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