#define JUMP_FRAMES_EASY 3 // Wait this many frames on difficulties at or below EASY before coming down from the jump button pressed
#define MIN_ZEROES 4 // At minimum, we'll have this many spaces between obstacles
#define MIN_ZEROES_HARD 3 // At minimum, we'll have this many spaces between obstacles on hard mode
-#define MAX_HI_SCORE 999 // Max hi score to store and display on the title screen.
+#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
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;
- uint16_t curr_score : 10;
- uint16_t curr_screen : 4;
+ uint8_t curr_screen : 4;
+ bool success_jump; // Flag used for making a successful jumping sound.
bool loc_2_on;
bool loc_3_on;
} game_state_t;
watch_display_string(buf, 2);
}
+static void add_to_score(endless_runner_state_t *state) {
+ if (game_state.curr_score <= MAX_HI_SCORE) {
+ game_state.curr_score++;
+ if (game_state.curr_score > state -> hi_score)
+ state -> hi_score = game_state.curr_score;
+ }
+ game_state.success_jump = true;
+ display_score(game_state.curr_score);
+}
+
static void check_and_reset_hi_score(endless_runner_state_t *state) {
// Resets the hi scroe at the beginning of each month.
watch_date_time date_time = watch_rtc_get_date_time();
if (sound_on) game_state.sec_before_moves--; // Start chime is about 1 second
watch_set_colon();
if (hi_score > MAX_HI_SCORE) {
- watch_display_string("ER HS-- ", 0);
+ watch_display_string("ER HS --", 0);
}
else {
char buf[14];
- if (hi_score <= 99)
- sprintf(buf, "ER HS%2d ", hi_score);
- else if (hi_score <= MAX_HI_SCORE)
- sprintf(buf, "ER HS%3d ", hi_score);
+ sprintf(buf, "ER HS%4d ", hi_score);
watch_display_string(buf, 0);
}
display_difficulty(difficulty);
delay_ms(600);
}
-static bool display_obstacle(bool obstacle, int grid_loc, endless_runner_state_t *state) {
- bool success_jump = false;
+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) {
switch (grid_loc)
{
case 2:
case 1:
if (obstacle) { // If an obstacle is here, it means the ball cleared it
- if (game_state.curr_score <= MAX_HI_SCORE) {
- game_state.curr_score++;
- if (game_state.curr_score > state -> hi_score)
- state -> hi_score = game_state.curr_score;
- }
- display_score(game_state.curr_score);
+ add_to_score(state);
}
//fall through
case 0:
- if (obstacle) // If an obstacle is here, it means the ball cleared it
- success_jump = true;
- //fall through
case 5:
if (obstacle)
watch_set_pixel(0, 18 + grid_loc);
default:
break;
}
- return success_jump;
}
-static bool display_obstacles(endless_runner_state_t *state) {
- bool 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);
- if (display_obstacle(obstacle, i, state)) success_jump = true;
+ display_obstacle(obstacle, i, state);
}
game_state.obst_pattern = game_state.obst_pattern << 1;
game_state.obst_indx = 0;
game_state.obst_pattern = get_random_legal(game_state.obst_pattern, state -> difficulty);
}
- return success_jump;
}
static void update_game(endless_runner_state_t *state, uint8_t subsecond) {
- bool success_jump = false;
uint8_t curr_jump_frame = 0;
if (game_state.sec_before_moves != 0) {
if (subsecond == 0) --game_state.sec_before_moves;
return;
}
- success_jump = display_obstacles(state);
+ display_obstacles(state);
switch (game_state.jump_state)
{
case NOT_JUMPING:
break;
case JUMPING_FINAL_FRAME:
- game_state.jump_state = NOT_JUMPING;
- display_ball(game_state.jump_state != NOT_JUMPING);
- if (state -> soundOn){
- if (success_jump)
- watch_buzzer_play_note(BUZZER_NOTE_C5, 60);
- else
- watch_buzzer_play_note(BUZZER_NOTE_C3, 60);
- }
+ stop_jumping(state);
break;
default:
curr_jump_frame = game_state.jump_state - NOT_JUMPING;
toggle_sound(state);
break;
case EVENT_TIMEOUT:
- movement_move_to_face(0);
+ if (game_state.curr_screen != SCREEN_TITLE)
+ display_title(state);
break;
case EVENT_LOW_ENERGY_UPDATE:
break;