2025-07-06 11:43:50 -04:00

178 lines
5.3 KiB
C

/*
* MIT License
*
* Copyright (c) 2025 Johan Oskarsson
*
* 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 <stdio.h>
#include "squash_face.h"
// https://en.wikipedia.org/wiki/Squash_(sport)#Scoring_system
// Using "point-a-rally scoring (PARS)" to 11 below.
#define POINTS_TO_WIN_GAME 11
// For example if both players have 10 points one of them has to get to 12, not 11, to win.
#define MIN_POINT_DIFFERENCE 2
// First to 3 games won (max 5 games played)
#define GAMES_TO_WIN_MATCH 3
static void update_display(squash_state_t *state) {
char buf[16];
watch_clear_display();
// The colon makes it easier to distinguis each players score
watch_set_colon();
// Show games won in small digits
sprintf(buf, "%d", state->player1_games);
watch_display_text(WATCH_POSITION_TOP_LEFT, buf);
sprintf(buf, "%d", state->player2_games);
watch_display_text(WATCH_POSITION_TOP_RIGHT, buf);
// Show current score: P1-P2
sprintf(buf, "%02d", state->player1_score);
watch_display_text(WATCH_POSITION_HOURS, buf);
sprintf(buf, "%02d", state->player2_score);
watch_display_text(WATCH_POSITION_MINUTES, buf);
// If game over, show indicator
if (state->is_game_over) {
watch_set_indicator(WATCH_INDICATOR_LAP);
} else {
watch_clear_indicator(WATCH_INDICATOR_LAP);
}
}
static void check_game_status(squash_state_t *state) {
// Check if a player has won the current game
if ((state->player1_score >= POINTS_TO_WIN_GAME || state->player2_score >= POINTS_TO_WIN_GAME) &&
abs(state->player1_score - state->player2_score) >= MIN_POINT_DIFFERENCE)
{
// Award a game to the winner
if (state->player1_score > state->player2_score) {
state->player1_games++;
movement_play_signal();
} else {
state->player2_games++;
movement_play_signal();
}
// Check if the match is over
if (state->player1_games >= GAMES_TO_WIN_MATCH || state->player2_games >= GAMES_TO_WIN_MATCH) {
state->is_game_over = true;
movement_play_signal();
} else {
// Reset for next game
state->player1_score = 0;
state->player2_score = 0;
}
}
}
static void reset_match(squash_state_t *state) {
state->player1_score = 0;
state->player2_score = 0;
state->player1_games = 0;
state->player2_games = 0;
state->is_game_over = false;
movement_play_signal();
}
void squash_face_setup(uint8_t watch_face_index, void **context_ptr) {
(void)watch_face_index;
if (*context_ptr == NULL) {
*context_ptr = malloc(sizeof(squash_state_t));
memset(*context_ptr, 0, sizeof(squash_state_t));
}
}
void squash_face_activate(void *context) {
squash_state_t *state = (squash_state_t *)context;
update_display(state);
}
bool squash_face_loop(movement_event_t event, void *context) {
squash_state_t *state = (squash_state_t *)context;
switch (event.event_type) {
case EVENT_ACTIVATE:
update_display(state);
break;
case EVENT_LIGHT_BUTTON_DOWN:
// Suppress default LED behavior
break;
case EVENT_LIGHT_BUTTON_UP:
if (!state->is_game_over) {
// Increment player 1's score
state->player1_score++;
check_game_status(state);
update_display(state);
}
break;
case EVENT_ALARM_BUTTON_UP:
if (!state->is_game_over) {
// Increment player 2's score
state->player2_score++;
check_game_status(state);
update_display(state);
}
break;
case EVENT_MODE_LONG_PRESS:
// Reset the match
reset_match(state);
update_display(state);
return true;
case EVENT_ALARM_LONG_PRESS:
update_display(state);
break;
case EVENT_TIMEOUT:
break;
case EVENT_LOW_ENERGY_UPDATE:
update_display(state);
if (!watch_sleep_animation_is_running()) {
watch_start_sleep_animation(1000);
}
break;
default:
return movement_default_loop_handler(event);
}
return true;
}
void squash_face_resign(void *context) {
(void)context;
}