mirror of
https://github.com/joeycastillo/second-movement.git
synced 2025-10-30 04:02:25 +00:00
178 lines
5.3 KiB
C
178 lines
5.3 KiB
C
/*
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* MIT License
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*
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* Copyright (c) 2025 Johan Oskarsson
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*
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* Permission is hereby granted, free of charge, to any person obtaining a copy
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* of this software and associated documentation files (the "Software"), to deal
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* in the Software without restriction, including without limitation the rights
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* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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* copies of the Software, and to permit persons to whom the Software is
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* furnished to do so, subject to the following conditions:
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*
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* The above copyright notice and this permission notice shall be included in all
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* copies or substantial portions of the Software.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
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* SOFTWARE.
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*/
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#include <stdlib.h>
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#include <string.h>
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#include <stdio.h>
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#include "squash_face.h"
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// https://en.wikipedia.org/wiki/Squash_(sport)#Scoring_system
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// Using "point-a-rally scoring (PARS)" to 11 below.
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#define POINTS_TO_WIN_GAME 11
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// For example if both players have 10 points one of them has to get to 12, not 11, to win.
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#define MIN_POINT_DIFFERENCE 2
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// First to 3 games won (max 5 games played)
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#define GAMES_TO_WIN_MATCH 3
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static void update_display(squash_state_t *state) {
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char buf[16];
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watch_clear_display();
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// The colon makes it easier to distinguis each players score
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watch_set_colon();
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// Show games won in small digits
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sprintf(buf, "%d", state->player1_games);
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watch_display_text(WATCH_POSITION_TOP_LEFT, buf);
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sprintf(buf, "%d", state->player2_games);
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watch_display_text(WATCH_POSITION_TOP_RIGHT, buf);
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// Show current score: P1-P2
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sprintf(buf, "%02d", state->player1_score);
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watch_display_text(WATCH_POSITION_HOURS, buf);
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sprintf(buf, "%02d", state->player2_score);
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watch_display_text(WATCH_POSITION_MINUTES, buf);
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// If game over, show indicator
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if (state->is_game_over) {
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watch_set_indicator(WATCH_INDICATOR_LAP);
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} else {
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watch_clear_indicator(WATCH_INDICATOR_LAP);
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}
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}
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static void check_game_status(squash_state_t *state) {
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// Check if a player has won the current game
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if ((state->player1_score >= POINTS_TO_WIN_GAME || state->player2_score >= POINTS_TO_WIN_GAME) &&
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abs(state->player1_score - state->player2_score) >= MIN_POINT_DIFFERENCE)
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{
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// Award a game to the winner
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if (state->player1_score > state->player2_score) {
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state->player1_games++;
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movement_play_signal();
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} else {
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state->player2_games++;
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movement_play_signal();
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}
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// Check if the match is over
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if (state->player1_games >= GAMES_TO_WIN_MATCH || state->player2_games >= GAMES_TO_WIN_MATCH) {
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state->is_game_over = true;
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movement_play_signal();
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} else {
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// Reset for next game
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state->player1_score = 0;
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state->player2_score = 0;
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}
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}
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}
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static void reset_match(squash_state_t *state) {
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state->player1_score = 0;
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state->player2_score = 0;
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state->player1_games = 0;
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state->player2_games = 0;
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state->is_game_over = false;
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movement_play_signal();
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}
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void squash_face_setup(uint8_t watch_face_index, void **context_ptr) {
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(void)watch_face_index;
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if (*context_ptr == NULL) {
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*context_ptr = malloc(sizeof(squash_state_t));
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memset(*context_ptr, 0, sizeof(squash_state_t));
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}
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}
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void squash_face_activate(void *context) {
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squash_state_t *state = (squash_state_t *)context;
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update_display(state);
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}
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bool squash_face_loop(movement_event_t event, void *context) {
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squash_state_t *state = (squash_state_t *)context;
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switch (event.event_type) {
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case EVENT_ACTIVATE:
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update_display(state);
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break;
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case EVENT_LIGHT_BUTTON_DOWN:
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// Suppress default LED behavior
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break;
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case EVENT_LIGHT_BUTTON_UP:
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if (!state->is_game_over) {
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// Increment player 1's score
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state->player1_score++;
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check_game_status(state);
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update_display(state);
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}
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break;
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case EVENT_ALARM_BUTTON_UP:
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if (!state->is_game_over) {
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// Increment player 2's score
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state->player2_score++;
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check_game_status(state);
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update_display(state);
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}
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break;
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case EVENT_MODE_LONG_PRESS:
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// Reset the match
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reset_match(state);
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update_display(state);
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return true;
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case EVENT_ALARM_LONG_PRESS:
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update_display(state);
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break;
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case EVENT_TIMEOUT:
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break;
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case EVENT_LOW_ENERGY_UPDATE:
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update_display(state);
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if (!watch_sleep_animation_is_running()) {
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watch_start_sleep_animation(1000);
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}
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break;
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default:
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return movement_default_loop_handler(event);
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}
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return true;
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}
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void squash_face_resign(void *context) {
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(void)context;
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}
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