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@ -25,16 +25,21 @@ |
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#define C_OKGREEN rgb24(20,160,0) |
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#define C_CRIMSON rgb24(220,0,5) |
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#define C_DIMRED rgb24(100,0,0) |
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#define C_DIMGREEN rgb24(0,100,0) |
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#define C_DIMBLUE rgb24(0,0,80) |
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#define C_DIMYELLOW rgb24(50,45,0) |
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//#define C_DIMRED rgb24(100,0,0)
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//#define C_DIMGREEN rgb24(0,100,0)
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//#define C_DIMBLUE rgb24(0,0,80)
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//#define C_DIMYELLOW rgb24(50,45,0)
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#define C_BRTRED rgb24(255,0,0) |
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#define C_BRTGREEN rgb24(0,255,0) |
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#define C_BRTBLUE rgb24(0,0,255) |
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#define C_BRTYELLOW rgb24(127,110,0) |
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#define C_DIMRED rgb24((int)(255*0.3),0,0) |
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#define C_DIMGREEN rgb24(0,(int)(255*0.3),0) |
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#define C_DIMBLUE rgb24(0,0,(int)(255*0.3)) |
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#define C_DIMYELLOW rgb24((int)(127*0.3),(int)(110*0.3),0) |
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// assign to positions
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#define C_DIM1 C_DIMRED |
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@ -51,6 +56,7 @@ |
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enum GameState_enum { |
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STATE_NEW_GAME, // new game, waiting for key
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STATE_GAME_STARTING, // new game, initial anim
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STATE_REPLAY, // showing sequence
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STATE_USER_INPUT, // waiting for user input of repeated sequence
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STATE_SUCCESS_EFFECT, // entered OK, show some fireworks
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@ -58,48 +64,95 @@ enum GameState_enum { |
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}; |
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/** Current game state */ |
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enum GameState_enum GameState = STATE_NEW_GAME; |
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static enum GameState_enum GameState = STATE_NEW_GAME; |
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volatile bool holding_new_game_button = false; |
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static volatile bool holding_new_game_button = false; |
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/** Screen colors */ |
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uint32_t screen[4] = {0, 0, 0, 0}; |
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const uint32_t brt[4] = {C_BRT1, C_BRT2, C_BRT3, C_BRT4}; |
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const uint32_t dim[4] = {C_DIM1, C_DIM2, C_DIM3, C_DIM4}; |
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const uint32_t dark[4] = {C_DARK, C_DARK, C_DARK, C_DARK}; |
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const uint32_t dimwhite[4] = {C_DIMWHITE, C_DIMWHITE, C_DIMWHITE, C_DIMWHITE}; |
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static uint32_t screen[4] = {0, 0, 0, 0}; |
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static const uint32_t brt[4] = {C_BRT1, C_BRT2, C_BRT3, C_BRT4}; |
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static const uint32_t dim[4] = {C_DIM1, C_DIM2, C_DIM3, C_DIM4}; |
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//static const uint32_t dark[4] = {C_DARK, C_DARK, C_DARK, C_DARK};
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//static const uint32_t dimwhite[4] = {C_DIMWHITE, C_DIMWHITE, C_DIMWHITE, C_DIMWHITE};
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#define REPLAY_INTERVAL 400 |
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#define REPLAY_INTERVAL_GAP 75 |
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#define SUC_EFF_TIME 500 |
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#define FAIL_EFF_TIME 1000 |
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/** Nr of revealed colors in sequence */ |
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uint8_t game_revealed_n; |
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static uint8_t game_revealed_n; |
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/** Nr of next color to replay/input */ |
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uint8_t game_replay_n; |
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static uint8_t game_replay_n; |
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/** Nr of succ repeated colors */ |
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uint8_t game_repeat_n; |
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static uint8_t game_repeat_n; |
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static void enterGameState(enum GameState_enum state); |
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void enter_state(enum GameState_enum state); |
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void idle_anim_init(void); |
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void idle_anim(void) |
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; |
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/** Show current screen colors */ |
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void show_screen() |
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static void show_screen() |
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{ |
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leds_set(screen); |
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} |
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/** Enter state - callback for delayed state change */ |
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void deferred_enter_state(void *state) |
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static void delayedEnterStateCb(void *state) |
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{ |
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// clear flag that button was held
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holding_new_game_button = false; |
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enter_state((enum GameState_enum) state); |
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enterGameState((enum GameState_enum) state); |
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} |
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/** starting a game */ |
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static void newGameCountdownCb(void *state) |
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{ |
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int steps = (int) state; |
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if (steps == 0) { |
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display_show(0,0); // clear all
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// start playback with a delay
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// this makes it obvious the playback is not a feedback to the pressed button
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schedule_task(delayedEnterStateCb, (void *) STATE_REPLAY, 500, false); |
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return; |
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} |
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display_show_number((uint8_t) steps); |
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steps--; |
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schedule_task(newGameCountdownCb, (void *) steps, 500, false); |
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} |
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static void fadeInColorsCb(void *stepsToGo) |
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{ |
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uint8_t steps = (uint8_t) (int) stepsToGo; |
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if (led_brightness_mul < 255) led_brightness_mul += 1; |
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steps -= 1; |
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if (steps>0) { |
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schedule_task(fadeInColorsCb, (void *) (int) steps, 1, false); |
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} |
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} |
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static void fadeOutColorsCb(void *stepsToGo) |
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{ |
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uint8_t steps = (uint8_t) (int) stepsToGo; |
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if (led_brightness_mul > 0) led_brightness_mul -= 1; |
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steps -= 1; |
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if (steps>0) { |
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schedule_task(fadeOutColorsCb, (void *) (int) steps, 1, false); |
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} |
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} |
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/** Future task CB in replay seq */ |
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void replay_callback(void *onOff) |
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static void replaySequenceCb(void *onOff) |
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{ |
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bool on = (bool) onOff; |
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@ -113,61 +166,82 @@ void replay_callback(void *onOff) |
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game_replay_n++; |
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screen[color] = brt[color]; |
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show_screen(); |
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schedule_task(replay_callback, (void *) 0, REPLAY_INTERVAL, false); |
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schedule_task(replaySequenceCb, (void *) 0, REPLAY_INTERVAL, false); |
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} else { |
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// turning off
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show_screen(); |
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// Schedule next turning ON
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if (game_replay_n < game_revealed_n) { |
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schedule_task(replay_callback, (void *) 1, REPLAY_INTERVAL_GAP, false); |
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schedule_task(replaySequenceCb, (void *) 1, REPLAY_INTERVAL_GAP, false); |
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} else { |
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enter_state(STATE_USER_INPUT); |
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//schedule_task(deferred_enter_state, (void *) STATE_USER_INPUT, 50, false);
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// fade in the input hints
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led_brightness_mul = 0; |
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memcpy(screen, dim, sizeof(screen)); |
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show_screen(); |
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enterGameState(STATE_USER_INPUT); |
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schedule_task(fadeInColorsCb, (void *) 255, 1, false); |
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} |
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} |
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} |
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/** SUCCESS effect */ |
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void suc_eff_callback(void *onOff) |
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static void successEffectCb(void *onOff) |
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{ |
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bool on = (bool) onOff; |
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if (on) { |
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display_show_number(game_revealed_n-1); |
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for (uint8_t i = 0; i < 4; i++) screen[i] = C_OKGREEN; |
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schedule_task(suc_eff_callback, 0, SUC_EFF_TIME, false); |
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schedule_task(successEffectCb, 0, SUC_EFF_TIME, false); |
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} else { |
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for (uint8_t i = 0; i < 4; i++) screen[i] = C_DARK; |
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schedule_task(deferred_enter_state, (void *) STATE_REPLAY, 250, false); |
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schedule_task(delayedEnterStateCb, (void *) STATE_REPLAY, 250, false); |
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} |
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show_screen(); |
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} |
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/** ERROR effect */ |
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void fail_eff_callback(void *onOff) |
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static void failEffectCb(void *cnt) |
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{ |
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bool on = (bool) onOff; |
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int cn = (int)cnt; |
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bool on = ((cn)%2)==1; |
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if (on) { |
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for (int i = 0; i < 4; i++) screen[i] = C_CRIMSON; |
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schedule_task(fail_eff_callback, 0, FAIL_EFF_TIME, false); |
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} else { |
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for (int i = 0; i < 4; i++) screen[i] = C_DARK; |
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schedule_task(deferred_enter_state, (void *) STATE_NEW_GAME, 250, false); |
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} |
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show_screen(); |
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cn--; |
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if (cn == 0) { |
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schedule_task(delayedEnterStateCb, (void *) STATE_NEW_GAME, 250, false); |
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} else { |
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schedule_task(failEffectCb, (void *) cn, 250, false); |
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} |
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} |
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/** Prepare new sequence, using time for seed. */ |
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static void prepareNewSequence() |
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{ |
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rng_set_seed(time_ms); |
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rng_restart(); |
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} |
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task_pid_t fadeout_pid; |
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task_pid_t fadein_pid; |
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volatile bool first_start = true; |
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/**
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* @brief Enter a game state |
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* @param state |
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*/ |
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void enter_state(enum GameState_enum state) |
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static void enterGameState(enum GameState_enum state) |
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{ |
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GameState = state; |
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@ -176,22 +250,41 @@ void enter_state(enum GameState_enum state) |
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usart_puts("State: new game\r\n"); |
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// new game - idle state before new game is started
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// all dimly lit
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for (int i = 0; i < 4; i++) screen[i] = 0; //C_DIMWHITE
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for (int i = 0; i < 4; i++) screen[i] = 0; |
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led_brightness_mul = 0; // fading in...
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if (first_start) { |
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abort_scheduled_task(fadeout_pid); |
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fadein_pid = schedule_task(fadeInColorsCb, (void *) 255, 1, false); |
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} |
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break; |
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case STATE_GAME_STARTING: |
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first_start = false; |
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usart_puts("game begins\r\n"); |
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// user wants to start playing
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prepareNewSequence(); |
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game_revealed_n = 1; // start with 1 revealed
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abort_scheduled_task(fadein_pid); |
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fadeout_pid = schedule_task(fadeOutColorsCb, (void *) 255, 1, false); |
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schedule_task(newGameCountdownCb, (void *) 5, 500, false); |
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break; |
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case STATE_REPLAY: |
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led_brightness_mul = 255; |
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usart_puts("State: replay\r\n"); |
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game_replay_n = 0; |
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rng_restart(); |
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display_show_number(game_revealed_n-1); |
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// Start replay
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replay_callback((void *) 1); |
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replaySequenceCb((void *) 1); |
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break; |
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case STATE_USER_INPUT: |
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usart_puts("State: repeat\r\n"); |
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memcpy(screen, dim, sizeof(screen)); |
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// Start entering & checking
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game_repeat_n = 0; |
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@ -202,43 +295,44 @@ void enter_state(enum GameState_enum state) |
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usart_puts("State: succ\r\n"); |
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memcpy(screen, dim, sizeof(screen)); |
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//suc_eff_callback((void *) 1);
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schedule_task(suc_eff_callback, (void *) 1, 250, false); |
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schedule_task(successEffectCb, (void *) 1, 250, false); |
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break; |
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case STATE_FAIL_EFFECT: |
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usart_puts("State: fail\r\n"); |
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memcpy(screen, dim, sizeof(screen)); |
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//fail_eff_callback((void *) 1);
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schedule_task(fail_eff_callback, (void *) 1, 250, false); |
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schedule_task(failEffectCb, (void *) 5, 250, false); |
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break; |
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} |
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show_screen(); |
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} |
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/** Prepare new sequence, using time for seed. */ |
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void prepare_sequence() |
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{ |
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rng_set_seed(time_ms); |
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rng_restart(); |
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} |
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volatile uint16_t idle_cnt = 0; |
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/** game main function */ |
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void game_main(void) |
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{ |
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display_show(SEG_G, SEG_G); // two dashes...
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enter_state(STATE_NEW_GAME); |
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idle_anim_init(); |
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display_show(0, 0); |
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enterGameState(STATE_NEW_GAME); |
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// we'll init the sequence when user first presses a button - the time is used as a seed
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enum GameState_enum last_state = STATE_NEW_GAME; |
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while (1) { |
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if (GameState == last_state) { |
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if (GameState == STATE_NEW_GAME) { |
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if (idle_cnt == 25 && !holding_new_game_button) { |
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if (!first_start && idle_cnt == 50 && !holding_new_game_button) { |
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usart_puts("clear highscore display\r\n"); |
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display_show(SEG_G, SEG_G); |
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display_show(0, 0); |
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// start fading
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abort_scheduled_task(fadeout_pid); |
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fadein_pid = schedule_task(fadeInColorsCb, (void *) 255, 1, false); |
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} |
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if (idle_cnt == 3000) { |
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@ -256,9 +350,9 @@ void game_main(void) |
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if (idle_cnt > 200) { |
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// reset state
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usart_puts("game reset, user walked away\r\n"); |
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enter_state(STATE_NEW_GAME); |
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enterGameState(STATE_NEW_GAME); |
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show_screen(); |
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display_show(SEG_G, SEG_G); |
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display_show(0, 0); |
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idle_cnt = 0; |
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} |
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} |
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@ -268,7 +362,14 @@ void game_main(void) |
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} |
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idle_cnt++; |
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delay_ms(100); |
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for (int i = 0; i < 10; i++) { |
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delay_ms(10); |
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if (GameState == STATE_NEW_GAME) { |
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// we can do some idle animation here
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idle_anim(); |
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} |
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} |
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} |
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} |
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@ -277,7 +378,7 @@ void game_main(void) |
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* @param button: button identifier |
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* @param press: press state (1 = just pressed, 0 = just released) |
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*/ |
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void game_button_handler(uint8_t button, bool press) |
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void onGameButton(uint8_t button, bool press) |
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{ |
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// convert to 0-3
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button--; |
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@ -287,24 +388,12 @@ void game_button_handler(uint8_t button, bool press) |
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if (press) { |
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usart_puts("pressed a new-game button\r\n"); |
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// feedback
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display_show_number(0); // show 0
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display_show(SEG_D|SEG_E|SEG_F|SEG_A, SEG_A|SEG_B|SEG_C|SEG_D); |
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holding_new_game_button = true; |
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} |
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if (!press) { // released
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usart_puts("game begins\r\n"); |
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// user wants to start playing
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prepare_sequence(); |
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game_revealed_n = 1; // start with 1 revealed
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// darken
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//memcpy(screen, dark, sizeof(screen));
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//show_screen();
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// start playback with a delay
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// this makes it obvious the playback is not a feedback to the pressed button
|
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schedule_task(deferred_enter_state, (void *) STATE_REPLAY, 500, false); |
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|
//enter_state(STATE_REPLAY);
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enterGameState(STATE_GAME_STARTING); |
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} |
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|
break; |
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|
@ -328,11 +417,11 @@ void game_button_handler(uint8_t button, bool press) |
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if (game_repeat_n == game_revealed_n) { |
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|
usart_puts("repeated all, good work!\r\n"); |
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|
game_revealed_n++; |
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|
enter_state(STATE_SUCCESS_EFFECT); |
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|
enterGameState(STATE_SUCCESS_EFFECT); |
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|
} |
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|
} else { |
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|
usart_puts("oops bad key\r\n"); |
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|
|
enter_state(STATE_FAIL_EFFECT); |
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|
|
enterGameState(STATE_FAIL_EFFECT); |
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|
|
} |
|
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|
} |
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|
@ -344,3 +433,76 @@ void game_button_handler(uint8_t button, bool press) |
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|
break; |
|
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|
|
} |
|
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|
|
} |
|
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|
|
|
// -------------------------------
|
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|
|
|
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|
|
const uint8_t anim_step = 1; |
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|
|
const uint8_t anim_max = 60; |
|
|
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|
|
|
|
|
|
xrgb_t color1; |
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|
|
uint8_t step1; |
|
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|
|
xrgb_t color2; |
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|
|
uint8_t step2; |
|
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|
|
xrgb_t color3; |
|
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|
|
uint8_t step3; |
|
|
|
|
xrgb_t color4; |
|
|
|
|
uint8_t step4; |
|
|
|
|
|
|
|
|
|
void idle_anim_init(void) |
|
|
|
|
{ |
|
|
|
|
color1 = xrgb(anim_max, 0, 0); |
|
|
|
|
step1 = 0; |
|
|
|
|
|
|
|
|
|
color2 = xrgb(anim_max, anim_max, 0); |
|
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|
|
step2 = 1; |
|
|
|
|
|
|
|
|
|
color3 = xrgb(0, anim_max, 0); |
|
|
|
|
step3 = 2; |
|
|
|
|
|
|
|
|
|
color4 = xrgb(0, anim_max, anim_max); |
|
|
|
|
step4 = 3; |
|
|
|
|
} |
|
|
|
|
|
|
|
|
|
void idle_anim_oneled(xrgb_t *color, uint8_t *step) |
|
|
|
|
{ |
|
|
|
|
switch (*step) { |
|
|
|
|
case 0: |
|
|
|
|
color->g += anim_step; |
|
|
|
|
if (color->g >= anim_max) *step = *step + 1; |
|
|
|
|
break; |
|
|
|
|
case 1: |
|
|
|
|
color->r -= anim_step; |
|
|
|
|
if (color->r == 0) *step = *step + 1; |
|
|
|
|
break; |
|
|
|
|
case 2: |
|
|
|
|
color->b += anim_step; |
|
|
|
|
if (color->b >= anim_max) *step = *step + 1; |
|
|
|
|
break; |
|
|
|
|
case 3: |
|
|
|
|
color->g -= anim_step; |
|
|
|
|
if (color->g == 0) *step = *step + 1; |
|
|
|
|
break; |
|
|
|
|
case 4: |
|
|
|
|
color->r += anim_step; |
|
|
|
|
if (color->r >= anim_max) *step = *step + 1; |
|
|
|
|
break; |
|
|
|
|
default: |
|
|
|
|
color->b -= anim_step; |
|
|
|
|
if (color->b == 0) *step = 0; |
|
|
|
|
break; |
|
|
|
|
} |
|
|
|
|
} |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
void idle_anim(void) |
|
|
|
|
{ |
|
|
|
|
idle_anim_oneled(&color1, &step1); |
|
|
|
|
idle_anim_oneled(&color2, &step2); |
|
|
|
|
idle_anim_oneled(&color3, &step3); |
|
|
|
|
idle_anim_oneled(&color4, &step4); |
|
|
|
|
screen[0] = xrgb_rgb24(color1); |
|
|
|
|
screen[1] = xrgb_rgb24(color2); |
|
|
|
|
screen[2] = xrgb_rgb24(color3); |
|
|
|
|
screen[3] = xrgb_rgb24(color4); |
|
|
|
|
show_screen(); |
|
|
|
|
} |
|
|
|
|