uint8_t fuel;
} game_state_t;
+// always-on, left, right, bottom, jump-top, jump-left, jump-right
+int8_t classic_ball_arr_com[] = {1, 0, 1, 0, 2, 1, 2};
+int8_t classic_ball_arr_seg[] = {20, 20, 21, 21, 20, 17, 21};
+int8_t custom_ball_arr_com[] = {2, 1, 1, 0, 3, 3, 2};
+int8_t custom_ball_arr_seg[] = {15, 15, 14, 15, 14, 15, 14};
+
+// obstacle 0-11
+int8_t classic_obstacle_arr_com[] = {0, 0, 0, 1, 1, 0, 1, 0, 0, 0, 0, 0};
+int8_t classic_obstacle_arr_seg[] = {18, 19, 20, 21, 22, 23, 0, 1, 2, 4, 5, 6};
+int8_t custom_obstacle_arr_com[] = {1, 1, 1, 1, 1, 0, 1, 0, 3, 0, 0, 2};
+int8_t custom_obstacle_arr_seg[] = {22, 16, 15, 14, 1, 2, 3, 4, 4, 5, 6, 7};
+
+int8_t *ball_arr_com;
+int8_t *ball_arr_seg;
+int8_t *obstacle_arr_com;
+int8_t *obstacle_arr_seg;
+
static game_state_t game_state;
static const uint8_t _num_bits_obst_pattern = sizeof(game_state.obst_pattern) * 8;
#if __EMSCRIPTEN__
for (int i = bits - 1; i >= 0; i--) {
// Print each bit
- printf("%lu", (value >> i) & 1);
+ printf("%u", (value >> i) & 1);
// Optional: add a space every 4 bits for readability
if (i % 4 == 0 && i != 0) {
printf(" ");
static void display_ball(bool jumping) {
if (!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);
+ watch_set_pixel(ball_arr_com[3], ball_arr_seg[3]);
+ watch_set_pixel(ball_arr_com[2], ball_arr_seg[2]);
+ watch_set_pixel(ball_arr_com[1], ball_arr_seg[1]);
+ watch_set_pixel(ball_arr_com[0], ball_arr_seg[0]);
+ watch_clear_pixel(ball_arr_com[6], ball_arr_seg[6]);
+ watch_clear_pixel(ball_arr_com[5], ball_arr_seg[5]);
+ watch_clear_pixel(ball_arr_com[4], ball_arr_seg[4]);
}
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);
+ watch_clear_pixel(ball_arr_com[3], ball_arr_seg[3]);
+ watch_clear_pixel(ball_arr_com[2], ball_arr_seg[2]);
+ watch_clear_pixel(ball_arr_com[1], ball_arr_seg[1]);
+ watch_set_pixel(ball_arr_com[0], ball_arr_seg[0]);
+ watch_set_pixel(ball_arr_com[6], ball_arr_seg[6]);
+ watch_set_pixel(ball_arr_com[5], ball_arr_seg[5]);
+ watch_set_pixel(ball_arr_com[4], ball_arr_seg[4]);
}
}
if (game_state.fuel_mode) {
score %= (MAX_DISP_SCORE_FUEL + 1);
sprintf(buf, "%1d", score);
- watch_display_string(buf, 0);
+ watch_display_text(WATCH_POSITION_TOP_LEFT, buf);
}
else {
score %= (MAX_DISP_SCORE + 1);
sprintf(buf, "%2d", score);
- watch_display_string(buf, 2);
+ watch_display_text(WATCH_POSITION_TOP_RIGHT, buf);
}
}
static void display_fuel(uint8_t subsecond, uint8_t difficulty) {
char buf[4];
if (difficulty == DIFF_FUEL_1 && game_state.fuel == 0 && subsecond % (FREQ/2) == 0) {
- watch_display_string(" ", 2); // Blink the 0 fuel to show it cannot be refilled.
+ watch_display_text(WATCH_POSITION_TOP_RIGHT, " "); // Blink the 0 fuel to show it cannot be refilled.
return;
}
sprintf(buf, "%2d", game_state.fuel);
- watch_display_string(buf, 2);
+ watch_display_text(WATCH_POSITION_TOP_RIGHT, buf);
}
static void check_and_reset_hi_score(endless_runner_state_t *state) {
}
static void display_difficulty(uint16_t difficulty) {
- switch (difficulty)
- {
- case DIFF_BABY:
- watch_display_string(" b", 2);
- break;
- case DIFF_EASY:
- watch_display_string(" E", 2);
- break;
- case DIFF_HARD:
- watch_display_string(" H", 2);
- break;
- case DIFF_FUEL:
- watch_display_string(" F", 2);
- break;
- case DIFF_FUEL_1:
- watch_display_string("1F", 2);
- break;
- case DIFF_NORM:
- default:
- watch_display_string(" N", 2);
- break;
- }
+ static const char *labels[] = {
+ [DIFF_BABY] = " b",
+ [DIFF_EASY] = " E",
+ [DIFF_HARD] = " H",
+ [DIFF_FUEL] = " F",
+ [DIFF_FUEL_1] = "1F",
+ [DIFF_NORM] = " N"
+ };
+ watch_display_text(WATCH_POSITION_TOP_RIGHT, labels[difficulty]);
game_state.fuel_mode = difficulty >= DIFF_FUEL && difficulty <= DIFF_FUEL_1;
}
game_state.sec_before_moves = 1; // The first obstacles will all be 0s, which is about an extra second of delay.
if (sound_on) game_state.sec_before_moves--; // Start chime is about 1 second
watch_set_colon();
+ watch_display_text_with_fallback(WATCH_POSITION_TOP, "RUN", "ER");
+ watch_display_text(WATCH_POSITION_TOP_RIGHT, " ");
if (hi_score > MAX_HI_SCORE) {
- watch_display_string("ER HS --", 0);
+ watch_display_text(WATCH_POSITION_BOTTOM, "HS --");
}
else {
- char buf[14];
- sprintf(buf, "ER HS%4d", hi_score);
- watch_display_string(buf, 0);
+ char buf[10];
+ sprintf(buf, "HS%4d", hi_score);
+ watch_display_text(WATCH_POSITION_BOTTOM, buf);
}
display_difficulty(difficulty);
}
}
watch_set_colon();
sprintf( buf, "%2d%02d ", hour, date_time.unit.minute);
- watch_display_string(buf, 4);
+ watch_display_text(WATCH_POSITION_BOTTOM, buf);
}
- // If both digits of the minute need updating
- else if ((date_time.unit.minute / 10) != (previous_date_time.unit.minute / 10)) {
- sprintf( buf, "%02d ", date_time.unit.minute);
- watch_display_string(buf, 6);
- }
- // If only the ones-place of the minute needs updating.
- else if (date_time.unit.minute != previous_date_time.unit.minute) {
- sprintf( buf, "%d ", date_time.unit.minute % 10);
- watch_display_string(buf, 7);
+ // If only the minute need updating
+ else {
+ sprintf( buf, "%02d", date_time.unit.minute);
+ watch_display_text(WATCH_POSITION_MINUTES, buf);
}
previous_date_time.reg = date_time.reg;
}
watch_clear_colon();
movement_request_tick_frequency((state -> difficulty == DIFF_BABY) ? FREQ_SLOW : FREQ);
if (game_state.fuel_mode) {
- watch_display_string(" ", 0);
+ watch_clear_display();
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);
+ watch_display_text(WATCH_POSITION_TOP_RIGHT, " ");
+ watch_display_text(WATCH_POSITION_BOTTOM, " ");
game_state.obst_pattern = get_random_legal(0, difficulty);
}
game_state.jump_state = NOT_JUMPING;
static void display_lose_screen(endless_runner_state_t *state) {
game_state.curr_screen = SCREEN_LOSE;
game_state.curr_score = 0;
- watch_display_string(" LOSE ", 0);
+ watch_clear_display();
+ watch_display_text(WATCH_POSITION_BOTTOM, " LOSE ");
if (state -> soundOn)
watch_buzzer_play_note(BUZZER_NOTE_A1, 600);
else
case 2:
game_state.loc_2_on = obstacle;
if (obstacle)
- watch_set_pixel(0, 20);
+ watch_set_pixel(obstacle_arr_com[grid_loc], obstacle_arr_seg[grid_loc]);
else if (game_state.jump_state != NOT_JUMPING) {
- watch_clear_pixel(0, 20);
+ watch_clear_pixel(obstacle_arr_com[grid_loc], obstacle_arr_seg[grid_loc]);
if (game_state.fuel_mode && prev_obst_pos_two)
add_to_score(state);
}
case 3:
game_state.loc_3_on = obstacle;
if (obstacle)
- watch_set_pixel(1, 21);
+ watch_set_pixel(obstacle_arr_com[grid_loc], obstacle_arr_seg[grid_loc]);
else if (game_state.jump_state != NOT_JUMPING)
- watch_clear_pixel(1, 21);
+ watch_clear_pixel(obstacle_arr_com[grid_loc], obstacle_arr_seg[grid_loc]);
break;
case 1:
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:
- 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:
+ default:
if (obstacle)
- watch_set_pixel(1, 6);
+ watch_set_pixel(obstacle_arr_com[grid_loc], obstacle_arr_seg[grid_loc]);
else
- watch_clear_pixel(1, 6);
- break;
- default:
+ watch_clear_pixel(obstacle_arr_com[grid_loc], obstacle_arr_seg[grid_loc]);
break;
}
}
void endless_runner_face_activate(void *context) {
(void) context;
+ bool is_custom_lcd = watch_get_lcd_type() == WATCH_LCD_TYPE_CUSTOM;
+ ball_arr_com = is_custom_lcd ? custom_ball_arr_com : classic_ball_arr_com;
+ ball_arr_seg = is_custom_lcd ? custom_ball_arr_seg : classic_ball_arr_seg;
+ obstacle_arr_com = is_custom_lcd ? custom_obstacle_arr_com : classic_obstacle_arr_com;
+ obstacle_arr_seg = is_custom_lcd ? custom_obstacle_arr_seg : classic_obstacle_arr_seg;
}
bool endless_runner_face_loop(movement_event_t event, void *context) {