SCREEN_TITLE = 0,
SCREEN_PLAYING,
SCREEN_LOSE,
+ SCREEN_TIME,
SCREEN_COUNT
} RunnerCurrScreen;
DIFF_EASY, // FREQ FPS; MIN_ZEROES 0's min; Jump is JUMP_FRAMES_EASY frames
DIFF_NORM, // FREQ FPS; MIN_ZEROES 0's min; Jump is JUMP_FRAMES frames
DIFF_HARD, // FREQ FPS; MIN_ZEROES_HARD 0's min; jump is JUMP_FRAMES frames
+ DIFF_FUEL, // Mode where the top-right displays the amoount of fuel that you can be above the ground for, dodging obstacles. When on the ground, your fuel recharges.
DIFF_COUNT
} RunnerDifficulty;
#define MIN_ZEROES_HARD 3 // At minimum, we'll have this many spaces between obstacles on hard mode
#define MAX_HI_SCORE 9999 // Max hi score to store and display on the title screen.
#define MAX_DISP_SCORE 39 // The top-right digits can't properly display above 39
+#define JUMP_FRAMES_FUEL 30 // The max fuel that fuel that the fuel mode game will hold
+#define JUMP_FRAMES_FUEL_RECHARGE 3 // How much fuel each frame on the ground adds
+#define MAX_DISP_SCORE_FUEL 9 // Since the fuel mode displays the score in the weekday slot, two digits will display wonky data
typedef struct {
uint32_t obst_pattern;
- uint16_t curr_score;
uint16_t obst_indx : 8;
uint16_t jump_state : 5;
uint16_t sec_before_moves : 3;
- uint8_t curr_screen : 4;
- bool success_jump; // Flag used for making a successful jumping sound.
+ uint16_t curr_score : 10;
+ uint16_t curr_screen : 4;
bool loc_2_on;
bool loc_3_on;
+ bool success_jump;
+ bool fuel_mode;
+ uint8_t fuel;
} game_state_t;
static game_state_t game_state;
static const uint8_t _num_bits_obst_pattern = sizeof(game_state.obst_pattern) * 8;
+static void print_binary(uint32_t value, int bits) {
+#if __EMSCRIPTEN__
+ for (int i = bits - 1; i >= 0; i--) {
+ // Print each bit
+ printf("%lu", (value >> i) & 1);
+ // Optional: add a space every 4 bits for readability
+ if (i % 4 == 0 && i != 0) {
+ printf(" ");
+ }
+ }
+ printf("\r\n");
+#else
+ (void) value;
+ (void) bits;
+#endif
+ return;
+}
+
static uint32_t get_random(uint32_t max) {
#if __EMSCRIPTEN__
return rand() % max;
#endif
}
+static uint32_t get_random_nonzero(uint32_t max) {
+ uint32_t random;
+ do
+ {
+ random = get_random(max);
+ } while (random == 0);
+ return random;
+}
+
+static uint32_t get_random_kinda_nonzero(uint32_t max) {
+ // Returns a number that's between 1 and max, unless max is 0 or 1, then it returns 0 to max.
+ if (max == 0) return 0;
+ else if (max == 1) return get_random(max);
+ return get_random_nonzero(max);
+}
+
+static uint32_t get_random_fuel(uint32_t prev_val) {
+ static uint8_t prev_rand_subset = 0;
+ uint32_t rand;
+ uint8_t max_ones, subset;
+ uint32_t rand_legal = 0;
+ prev_val = prev_val & ~0xFFFF;
+
+ for (int i = 0; i < 2; i++) {
+ subset = 0;
+ max_ones = 8;
+ if (prev_rand_subset > 4)
+ max_ones -= prev_rand_subset;
+ rand = get_random_kinda_nonzero(max_ones);
+ if (rand > 5 && prev_rand_subset) rand = 5; // The gap of one or two is awkward
+ for (uint32_t j = 0; j < rand; j++) {
+ subset |= (1 << j);
+ }
+ if (prev_rand_subset >= 7)
+ subset = subset << 1;
+ subset &= 0xFF;
+ rand_legal |= subset << (8 * i);
+ prev_rand_subset = rand;
+ }
+
+ rand_legal = prev_val | rand_legal;
+ print_binary(rand_legal, 32);
+ return rand_legal;
+}
+
static uint32_t get_random_legal(uint32_t prev_val, uint16_t difficulty) {
/** @brief A legal random number starts with the previous number (which should be the 12 bits on the screen).
* @param prev_val The previous value to tack onto. The return will have its first NUM_GRID MSBs be the same as prev_val, and the rest be new
*/
uint8_t min_zeros = (difficulty == DIFF_HARD) ? MIN_ZEROES_HARD : MIN_ZEROES;
uint32_t max = (1 << (_num_bits_obst_pattern - NUM_GRID)) - 1;
- uint32_t rand = get_random(max);
+ uint32_t rand = get_random_nonzero(max);
uint32_t rand_legal = 0;
prev_val = prev_val & ~max;
}
}
rand_legal = prev_val | rand_legal;
+ print_binary(rand_legal, 32);
return rand_legal;
}
static void display_score(uint8_t score) {
char buf[3];
- score %= (MAX_DISP_SCORE + 1);
- sprintf(buf, "%2d", score);
- watch_display_string(buf, 2);
+ if (game_state.fuel_mode) {
+ score %= (MAX_DISP_SCORE_FUEL + 1);
+ sprintf(buf, "%1d", score);
+ watch_display_string(buf, 0);
+ }
+ else {
+ score %= (MAX_DISP_SCORE + 1);
+ sprintf(buf, "%2d", score);
+ watch_display_string(buf, 2);
+ }
}
static void add_to_score(endless_runner_state_t *state) {
display_score(game_state.curr_score);
}
+static void display_fuel(uint8_t subsecond, uint8_t difficulty) {
+ char buf[4];
+ sprintf(buf, "%2d", game_state.fuel);
+ watch_display_string(buf, 2);
+}
+
static void check_and_reset_hi_score(endless_runner_state_t *state) {
- // Resets the hi scroe at the beginning of each month.
+ // Resets the hi score at the beginning of each month.
watch_date_time date_time = watch_rtc_get_date_time();
if ((state -> year_last_hi_score != date_time.unit.year) ||
(state -> month_last_hi_score != date_time.unit.month))
switch (difficulty)
{
case DIFF_BABY:
- watch_display_string("b", 3);
+ watch_display_string(" b", 2);
break;
case DIFF_EASY:
- watch_display_string("E", 3);
+ watch_display_string(" E", 2);
break;
case DIFF_HARD:
- watch_display_string("H", 3);
+ watch_display_string(" H", 2);
+ break;
+ case DIFF_FUEL:
+ watch_display_string(" F", 2);
break;
case DIFF_NORM:
default:
- watch_display_string("N", 3);
+ watch_display_string(" N", 2);
break;
}
+ game_state.fuel_mode = difficulty == DIFF_FUEL;
}
static void change_difficulty(endless_runner_state_t *state) {
}
else {
char buf[14];
- sprintf(buf, "ER HS%4d ", hi_score);
+ sprintf(buf, "ER HS%4d", hi_score);
watch_display_string(buf, 0);
}
display_difficulty(difficulty);
}
static void begin_playing(endless_runner_state_t *state) {
+ uint8_t difficulty = state -> difficulty;
game_state.curr_screen = SCREEN_PLAYING;
watch_clear_colon();
movement_request_tick_frequency((state -> difficulty == DIFF_BABY) ? FREQ_SLOW : FREQ);
- watch_display_string("ER ", 0);
+ if (game_state.fuel_mode) {
+ watch_display_string(" ", 0);
+ game_state.obst_pattern = get_random_fuel(0);
+ if ((16 * JUMP_FRAMES_FUEL_RECHARGE) < JUMP_FRAMES_FUEL) // 16 frames of zeros at the start of a level
+ game_state.fuel = JUMP_FRAMES_FUEL - (16 * JUMP_FRAMES_FUEL_RECHARGE); // Have it below its max to show it counting up when starting.
+ if (game_state.fuel < JUMP_FRAMES_FUEL_RECHARGE) game_state.fuel = JUMP_FRAMES_FUEL_RECHARGE;
+ }
+ else {
+ watch_display_string(" ", 2);
+ game_state.obst_pattern = get_random_legal(0, difficulty);
+ }
game_state.jump_state = NOT_JUMPING;
display_ball(game_state.jump_state != NOT_JUMPING);
- do // Avoid the first array of obstacles being a boring line of 0s
- {
- game_state.obst_pattern = get_random_legal(0, state -> difficulty);
- } while (game_state.obst_pattern == 0);
display_score( game_state.curr_score);
if (state -> soundOn){
watch_buzzer_play_note(BUZZER_NOTE_C5, 200);
delay_ms(600);
}
-static void stop_jumping(endless_runner_state_t *state) {
- game_state.jump_state = NOT_JUMPING;
- display_ball(game_state.jump_state != NOT_JUMPING);
- if (state -> soundOn){
- if (game_state.success_jump)
- watch_buzzer_play_note(BUZZER_NOTE_C5, 60);
- else
- watch_buzzer_play_note(BUZZER_NOTE_C3, 60);
- }
- game_state.success_jump = false;
-}
-
static void display_obstacle(bool obstacle, int grid_loc, endless_runner_state_t *state) {
+ static bool prev_obst_pos_two = 0;
switch (grid_loc)
{
case 2:
game_state.loc_2_on = obstacle;
if (obstacle)
watch_set_pixel(0, 20);
- else if (game_state.jump_state != NOT_JUMPING)
+ else if (game_state.jump_state != NOT_JUMPING) {
watch_clear_pixel(0, 20);
+ if (game_state.fuel_mode && prev_obst_pos_two)
+ add_to_score(state);
+ }
+ prev_obst_pos_two = obstacle;
break;
case 3:
game_state.loc_3_on = obstacle;
break;
case 1:
- if (obstacle) { // If an obstacle is here, it means the ball cleared it
+ if (!game_state.fuel_mode && obstacle) // If an obstacle is here, it means the ball cleared it
add_to_score(state);
- }
//fall through
case 0:
case 5:
}
}
+static void stop_jumping(endless_runner_state_t *state) {
+ game_state.jump_state = NOT_JUMPING;
+ display_ball(game_state.jump_state != NOT_JUMPING);
+ if (state -> soundOn){
+ if (game_state.success_jump)
+ watch_buzzer_play_note(BUZZER_NOTE_C5, 60);
+ else
+ watch_buzzer_play_note(BUZZER_NOTE_C3, 60);
+ }
+ game_state.success_jump = false;
+}
+
static void display_obstacles(endless_runner_state_t *state) {
for (int i = 0; i < NUM_GRID; i++) {
// Use a bitmask to isolate each bit and shift it to the least significant position
uint32_t mask = 1 << ((_num_bits_obst_pattern - 1) - i);
bool obstacle = (game_state.obst_pattern & mask) >> ((_num_bits_obst_pattern - 1) - i);
display_obstacle(obstacle, i, state);
-
}
game_state.obst_pattern = game_state.obst_pattern << 1;
game_state.obst_indx++;
- if (game_state.obst_indx >= _num_bits_obst_pattern - NUM_GRID) {
+ if (game_state.fuel_mode) {
+ if (game_state.obst_indx >= (_num_bits_obst_pattern / 2)) {
+ game_state.obst_indx = 0;
+ game_state.obst_pattern = get_random_fuel(game_state.obst_pattern);
+ }
+ }
+ else if (game_state.obst_indx >= _num_bits_obst_pattern - NUM_GRID) {
game_state.obst_indx = 0;
game_state.obst_pattern = get_random_legal(game_state.obst_pattern, state -> difficulty);
}
switch (game_state.jump_state)
{
case NOT_JUMPING:
+ if (game_state.fuel_mode) {
+ for (int i = 0; i < JUMP_FRAMES_FUEL_RECHARGE; i++)
+ {
+ if(game_state.fuel >= JUMP_FRAMES_FUEL)
+ break;
+ game_state.fuel++;
+ }
+ }
break;
case JUMPING_FINAL_FRAME:
stop_jumping(state);
break;
default:
- curr_jump_frame = game_state.jump_state - NOT_JUMPING;
- if (curr_jump_frame >= JUMP_FRAMES_EASY || (state -> difficulty >= DIFF_NORM && curr_jump_frame >= JUMP_FRAMES))
- game_state.jump_state = JUMPING_FINAL_FRAME;
- else
- game_state.jump_state++;
- //if (!watch_get_pin_level(BTN_ALARM) && !watch_get_pin_level(BTN_LIGHT)) game_state.jump_state = JUMPING_FINAL_FRAME; // Uncomment to have depressing the buttons cause the ball to drop regardless of its current frame.
+ if (game_state.fuel_mode) {
+ if (!game_state.fuel)
+ game_state.jump_state = JUMPING_FINAL_FRAME;
+ else
+ game_state.fuel--;
+ if (!watch_get_pin_level(BTN_ALARM) && !watch_get_pin_level(BTN_LIGHT)) stop_jumping(state);
+ }
+ else {
+ curr_jump_frame = game_state.jump_state - NOT_JUMPING;
+ if (curr_jump_frame >= JUMP_FRAMES_EASY || (state -> difficulty >= DIFF_NORM && curr_jump_frame >= JUMP_FRAMES))
+ game_state.jump_state = JUMPING_FINAL_FRAME;
+ else
+ game_state.jump_state++;
+ }
break;
}
if (game_state.jump_state == NOT_JUMPING && (game_state.loc_2_on || game_state.loc_3_on)) {
delay_ms(200); // To show the player jumping onto the obstacle before displaying the lose screen.
display_lose_screen(state);
}
+ else if (game_state.fuel_mode)
+ display_fuel(subsecond, state -> difficulty);
}
void endless_runner_face_setup(movement_settings_t *settings, uint8_t watch_face_index, void ** context_ptr) {
case EVENT_LIGHT_BUTTON_DOWN:
case EVENT_ALARM_BUTTON_DOWN:
if (game_state.curr_screen == SCREEN_PLAYING && game_state.jump_state == NOT_JUMPING){
+ if (game_state.fuel_mode && !game_state.fuel) break;
game_state.jump_state = JUMPING_START;
display_ball(game_state.jump_state != NOT_JUMPING);
}