added unit tests for calc.h
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@@ -4,11 +4,13 @@
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General purpose calculation and bit manipulation utilities.
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*/
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// if max, go to zero. Else increment.
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#define inc_wrap(var, min, max) do { if ((var) >= (max)) { (var)=min; } else { (var)++; } } while(0)
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// if max, go to zero. Else increment. wrape = wrap exclusive
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#define inc_wrap(var, min, max) do { if ((var) >= (max - 1)) { (var) = (min); } else { (var)++; } } while(0)
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#define inc_wrapi(var, min, max) inc_wrap((var), (min), (max) + 1)
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// If zero, go to max. Else decrement,
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#define dec_wrap(var, min, max) do { if ((var) > min) { (var)--; } else { (var)=(max); } } while(0)
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// If zero, go to max. Else decrement. wrape = wrap exclusive
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#define dec_wrap(var, min, max) do { if ((var) > (min)) { (var)--; } else { (var) = (max) - 1; } } while(0)
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#define dec_wrapi(var, min, max) dec_wrap((var), (min), (max) + 1)
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// === general bit manipulation with register ===
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#define sbi(reg, bit) do { (reg) |= (1 << (uint8_t)(bit)); } while(0)
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@@ -40,7 +42,9 @@
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// Check if value is in range A..B or B..A
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#define in_range(x, low, high) (((low) < (high)) && ((x) > (low) && (x) < (high))) || (((low) > (high)) && ((x) < (low) || (x) > (high)))
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#define in_range(x, low, high) ((((low) < (high)) && ((x) >= (low) && (x) < (high))) || (((low) > (high)) && ((x) < (low) && (x) >= (high))))
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#define in_rangei(x, low, high) ((((low) <= (high)) && ((x) >= (low) && (x) <= (high))) || (((low) > (high)) && ((x) <= (low) && (x) >= (high))))
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// Check if value is in range A..B. If B < A, matches all outside B..A
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#define in_range_wrap(x, low, high) (((low) < (high)) && ((x) > (low) && (x) < (high))) || (((low) > (high)) && ((x) > (low) || (x) < (high)))
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#define in_range_wrap(x, low, high) ((((low) < (high)) && ((x) >= (low) && (x) < (high))) || (((low) > (high)) && ((x) >= (low) || (x) < (high))))
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#define in_range_wrapi(x, low, high) ((((low) <= (high)) && ((x) >= (low) && (x) <= (high))) || (((low) > (high)) && ((x) >= (low) || (x) <= (high))))
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@@ -17,48 +17,17 @@
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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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#define BOARD_WIDTH 6
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#define BOARD_HEIGHT 5
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#define WIDTH 6
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#define 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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#define CARD_COUNT (WIDTH * HEIGHT)
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// when the "small" pin is DOWN, only this many cards are dealt - on the same board size
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#define CARD_COUNT_SMALL 12
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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(0x0000CC), // full blue
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rgb24_xrgbc(0xFF00FF), // magenta
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rgb24_xrgbc(0xFF0000), // red
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rgb24_xrgbc(0xFF2B00), // orange
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rgb24_xrgbc(0xFFFF00), // yellow
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rgb24_xrgbc(0x0BEE00), // green
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rgb24_xrgbc(0xFF6D00), // tangerine yellow/orange
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rgb24_xrgbc(0x00CCCC), // cyan
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rgb24_xrgbc(0x4400FF), // blue-purple
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rgb24_xrgbc(0x5FBA00), // yellow-green
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rgb24_xrgbc(0xD70053), // wine
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rgb24_xrgbc(0xCD2B64), // brick
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rgb24_xrgbc(0xED1B24), // firetruck red
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rgb24_xrgbc(0xFF6D55), // salmon?
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};
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#define CARD_COUNT_SMALL WIDTH * 2
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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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// Pin assignments (see pins.h)
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// --- Pin assignments (see pins.h) ---
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// RGB LED strip data line
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#define WS1 D10
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@@ -71,7 +40,7 @@ const xrgb_t COLORS[] = {
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#define BTN_SELECT D6
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#define BTN_RESTART D7
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// connect this pin to ground to get smaller board size (for kids ^^)
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// Connect to GROUND to get small board size (for kids ^_^)
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#define FLAG_SMALL D12
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// Debouncer channels for buttons
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@@ -88,10 +57,44 @@ const xrgb_t COLORS[] = {
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// entropy for the random number generator
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// number of pairs
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#define PAIR_COUNT (CARD_COUNT / 2)
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// assert valid board size
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#if CARD_COUNT % 2 == 1
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# error "CARD_COUNT is not even!"
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#endif
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#if CARD_COUNT_SMALL % 2 == 1
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# error "CARD_COUNT_SMALL is not even!"
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#endif
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// color palette
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const xrgb_t COLORS[] = {
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rgb24_xrgbc(0x0000CC), // full blue
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rgb24_xrgbc(0x0BEE00), // green
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rgb24_xrgbc(0xFFFF00), // yellow
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rgb24_xrgbc(0xFF0000), // red
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rgb24_xrgbc(0x00CCFF), // cyan
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rgb24_xrgbc(0xFF3300), // orange
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rgb24_xrgbc(0xFF00FF), // magenta
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rgb24_xrgbc(0x00FF88), // emerald
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rgb24_xrgbc(0x5FBA00), // yellow-green
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rgb24_xrgbc(0xFF7700), // tangerine yellow/orange
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rgb24_xrgbc(0x4400FF), // blue-purple
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rgb24_xrgbc(0xD70053), // wine
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rgb24_xrgbc(0xED1B24), // firetruck red
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rgb24_xrgbc(0xFF6D55), // salmon?
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rgb24_xrgbc(0xFF4C4C), // skin pink
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};
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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 safe_press_arrow_key(uint8_t n);
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/** Program initialization */
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@@ -194,7 +197,10 @@ ISR(TIMER0_COMPA_vect)
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// player cursor position
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uint8_t cursor = 0;
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uint8_t pos_x = 0;
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uint8_t pos_y = 0;
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#define Cursor (pos_y * WIDTH + pos_x)
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uint8_t animframe = 0;
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bool hide_timeout_match;
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@@ -220,46 +226,36 @@ 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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dec_wrap(pos_y, 0, HEIGHT);
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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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inc_wrap(pos_y, 0, HEIGHT);
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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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if (pos_x == 0) dec_wrap(pos_y, 0, HEIGHT); // go to previous row
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dec_wrap(pos_x, 0, WIDTH);
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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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if (pos_x == WIDTH - 1) inc_wrap(pos_y, 0, HEIGHT); // go to next row
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inc_wrap(pos_x, 0, WIDTH);
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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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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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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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tile1 = Cursor;
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} else {
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tile2 = cursor;
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tile2 = Cursor;
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}
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}
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@@ -273,6 +269,9 @@ void button_click(uint8_t n)
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case D_RESTART:
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deal_cards();
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if (board[Cursor].state == GONE)
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safe_press_arrow_key(D_RIGHT);
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break;
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}
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}
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@@ -281,20 +280,49 @@ void button_click(uint8_t n)
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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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// preserve old position
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const uint8_t x1 = pos_x;
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const uint8_t y1 = pos_y;
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for (uint8_t k = 0; k < BOARD_WIDTH; k++) {
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if (n == D_LEFT || n == D_RIGHT) {
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// traverse all buttons
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for (uint8_t i = 0; i < CARD_COUNT; i++) {
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button_click(n);
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if (board[cursor].state != GONE) break;
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if (board[Cursor].state != GONE) return;
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}
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if (board[cursor].state != GONE) break;
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} else {
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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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for (uint8_t i = 0; i < HEIGHT; i++) {
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// Go up/down
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button_click(n);
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if (board[Cursor].state != GONE) return;
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for (int8_t x = 0; x < WIDTH; x++) {
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if ((int8_t) pos_x - x >= 0) {
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if (board[Cursor - x].state != GONE) {
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pos_x -= x;
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return;
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}
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}
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if ((int8_t) pos_x + x < WIDTH) {
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if (board[Cursor + x].state != GONE) {
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pos_x += x;
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return;
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}
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}
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}
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}
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}
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// restore original position
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pos_x = x1;
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pos_y = y1;
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}
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@@ -331,10 +359,10 @@ void update()
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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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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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if ((Cursor % WIDTH) == (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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@@ -350,7 +378,7 @@ void update()
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}
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// Animation for pulsing the active color
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inc_wrap(animframe, 0, F_ANIM_LEN * 2);
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inc_wrapi(animframe, 0, F_ANIM_LEN * 2);
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}
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// LED off
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@@ -384,7 +412,7 @@ void render()
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}
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// pulse active tile
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if (i == cursor) {
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if (i == Cursor) {
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uint16_t mult;
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if (animframe < F_ANIM_LEN) {
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