simon says with pro mini, display, ws2812 and touch keys
You can not select more than 25 topics Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
 
 
 
 
 
atmega-simon/game.c

373 lines
8.2 KiB

//
// Created by MightyPork on 2017/06/08.
// originally written 2016/9/2 for STM32F103 bluepill, adapted
//
#include "game.h"
#include <string.h>
#include <stdint.h>
#include <stdlib.h>
#include <avr/io.h>
#include <iopins.h>
#include "lib/color.h"
#include "leds.h"
#include "lib/timebase.h"
#include "display.h"
#include "pinout.h"
//region Colors
#define C_DARK rgb24(0,0,0)
#define C_DIMWHITE rgb24(30,30,30)
#define C_OKGREEN rgb24(20,160,0)
#define C_CRIMSON rgb24(220,0,5)
#define C_DIMRED rgb24(100,0,0)
#define C_DIMGREEN rgb24(0,100,0)
#define C_DIMBLUE rgb24(0,0,80)
#define C_DIMYELLOW rgb24(50,45,0)
#define C_BRTRED rgb24(255,0,0)
#define C_BRTGREEN rgb24(0,255,0)
#define C_BRTBLUE rgb24(0,0,255)
#define C_BRTYELLOW rgb24(127,110,0)
// assign to positions
#define C_DIM1 C_DIMRED
#define C_DIM2 C_DIMGREEN
#define C_DIM3 C_DIMBLUE
#define C_DIM4 C_DIMYELLOW
#define C_BRT1 C_BRTRED
#define C_BRT2 C_BRTGREEN
#define C_BRT3 C_BRTBLUE
#define C_BRT4 C_BRTYELLOW
//endregion
enum GameState_enum {
STATE_NEW_GAME, // new game, waiting for key
STATE_REPLAY, // showing sequence
STATE_USER_INPUT, // waiting for user input of repeated sequence
STATE_SUCCESS_EFFECT, // entered OK, show some fireworks
STATE_FAIL_EFFECT, // entered wrong, show FAIL animation, then reset.
};
/** Current game state */
enum GameState_enum GameState = STATE_NEW_GAME;
volatile bool holding_new_game_button = false;
/** Screen colors */
uint32_t screen[4] = {0, 0, 0, 0};
const uint32_t brt[4] = {C_BRT1, C_BRT2, C_BRT3, C_BRT4};
const uint32_t dim[4] = {C_DIM1, C_DIM2, C_DIM3, C_DIM4};
const uint32_t dark[4] = {C_DARK, C_DARK, C_DARK, C_DARK};
const uint32_t dimwhite[4] = {C_DIMWHITE, C_DIMWHITE, C_DIMWHITE, C_DIMWHITE};
#define REPLAY_INTERVAL 400
#define REPLAY_INTERVAL_GAP 75
#define SUC_EFF_TIME 500
#define FAIL_EFF_TIME 1000
/** Sequence of colors to show. Seed is constant thorough a game.
* rng_state is used by rand_r() for building the sequence. */
uint32_t game_seed;
unsigned long game_rng_state;
uint8_t last_item;
uint8_t repeat_count;
/** Nr of revealed colors in sequence */
uint8_t game_revealed_n;
/** Nr of next color to replay/input */
uint8_t game_replay_n;
/** Nr of succ repeated colors */
uint8_t game_repeat_n;
void enter_state(enum GameState_enum state);
/** Show current screen colors */
void show_screen()
{
leds_set(screen);
}
/** Prepare rng sequence for replay / test */
void reset_sequence()
{
game_rng_state = game_seed;
last_item = 99;
repeat_count = 0;
}
/** Get next item in the sequence */
uint8_t get_next_item()
{
uint8_t item;
while (1) {
item = (uint8_t) rand_r(&game_rng_state) & 0x03;
if (item == last_item) {
repeat_count++;
if (repeat_count < 2) {
goto suc;
}
} else {
last_item = item;
repeat_count = 0;
goto suc;
}
}
suc:
return item;
}
/** Enter state - callback for delayed state change */
void deferred_enter_state(void *state)
{
// clear flag that button was held
holding_new_game_button = false;
enter_state((enum GameState_enum) state);
}
/** Future task CB in replay seq */
void replay_callback(void *onOff)
{
bool on = (bool) onOff;
screen[0] = C_DARK;
screen[1] = C_DARK;
screen[2] = C_DARK;
screen[3] = C_DARK;
if (on) {
uint8_t color = get_next_item();
game_replay_n++;
screen[color] = brt[color];
show_screen();
schedule_task(replay_callback, (void *) 0, REPLAY_INTERVAL, false);
} else {
// turning off
show_screen();
// Schedule next turning ON
if (game_replay_n < game_revealed_n) {
schedule_task(replay_callback, (void *) 1, REPLAY_INTERVAL_GAP, false);
} else {
enter_state(STATE_USER_INPUT);
//schedule_task(deferred_enter_state, (void *) STATE_USER_INPUT, 50, false);
}
}
}
/** SUCCESS effect */
void suc_eff_callback(void *onOff)
{
bool on = (bool) onOff;
if (on) {
display_show_number(game_revealed_n-1);
for (uint8_t i = 0; i < 4; i++) screen[i] = C_OKGREEN;
schedule_task(suc_eff_callback, 0, SUC_EFF_TIME, false);
} else {
for (uint8_t i = 0; i < 4; i++) screen[i] = C_DARK;
schedule_task(deferred_enter_state, (void *) STATE_REPLAY, 250, false);
}
show_screen();
}
/** ERROR effect */
void fail_eff_callback(void *onOff)
{
bool on = (bool) onOff;
if (on) {
for (int i = 0; i < 4; i++) screen[i] = C_CRIMSON;
schedule_task(fail_eff_callback, 0, FAIL_EFF_TIME, false);
} else {
for (int i = 0; i < 4; i++) screen[i] = C_DARK;
schedule_task(deferred_enter_state, (void *) STATE_NEW_GAME, 250, false);
}
show_screen();
}
/**
* @brief Enter a game state
* @param state
*/
void enter_state(enum GameState_enum state)
{
GameState = state;
switch (state) {
case STATE_NEW_GAME:
// new game - idle state before new game is started
// all dimly lit
for (int i = 0; i < 4; i++) screen[i] = 0; //C_DIMWHITE
break;
case STATE_REPLAY:
game_replay_n = 0;
reset_sequence();
// Start replay
replay_callback((void *) 1);
break;
case STATE_USER_INPUT:
memcpy(screen, dim, sizeof(screen));
// Start entering & checking
game_repeat_n = 0;
reset_sequence();
break;
case STATE_SUCCESS_EFFECT:
memcpy(screen, dim, sizeof(screen));
//suc_eff_callback((void *) 1);
schedule_task(suc_eff_callback, (void *) 1, 250, false);
break;
case STATE_FAIL_EFFECT:
memcpy(screen, dim, sizeof(screen));
//fail_eff_callback((void *) 1);
schedule_task(fail_eff_callback, (void *) 1, 250, false);
break;
}
show_screen();
}
/** Prepare new sequence, using time for seed. */
void prepare_sequence()
{
game_seed = time_ms;
game_rng_state = game_seed;
last_item = 99;
repeat_count = 0;
}
volatile uint16_t idle_cnt = 0;
/** Main function, called from MX-generated main.c */
void game_main(void)
{
display_show(SEG_G, SEG_G); // two dashes...
enter_state(STATE_NEW_GAME);
// we'll init the sequence when user first presses a button - the time is used as a seed
enum GameState_enum last_state = STATE_NEW_GAME;
while (1) {
if (GameState == last_state) {
if (GameState == STATE_NEW_GAME) {
if (idle_cnt == 20 && !holding_new_game_button) {
// clear after 2 secs
display_show(SEG_G, SEG_G);
}
if (idle_cnt == 3000) {
// Shut down after 5 mins
screen[0] = C_CRIMSON;
screen[1] = C_CRIMSON;
screen[2] = C_CRIMSON;
screen[3] = C_CRIMSON;
show_screen();
delay_s(2000);
pin_down(PIN_PWR_HOLD);
while(1); // wait for shutdown
}
} else {
if (idle_cnt > 150) {// 15 secs = stop game.
// reset state
enter_state(STATE_NEW_GAME);
show_screen();
display_show(SEG_G, SEG_G);
idle_cnt = 0;
}
}
} else {
last_state = GameState;
idle_cnt = 0;
}
idle_cnt++;
delay_ms(100);
}
}
/**
* @brief Handle a button press. Callback for debouncer.
* @param button: button identifier
* @param press: press state (1 = just pressed, 0 = just released)
*/
void game_button_handler(uint8_t button, bool press)
{
// convert to 0-3
button--;
switch (GameState) {
case STATE_NEW_GAME:
if (press) {
// feedback
display_show_number(0); // show 0
holding_new_game_button = true;
}
if (!press) { // released
// user wants to start playing
prepare_sequence();
game_revealed_n = 1; // start with 1 revealed
// darken
//memcpy(screen, dark, sizeof(screen));
//show_screen();
// start playback with a delay
// this makes it obvious the playback is not a feedback to the pressed button
schedule_task(deferred_enter_state, (void *) STATE_REPLAY, 500, false);
//enter_state(STATE_REPLAY);
}
break;
case STATE_USER_INPUT:
// Reset idle counter, so it doesn't cut off in the middle of input
idle_cnt = 0;
// user is entering a color
memcpy(screen, dim, sizeof(screen));
if (press) {
// Button is down
screen[button] = brt[button];
} else {
// Button is released
// Verify correctness
uint8_t expected = get_next_item();
if (expected == button) {
// good!
game_repeat_n++;
if (game_repeat_n == game_revealed_n) {
// repeated all, good work!
game_revealed_n++;
enter_state(STATE_SUCCESS_EFFECT);
}
} else {
enter_state(STATE_FAIL_EFFECT);
}
}
show_screen();
break;
default:
// discard button press, not expecting input now
break;
}
}