|
125
movement/watch_faces/complication/butterfly_game_face.h
Normal file
125
movement/watch_faces/complication/butterfly_game_face.h
Normal file
|
@ -0,0 +1,125 @@
|
|||
/*
|
||||
* 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.
|
||||
*/
|
||||
|
||||
#ifndef BUTTERFLY_GAME_FACE_H_
|
||||
#define BUTTERFLY_GAME_FACE_H_
|
||||
|
||||
#include "movement.h"
|
||||
|
||||
/*
|
||||
* BUTTERFLY
|
||||
*
|
||||
* A GAME OF SHAPE RECOGNITION AND QUICK REFLEXES FOR 2 PLAYERS
|
||||
*
|
||||
* Setup
|
||||
* =====
|
||||
*
|
||||
* The game is played by 2 players, each using a distinct button:
|
||||
* - player 1 plays with the LIGHT (upper left) button
|
||||
* - player 2 plays with the ALARM (lower right) button
|
||||
*
|
||||
* To play, both players need a firm grip on the watch. A suggested method is to
|
||||
* face each other, remove the watch from the wrist, and position it sideways
|
||||
* between you. Hold one side of the strap in your preferred hand (right or
|
||||
* left) and use your thumb to play.
|
||||
*
|
||||
* Start of the game
|
||||
* =================
|
||||
*
|
||||
* After the splash screen (BtrFly) is shown, the game proceeds through a couple
|
||||
* configuration screens. Use ALARM to cycle through the possible values, and
|
||||
* LIGHT to validate and move to the next screen.
|
||||
*
|
||||
* The configuration options are:
|
||||
*
|
||||
* - snd y/n Toggle sound effects on or off
|
||||
* - goal 3/6/9 Choose to play a game of 3, 6 or 9 points
|
||||
* - cont y/n Decide to continue an unfinished game or start a new one
|
||||
* (this option appears only if a game is in progress)
|
||||
*
|
||||
* Rules
|
||||
* =====
|
||||
*
|
||||
* Prior to each round, a symmetrical shape composed of 2 characters is shown in
|
||||
* the center of the screen. This shape, representing a butterfly's wings, is
|
||||
* randomly chosen from a set of a dozen or so possible shapes. For example:
|
||||
*
|
||||
* ][
|
||||
*
|
||||
* Memorize this shape! Your objective in the round will be to "catch" this
|
||||
* "butterfly" by pressing your button before your opponent does.
|
||||
*
|
||||
* Once you believe you've memorized the shape, press your button. The round
|
||||
* officially begins as soon as either player presses their button.
|
||||
*
|
||||
* Various "butterflies" will then appear on the screen, one after the other.
|
||||
* The fastest player to press their button when the correct butterfly is shown
|
||||
* wins the round. However, if a player presses their button when an incorrect
|
||||
* butterfly is shown, they immediately lose the round.
|
||||
*
|
||||
* Scoring
|
||||
* =======
|
||||
*
|
||||
* The scores are displayed at the top of the screen at all times.
|
||||
*
|
||||
* When a round is won by a player, their score increases by one. When a round
|
||||
* is lost by a player, their score decreases by one; unless they have a score
|
||||
* of 0, in which case it remains unchanged.
|
||||
*
|
||||
* The game ends when a player reaches the set point goal (3, 6 or 9 points).
|
||||
*
|
||||
*/
|
||||
|
||||
typedef struct {
|
||||
bool cont : 1; // continue
|
||||
bool sound : 1;
|
||||
uint8_t goal_score : 4;
|
||||
|
||||
// a generic ctr used by multiple states to display themselves for multiple frames
|
||||
uint8_t ctr : 6;
|
||||
|
||||
uint8_t correct_shape : 5;
|
||||
uint8_t current_shape : 5;
|
||||
uint8_t show_correct_shape_after : 5;
|
||||
uint8_t round_winner : 1;
|
||||
|
||||
uint8_t score_p1 : 5;
|
||||
uint8_t score_p2 : 5;
|
||||
} butterfly_game_state_t;
|
||||
|
||||
void butterfly_game_face_setup(movement_settings_t *settings, uint8_t watch_face_index, void ** context_ptr);
|
||||
void butterfly_game_face_activate(movement_settings_t *settings, void *context);
|
||||
bool butterfly_game_face_loop(movement_event_t event, movement_settings_t *settings, void *context);
|
||||
void butterfly_game_face_resign(movement_settings_t *settings, void *context);
|
||||
|
||||
#define butterfly_game_face ((const watch_face_t){ \
|
||||
butterfly_game_face_setup, \
|
||||
butterfly_game_face_activate, \
|
||||
butterfly_game_face_loop, \
|
||||
butterfly_game_face_resign, \
|
||||
NULL, \
|
||||
})
|
||||
|
||||
#endif // BUTTERFLY_GAME_FACE_H_
|
||||
|
Loading…
Reference in a new issue