Merge pull request #111 from voloved/blackjack_face

Added Blackjack game
This commit is contained in:
voloved
2025-11-20 18:18:56 -05:00
committed by GitHub
4 changed files with 560 additions and 0 deletions

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@ -73,4 +73,5 @@
#include "wareki_face.h"
#include "deadline_face.h"
#include "wordle_face.h"
#include "blackjack_face.h"
// New includes go above this line.

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@ -48,4 +48,5 @@ SRCS += \
./watch-faces/sensor/lis2dw_monitor_face.c \
./watch-faces/complication/wareki_face.c \
./watch-faces/complication/deadline_face.c \
./watch-faces/complication/blackjack_face.c \
# New watch faces go above this line.

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@ -0,0 +1,467 @@
/*
* MIT License
*
* Copyright (c) 2025 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.
*/
// Emulator only: need time() to seed the random number generator.
#if __EMSCRIPTEN__
#include <time.h>
#endif
#include <stdlib.h>
#include <string.h>
#include "blackjack_face.h"
#include "watch_common_display.h"
#define ACE 14
#define KING 13
#define QUEEN 12
#define JACK 11
#define MIN_CARD_VALUE 2
#define MAX_CARD_VALUE ACE
#define CARD_RANK_COUNT (MAX_CARD_VALUE - MIN_CARD_VALUE + 1)
#define CARD_SUIT_COUNT 4
#define DECK_SIZE (CARD_SUIT_COUNT * CARD_RANK_COUNT)
#define BLACKJACK_MAX_HAND_SIZE 11 // 4*1 + 4*2 + 3*3 = 21; 11 cards total
#define MAX_PLAYER_CARDS_DISPLAY 4
#define BOARD_DISPLAY_START 4
typedef struct {
uint8_t score;
uint8_t idx_hand;
int8_t high_aces_in_hand;
uint8_t hand[BLACKJACK_MAX_HAND_SIZE];
} hand_info_t;
typedef enum {
BJ_TITLE_SCREEN,
BJ_PLAYING,
BJ_DEALER_PLAYING,
BJ_BUST,
BJ_RESULT,
BJ_WIN_RATIO,
} game_state_t;
typedef enum {
A, B, C, D, E, F, G
} segment_t;
static bool tap_turned_on = false;
static game_state_t game_state;
static uint8_t deck[DECK_SIZE] = {0};
static uint8_t current_card = 0;
static blackjack_face_state_t *g_state = NULL;
hand_info_t player;
hand_info_t dealer;
static uint8_t generate_random_number(uint8_t num_values) {
// Emulator: use rand. Hardware: use arc4random.
#if __EMSCRIPTEN__
return rand() % num_values;
#else
return arc4random_uniform(num_values);
#endif
}
static void stack_deck(void) {
for (size_t i = 0; i < CARD_RANK_COUNT; i++) {
for (size_t j = 0; j < CARD_SUIT_COUNT; j++)
deck[(i * CARD_SUIT_COUNT) + j] = MIN_CARD_VALUE + i;
}
}
static void shuffle_deck(void) {
// Randomize shuffle with Fisher Yates
size_t i;
size_t j;
uint8_t tmp;
for (i = DECK_SIZE - 1; i > 0; i--) {
j = generate_random_number(0xFF) % (i + 1);
tmp = deck[j];
deck[j] = deck[i];
deck[i] = tmp;
}
}
static void reset_deck(void) {
current_card = 0;
shuffle_deck();
}
static uint8_t get_next_card(void) {
if (current_card >= DECK_SIZE)
reset_deck();
return deck[current_card++];
}
static uint8_t get_card_value(uint8_t card) {
switch (card)
{
case ACE:
return 11;
case KING:
case QUEEN:
case JACK:
return 10;
default:
return card;
}
}
static void modify_score_from_aces(hand_info_t *hand_info) {
while (hand_info->score > 21 && hand_info->high_aces_in_hand > 0) {
hand_info->score -= 10;
hand_info->high_aces_in_hand--;
}
}
static void reset_hands(void) {
memset(&player, 0, sizeof(player));
memset(&dealer, 0, sizeof(dealer));
reset_deck();
}
static void give_card(hand_info_t *hand_info) {
uint8_t card = get_next_card();
if (card == ACE) hand_info->high_aces_in_hand++;
hand_info->hand[hand_info->idx_hand++] = card;
uint8_t card_value = get_card_value(card);
hand_info->score += card_value;
modify_score_from_aces(hand_info);
}
static void set_segment_at_position(segment_t segment, uint8_t position) {
digit_mapping_t segmap;
if (watch_get_lcd_type() == WATCH_LCD_TYPE_CUSTOM) {
segmap = Custom_LCD_Display_Mapping[position];
} else {
segmap = Classic_LCD_Display_Mapping[position];
}
const uint8_t com_pin = segmap.segment[segment].address.com;
const uint8_t seg = segmap.segment[segment].address.seg;
watch_set_pixel(com_pin, seg);
}
static void display_card_at_position(uint8_t card, uint8_t display_position) {
switch (card) {
case KING:
watch_display_character(' ', display_position);
set_segment_at_position(A, display_position);
set_segment_at_position(D, display_position);
set_segment_at_position(G, display_position);
break;
case QUEEN:
watch_display_character(' ', display_position);
set_segment_at_position(A, display_position);
set_segment_at_position(D, display_position);
break;
case JACK:
watch_display_character('-', display_position);
break;
case ACE:
watch_display_character(watch_get_lcd_type() == WATCH_LCD_TYPE_CUSTOM ? 'A' : 'a', display_position);
break;
case 10:
watch_display_character('0', display_position);
break;
default: {
const char display_char = card + '0';
watch_display_character(display_char, display_position);
break;
}
}
}
static void display_player_hand(void) {
uint8_t card;
if (player.idx_hand <= MAX_PLAYER_CARDS_DISPLAY) {
card = player.hand[player.idx_hand - 1];
display_card_at_position(card, BOARD_DISPLAY_START + player.idx_hand - 1);
} else {
for (uint8_t i=0; i<MAX_PLAYER_CARDS_DISPLAY; i++) {
card = player.hand[player.idx_hand - MAX_PLAYER_CARDS_DISPLAY + i];
display_card_at_position(card, BOARD_DISPLAY_START + i);
}
}
}
static void display_dealer_hand(void) {
uint8_t card = dealer.hand[dealer.idx_hand - 1];
display_card_at_position(card, 0);
}
static void display_score(uint8_t score, watch_position_t pos) {
char buf[4];
sprintf(buf, "%2d", score);
watch_display_text(pos, buf);
}
static void add_to_game_scores(bool add_to_wins) {
g_state->games_played++;
if (g_state->games_played == 0) {
// Overflow
g_state->games_played = 1;
g_state->games_won = add_to_wins ? 1 : 0;
return;
}
if (add_to_wins) {
g_state->games_won++;
if (g_state->games_won == 0) {
// Overflow
g_state->games_played = 1;
g_state->games_won = 1;
}
}
}
static void display_win(void) {
game_state = BJ_RESULT;
add_to_game_scores(true);
watch_display_text_with_fallback(WATCH_POSITION_BOTTOM, "WlN ", " WIN");
display_score(player.score, WATCH_POSITION_SECONDS);
display_score(dealer.score, WATCH_POSITION_TOP_RIGHT);
}
static void display_lose(void) {
game_state = BJ_RESULT;
add_to_game_scores(false);
watch_display_text_with_fallback(WATCH_POSITION_BOTTOM, "LOSE", "lOSE");
display_score(player.score, WATCH_POSITION_SECONDS);
display_score(dealer.score, WATCH_POSITION_TOP_RIGHT);
}
static void display_tie(void) {
game_state = BJ_RESULT;
// Don't record ties to the win ratio
watch_display_text_with_fallback(WATCH_POSITION_BOTTOM, "TlE ", " TIE");
display_score(player.score, WATCH_POSITION_SECONDS);
}
static void display_bust(void) {
game_state = BJ_RESULT;
add_to_game_scores(false);
watch_display_text_with_fallback(WATCH_POSITION_BOTTOM, "8UST", "BUST");
}
static void display_title(void) {
game_state = BJ_TITLE_SCREEN;
watch_display_text(WATCH_POSITION_TOP_RIGHT, " ");
watch_display_text_with_fallback(WATCH_POSITION_TOP, "BLACK ", "21");
watch_display_text_with_fallback(WATCH_POSITION_BOTTOM, " JACK ", "BLaKJK");
}
static void display_win_ratio(blackjack_face_state_t *state) {
char buf[7];
game_state = BJ_WIN_RATIO;
uint8_t win_ratio = 0;
if (state->games_played > 0) { // Avoid dividing by zero
win_ratio = (uint8_t)(100 * state->games_won) / state->games_played;
}
watch_display_text(WATCH_POSITION_TOP_RIGHT, " ");
watch_display_text_with_fallback(WATCH_POSITION_TOP, "WINS ", "WR");
sprintf(buf, "%3dPct", win_ratio);
watch_display_text(WATCH_POSITION_BOTTOM, buf);
}
static void begin_playing(bool tap_control_on) {
watch_clear_display();
if (tap_control_on) {
watch_set_indicator(WATCH_INDICATOR_SIGNAL);
}
game_state = BJ_PLAYING;
reset_hands();
// Give player their first 2 cards
give_card(&player);
display_player_hand();
give_card(&player);
display_player_hand();
display_score(player.score, WATCH_POSITION_SECONDS);
give_card(&dealer);
display_dealer_hand();
display_score(dealer.score, WATCH_POSITION_TOP_RIGHT);
}
static void perform_stand(void) {
game_state = BJ_DEALER_PLAYING;
watch_display_text(WATCH_POSITION_BOTTOM, "Stnd");
display_score(player.score, WATCH_POSITION_SECONDS);
}
static void perform_hit(void) {
if (player.score == 21) {
perform_stand();
return; // Assume hitting on 21 is a mistake and stand
}
give_card(&player);
if (player.score > 21) {
game_state = BJ_BUST;
}
display_player_hand();
display_score(player.score, WATCH_POSITION_SECONDS);
}
static void dealer_performs_hits(void) {
give_card(&dealer);
display_dealer_hand();
if (dealer.score > 21) {
display_win();
} else if (dealer.score > player.score) {
display_lose();
} else {
display_dealer_hand();
display_score(dealer.score, WATCH_POSITION_TOP_RIGHT);
}
}
static void see_if_dealer_hits(void) {
if (dealer.score > 16) {
if (dealer.score > player.score) {
display_lose();
} else if (dealer.score < player.score) {
display_win();
} else {
display_tie();
}
} else {
dealer_performs_hits();
}
}
static void handle_button_presses(bool tap_control_on, bool hit) {
switch (game_state)
{
case BJ_TITLE_SCREEN:
if (!tap_turned_on && tap_control_on) {
if (movement_enable_tap_detection_if_available()) tap_turned_on = true;
}
begin_playing(tap_control_on);
break;
case BJ_PLAYING:
if (hit) {
perform_hit();
} else {
perform_stand();
}
break;
case BJ_DEALER_PLAYING:
see_if_dealer_hits();
break;
case BJ_BUST:
display_bust();
break;
case BJ_RESULT:
case BJ_WIN_RATIO:
display_title();
break;
}
}
static void toggle_tap_control(blackjack_face_state_t *state) {
if (state->tap_control_on) {
movement_disable_tap_detection_if_available();
state->tap_control_on = false;
watch_clear_indicator(WATCH_INDICATOR_SIGNAL);
} else {
bool tap_could_enable = movement_enable_tap_detection_if_available();
if (tap_could_enable) {
state->tap_control_on = true;
watch_set_indicator(WATCH_INDICATOR_SIGNAL);
}
}
}
void blackjack_face_setup(uint8_t watch_face_index, void **context_ptr) {
(void) watch_face_index;
if (*context_ptr == NULL) {
*context_ptr = malloc(sizeof(blackjack_face_state_t));
memset(*context_ptr, 0, sizeof(blackjack_face_state_t));
blackjack_face_state_t *state = (blackjack_face_state_t *)*context_ptr;
state->tap_control_on = false;
}
g_state = (blackjack_face_state_t *)*context_ptr;
}
void blackjack_face_activate(void *context) {
blackjack_face_state_t *state = (blackjack_face_state_t *) context;
(void) state;
display_title();
stack_deck();
}
bool blackjack_face_loop(movement_event_t event, void *context) {
blackjack_face_state_t *state = (blackjack_face_state_t *) context;
switch (event.event_type) {
case EVENT_ACTIVATE:
if (state->tap_control_on) watch_set_indicator(WATCH_INDICATOR_SIGNAL);
break;
case EVENT_TICK:
if (game_state == BJ_DEALER_PLAYING) {
see_if_dealer_hits();
}
else if (game_state == BJ_BUST) {
display_bust();
}
break;
case EVENT_LIGHT_BUTTON_UP:
case EVENT_DOUBLE_TAP:
handle_button_presses(state->tap_control_on, false);
case EVENT_LIGHT_BUTTON_DOWN:
break;
case EVENT_ALARM_BUTTON_UP:
case EVENT_SINGLE_TAP:
handle_button_presses(state->tap_control_on, true);
break;
case EVENT_LIGHT_LONG_PRESS:
if (game_state == BJ_TITLE_SCREEN) {
display_win_ratio(state);
} else {
movement_illuminate_led();
}
break;
case EVENT_ALARM_LONG_PRESS:
if (game_state == BJ_TITLE_SCREEN) {
toggle_tap_control(state);
}
break;
case EVENT_TIMEOUT:
case EVENT_LOW_ENERGY_UPDATE:
if (tap_turned_on) {
movement_disable_tap_detection_if_available();
}
break;
default:
return movement_default_loop_handler(event);
}
return true;
}
void blackjack_face_resign(void *context) {
(void) context;
if (tap_turned_on) {
tap_turned_on = false;
movement_disable_tap_detection_if_available();
}
}

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/*
* MIT License
*
* Copyright (c) 2023 Chris Ellis
*
* 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 BLACKJACK_FACE_H_
#define BLACKJACK_FACE_H_
#include "movement.h"
/*
* Blackjack face
* ======================
*
* Simple blackjack game.
*
* Aces are 11 unless you'd but, and if so, they become 1.
* King, Queen, and jack are all 10 points.
* Dealer deals to themselves until they get at least 17.
* The game plays with one shuffled deck that gets reshuffled with every game.
*
* Press either ALARM or LIGHT to begin playing.
* Your score is in the Seconds position.
* The dealer's score is in the Top-Right position.
* The dealer's last-shown card is in the Top-Left position.
* Your cards are in the Bottom row. From left to right, they are oldest to newest. Up to four cards will be dislayed.
*
* To hit, press the ALARM button.
* To stand, press the LIGHT button.
* If you're at 21, you cannoy hit, since we just assume it's a mispress on the button.
*
* Once you stand, the dealer will deal out to themselves once per second (or immidietly when you press the LIGHT or ALARM buttons).
* The game results are:
* WIN: You have a higher score than the dealer, but no more than 21. Or the dealer's score is over 21.
* LOSE: Your score is lower than the dealer's.
* BUST: Your score is above 21.
* TIE: Your score matches the dealer's final score
*
* On a watch that has the accelerometer, long-pressing the ALARM button will turn on the ability to play by tapping.
* The SIGNAL indicator will display when tapping is enabled.
* Tapping once will behave like the ALARM button and hit.
* Tapping twice behave like the LIGHT button and stand.
*
* | Cards | |
* |---------|--------------------------|
* | Value |2|3|4|5|6|7|8|9|10|J|Q|K|A|
* | Display |2|3|4|5|6|7|8|9| 0|-|=|≡|a|
* If you're using a custom display, Ace will display as 'A', not 'a'
*/
typedef struct {
bool tap_control_on;
uint16_t games_played;
uint16_t games_won;
} blackjack_face_state_t;
void blackjack_face_setup(uint8_t watch_face_index, void ** context_ptr);
void blackjack_face_activate(void *context);
bool blackjack_face_loop(movement_event_t event, void *context);
void blackjack_face_resign(void *context);
#define blackjack_face ((const watch_face_t){ \
blackjack_face_setup, \
blackjack_face_activate, \
blackjack_face_loop, \
blackjack_face_resign, \
NULL, \
})
#endif // blackjack_FACE_H_