--- /dev/null
+/*
+ * MIT License
+ *
+ * Copyright (c) 2024 <David Volovskiy>
+ *
+ * Permission is hereby granted, free of charge, to any person obtaining a copy
+ * of this software and associated documentation files (the "Software"), to deal
+ * in the Software without restriction, including without limitation the rights
+ * to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
+ * copies of the Software, and to permit persons to whom the Software is
+ * furnished to do so, subject to the following conditions:
+ *
+ * The above copyright notice and this permission notice shall be included in all
+ * copies or substantial portions of the Software.
+ *
+ * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
+ * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
+ * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
+ * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
+ * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
+ * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
+ * SOFTWARE.
+ */
+
+#include <stdlib.h>
+#include <string.h>
+#include "endless_runner_face.h"
+
+typedef enum {
+ NOT_JUMPING = 0,
+ JUMP,
+ JUMPING_1,
+ JUMPING_2,
+ JUMP_COUNT
+} ScrollingJumpState;
+
+typedef enum {
+ SCREEN_TITLE = 0,
+ SCREEN_PLAYING,
+ SCREEN_LOSE,
+ SCREEN_COUNT
+} ScrollingCurrScreen;
+
+typedef enum {
+ DIFF_NORM = 0, // 8x speed; 4 0's min;
+ DIFF_HARD, // 8x speed; 3 0's min; 2 - Easy 4x speed; 4 0's min
+ DIFF_EASY, // 4x speed; 4 0's min
+ DIFF_COUNT
+} ScrollingDifficulty;
+
+#define NUM_GRID 12
+#define FREQ 8
+#define FREQ_EASY 4
+#define MAX_DISP_SCORE 39 // The top-right digits can't properly display above 39
+
+typedef struct {
+ uint32_t obst_pattern;
+ int16_t obst_indx : 8;
+ int16_t jump_state : 3;
+ int16_t sec_before_moves : 3;
+ bool loc_2_on;
+ bool loc_3_on;
+} 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) {
+ for (int i = bits - 1; i >= 0; i--) {
+ // Print each bit
+ printf("%d", (value >> i) & 1);
+ // Optional: add a space every 4 bits for readability
+ if (i % 4 == 0 && i != 0) {
+ printf(" ");
+ }
+ }
+ printf("\r\n");
+}
+
+static uint32_t get_random(uint32_t max) {
+ #if __EMSCRIPTEN__
+ return rand() % max;
+ #else
+ return arc4random_uniform(max);
+ #endif
+}
+
+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
+ * @param difficulty To dictate how spread apart the obsticles must be
+ * @return the new random value, where it's first NUM_GRID MSBs are the same as prev_val
+ */
+ uint8_t min_zeros = difficulty == DIFF_HARD ? 3 : 4;
+ uint32_t max = (1 << (_num_bits_obst_pattern - NUM_GRID)) - 1;
+ uint32_t rand = get_random(max);
+ uint32_t rand_legal = 0;
+ prev_val = prev_val & ~max;
+
+ for (int i = (NUM_GRID + 1); i <= _num_bits_obst_pattern; i++) {
+ uint32_t mask = 1 << (_num_bits_obst_pattern - i);
+ bool msb = (rand & mask) >> (_num_bits_obst_pattern - i);
+ if (msb) {
+ rand_legal = rand_legal << min_zeros;
+ i+=min_zeros;
+ }
+ rand_legal |= msb;
+ rand_legal = rand_legal << 1;
+ }
+
+ rand_legal = rand_legal & max;
+ for (int i = 0; i <= min_zeros; i++) {
+ if (prev_val & (1 << (i + _num_bits_obst_pattern - NUM_GRID))){
+ rand_legal = rand_legal >> (min_zeros - i);
+ break;
+ }
+ }
+ rand_legal = prev_val | rand_legal;
+ print_binary(rand_legal, _num_bits_obst_pattern);
+ return rand_legal;
+}
+
+static void display_ball(bool jumping) {
+ if (jumping == NOT_JUMPING) {
+ watch_set_pixel(0, 21);
+ watch_set_pixel(1, 21);
+ watch_set_pixel(0, 20);
+ watch_set_pixel(1, 20);
+ watch_clear_pixel(1, 17);
+ watch_clear_pixel(2, 20);
+ watch_clear_pixel(2, 21);
+ }
+ else {
+ watch_clear_pixel(0, 21);
+ watch_clear_pixel(1, 21);
+ watch_clear_pixel(0, 20);
+ watch_set_pixel(1, 20);
+ watch_set_pixel(1, 17);
+ watch_set_pixel(2, 20);
+ watch_set_pixel(2, 21);
+ }
+}
+
+static void display_score(uint8_t score) {
+ char buf[3];
+ if (score > MAX_DISP_SCORE) watch_display_string(" -", 2);
+ else{
+ sprintf(buf, "%2d", score);
+ watch_display_string(buf, 2);
+ }
+}
+
+static void display_difficulty(uint16_t difficulty) {
+ switch (difficulty)
+ {
+ case DIFF_EASY:
+ watch_display_string("E", 9);
+ break;
+ case DIFF_HARD:
+ watch_display_string("H", 9);
+ break;
+ case DIFF_NORM:
+ default:
+ watch_display_string("n", 9);
+ break;
+ }
+}
+
+static void display_title(endless_runner_state_t *state) {
+ state -> curr_screen = SCREEN_TITLE;
+ memset(&game_state, 0, sizeof(game_state));
+ game_state.sec_before_moves = 1; // The first obstacles will all be 0s, which is about an extra second of delay.
+ if (state -> soundOn) game_state.sec_before_moves--; // Start chime is about 1 second
+ watch_display_string("SC SEL ", 0);
+ display_score(state -> hi_score);
+ display_difficulty(state -> difficulty);
+}
+
+static void display_lose_screen(endless_runner_state_t *state) {
+ movement_request_tick_frequency(1);
+ state -> curr_screen = SCREEN_LOSE;
+ state -> curr_score = 0;
+ watch_display_string(" LOSEr", 4);
+ if (state -> soundOn)
+ watch_buzzer_play_note(BUZZER_NOTE_A1, 600);
+ else
+ delay_ms(600);
+}
+
+static bool display_obstacle(bool obstacle, int grid_loc, endless_runner_state_t *state) {
+ bool success_jump = false;
+ 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)
+ watch_clear_pixel(0, 20);
+ break;
+ case 3:
+ game_state.loc_3_on = obstacle;
+ if (obstacle)
+ watch_set_pixel(1, 21);
+ else if (game_state.jump_state != NOT_JUMPING)
+ watch_clear_pixel(1, 21);
+ break;
+
+ case 1:
+ if (obstacle) { // If an obstacle is here, it means the ball cleared it
+ success_jump = true;
+ if (state -> curr_score < MAX_DISP_SCORE) {
+ state -> curr_score++;
+ if (state -> curr_score > state -> hi_score)
+ state -> hi_score = state -> curr_score;
+ display_score(state -> curr_score);
+ }
+ }
+ //fall through
+ case 0:
+ case 5:
+ if (obstacle)
+ watch_set_pixel(0, 18 + grid_loc);
+ else
+ watch_clear_pixel(0, 18 + grid_loc);
+ break;
+ case 4:
+ if (obstacle)
+ watch_set_pixel(1, 22);
+ else
+ watch_clear_pixel(1, 22);
+ break;
+ case 6:
+ if (obstacle)
+ watch_set_pixel(1, 0);
+ else
+ watch_clear_pixel(1, 0);
+ break;
+ case 7:
+ case 8:
+ if (obstacle)
+ watch_set_pixel(0, grid_loc - 6);
+ else
+ watch_clear_pixel(0, grid_loc - 6);
+ break;
+ case 9:
+ case 10:
+ if (obstacle)
+ watch_set_pixel(0, grid_loc - 5);
+ else
+ watch_clear_pixel(0, grid_loc - 5);
+ break;
+ case 11:
+ if (obstacle)
+ watch_set_pixel(1, 6);
+ else
+ watch_clear_pixel(1, 6);
+ break;
+ default:
+ break;
+ }
+ return success_jump;
+}
+
+static bool display_obstacles(endless_runner_state_t *state) {
+ bool success_jump = false;
+ 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);
+ if (display_obstacle(obstacle, i, state)) success_jump = true;
+
+ }
+ game_state.obst_pattern = game_state.obst_pattern << 1;
+ game_state.obst_indx++;
+ 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);
+ }
+ return success_jump;
+}
+
+void endless_runner_face_setup(movement_settings_t *settings, uint8_t watch_face_index, void ** context_ptr) {
+ (void) settings;
+ (void) watch_face_index;
+ if (*context_ptr == NULL) {
+ *context_ptr = malloc(sizeof(endless_runner_state_t));
+ memset(*context_ptr, 0, sizeof(endless_runner_state_t));
+ }
+}
+
+void endless_runner_face_activate(movement_settings_t *settings, void *context) {
+ (void) settings;
+ (void) context;
+}
+
+bool endless_runner_face_loop(movement_event_t event, movement_settings_t *settings, void *context) {
+ endless_runner_state_t *state = (endless_runner_state_t *)context;
+ bool success_jump = false;
+
+ switch (event.event_type) {
+ case EVENT_ACTIVATE:
+ state -> curr_screen = SCREEN_TITLE;
+ if (state -> soundOn) watch_set_indicator(WATCH_INDICATOR_BELL);
+ display_title(state);
+ state -> curr_score = 0;
+ break;
+ case EVENT_TICK:
+ switch (state -> curr_screen)
+ {
+ case SCREEN_TITLE:
+ case SCREEN_LOSE:
+ break;
+ default:
+ if (game_state.sec_before_moves == 0)
+ success_jump = display_obstacles(state);
+ else if (event.subsecond == 0)
+ if(--game_state.sec_before_moves == 0) game_state.obst_pattern = get_random_legal(0, state -> difficulty);
+ switch (game_state.jump_state)
+ {
+ case JUMP:
+ game_state.jump_state = JUMPING_1;
+ break;
+ case JUMPING_1:
+ game_state.jump_state = JUMPING_2;
+ break;
+ case JUMPING_2:
+ game_state.jump_state = NOT_JUMPING;
+ display_ball(game_state.jump_state);
+ if (state -> soundOn){
+ if (success_jump)
+ watch_buzzer_play_note(BUZZER_NOTE_C5, 60);
+ else
+ watch_buzzer_play_note(BUZZER_NOTE_C3, 60);
+ }
+ break;
+ default:
+ break;
+ }
+ if (game_state.jump_state == NOT_JUMPING && (game_state.loc_2_on || game_state.loc_3_on))
+ display_lose_screen(state);
+ break;
+ }
+ break;
+ case EVENT_LIGHT_BUTTON_UP:
+ case EVENT_ALARM_BUTTON_UP:
+ if (state -> curr_screen == SCREEN_TITLE) {
+ state -> curr_screen = SCREEN_PLAYING;
+ movement_request_tick_frequency(state -> difficulty == DIFF_EASY ? FREQ_EASY : FREQ);
+ watch_display_string(" ", 4);
+ display_ball(false);
+ display_score(state -> curr_score);
+ if (state -> soundOn){
+ watch_buzzer_play_note(BUZZER_NOTE_C5, 200);
+ watch_buzzer_play_note(BUZZER_NOTE_E5, 200);
+ watch_buzzer_play_note(BUZZER_NOTE_G5, 200);
+ }
+ }
+ else if (state -> curr_screen == SCREEN_LOSE) {
+ display_title(state);
+ }
+ break;
+ case EVENT_LIGHT_LONG_PRESS:
+ if (state -> curr_screen == SCREEN_TITLE) {
+ state -> difficulty = (state -> difficulty + 1) % DIFF_COUNT;
+ display_difficulty(state -> difficulty);
+ if (state -> soundOn) {
+ if (state -> difficulty == DIFF_EASY) watch_buzzer_play_note(BUZZER_NOTE_B4, 30);
+ else watch_buzzer_play_note(BUZZER_NOTE_C5, 30);
+ }
+ }
+ break;
+ case EVENT_LIGHT_BUTTON_DOWN:
+ case EVENT_ALARM_BUTTON_DOWN:
+ if (state -> curr_screen == SCREEN_PLAYING && game_state.jump_state == NOT_JUMPING){
+ game_state.jump_state = JUMP;
+ display_ball(game_state.jump_state);
+ }
+ break;
+ case EVENT_ALARM_LONG_PRESS:
+ if (state -> curr_screen != SCREEN_PLAYING)
+ {
+ state -> soundOn = !state -> soundOn;
+ if (state -> soundOn){
+ watch_buzzer_play_note(BUZZER_NOTE_C5, 30);
+ watch_set_indicator(WATCH_INDICATOR_BELL);
+ }
+ else {
+ watch_clear_indicator(WATCH_INDICATOR_BELL);
+ }
+ }
+ break;
+ case EVENT_TIMEOUT:
+ movement_move_to_face(0);
+ break;
+ case EVENT_LOW_ENERGY_UPDATE:
+ break;
+ default:
+ return movement_default_loop_handler(event, settings);
+ }
+ return true;
+}
+
+void endless_runner_face_resign(movement_settings_t *settings, void *context) {
+ (void) settings;
+ (void) context;
+}
+
--- /dev/null
+/*
+ * MIT License
+ *
+ * Copyright (c) 2024 <#author_name#>
+ *
+ * Permission is hereby granted, free of charge, to any person obtaining a copy
+ * of this software and associated documentation files (the "Software"), to deal
+ * in the Software without restriction, including without limitation the rights
+ * to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
+ * copies of the Software, and to permit persons to whom the Software is
+ * furnished to do so, subject to the following conditions:
+ *
+ * The above copyright notice and this permission notice shall be included in all
+ * copies or substantial portions of the Software.
+ *
+ * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
+ * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
+ * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
+ * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
+ * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
+ * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
+ * SOFTWARE.
+ */
+
+#ifndef ENDLESS_RUNNER_FACE_H_
+#define ENDLESS_RUNNER_FACE_H_
+
+#include "movement.h"
+
+/*
+ ENDLESS_RUNNER face
+
+ This is a basic endless-runner, like the [Chrome Dino game](https://en.wikipedia.org/wiki/Dinosaur_Game).
+ On the title screen, you can select a difficulty by long-pressing LIGHT or toggle sound by long-pressing ALARM.
+ LED or ALARM are used to jump.
+ High-score is displayed on the top-right on the title screen. During a game, the current score is displayed.
+*/
+
+typedef struct {
+ // These are values that need saving between uses
+ uint16_t hi_score : 6;
+ uint16_t curr_score : 6;
+ uint16_t curr_screen : 2;
+ uint16_t difficulty : 2;
+ bool soundOn;
+ bool unused;
+} endless_runner_state_t;
+
+void endless_runner_face_setup(movement_settings_t *settings, uint8_t watch_face_index, void ** context_ptr);
+void endless_runner_face_activate(movement_settings_t *settings, void *context);
+bool endless_runner_face_loop(movement_event_t event, movement_settings_t *settings, void *context);
+void endless_runner_face_resign(movement_settings_t *settings, void *context);
+
+#define endless_runner_face ((const watch_face_t){ \
+ endless_runner_face_setup, \
+ endless_runner_face_activate, \
+ endless_runner_face_loop, \
+ endless_runner_face_resign, \
+ NULL, \
+})
+
+#endif // ENDLESS_RUNNER_FACE_H_
+