sensor-watch/movement/watch_faces/complication/butterfly_game_face.h
2024-09-17 22:04:00 -04:00

126 lines
4.5 KiB
C

/*
* MIT License
*
* Copyright (c) 2023 Hugo Chargois
*
* Permission is hereby granted, free of charge, to any person obtaining a copy
* of this software and associated documentation files (the "Software"), to deal
* in the Software without restriction, including without limitation the rights
* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
* copies of the Software, and to permit persons to whom the Software is
* furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice shall be included in all
* copies or substantial portions of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
* SOFTWARE.
*/
#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_