sensor-watch/movement/watch_faces/complication/invaders_face.c
TheOnePerson b90e997481
Invaders Face (#210)
* invaders face: Initial commit, fully functional so far

* invaders face: silence compiler warning

* invaders face: prevent involuntary restarts when the game is over and save some bytes on flags

---------

Co-authored-by: joeycastillo <joeycastillo@utexas.edu>
2023-03-11 16:31:17 -05:00

435 lines
21 KiB
C

/*
* MIT License
*
* Copyright (c) 2023 Andreas Nebinger
*
* 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.
*/
// Emulator only: need time() to seed the random number generator
#if __EMSCRIPTEN__
#include <time.h>
#endif
#include <stdlib.h>
#include <string.h>
#include "watch_private_display.h"
#include "invaders_face.h"
#define INVADERS_FACE_WAVES_PER_STAGE 9 // number of waves per stage (there are two stages)
#define INVADERS_FACE_WAVE_INVADERS 16 // number of invaders attacking per wave
static const uint8_t _defense_lines_segdata[3][2] = {{2, 12}, {2, 11}, {0, 11}};
static const uint8_t _bonus_points_segdata[4][2] = {{2, 7}, {2, 8}, {2, 9}, {0, 10}};
static const uint8_t _bonus_points_helper[] = {1, 5, 9, 11, 15, 19, 21, 25, 29};
static const int8_t _sound_seq_game_start[] = {BUZZER_NOTE_A6, 1, BUZZER_NOTE_A7, 3, -2, 1, BUZZER_NOTE_REST, 10, BUZZER_NOTE_A6, 1, BUZZER_NOTE_A7, 3, -2, 1, 0};
static const int8_t _sound_seq_shot_hit[] = {BUZZER_NOTE_A6, 1, BUZZER_NOTE_A7, 2, 0};
static const int8_t _sound_seq_shot_miss[] = {BUZZER_NOTE_A7, 1, 0};
static const int8_t _sound_seq_ufo_hit[] = {BUZZER_NOTE_A6, 1, BUZZER_NOTE_A7, 2, -2, 1, 0};
static const int8_t _sound_seq_def_gone[] = {BUZZER_NOTE_A6, 1, BUZZER_NOTE_A7, 3, -2, 3, BUZZER_NOTE_REST, 40, BUZZER_NOTE_A6, 1, BUZZER_NOTE_A7, 3, -2, 4, 0};
static const int8_t _sound_seq_next_wave[] = {BUZZER_NOTE_A6, 2, BUZZER_NOTE_A7, 2, BUZZER_NOTE_REST, 8, BUZZER_NOTE_A6, 2, BUZZER_NOTE_A7, 2, -2, 1,
BUZZER_NOTE_REST, 32,
BUZZER_NOTE_A6, 2, BUZZER_NOTE_A7, 2, BUZZER_NOTE_REST, 8, BUZZER_NOTE_A6, 2, BUZZER_NOTE_A7, 2, -2, 1, 0};
static const int8_t _sound_seq_game_over[] = {BUZZER_NOTE_A6, 1, BUZZER_NOTE_A7, 3, -2, 11, 0};
typedef enum {
invaders_state_activated,
invaders_state_pre_game,
invaders_state_playing,
invaders_state_in_wave_break,
invaders_state_pre_next_wave,
invaders_state_next_wave,
invaders_state_game_over
} invaders_current_state_t;
typedef struct {
bool ufo_next : 1; // indicates whether next invader is a ufo
bool inv_checking : 1; // flag to indicate whether we are currently moving invaders (to prevent race conditions)
bool suspend_buttons : 1; // used while playing the game over sequence to prevent involuntary immediate restarts
} invaders_signals_t;
static int8_t _invaders[6]; // array of current invaders values (-1 = empty, 10 = ufo)
static uint8_t _wave_invaders[INVADERS_FACE_WAVE_INVADERS]; // all invaders for the current wave. (Predefined to save cpu cycles when playing.)
static invaders_current_state_t _current_state;
static uint8_t _defense_lines; // number of defense lines which have been broken in the current wave
static uint8_t _aim; // current "aim" digit
static uint8_t _invader_idx; // index of next invader attacking in current wave (0 to 15)
static uint8_t _wave_position; // current position of first invader. When > 6 the defense is broken
static uint8_t _wave_tick_freq; // number of ticks passing until the next invader is inserted
static uint8_t _ticks; // counts the ticks
static uint8_t _bonus_countdown; // ticks countdown until the bonus point indicator is cleared
static uint8_t _waves; // counts the waves (_wave_tick_freq decreases slowly depending on _wave value)
static uint8_t _shots_in_wave; // number of shots in current wave. If 30 is reached, the game is over
static uint8_t _invaders_shot; // number of sucessfully shot invaders in current wave
static uint8_t _invaders_shot_sum; // current sum of invader digits shot (needed to determine if a ufo is coming)
static invaders_signals_t _signals; // holds severals flags
static uint16_t _score; // score of the current game
/// @brief return a random number. 0 <= return_value < num_values
static inline uint8_t _get_rand_num(uint8_t num_values) {
#if __EMSCRIPTEN__
return rand() % num_values;
#else
return arc4random_uniform(num_values);
#endif
}
/// @brief callback function to re-enable light and alarm buttons after playing a sound sequence
static inline void _resume_buttons() {
_signals.suspend_buttons = false;
}
/// @brief play a sound sequence if the game is in beepy mode
static inline void _play_sequence(invaders_state_t *state, int8_t *sequence) {
if (state->sound_on) watch_buzzer_play_sequence((int8_t *)sequence, NULL);
}
/// @brief draw the remaining defense lines
static void _display_defense_lines() {
watch_display_character(' ', 1);
for (uint8_t i = 0; i < 3 - _defense_lines; i++) watch_set_pixel(_defense_lines_segdata[i][0], _defense_lines_segdata[i][1]);
}
/** @brief draw label followed by the given score value
* @param label string displayed in the upper left corner
* @param score score to display
*/
static void _display_score(char *label, uint16_t score) {
watch_display_character(label[0], 0);
watch_display_character(label[1], 1);
char buf[10];
sprintf(buf, " %06d", (score * 10));
watch_display_string(buf, 2);
}
/// @brief draw an invader at the given position
static inline void _display_invader(int8_t invader, uint8_t position) {
switch (invader) {
case 10:
watch_display_character('n', position);
break;
case -1:
watch_display_character(' ', position);
break;
default:
watch_display_character(invader + 48, position);
break;
}
}
/// @brief game over: show score and set state
static void _game_over(invaders_state_t *state) {
_display_score("GO", _score);
_current_state = invaders_state_game_over;
movement_request_tick_frequency(1);
_signals.suspend_buttons = true;
if (state->sound_on) watch_buzzer_play_sequence((int8_t *)_sound_seq_game_over, _resume_buttons);
// save current score to highscore, if applicable
if (_score > state->highscore) state->highscore = _score;
}
/// @brief initialize the current wave
static void _init_wave() {
uint8_t i;
if (_current_state == invaders_state_in_wave_break) {
_invader_idx = _invaders_shot;
} else {
_invader_idx = _invaders_shot = _invaders_shot_sum = _defense_lines = _shots_in_wave = 0;
}
// pre-fill invaders
for (i = _invader_idx; i < INVADERS_FACE_WAVE_INVADERS; i++) _wave_invaders[i] = _get_rand_num(10);
// init invaders field
for (i = 1; i < 6; i++) _invaders[i] = -1;
_invaders[0] = _wave_invaders[_invader_idx];
_wave_position = _aim = _bonus_countdown = 0;
_signals.ufo_next = _signals.inv_checking = _signals.suspend_buttons = false;
_current_state = invaders_state_playing;
// determine wave speed
_wave_tick_freq = 6 - ((_waves % INVADERS_FACE_WAVES_PER_STAGE) + 1) / 2;
if (_waves >= INVADERS_FACE_WAVES_PER_STAGE) _wave_tick_freq--;
// clear display
watch_display_string(" ", 2);
watch_display_character('0', 0);
_display_defense_lines();
// draw first invader
watch_display_character(_wave_invaders[_invader_idx] + 48, 9);
}
/** @brief move invaders and add a new one, if necessary
* @returns true, if invaders have reached position 6, false otherwise
*/
static bool _move_invaders() {
if (_wave_position == 5) return true;
_signals.inv_checking = true;
if (_invaders[_wave_position] >= 0) _wave_position++;
int8_t i;
// move invaders
for (i = _wave_position; i > 0; i--) _invaders[i] = _invaders[i - 1];
if (_invader_idx < INVADERS_FACE_WAVE_INVADERS - 1) {
// add invader
_invader_idx++;
if (_signals.ufo_next) {
_invaders[0] = 10;
_signals.ufo_next = false;
} else {
_invaders[0] = _wave_invaders[_invader_idx];
}
} else {
// just add an empty invader slot
_invaders[0] = -1;
}
// update display
for (i = 0; i <= _wave_position; i++) {
_display_invader(_invaders[i], 9 - i);
}
_signals.inv_checking = false;
return false;
}
void invaders_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(invaders_state_t));
memset(*context_ptr, 0, sizeof(invaders_state_t));
invaders_state_t *state = (invaders_state_t *)*context_ptr;
// default: sound on
state->sound_on = true;
}
#if __EMSCRIPTEN__
// simulator only: seed the randon number generator
time_t t;
srand((unsigned) time(&t));
#endif
}
void invaders_face_activate(movement_settings_t *settings, void *context) {
(void) settings;
(void) context;
_current_state = invaders_state_activated;
_signals.suspend_buttons = false;
}
bool invaders_face_loop(movement_event_t event, movement_settings_t *settings, void *context) {
invaders_state_t *state = (invaders_state_t *)context;
switch (event.event_type) {
case EVENT_ACTIVATE:
// show highscore
_display_score("GA", state->highscore);
break;
case EVENT_TICK:
_ticks++;
switch (_current_state) {
case invaders_state_in_wave_break:
case invaders_state_pre_game:
case invaders_state_next_wave:
// wait 2 secs to start the first round
if (_ticks >= 2) {
_ticks = 0;
_init_wave();
_current_state = invaders_state_playing;
movement_request_tick_frequency(4);
}
break;
case invaders_state_playing:
// game is playing
if (_ticks >= _wave_tick_freq) {
_ticks = 0;
if (_move_invaders()) {
// invaders broke through
if (_defense_lines < 2) {
// start current wave over
_defense_lines++;
_display_defense_lines();
_display_score("GA", _score);
_current_state = invaders_state_in_wave_break;
movement_request_tick_frequency(1);
_play_sequence(state, (int8_t *)_sound_seq_def_gone);
} else {
// game over
_game_over(state);
}
}
}
// handle bonus points indicators
if (_bonus_countdown) {
_bonus_countdown--;
if (!_bonus_countdown) {
watch_display_character(' ', 2);
watch_display_character(' ', 3);
}
}
break;
case invaders_state_pre_next_wave:
if (_ticks >= 3) {
// switch to next wave
_ticks = 0;
movement_request_tick_frequency(1);
_display_score("GA", _score);
watch_set_pixel(1, 9);
watch_display_character((_waves % INVADERS_FACE_WAVES_PER_STAGE) + 49, 3);
_current_state = invaders_state_next_wave;
_waves++;
if (_waves == INVADERS_FACE_WAVES_PER_STAGE * 2) _waves = 0;
_play_sequence(state, (int8_t *)_sound_seq_next_wave);
}
default:
break;
}
break;
case EVENT_LIGHT_BUTTON_DOWN:
if (!_signals.suspend_buttons) {
if (_current_state == invaders_state_playing) {
// cycle the aim
_aim = (_aim + 1) % 11;
_display_invader(_aim, 0);
} else if (_current_state == invaders_state_activated || _current_state == invaders_state_game_over) {
// just illuminate the LED
movement_illuminate_led();
}
}
break;
case EVENT_LIGHT_LONG_PRESS:
if ((_current_state == invaders_state_activated || _current_state == invaders_state_game_over) && !_signals.suspend_buttons) {
// switch between beepy and silent mode
state->sound_on = !state->sound_on;
watch_buzzer_play_note(BUZZER_NOTE_A7, state->sound_on ? 65 : 25);
}
break;
case EVENT_ALARM_BUTTON_DOWN:
if (!_signals.suspend_buttons) {
switch (_current_state) {
case invaders_state_game_over:
case invaders_state_activated:
// initialize the game
_waves = 0;
_score = 0;
movement_request_tick_frequency(1);
_ticks = 0;
_current_state = invaders_state_pre_game;
_play_sequence(state, (int8_t *)_sound_seq_game_start);
break;
case invaders_state_playing: {
// "shoot"
_shots_in_wave++;
if (_shots_in_wave == 30) {
// max number of shots reached: game over
_game_over(state);
} else {
// wait if we are currently deleting an invader
while (_signals.inv_checking);
// proceed
_signals.inv_checking = true;
bool skip = false;
for (int8_t i = _wave_position; i >= 0 && !skip; i--) {
// if (_invaders[i] == -1) break;
if (_invaders[i] == _aim) {
// invader is shot
skip = true;
_invaders_shot++;
_play_sequence(state, _aim == 10 ? (int8_t *)_sound_seq_ufo_hit : (int8_t *)_sound_seq_shot_hit);
if (_invaders_shot == INVADERS_FACE_WAVE_INVADERS) {
// last invader shot: wave sucessfully completed
watch_display_character(' ', 9 - _wave_position);
_ticks = 0;
_current_state = invaders_state_pre_next_wave;
_signals.inv_checking = false;
} else {
// check for ufo appearance
if (_aim && _aim < 10) {
_invaders_shot_sum = (_invaders_shot_sum + _aim) % 10;
if (_invaders_shot_sum == 0) _signals.ufo_next = true;
}
// remove invader
if (_wave_position == 0 || i == 5) {
_invaders[i] = -1;
} else {
for (uint8_t j = i; j < _wave_position; j++) {
_invaders[j] = _invaders[j + 1];
_display_invader(_invaders[j], 9 - j);
}
}
watch_display_character(' ', 9 - _wave_position);
if (_wave_position) _wave_position--;
// update score
if (_aim == 10) {
// ufo shot. The original game uses a ridiculously complicated scoring system here...
uint8_t bonus_points = 0;
uint8_t j;
for (j = 0; j < sizeof(_bonus_points_helper) && !bonus_points; j++) {
if (_shots_in_wave == _bonus_points_helper[j]) {
bonus_points = 30;
} else if (_shots_in_wave - 1 == _bonus_points_helper[j]) {
bonus_points = 20;
}
}
if (!bonus_points) bonus_points = 10;
bonus_points += (6 - i);
if ((_waves >= INVADERS_FACE_WAVES_PER_STAGE) && i) bonus_points += (6 - i);
_score += bonus_points;
// represent bonus points by bars
for (j = 0; j < (bonus_points / 10); j++) watch_set_pixel(_bonus_points_segdata[j][0], _bonus_points_segdata[j][1]);
_bonus_countdown = 9;
} else {
// regular invader
_score += (6 - _wave_position) * (_waves >= INVADERS_FACE_WAVES_PER_STAGE ? 2 : 1);
}
}
}
}
if (!skip) _play_sequence(state, (int8_t *)_sound_seq_shot_miss);
_signals.inv_checking = false;
}
break;
}
default:
break;
}
}
break;
case EVENT_TIMEOUT:
movement_move_to_face(0);
break;
default:
// Movement's default loop handler will step in for any cases you don't handle above:
// * EVENT_LIGHT_BUTTON_DOWN lights the LED
// * EVENT_MODE_BUTTON_UP moves to the next watch face in the list
// * EVENT_MODE_LONG_PRESS returns to the first watch face (or skips to the secondary watch face, if configured)
// You can override any of these behaviors by adding a case for these events to this switch statement.
return movement_default_loop_handler(event, settings);
}
// return true if the watch can enter standby mode. Generally speaking, you should always return true.
// Exceptions:
// * If you are displaying a color using the low-level watch_set_led_color function, you should return false.
// * If you are sounding the buzzer using the low-level watch_set_buzzer_on function, you should return false.
// Note that if you are driving the LED or buzzer using Movement functions like movement_illuminate_led or
// movement_play_alarm, you can still return true. This guidance only applies to the low-level watch_ functions.
return true;
}
void invaders_face_resign(movement_settings_t *settings, void *context) {
(void) settings;
(void) context;
_current_state = invaders_state_game_over;
}