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#include <avr/io.h>
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#include <avr/interrupt.h>
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#include <util/delay.h>
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// #include <stdbool.h>
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#include <stdint.h>
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#include <stdlib.h>
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#include "lib/meta.h"
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#include "lib/arduino_pins.h"
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#include "lib/calc.h"
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#include "lib/colors.h"
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#include "lib/ws2812.h"
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#include "lib/adc.h"
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#define DEBO_CHANNELS 6
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#define DEBO_TICKS 1 // in 0.01s
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#include "lib/debounce.h"
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#define BOARD_WIDTH 6
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#define BOARD_HEIGHT 5
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// number of cards
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#define CARD_COUNT (BOARD_WIDTH * BOARD_HEIGHT)
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// number of pairs
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#define PAIR_COUNT (CARD_COUNT / 2)
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// color palette
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const xrgb_t COLORS[] = {
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rgb24_xrgbc(0x00FF99), // emerald
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rgb24_xrgbc(0x00CCCC), // cyan
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rgb24_xrgbc(0x0000CC), // full blue
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rgb24_xrgbc(0xFF6D55), // salmon?
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rgb24_xrgbc(0x4400FF), // blue-purple
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rgb24_xrgbc(0xFF00FF), // magenta
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rgb24_xrgbc(0xD70053), // wine
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rgb24_xrgbc(0xFF0000), // red
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rgb24_xrgbc(0xCD2B64), // brick
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rgb24_xrgbc(0xED1B24), // firetruck red
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rgb24_xrgbc(0xFF6D00), // tangerine yellow/orange
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rgb24_xrgbc(0xFF2B00), // orange
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rgb24_xrgbc(0xFFFF00), // yellow
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rgb24_xrgbc(0x5FBA00), // yellow-green
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rgb24_xrgbc(0x0BEE00), // green
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};
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// assert valid board size
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#if CARD_COUNT % 2 == 1
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# error "Board size is not even!"
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#endif
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#define WS1 D10
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#define BTN_LEFT D2
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#define BTN_RIGHT D3
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#define BTN_UP D4
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#define BTN_DOWN D5
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#define BTN_SELECT D6
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#define BTN_RESTART D7
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// Debouncer channels for buttons
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// (Must be added in this order to debouncer)
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#define D_LEFT 0
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#define D_RIGHT 1
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#define D_UP 2
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#define D_DOWN 3
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#define D_SELECT 4
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#define D_RESTART 5
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// Pin A0 not connected to anything, used to get
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// entropy for random number generator
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// Prototypes
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void render();
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void update();
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void deal_cards();
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void SECTION(".init8") init()
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{
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adc_init(); // Initialize ADC
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srand(adc_read_word(0)); // Randomize RNG
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// led strip data
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as_output(WS1);
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// gamepad buttons
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as_input_pu(BTN_LEFT);
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as_input_pu(BTN_RIGHT);
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as_input_pu(BTN_UP);
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as_input_pu(BTN_DOWN);
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as_input_pu(BTN_SELECT);
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as_input_pu(BTN_RESTART);
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// add buttons to debouncer
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debo_add_rev(BTN_LEFT);
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debo_add_rev(BTN_RIGHT);
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debo_add_rev(BTN_UP);
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debo_add_rev(BTN_DOWN);
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debo_add_rev(BTN_SELECT);
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debo_add_rev(BTN_RESTART);
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// setup timer
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TCCR0A = _BV(WGM01); // CTC
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TCCR0B = _BV(CS02) | _BV(CS00); // prescaler 1024
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OCR0A = 156; // interrupt every 10 ms
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sbi(TIMSK0, OCIE0A);
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deal_cards();
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sei();
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}
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/** Tile state enum */
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typedef enum {
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SECRET,
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REVEALED,
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GONE
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} tilestate_t;
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/** Tile struct */
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typedef struct {
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uint8_t color; // color index from COLORS[]
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tilestate_t state; // state of the tile (used for render)
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} tile_t;
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// board tiles
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tile_t board[CARD_COUNT];
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void deal_cards()
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{
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// clear the board
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for (uint8_t i = 0; i < CARD_COUNT; ++i) {
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board[i] = (tile_t) { .color = 0, .state = GONE };
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}
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// for all pair_COUNT
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for (uint8_t i = 0; i < PAIR_COUNT; ++i) {
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// for both cards in pair
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for (uint8_t j = 0; j < 2; j++) {
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// loop until empty slot is found
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while(1) {
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uint8_t pos = rand() % CARD_COUNT;
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if (board[pos].state == GONE) {
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board[pos] = (tile_t) { .color = i, .state = SECRET };
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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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}
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/** timer 0 interrupt vector */
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ISR(TIMER0_COMPA_vect)
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{
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debo_tick(); // poll debouncer
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update(); // update game state
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render();
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}
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// player cursor position
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uint8_t cursor = 0;
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uint8_t animframe = 0;
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bool hide_timeout_match;
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uint8_t hide_timeout = 0;
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// Game state
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uint8_t tiles_revealed = 0;
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uint8_t tile1;
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uint8_t tile2;
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// length of pulse animation (in 10ms)
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#define F_ANIM_LEN 20
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#define HIDE_TIME 100
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// length of button holding before it's repeated (in 10ms)
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#define BTNHOLD_REPEAT 20
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uint8_t btn_hold_cnt[DEBO_CHANNELS];
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void button_click(uint8_t n)
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{
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switch (n) {
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case D_UP:
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if (cursor < BOARD_WIDTH) // first row
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cursor += (CARD_COUNT - BOARD_WIDTH);
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else
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cursor -= BOARD_WIDTH;
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break;
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case D_DOWN:
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if (cursor >= (CARD_COUNT - BOARD_WIDTH)) // last row
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cursor -= (CARD_COUNT - BOARD_WIDTH);
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else
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cursor += BOARD_WIDTH;
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break;
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case D_LEFT:
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if (cursor > 0) // last row
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cursor--;
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else
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cursor = (CARD_COUNT - 1);
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break;
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case D_RIGHT:
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if (cursor < (CARD_COUNT - 1)) // last row
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cursor++;
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else
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cursor = 0;
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break;
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case D_SELECT:
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if (tiles_revealed == 2) break; // two already shown
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if (board[cursor].state != SECRET) break; // selected tile not secret
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// reveal a tile
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if (tiles_revealed < 2) {
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board[cursor].state = REVEALED;
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tiles_revealed++;
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if(tiles_revealed == 1) {
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tile1 = cursor;
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} else {
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tile2 = cursor;
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}
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}
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// Check equality if it's the second
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if (tiles_revealed == 2) {
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hide_timeout_match = (board[tile1].color == board[tile2].color);
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hide_timeout = HIDE_TIME;
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}
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break;
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case D_RESTART:
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deal_cards();
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break;
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}
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}
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/** Press arrow key, skip empty tiles */
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void safe_press_arrow_key(uint8_t n)
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{
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// attempt to arrive at some secret tile
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for (uint8_t j = 0; j < BOARD_HEIGHT; j++) {
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for (uint8_t k = 0; k < BOARD_WIDTH; k++) {
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button_click(n);
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if (board[cursor].state != GONE) break;
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}
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if (board[cursor].state != GONE) break;
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// traverse right since current column is empty
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//
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button_click(D_RIGHT);
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}
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}
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#define is_arrow_key(id) ((id) == D_LEFT || (id) == D_RIGHT || (id) == D_UP || (id) == D_DOWN)
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/** Update game (every 10 ms) */
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void update()
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{
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// handle buttons (repeating)
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for (uint8_t i = 0; i < DEBO_CHANNELS; i++) {
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if (debo_get_pin(i)) {
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if (btn_hold_cnt[i] == 0) {
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if (is_arrow_key(i)) {
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safe_press_arrow_key(i);
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} else {
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button_click(i);
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}
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}
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// non-arrows wrap to 1 -> do not generate repeated clicks
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inc_wrap(btn_hold_cnt[i], is_arrow_key(i) ? 1 : 0, BTNHOLD_REPEAT);
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} else {
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btn_hold_cnt[i] = 0;
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}
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}
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// handle game logic
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if (hide_timeout > 0) {
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if (--hide_timeout == 0) {
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if (hide_timeout_match) {
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// Tiles removed from board
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board[tile1].state = GONE;
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board[tile2].state = GONE;
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if (board[cursor].state == GONE) {
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// move to some other tile
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// try not to change row if possible
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if ((cursor % BOARD_WIDTH) == (BOARD_WIDTH-1))
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safe_press_arrow_key(D_LEFT);
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else
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safe_press_arrow_key(D_RIGHT);
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}
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} else {
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// Tiles made secret again
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board[tile1].state = SECRET;
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board[tile2].state = SECRET;
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}
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tiles_revealed = 0; // no revealed
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}
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}
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inc_wrap(animframe, 0, F_ANIM_LEN * 2);
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}
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// LED off
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#define BLACK rgb24_xrgb(0x000000)
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// LED on - secret tile
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#define WHITE rgb24_xrgb(0x555555)
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// colors to be displayed
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xrgb_t screen[CARD_COUNT];
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/** Update screen[] and send to display */
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void render()
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{
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for (uint8_t i = 0; i < CARD_COUNT; i++) {
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switch (board[i].state) {
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case SECRET:
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screen[i] = WHITE;
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break;
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case REVEALED:
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screen[i] = COLORS[board[i].color];
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break;
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default:
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case GONE:
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screen[i] = BLACK;
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break;
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}
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if (i == cursor) {
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// flashy animation state
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uint16_t mult;
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if (animframe < F_ANIM_LEN) {
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mult = animframe;
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} else {
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mult = (F_ANIM_LEN * 2) - animframe;
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}
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screen[i] = (xrgb_t) {
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.r = (uint8_t) ((((uint16_t) screen[i].r) * mult) / F_ANIM_LEN),
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.g = (uint8_t) ((((uint16_t) screen[i].g) * mult) / F_ANIM_LEN),
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.b = (uint8_t) ((((uint16_t) screen[i].b) * mult) / F_ANIM_LEN),
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};
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}
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}
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// debo_get_pin(BTN_LEFT_D) ? PINK : BLACK;
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ws_send_xrgb_array(WS1, screen, CARD_COUNT);
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ws_show();
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}
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void main()
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{
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while(1); // Timer does everything
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}
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