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@@ -13,58 +13,134 @@
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/* generated by fbt from .png files in images folder */
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#include <simon_says_icons.h>
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-#define WIDTH 64
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-#define HEIGHT 144
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+#define TAG "Simon" // Used for logging
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+#define DEBUG_MSG 1
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+#define SCREEN_XRES 128
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+#define SCREEN_YRES 64
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+#define BOARD_X 72
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+#define BOARD_Y 8
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+#define GAME_START_LIVES 3
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+#define SAVING_DIRECTORY "/ext/apps/Games"
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+#define SAVING_FILENAME SAVING_DIRECTORY "/game_simon_says.save"
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+const int brush_size = 2;
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-enum {
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- up,
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- down,
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- left,
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- right,
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-} direction;
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+/* ============================ Data structures ============================= */
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+
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+typedef enum game_state { preloading, mainMenu, inGame, gameOver, gameVictory } game_state;
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+
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+typedef enum difficulty_mode { normal, hard } difficulty_mode;
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+
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+typedef enum shape_names { up, down, left, right, number_of_shapes } Direction;
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+
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+typedef enum currently_playing { simon, player } currently_playing;
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typedef struct {
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- bool isPlayerTurn;
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-} SimonSaysData;
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+ /* Game state. */
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+ enum game_state gameState; // This is the current game state
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+ bool gameover; /* if true then switch to the game over state */
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+ bool is_wrong_direction; /* Is the last direction wrong? */
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+ enum currently_playing activePlayer; // This is used to track who is playing at the moment
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+ uint32_t lives; /* Number of lives in the current game. */
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+
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+ enum difficulty_mode difficultyMode; // This is the difficulty mode for the current game
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+ bool sound_enabled; // This is the sound enabled flag for the current game
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+
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+ /* Handle Score */
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+ int currentScore; // This is the score for the current
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+ int highScore; /* Highscore. Shown on Game Over Screen */
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+ bool is_new_highscore; /* Is the last score a new highscore? */
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+
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+ /* Handle Shape Display */
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+ uint32_t numberOfMillisecondsBeforeShapeDisappears; // This defines the speed of the game
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+ uint32_t last_shape_displayed_ms; // This is used to time the interval between displaying shapes
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+ enum shape_names simonMoves[1000]; // Store the sequence of shapes that Simon plays
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+ enum shape_names selectedShape; // This is used to track the shape that the player has selected
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+ bool shapeConsumed; // Tracks whether shape has been checked or not
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+ bool set_board_neutral; // This is used to track if the board should be neutral or not
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+ int moveIndex; // This is used to track the current move in the sequence
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+
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+ enum shape_names selected;
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+ enum shape_names board_state; // TODO: This may be redundant by selected
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+
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+ uint32_t last_button_press_tick;
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+ NotificationApp* notification;
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+} SimonData;
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+
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+/* ============================== Sequences ============================== */
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+
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+const NotificationSequence sequence_wrong_move = {
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+ &message_red_255,
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-// Sequence to indicate that this is the beginning of a turn
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-const NotificationSequence sequence_begin_turn = {
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- &message_display_backlight_on,
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&message_vibro_on,
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- &message_note_g5,
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- &message_delay_50,
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- &message_note_c6,
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- &message_delay_50,
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- &message_note_e5,
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+ // &message_note_g5, // Play sound but currently disabled
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+ &message_delay_25,
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+ // &message_note_e5,
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&message_vibro_off,
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&message_sound_off,
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NULL,
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};
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-// sequence to indicate that we've reached the end of a turn
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-const NotificationSequence sequence_end_turn = {
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- &message_display_backlight_on,
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- &message_red_0,
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+const NotificationSequence sequence_player_submit_move = {
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&message_vibro_on,
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- &message_note_g5,
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- &message_delay_50,
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- &message_note_e5,
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- &message_delay_50,
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+ // &message_note_g5, // Play sound but currently disabled. Need On/Off menu setting
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+ &message_delay_10,
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+ &message_delay_1,
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+ &message_delay_1,
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+ &message_delay_1,
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+ &message_delay_1,
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+ &message_delay_1,
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+
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+ // &message_note_e5,
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&message_vibro_off,
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&message_sound_off,
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- &message_do_not_reset,
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NULL,
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};
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-// Indicate that drawing is enabled.
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-const NotificationSequence sequence_player_turn_enabled = {
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+const NotificationSequence sequence_up = {
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+ // &message_vibro_on,
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+ &message_note_g4,
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+ &message_delay_100,
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+ // &message_vibro_off,
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+ &message_sound_off,
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+ NULL,
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+};
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+
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+const NotificationSequence sequence_down = {
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+ // &message_vibro_on,
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+ &message_note_c3,
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+ &message_delay_100,
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+ // &message_vibro_off,
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+ &message_sound_off,
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+ NULL,
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+};
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+
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+const NotificationSequence sequence_left = {
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+ // &message_vibro_on,
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+ &message_note_e3,
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+ &message_delay_100,
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+ // &message_vibro_off,
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+ &message_sound_off,
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+ NULL,
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+};
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+
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+const NotificationSequence sequence_right = {
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+ // &message_vibro_on,
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+ &message_note_g3,
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+ &message_delay_100,
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+ // &message_vibro_off,
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+ &message_sound_off,
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+ NULL,
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+};
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+
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+// Indicate that it's Simon's turn
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+const NotificationSequence sequence_simon_is_playing = {
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&message_red_255,
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&message_do_not_reset,
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NULL,
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};
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-// Indicate that drawing is disabled.
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-const NotificationSequence sequence_player_turn_disabled = {
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+// Indicate that it's the Player's turn
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+const NotificationSequence sequence_player_is_playing = {
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&message_red_0,
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&message_do_not_reset,
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NULL,
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@@ -79,119 +155,458 @@ const NotificationSequence sequence_cleanup = {
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NULL,
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};
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-void simon_says_draw_callback(Canvas* canvas, void* ctx) {
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- const SimonSaysData* game_state = acquire_mutex((ValueMutex*)ctx, 25);
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- UNUSED(ctx);
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+/* ============================ 2D drawing ================================== */
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+
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+/* Display remaining lives in the center of the board */
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+void draw_remaining_lives(Canvas* canvas, const SimonData* simon_state) {
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+ // Convert score to string
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+ // int length = snprintf(NULL, 0, "%lu", simon_state->lives);
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+ // char* str_lives_remaining = malloc(length + 1);
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+ // snprintf(str_lives_remaining, length + 1, "%lu", simon_state->lives);
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+
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+ // TODO: Make it a Simon Says icon on top right
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+ canvas_set_color(canvas, ColorBlack);
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+ canvas_set_font(canvas, FontSecondary);
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+ int x = SCREEN_XRES - 6;
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+ int lives = simon_state->lives;
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+ while(lives--) {
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+ canvas_draw_str(canvas, x, 8, "*");
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+ x -= 7;
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+ }
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+}
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+
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+void draw_current_score(Canvas* canvas, const SimonData* simon_data) {
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+ /* Draw Game Score. */
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+ canvas_set_color(canvas, ColorXOR);
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+ canvas_set_font(canvas, FontSecondary);
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+ char str_score[32];
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+ snprintf(str_score, sizeof(str_score), "%i", simon_data->currentScore);
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+ canvas_draw_str_aligned(canvas, SCREEN_XRES / 2 + 4, 2, AlignCenter, AlignTop, str_score);
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+}
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+/* Main Render Function */
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+void simon_draw_callback(Canvas* canvas, void* ctx) {
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+ const SimonData* simon_state = acquire_mutex((ValueMutex*)ctx, 25);
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+ if(simon_state == NULL) {
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+ if(DEBUG_MSG) FURI_LOG_E(TAG, "[simon_draw_callback] Null simon state");
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+ return;
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+ }
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+
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+ UNUSED(ctx);
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canvas_clear(canvas);
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- canvas_draw_icon(canvas, 2, 2, &I_board); // Draw board
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+ // ######################### Main Menu #########################
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+ // Show Main Menu
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+ if(simon_state->gameState == mainMenu) {
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+ // Draw border frame
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+ canvas_draw_frame(canvas, 1, 1, SCREEN_XRES - 1, SCREEN_YRES - 1); // Border
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+
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+ // Draw Simon text banner
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+ canvas_set_font(canvas, FontSecondary);
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+ canvas_set_color(canvas, ColorBlack);
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+ canvas_draw_str_aligned(
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+ canvas,
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+ SCREEN_XRES / 2,
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+ SCREEN_YRES / 2 - 4,
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+ AlignCenter,
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+ AlignCenter,
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+ "Welcome to Simon Says");
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+
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+ // Display Press OK to start below title
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+ canvas_set_color(canvas, ColorXOR);
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+ canvas_draw_str_aligned(
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+ canvas,
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+ SCREEN_XRES / 2,
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+ SCREEN_YRES / 2 + 10,
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+ AlignCenter,
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+ AlignCenter,
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+ "Press OK to start");
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+ }
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+
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+ // ######################### in Game #########################
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+ //@todo Render Callback
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+ // We're in an active game
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+ if(simon_state->gameState == inGame) {
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+ // Draw Current Score
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+ draw_current_score(canvas, simon_state);
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- //release the mutex
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- release_mutex((ValueMutex*)ctx, game_state);
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-}
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+ // Draw Lives
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+ draw_remaining_lives(canvas, simon_state);
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-void game_tick(void* ctx) {
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- SimonSaysData* game_state = acquire_mutex((ValueMutex*)ctx, 25);
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- UNUSED(ctx);
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+ // Draw Simon Pose
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+ if(simon_state->activePlayer == player) {
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+ // Player's turn
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+ canvas_draw_icon(canvas, 0, 4, &I_DolphinWait_61x59);
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+ } else {
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+ // Simon's turn
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+ canvas_draw_icon(canvas, 0, 4, &I_DolphinTalking_59x63);
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+ }
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+
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+ if(simon_state->set_board_neutral) {
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+ // Draw Neutral Board
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+ canvas_draw_icon(canvas, BOARD_X, BOARD_Y, &I_board); // Draw Board
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+ } else {
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+ switch(simon_state->selectedShape) {
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+ case up:
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+ canvas_draw_icon(canvas, BOARD_X, BOARD_Y, &I_up); // Draw Down
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+ break;
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+ case down:
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+ canvas_draw_icon(canvas, BOARD_X, BOARD_Y, &I_down); // Draw Down
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+ break;
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+ case left:
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+ canvas_draw_icon(canvas, BOARD_X, BOARD_Y, &I_left); // Draw Left
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+ break;
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+ case right:
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+ canvas_draw_icon(canvas, BOARD_X, BOARD_Y, &I_right); // Draw Right
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+ break;
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+ default:
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+ if(DEBUG_MSG)
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+ FURI_LOG_E(
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+ TAG, "Invalid shape: %d", simon_state->simonMoves[simon_state->moveIndex]);
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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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+ // ######################### Game Over #########################
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+ if(simon_state->gameState == gameOver) {
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+ canvas_set_color(canvas, ColorXOR);
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+ canvas_set_font(canvas, FontPrimary);
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+
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+ // TODO: if new highscore, display blinking "New High Score"
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+ // Display High Score Text
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+ if(simon_state->is_new_highscore) {
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+ canvas_draw_str_aligned(
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+ canvas, SCREEN_XRES / 2, 6, AlignCenter, AlignTop, "New High Score!");
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+ } else {
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+ canvas_draw_str_aligned(
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+ canvas, SCREEN_XRES / 2, 6, AlignCenter, AlignTop, "High Score");
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+ }
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+
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+ // Convert highscore to string
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+ int length = snprintf(NULL, 0, "%i", simon_state->highScore);
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+ char* str_high_score = malloc(length + 1);
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+ snprintf(str_high_score, length + 1, "%i", simon_state->highScore);
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+
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+ // Display High Score
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+ canvas_draw_str_aligned(
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+ canvas, SCREEN_XRES / 2, 22, AlignCenter, AlignCenter, str_high_score);
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+ free(str_high_score);
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+
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+ // Display Game Over
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+ canvas_draw_str_aligned(
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+ canvas, SCREEN_XRES / 2, SCREEN_YRES / 2 + 2, AlignCenter, AlignCenter, "GAME OVER");
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+
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+ // Display Press OK to restart below title
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+ canvas_set_font(canvas, FontSecondary);
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+ canvas_draw_str_aligned(
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+ canvas,
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+ SCREEN_XRES / 2,
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+ SCREEN_YRES / 2 + 15,
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+ AlignCenter,
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+ AlignCenter,
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+ "Press OK to restart");
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+ }
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+
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+ // ######################### Victory #########################
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+ //Player Beat Simon beyond limit! A word record holder here!
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+ //TODO
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//release the mutex
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- release_mutex((ValueMutex*)ctx, game_state);
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+ release_mutex((ValueMutex*)ctx, simon_state);
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}
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-void simon_says_input_callback(InputEvent* input_event, void* ctx) {
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+/* ======================== Input Handling ============================== */
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+
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+void simon_input_callback(InputEvent* input_event, void* ctx) {
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furi_assert(ctx);
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FuriMessageQueue* event_queue = ctx;
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furi_message_queue_put(event_queue, input_event, FuriWaitForever);
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}
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-int32_t simon_says_app(void* p) {
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+/* ======================== Simon Game Engine ======================== */
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+
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+bool load_game(SimonData* app) {
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+ //TODO
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+ UNUSED(app);
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+ return true;
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+ // Storage* storage = furi_record_open(RECORD_STORAGE);
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+
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+ // File* file = storage_file_alloc(storage);
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+ // uint16_t bytes_readed = 0;
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+ // if(storage_file_open(file, SAVING_FILENAME, FSAM_READ, FSOM_OPEN_EXISTING)) {
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+ // bytes_readed = storage_file_read(file, app, sizeof(SimonData));
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+ // }
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+ // storage_file_close(file);
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+ // storage_file_free(file);
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+
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+ // furi_record_close(RECORD_STORAGE);
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+
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+ // return bytes_readed == sizeof(SimonData);
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+}
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+
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+void save_game(SimonData* app) {
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+ //TODO
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+ UNUSED(app);
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+
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+ // Storage* storage = furi_record_open(RECORD_STORAGE);
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+
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+ // if(storage_common_stat(storage, SAVING_DIRECTORY, NULL) == FSE_NOT_EXIST) {
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+ // if(!storage_simply_mkdir(storage, SAVING_DIRECTORY)) {
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+ // return;
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+ // }
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+ // }
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+
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+ // File* file = storage_file_alloc(storage);
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+ // if(storage_file_open(file, SAVING_FILENAME, FSAM_WRITE, FSOM_CREATE_ALWAYS)) {
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+ // storage_file_write(file, app, sizeof(SimonData));
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+ // }
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+ // storage_file_close(file);
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+ // storage_file_free(file);
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+
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+ // furi_record_close(RECORD_STORAGE);
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+}
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+
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+int getRandomIntInRange(int lower, int upper) {
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+ return (rand() % (upper - lower + 1)) + lower;
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+}
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+
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+void play_sound_sequence_correct() {
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+ notification_message(furi_record_open(RECORD_NOTIFICATION), &sequence_success);
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+}
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+
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+void play_sound_wrong_move() {
|
|
|
+ //TODO: play wrong sound: Try sequence_audiovisual_alert
|
|
|
+ notification_message(furi_record_open(RECORD_NOTIFICATION), &sequence_error);
|
|
|
+}
|
|
|
+
|
|
|
+/* Restart game and give player a chance to try again on same sequence */
|
|
|
+// @todo restartGame
|
|
|
+void resetGame(SimonData* app) {
|
|
|
+ app->moveIndex = 0;
|
|
|
+ app->numberOfMillisecondsBeforeShapeDisappears = 1000;
|
|
|
+ app->activePlayer = simon;
|
|
|
+ app->is_wrong_direction = false;
|
|
|
+ app->last_button_press_tick = 0;
|
|
|
+ app->set_board_neutral = true;
|
|
|
+ app->activePlayer = simon;
|
|
|
+}
|
|
|
+
|
|
|
+/* Set gameover state */
|
|
|
+void game_over(SimonData* app) {
|
|
|
+ if(app->is_new_highscore) save_game(app); // Save highscore but only on change
|
|
|
+ app->gameover = true;
|
|
|
+ app->lives = GAME_START_LIVES; // Show 3 lives in game over screen to match new game start
|
|
|
+ app->gameState = gameOver;
|
|
|
+}
|
|
|
+
|
|
|
+/* Called after gameover to restart the game. This function
|
|
|
+ * also calls restart_game(). */
|
|
|
+void restart_game_after_gameover(SimonData* app) {
|
|
|
+ app->gameState = inGame;
|
|
|
+ app->gameover = false;
|
|
|
+ app->currentScore = 0;
|
|
|
+ app->is_new_highscore = false;
|
|
|
+ app->lives = GAME_START_LIVES;
|
|
|
+ app->simonMoves[0] = rand() % number_of_shapes;
|
|
|
+ resetGame(app);
|
|
|
+}
|
|
|
+
|
|
|
+void addNewSimonMove(int addAtIndex, SimonData* app) {
|
|
|
+ app->simonMoves[addAtIndex] = getRandomIntInRange(0, 3);
|
|
|
+}
|
|
|
+
|
|
|
+void startNewRound(SimonData* app) {
|
|
|
+ addNewSimonMove(app->currentScore, app);
|
|
|
+ app->moveIndex = 0;
|
|
|
+ app->activePlayer = simon;
|
|
|
+}
|
|
|
+
|
|
|
+void onPlayerAnsweredCorrect(SimonData* app) {
|
|
|
+ app->moveIndex++;
|
|
|
+}
|
|
|
+
|
|
|
+void onPlayerAnsweredWrong(SimonData* app) {
|
|
|
+ if(app->lives > 0) {
|
|
|
+ app->lives--;
|
|
|
+
|
|
|
+ // Play the wrong sound
|
|
|
+ if(app->sound_enabled) {
|
|
|
+ play_sound_wrong_move();
|
|
|
+ }
|
|
|
+ resetGame(app);
|
|
|
+ } else {
|
|
|
+ // The player has no lives left
|
|
|
+ // Game over
|
|
|
+ game_over(app);
|
|
|
+ //TODO: Play unique game over sound
|
|
|
+ }
|
|
|
+}
|
|
|
+
|
|
|
+bool isRoundComplete(SimonData* app) {
|
|
|
+ return app->moveIndex == app->currentScore;
|
|
|
+}
|
|
|
+
|
|
|
+enum shape_names getCurrentSimonMove(SimonData* app) {
|
|
|
+ return app->simonMoves[app->moveIndex];
|
|
|
+}
|
|
|
+
|
|
|
+void onPlayerSelectedShapeCallback(enum shape_names shape, SimonData* app) {
|
|
|
+ if(shape == getCurrentSimonMove(app)) {
|
|
|
+ onPlayerAnsweredCorrect(app);
|
|
|
+ } else {
|
|
|
+ onPlayerAnsweredWrong(app);
|
|
|
+ }
|
|
|
+}
|
|
|
+
|
|
|
+//@todo gametick
|
|
|
+void game_tick(SimonData* simon_state) {
|
|
|
+ if(simon_state->gameState == inGame) {
|
|
|
+ if(simon_state->activePlayer == simon) {
|
|
|
+ // ############### Simon Turn ###############
|
|
|
+ notification_message(simon_state->notification, &sequence_simon_is_playing);
|
|
|
+
|
|
|
+ //@todo Gameplay
|
|
|
+ if(simon_state->set_board_neutral) {
|
|
|
+ if(simon_state->moveIndex < simon_state->currentScore) {
|
|
|
+ simon_state->selectedShape = getCurrentSimonMove(simon_state);
|
|
|
+ simon_state->set_board_neutral = false;
|
|
|
+ simon_state->moveIndex++;
|
|
|
+ } else {
|
|
|
+ simon_state->activePlayer = player;
|
|
|
+ simon_state->set_board_neutral = true;
|
|
|
+ simon_state->moveIndex = 0;
|
|
|
+ }
|
|
|
+ } else {
|
|
|
+ simon_state->set_board_neutral = true;
|
|
|
+ }
|
|
|
+ } else {
|
|
|
+ // ############### Player Turn ###############
|
|
|
+ notification_message(simon_state->notification, &sequence_player_is_playing);
|
|
|
+
|
|
|
+ // It's Player's Turn
|
|
|
+ if(isRoundComplete(simon_state)) {
|
|
|
+ simon_state->activePlayer = simon;
|
|
|
+ simon_state->currentScore++;
|
|
|
+ // app->numberOfMillisecondsBeforeShapeDisappears -= 50;
|
|
|
+ if(simon_state->currentScore > simon_state->highScore) {
|
|
|
+ simon_state->highScore = simon_state->currentScore;
|
|
|
+ simon_state->is_new_highscore = true;
|
|
|
+ }
|
|
|
+ if(simon_state->sound_enabled) {
|
|
|
+ play_sound_sequence_correct();
|
|
|
+ }
|
|
|
+ startNewRound(simon_state);
|
|
|
+ }
|
|
|
+ }
|
|
|
+ }
|
|
|
+}
|
|
|
+
|
|
|
+/* ======================== Main Entry Point ============================== */
|
|
|
+
|
|
|
+int32_t simon_says_app_entry(void* p) {
|
|
|
UNUSED(p);
|
|
|
FuriMessageQueue* event_queue = furi_message_queue_alloc(8, sizeof(InputEvent));
|
|
|
|
|
|
- SimonSaysData* simon_says_state = malloc(sizeof(SimonSaysData));
|
|
|
- ValueMutex simon_value_mutex;
|
|
|
- if(!init_mutex(&simon_value_mutex, simon_says_state, sizeof(SimonSaysData))) {
|
|
|
- FURI_LOG_E("simon_says", "cannot create mutex\r\n");
|
|
|
- free(simon_says_state);
|
|
|
+ SimonData* simon_state = malloc(sizeof(SimonData));
|
|
|
+ ValueMutex simon_state_value_mutex;
|
|
|
+ if(!init_mutex(&simon_state_value_mutex, simon_state, sizeof(SimonData))) {
|
|
|
+ FURI_LOG_E(TAG, "cannot create mutex\r\n");
|
|
|
+ free(simon_state);
|
|
|
return -1;
|
|
|
}
|
|
|
|
|
|
// Configure view port
|
|
|
ViewPort* view_port = view_port_alloc();
|
|
|
- view_port_draw_callback_set(view_port, simon_says_draw_callback, &simon_value_mutex);
|
|
|
- view_port_input_callback_set(view_port, simon_says_input_callback, event_queue);
|
|
|
+ view_port_draw_callback_set(view_port, simon_draw_callback, &simon_state_value_mutex);
|
|
|
+ view_port_input_callback_set(view_port, simon_input_callback, event_queue);
|
|
|
|
|
|
// Register view port in GUI
|
|
|
Gui* gui = furi_record_open(RECORD_GUI);
|
|
|
gui_add_view_port(gui, view_port, GuiLayerFullscreen);
|
|
|
|
|
|
NotificationApp* notification = furi_record_open(RECORD_NOTIFICATION);
|
|
|
+ simon_state->notification = notification;
|
|
|
|
|
|
- InputEvent event;
|
|
|
+ InputEvent input;
|
|
|
|
|
|
- /* Create a timer. We do data analysis in the callback. */
|
|
|
- FuriTimer* timer = furi_timer_alloc(game_tick, FuriTimerTypePeriodic, simon_says_state);
|
|
|
- furi_timer_start(timer, furi_kernel_get_tick_frequency() / 10);
|
|
|
+ // Show Main Menu Screen
|
|
|
+ simon_state->gameState = mainMenu;
|
|
|
|
|
|
- while(furi_message_queue_get(event_queue, &event, FuriWaitForever) == FuriStatusOk) {
|
|
|
- //break out of the loop if the back key is pressed
|
|
|
- if(event.key == InputKeyBack && event.type == InputTypeLong) {
|
|
|
- break;
|
|
|
- }
|
|
|
+ while(true) {
|
|
|
+ if(furi_message_queue_get(event_queue, &input, 500) == FuriStatusOk) {
|
|
|
+ FURI_LOG_D(TAG, "Got input event: %d", input.key);
|
|
|
+ //break out of the loop if the back key is pressed
|
|
|
+ if(input.key == InputKeyBack && input.type == InputTypeLong) {
|
|
|
+ break;
|
|
|
+ }
|
|
|
|
|
|
- // Placholder button states
|
|
|
- if(event.key == InputKeyBack && event.type == InputTypeLong) {
|
|
|
- view_port_update(view_port);
|
|
|
- }
|
|
|
+ if(input.type == InputTypeLong) {
|
|
|
+ // Do Nothing. Ignore long press events
|
|
|
+ }
|
|
|
|
|
|
- // Keep LED on while drawing
|
|
|
- if(simon_says_state->isPlayerTurn) {
|
|
|
- notification_message(notification, &sequence_player_turn_enabled);
|
|
|
+ //@todo Set Game States
|
|
|
+ if(input.key == InputKeyOk && simon_state->gameState != inGame) {
|
|
|
+ restart_game_after_gameover(simon_state);
|
|
|
+ // Set Simon Board state
|
|
|
+ startNewRound(simon_state);
|
|
|
+ view_port_update(view_port);
|
|
|
+ }
|
|
|
+
|
|
|
+ // Keep LED on if it is Simon's turn
|
|
|
+ if(simon_state->activePlayer == player) {
|
|
|
+ notification_message(notification, &sequence_player_is_playing);
|
|
|
+
|
|
|
+ if(input.type == InputTypePress) {
|
|
|
+ simon_state->set_board_neutral = false;
|
|
|
+
|
|
|
+ switch(input.key) {
|
|
|
+ case InputKeyUp:
|
|
|
+ simon_state->selectedShape = up;
|
|
|
+ onPlayerSelectedShapeCallback(up, simon_state);
|
|
|
+ break;
|
|
|
+ case InputKeyDown:
|
|
|
+ simon_state->selectedShape = down;
|
|
|
+ onPlayerSelectedShapeCallback(down, simon_state);
|
|
|
+ break;
|
|
|
+ case InputKeyLeft:
|
|
|
+ simon_state->selectedShape = left;
|
|
|
+ onPlayerSelectedShapeCallback(left, simon_state);
|
|
|
+ break;
|
|
|
+ case InputKeyRight:
|
|
|
+ simon_state->selectedShape = right;
|
|
|
+ onPlayerSelectedShapeCallback(right, simon_state);
|
|
|
+ break;
|
|
|
+ default:
|
|
|
+ break;
|
|
|
+ }
|
|
|
+ } else {
|
|
|
+ FURI_LOG_D(TAG, "Input type is not short");
|
|
|
+ simon_state->set_board_neutral = true;
|
|
|
+ }
|
|
|
+ }
|
|
|
} else {
|
|
|
- notification_message(notification, &sequence_player_turn_disabled);
|
|
|
+ FURI_LOG_E(TAG, "cannot get message from queue\r\n");
|
|
|
}
|
|
|
|
|
|
- // Placholder button states
|
|
|
- if(event.key == InputKeyOk && event.type == InputTypeShort) {
|
|
|
- // Do Nothing
|
|
|
- }
|
|
|
+ // @todo Animation Loop for debug
|
|
|
+ // if(simon_state->gameState == inGame && simon_state->activePlayer == simon) {
|
|
|
+ // simon_state->currentScore++;
|
|
|
+ // simon_state->set_board_neutral = !simon_state->set_board_neutral;
|
|
|
+ // }
|
|
|
|
|
|
- // Placholder button states
|
|
|
- if(event.key == InputKeyOk && event.type == InputTypeLong) {
|
|
|
- // notification_message(furi_record_open(RECORD_NOTIFICATION), &sequence_begin_turn);
|
|
|
- notification_message(notification, &sequence_begin_turn);
|
|
|
- view_port_update(view_port);
|
|
|
- }
|
|
|
+ game_tick(simon_state);
|
|
|
|
|
|
- // Placholder button states
|
|
|
- if(event.type == InputTypeShort || event.type == InputTypeRepeat ||
|
|
|
- event.type == InputTypeLong) {
|
|
|
- switch(event.key) {
|
|
|
- case InputKeyUp:
|
|
|
- break;
|
|
|
- case InputKeyDown:
|
|
|
- break;
|
|
|
- case InputKeyLeft:
|
|
|
- break;
|
|
|
- case InputKeyRight:
|
|
|
- break;
|
|
|
- default:
|
|
|
- break;
|
|
|
- }
|
|
|
-
|
|
|
- view_port_update(view_port);
|
|
|
- }
|
|
|
+ view_port_update(view_port);
|
|
|
}
|
|
|
|
|
|
- furi_timer_free(timer);
|
|
|
notification_message(notification, &sequence_cleanup);
|
|
|
gui_remove_view_port(gui, view_port);
|
|
|
view_port_free(view_port);
|
|
|
furi_message_queue_free(event_queue);
|
|
|
- free(simon_says_state);
|
|
|
+ free(simon_state);
|
|
|
furi_record_close(RECORD_NOTIFICATION);
|
|
|
furi_record_close(RECORD_GUI);
|
|
|
|
|
|
return 0;
|
|
|
-}
|
|
|
+}
|