Add vibro on move. Song on game end.
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@ -1,14 +1,20 @@
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# Rock Papper Scissors
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# Rock Papper Scissors
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## Introduction
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## Introduction
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This is game of Rock, Paper, Scissors. In version 1, we use the subghz radio to find other players, communicate moves, and exchange contact information.
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This is game of Rock, Paper, Scissors. In version 1, we use the subghz radio to find other players, communicate moves, and exchange contact information.
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## Status
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## Status
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This is currently a work in progress...
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This is currently a work in progress...
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- Most of the game logic is complete (two flippers should be able to play against each other.)
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- Most of the game logic is complete (two flippers should be able to play against each other.)
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- UI to show Flipper images instead of just debug text.
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- UI to show Flipper images instead of just debug text.
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- Vibro on button press (valid move).
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- "Song" when win/loss/draw.
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Remaining work (for subghz version):
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Remaining work (for subghz version):
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- Tone when button pressed.
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- Show games found & let user pick the game to join.
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- Show games found & let user pick the game to join.
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- Log joined game into SD card.
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- Log joined game into SD card.
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- Log game results into SD card.
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- Log game results into SD card.
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@ -21,20 +27,25 @@ Remaining work (for subghz version):
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- Add game ending animations.
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- Add game ending animations.
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Future ideas:
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Future ideas:
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- Uses Princeton signals for second player.
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- Uses Princeton signals for second player.
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- Create stand-alone hardware badges that can play the game too.
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- Create stand-alone hardware badges that can play the game too.
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- Instead of subghz, use IR.
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- Instead of subghz, use IR.
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- Instead of subghz, use GPIO.
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- Instead of subghz, use GPIO.
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## Installation Directions
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## Installation Directions
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This project is intended to be overlayed on top of an existing firmware repo.
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This project is intended to be overlayed on top of an existing firmware repo.
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- Clone, Build & Deploy an existing flipper zero firmware repo. See this [tutorial](/firmware/updating/README.md) for updating firmware.
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- Clone, Build & Deploy an existing flipper zero firmware repo. See this [tutorial](/firmware/updating/README.md) for updating firmware.
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- Copy the "rock_paper_scissors" [folder](..) to the \applications\plugins\rock_paper_scissors folder in your firmware.
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- Copy the "rock_paper_scissors" [folder](..) to the \applications\plugins\rock_paper_scissors folder in your firmware.
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- Build & deploy the firmware. See this [tutorial](/firmware/updating/README.md) for updating firmware.
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- Build & deploy the firmware. See this [tutorial](/firmware/updating/README.md) for updating firmware.
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- NOTE: You can also extract the rock_paper_scissors.FAP from resources.tar file and use qFlipper to copy the file to the SD Card/apps/Misc folder.
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- NOTE: You can also extract the rock_paper_scissors.FAP from resources.tar file and use qFlipper to copy the file to the SD Card/apps/Misc folder.
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### Open question - Should we use "applications" or "applications_user"?
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### Open question - Should we use "applications" or "applications_user"?
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## Running the updated firmware
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## Running the updated firmware
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These directions assume you are starting at the flipper desktop. If not, please press the back button until you are at the desktop.
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These directions assume you are starting at the flipper desktop. If not, please press the back button until you are at the desktop.
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- Press the OK button on the flipper to pull up the main menu.
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- Press the OK button on the flipper to pull up the main menu.
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@ -47,6 +58,7 @@ These directions assume you are starting at the flipper desktop. If not, please
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- On one of the flippers press Left arrow to join the game.
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- On one of the flippers press Left arrow to join the game.
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- Once two players are joined:
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- Once two players are joined:
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- Press "OK" to send "1". The other player should also press "OK" to send "1" back (at the same time!)
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- Press "OK" to send "1". The other player should also press "OK" to send "1" back (at the same time!)
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- Press "OK" to send "2". The other player should also press "OK" to send "2" back (at the same time!)
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- Press "OK" to send "2". The other player should also press "OK" to send "2" back (at the same time!)
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- Press "UP" to send a "Rock", or "RIGHT" to send a "Paper", or "DOWN" to send a "Scissors". The other player should send at same time!
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- Press "UP" to send a "Rock", or "RIGHT" to send a "Paper", or "DOWN" to send a "Scissors". The other player should send at same time!
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@ -58,16 +70,18 @@ These directions assume you are starting at the flipper desktop. If not, please
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- Press the BACK button to exit.
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- Press the BACK button to exit.
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## HackRF One
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## HackRF One
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- If you do not have two Flipper Zero devices, you can use a HackRF One to record messages & broadcast those messages at a future date. I made a [YouTube](https://www.youtube.com/watch?v=S0sgcDQrVOc) video demo of how to record and broadcast messages.
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- If you do not have two Flipper Zero devices, you can use a HackRF One to record messages & broadcast those messages at a future date. I made a [YouTube](https://www.youtube.com/watch?v=S0sgcDQrVOc) video demo of how to record and broadcast messages.
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- To record a message: (replace "flipper-chat.rf" with the file name you want to use, such as "select-rock.rf".)
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- To record a message: (replace "flipper-chat.rf" with the file name you want to use, such as "select-rock.rf".)
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```
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```
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sudo hackrf_transfer -r flipper-chat.rf -f 433920000 -s 8000000
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sudo hackrf_transfer -r flipper-chat.rf -f 433920000 -s 8000000
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```
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```
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- To broadcast a message: (replace "flipper-chat.rf" with the saved file name.)
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- To broadcast a message: (replace "flipper-chat.rf" with the saved file name.)
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```
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```
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sudo hackrf_transfer -r flipper-chat.rf -f 433920000 -s 8000000 -x 47
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sudo hackrf_transfer -r flipper-chat.rf -f 433920000 -s 8000000 -x 47
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```
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```
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@ -76,10 +90,10 @@ sudo hackrf_transfer -r flipper-chat.rf -f 433920000 -s 8000000 -x 47
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- Use the Flipper Zero to send a messasge that I record, then I play back that message at a later time when I want to pretend the other Flipper Zero is sending a message. You can use the chat app in https://lab.flipper.net/cli, like shown in the video to send a specific packet (or you can use your own code to create the packet.)
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- Use the Flipper Zero to send a messasge that I record, then I play back that message at a later time when I want to pretend the other Flipper Zero is sending a message. You can use the chat app in https://lab.flipper.net/cli, like shown in the video to send a specific packet (or you can use your own code to create the packet.)
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- Use the HackRF One to record the message from my Fliiper Zero. Then later I use the chat app in https://lab.flipper.net/cli, to see what the message was (or I replay the message to see how my application would respond.)
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- Use the HackRF One to record the message from my Fliiper Zero. Then later I use the chat app in https://lab.flipper.net/cli, to see what the message was (or I replay the message to see how my application would respond.)
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## Details about the project files
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## Details about the project files
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- application.fam
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- application.fam
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- specifies the name of our application.
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- specifies the name of our application.
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- specifies the entry point for our application.
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- specifies the entry point for our application.
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- specifies we use the GUI.
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- specifies we use the GUI.
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@ -87,6 +101,7 @@ sudo hackrf_transfer -r flipper-chat.rf -f 433920000 -s 8000000 -x 47
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- specifies our application can be found in the "Misc" category.
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- specifies our application can be found in the "Misc" category.
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- rock_paper_scissors.png
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- rock_paper_scissors.png
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- The icon for our application that shows up in the "Misc" folder.
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- The icon for our application that shows up in the "Misc" folder.
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- rock_paper_scissors.c
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- rock_paper_scissors.c
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@ -22,6 +22,9 @@ Down - Scissors
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#include <gui/icon.h>
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#include <gui/icon.h>
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#include <locale/locale.h>
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#include <locale/locale.h>
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#include <notification/notification.h>
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#include <notification/notification_messages.h>
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#include <lib/subghz/subghz_tx_rx_worker.h>
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#include <lib/subghz/subghz_tx_rx_worker.h>
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// This is sent at the beginning of all RF messages. NOTE: It must end with the ':' character.
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// This is sent at the beginning of all RF messages. NOTE: It must end with the ':' character.
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} DolphinImageIndex;
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} DolphinImageIndex;
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const Icon* images[] = {
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const Icon* images[] = {
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&I_Local_Looking, &I_Local_Ready,
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&I_Local_Looking,
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&I_Local_Count, &I_Local_Rock, &I_Local_Paper, &I_Local_Scissors,
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&I_Local_Ready,
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&I_Remote_Ready, &I_Remote_Count, &I_Remote_Rock, &I_Remote_Paper, &I_Remote_Scissors };
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&I_Local_Count,
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&I_Local_Rock,
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&I_Local_Paper,
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&I_Local_Scissors,
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&I_Remote_Ready,
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&I_Remote_Count,
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&I_Remote_Rock,
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&I_Remote_Paper,
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&I_Remote_Scissors};
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// The various moves a player can make.
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// The various moves a player can make.
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// Some moves may be invalid depending on the current game state.
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// Some moves may be invalid depending on the current game state.
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@ -113,6 +124,7 @@ typedef enum {
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GameEventLocalMove,
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GameEventLocalMove,
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GameEventRemoteMove,
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GameEventRemoteMove,
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GameEventSendMove,
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GameEventSendMove,
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GameEventPlaySong,
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} GameEventType;
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} GameEventType;
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// An item in the event queue has both the type and its associated data.
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// An item in the event queue has both the type and its associated data.
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@ -144,7 +156,78 @@ typedef struct {
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SubGhzTxRxWorker* subghz_txrx;
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SubGhzTxRxWorker* subghz_txrx;
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} GameContext;
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} GameContext;
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//
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// Checks if game state is winner.
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// @param state GameState to check.
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// @returns true if game state is a winner.
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static bool isWin(GameState state) {
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return (StateWonPaper == state) || (StateWonRock == state) || (StateWonScissors == state);
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}
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// Checks if game state is lost.
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// @param state GameState to check.
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// @returns true if game state is a loss.
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static bool isLoss(GameState state) {
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return (StateLostPaper == state) || (StateLostRock == state) || (StateLostScissors == state);
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}
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// Checks if game state is tie.
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// @param state GameState to check.
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// @returns true if game state is a tie.
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static bool isTie(GameState state) {
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return (StateTiePaper == state) || (StateTieRock == state) || (StateTieScissors == state);
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}
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// When user makes a move, we briefly pulse the vibro motor.
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static void single_vibro() {
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NotificationApp* notification = furi_record_open(RECORD_NOTIFICATION);
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notification_message(notification, &sequence_single_vibro);
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furi_record_close(RECORD_NOTIFICATION);
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}
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// Plays a note. You must acquire the speaker before invoking.
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// @frequency the frequency of the note in Hz.
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// @volume the volume of the note from 0.0 to 1.0
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// @durationPlay the duration of the note in ms.
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// @durationPause the duration after the note to be silent.
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static void
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play_note(float frequency, float volume, uint32_t durationPlay, uint32_t durationPause) {
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furi_hal_speaker_start(frequency, volume);
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uint32_t n = furi_get_tick();
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while(furi_get_tick() < n + durationPlay) {
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furi_thread_yield();
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}
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furi_hal_speaker_stop();
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n = furi_get_tick();
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while(furi_get_tick() < n + durationPause) {
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furi_thread_yield();
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}
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}
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// Play a song
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static void play_song(GameState state) {
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if(furi_hal_speaker_acquire(1000)) {
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const float volume = 1.0f;
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const uint32_t playQtr = 500;
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const uint32_t delayQtr = 100;
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if(isWin(state)) {
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play_note(523.25f, volume, playQtr, delayQtr);
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play_note(659.25f, volume, playQtr, delayQtr);
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play_note(783.99f, volume, playQtr, delayQtr);
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} else if(isLoss(state)) {
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play_note(783.99f, volume, playQtr * 2, delayQtr);
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play_note(523.25f, volume, playQtr, delayQtr);
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} else if(isTie(state)) {
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play_note(783.99f, volume, playQtr, delayQtr);
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play_note(523.25f, volume, playQtr, delayQtr);
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play_note(783.99f, volume, playQtr, delayQtr);
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}
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furi_hal_speaker_stop();
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furi_hal_speaker_release();
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}
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}
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// We register this callback to get invoked whenever new subghz data is received.
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// We register this callback to get invoked whenever new subghz data is received.
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// Queue a GameEventDataDetected message.
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// Queue a GameEventDataDetected message.
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// @param ctx pointer to a GameContext
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// @param ctx pointer to a GameContext
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@ -202,13 +285,23 @@ static void rps_receive_data(GameContext* game_context, uint32_t tick) {
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switch(purpose) {
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switch(purpose) {
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case GameRfPurposeMove:
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case GameRfPurposeMove:
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// We expect this mesage to the game number, move and sender name.
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// We expect this mesage to the game number, move and sender name.
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if (sscanf((const char*)message+game_name_len+2, "%03u%c:%8s", &gameNumber, &tmp, senderName) == 3) {
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if(sscanf(
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(const char*)message + game_name_len + 2,
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"%03u%c:%8s",
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&gameNumber,
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&tmp,
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senderName) == 3) {
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move = (Move)tmp;
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move = (Move)tmp;
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// IMPORTANT: The code processing the event needs to furi_string_free the senderName!
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// IMPORTANT: The code processing the event needs to furi_string_free the senderName!
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FuriString* name = furi_string_alloc();
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FuriString* name = furi_string_alloc();
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furi_string_set(name, senderName);
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furi_string_set(name, senderName);
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GameEvent event = {.type = GameEventRemoteMove, .move = move, .tick = tick, .senderName = name, .gameNumber = gameNumber };
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GameEvent event = {
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.type = GameEventRemoteMove,
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.move = move,
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.tick = tick,
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.senderName = name,
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.gameNumber = gameNumber};
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furi_message_queue_put(game_context->queue, &event, FuriWaitForever);
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furi_message_queue_put(game_context->queue, &event, FuriWaitForever);
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} else {
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} else {
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FURI_LOG_W(TAG, "Failed to parse move message. >%s<", message);
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FURI_LOG_W(TAG, "Failed to parse move message. >%s<", message);
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@ -217,12 +310,15 @@ static void rps_receive_data(GameContext* game_context, uint32_t tick) {
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case GameRfPurposeBeacon:
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case GameRfPurposeBeacon:
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// We expect this mesage to the game number, move and sender name.
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// We expect this mesage to the game number, move and sender name.
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if (sscanf((const char*)message+game_name_len+2, "%03u:%8s", &gameNumber, senderName) == 2) {
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if(sscanf(
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(const char*)message + game_name_len + 2, "%03u:%8s", &gameNumber, senderName) ==
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2) {
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// IMPORTANT: The code processing the event needs to furi_string_free the senderName!
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// IMPORTANT: The code processing the event needs to furi_string_free the senderName!
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FuriString* name = furi_string_alloc();
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FuriString* name = furi_string_alloc();
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furi_string_set(name, senderName);
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furi_string_set(name, senderName);
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GameEvent event = {.type = GameEventRemoteBeacon, .senderName = name, .gameNumber = gameNumber };
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GameEvent event = {
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.type = GameEventRemoteBeacon, .senderName = name, .gameNumber = gameNumber};
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furi_message_queue_put(game_context->queue, &event, FuriWaitForever);
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furi_message_queue_put(game_context->queue, &event, FuriWaitForever);
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} else {
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} else {
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FURI_LOG_W(TAG, "Failed to parse beacon message. >%s<", message);
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FURI_LOG_W(TAG, "Failed to parse beacon message. >%s<", message);
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@ -231,14 +327,20 @@ static void rps_receive_data(GameContext* game_context, uint32_t tick) {
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case GameRfPurposeJoin:
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case GameRfPurposeJoin:
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// We expect this mesage to the game number, move and sender name.
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// We expect this mesage to the game number, move and sender name.
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if (sscanf((const char*)message+game_name_len+2, "%03u%s :%8s", &gameNumber, randomInfo, senderName) == 3) {
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if(sscanf(
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(const char*)message + game_name_len + 2,
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"%03u%s :%8s",
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&gameNumber,
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randomInfo,
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senderName) == 3) {
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FURI_LOG_T(TAG, "Join had randomInfo of >%s<", randomInfo);
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FURI_LOG_T(TAG, "Join had randomInfo of >%s<", randomInfo);
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// IMPORTANT: The code processing the event needs to furi_string_free the senderName!
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// IMPORTANT: The code processing the event needs to furi_string_free the senderName!
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FuriString* name = furi_string_alloc();
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FuriString* name = furi_string_alloc();
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furi_string_set(name, senderName);
|
furi_string_set(name, senderName);
|
||||||
|
|
||||||
GameEvent event = {.type = GameEventRemoteJoined, .senderName = name, .gameNumber = gameNumber };
|
GameEvent event = {
|
||||||
|
.type = GameEventRemoteJoined, .senderName = name, .gameNumber = gameNumber};
|
||||||
furi_message_queue_put(game_context->queue, &event, FuriWaitForever);
|
furi_message_queue_put(game_context->queue, &event, FuriWaitForever);
|
||||||
} else {
|
} else {
|
||||||
FURI_LOG_W(TAG, "Failed to parse join message. >%s<", message);
|
FURI_LOG_W(TAG, "Failed to parse join message. >%s<", message);
|
||||||
@ -349,7 +451,8 @@ static void rps_render_callback(Canvas* canvas, void* ctx) {
|
|||||||
case StateLookingForPlayer:
|
case StateLookingForPlayer:
|
||||||
canvas_draw_icon(canvas, 0, 0, images[DolphinLocalLooking]);
|
canvas_draw_icon(canvas, 0, 0, images[DolphinLocalLooking]);
|
||||||
furi_string_printf(data->buffer, "Waiting for player, game %03d.", data->gameNumber);
|
furi_string_printf(data->buffer, "Waiting for player, game %03d.", data->gameNumber);
|
||||||
canvas_draw_str_aligned(canvas, 0, 55, AlignLeft, AlignTop, furi_string_get_cstr(data->buffer));
|
canvas_draw_str_aligned(
|
||||||
|
canvas, 0, 55, AlignLeft, AlignTop, furi_string_get_cstr(data->buffer));
|
||||||
break;
|
break;
|
||||||
|
|
||||||
case StateReady:
|
case StateReady:
|
||||||
@ -469,7 +572,8 @@ static void rps_broadcast(GameContext* game_context, FuriString* buffer) {
|
|||||||
size_t length = strlen((char*)message);
|
size_t length = strlen((char*)message);
|
||||||
if(length > MESSAGE_MAX_LEN) {
|
if(length > MESSAGE_MAX_LEN) {
|
||||||
// SECURITY REVIEW - Is it okay to log, or do we need to truncate first?
|
// SECURITY REVIEW - Is it okay to log, or do we need to truncate first?
|
||||||
FURI_LOG_E(TAG, "Outgoing message bigger than %d bytes! >%s<", MESSAGE_MAX_LEN, (char*)message);
|
FURI_LOG_E(
|
||||||
|
TAG, "Outgoing message bigger than %d bytes! >%s<", MESSAGE_MAX_LEN, (char*)message);
|
||||||
|
|
||||||
// Add \r\n(null) to the end of the 0-indexed string.
|
// Add \r\n(null) to the end of the 0-indexed string.
|
||||||
message[MESSAGE_MAX_LEN - 1] = 0;
|
message[MESSAGE_MAX_LEN - 1] = 0;
|
||||||
@ -493,7 +597,15 @@ static void rps_broadcast_move(GameContext* game_context, Move moveToSend) {
|
|||||||
FURI_LOG_I(TAG, "Sending move %c", moveToSend);
|
FURI_LOG_I(TAG, "Sending move %c", moveToSend);
|
||||||
|
|
||||||
// The message for game 42 with a move with value Rock should look like... "RPS:MA042R:YourFlip\r\n"
|
// The message for game 42 with a move with value Rock should look like... "RPS:MA042R:YourFlip\r\n"
|
||||||
furi_string_printf(data->buffer, "%s%c%c%03u%c:%s\r\n", RPS_GAME_NAME, GameRfPurposeMove, MAJOR_VERSION, data->gameNumber, moveToSend, furi_hal_version_get_name_ptr());
|
furi_string_printf(
|
||||||
|
data->buffer,
|
||||||
|
"%s%c%c%03u%c:%s\r\n",
|
||||||
|
RPS_GAME_NAME,
|
||||||
|
GameRfPurposeMove,
|
||||||
|
MAJOR_VERSION,
|
||||||
|
data->gameNumber,
|
||||||
|
moveToSend,
|
||||||
|
furi_hal_version_get_name_ptr());
|
||||||
rps_broadcast(game_context, data->buffer);
|
rps_broadcast(game_context, data->buffer);
|
||||||
}
|
}
|
||||||
|
|
||||||
@ -505,7 +617,14 @@ static void rps_broadcast_beacon(GameContext* game_context) {
|
|||||||
FURI_LOG_I(TAG, "Sending beacon");
|
FURI_LOG_I(TAG, "Sending beacon");
|
||||||
|
|
||||||
// The message for game 42 should look like... "RPS:BA042:YourFlip\r\n"
|
// The message for game 42 should look like... "RPS:BA042:YourFlip\r\n"
|
||||||
furi_string_printf(data->buffer, "%s%c%c%03u:%s\r\n", RPS_GAME_NAME, GameRfPurposeBeacon, MAJOR_VERSION, data->gameNumber, furi_hal_version_get_name_ptr());
|
furi_string_printf(
|
||||||
|
data->buffer,
|
||||||
|
"%s%c%c%03u:%s\r\n",
|
||||||
|
RPS_GAME_NAME,
|
||||||
|
GameRfPurposeBeacon,
|
||||||
|
MAJOR_VERSION,
|
||||||
|
data->gameNumber,
|
||||||
|
furi_hal_version_get_name_ptr());
|
||||||
rps_broadcast(game_context, data->buffer);
|
rps_broadcast(game_context, data->buffer);
|
||||||
}
|
}
|
||||||
|
|
||||||
@ -518,7 +637,15 @@ static void rps_broadcast_join(GameContext* game_context, unsigned int gameNumbe
|
|||||||
FURI_LOG_I(TAG, "Joining game %d.", gameNumber);
|
FURI_LOG_I(TAG, "Joining game %d.", gameNumber);
|
||||||
|
|
||||||
// The message for game 42 should look like... "RPS:JA042NYourNameHere :YourFlip\r\n"
|
// The message for game 42 should look like... "RPS:JA042NYourNameHere :YourFlip\r\n"
|
||||||
furi_string_printf(data->buffer, "%s%c%c%03u%s :%s\r\n", RPS_GAME_NAME, GameRfPurposeJoin, MAJOR_VERSION, data->gameNumber, CONTACT_INFO, furi_hal_version_get_name_ptr());
|
furi_string_printf(
|
||||||
|
data->buffer,
|
||||||
|
"%s%c%c%03u%s :%s\r\n",
|
||||||
|
RPS_GAME_NAME,
|
||||||
|
GameRfPurposeJoin,
|
||||||
|
MAJOR_VERSION,
|
||||||
|
data->gameNumber,
|
||||||
|
CONTACT_INFO,
|
||||||
|
furi_hal_version_get_name_ptr());
|
||||||
rps_broadcast(game_context, data->buffer);
|
rps_broadcast(game_context, data->buffer);
|
||||||
}
|
}
|
||||||
|
|
||||||
@ -535,33 +662,6 @@ static uint32_t duration(uint32_t tick) {
|
|||||||
return current - tick;
|
return current - tick;
|
||||||
}
|
}
|
||||||
|
|
||||||
// Checks if game state is winner.
|
|
||||||
// @param state GameState to check.
|
|
||||||
// @returns true if game state is a winner.
|
|
||||||
static bool isWin(GameState state) {
|
|
||||||
return (StateWonPaper == state) ||
|
|
||||||
(StateWonRock == state) ||
|
|
||||||
(StateWonScissors == state);
|
|
||||||
}
|
|
||||||
|
|
||||||
// Checks if game state is lost.
|
|
||||||
// @param state GameState to check.
|
|
||||||
// @returns true if game state is a loss.
|
|
||||||
static bool isLoss(GameState state) {
|
|
||||||
return (StateLostPaper == state) ||
|
|
||||||
(StateLostRock == state) ||
|
|
||||||
(StateLostScissors == state);
|
|
||||||
}
|
|
||||||
|
|
||||||
// Checks if game state is tie.
|
|
||||||
// @param state GameState to check.
|
|
||||||
// @returns true if game state is a tie.
|
|
||||||
static bool isTie(GameState state) {
|
|
||||||
return (StateTiePaper == state) ||
|
|
||||||
(StateTieRock == state) ||
|
|
||||||
(StateTieScissors == state);
|
|
||||||
}
|
|
||||||
|
|
||||||
// Checks if game state is result (win/loss/tie).
|
// Checks if game state is result (win/loss/tie).
|
||||||
// @param state GameState to check.
|
// @param state GameState to check.
|
||||||
// @returns true if game state is a win, loss or tie.
|
// @returns true if game state is a win, loss or tie.
|
||||||
@ -573,16 +673,12 @@ static bool isResult(GameState state) {
|
|||||||
// @param state GameState to check.
|
// @param state GameState to check.
|
||||||
// @returns true if game state is a rock, paper, scissors.
|
// @returns true if game state is a rock, paper, scissors.
|
||||||
static bool isFinalMove(GameState state) {
|
static bool isFinalMove(GameState state) {
|
||||||
return (StateRock == state) ||
|
return (StateRock == state) || (StatePaper == state) || (StateScissors == state);
|
||||||
(StatePaper == state) ||
|
|
||||||
(StateScissors == state);
|
|
||||||
}
|
}
|
||||||
|
|
||||||
static bool isError(GameState state) {
|
static bool isError(GameState state) {
|
||||||
return (StateError == state) ||
|
return (StateError == state) || (StateErrorLocalFast == state) ||
|
||||||
(StateErrorLocalFast == state) ||
|
(StateErrorRemoteFast == state) || (StateErrorRemoteTimeout == state);
|
||||||
(StateErrorRemoteFast == state) ||
|
|
||||||
(StateErrorRemoteTimeout == state);
|
|
||||||
}
|
}
|
||||||
|
|
||||||
// Temporary timings, since I don't have second Flipper & send commands via laptop.
|
// Temporary timings, since I don't have second Flipper & send commands via laptop.
|
||||||
@ -610,8 +706,7 @@ static void rps_state_machine_update(GameContext* game_context) {
|
|||||||
}
|
}
|
||||||
|
|
||||||
// TEMP - After Error, we reset back to Looking for player.
|
// TEMP - After Error, we reset back to Looking for player.
|
||||||
if (isError(d->localPlayer) &&
|
if(isError(d->localPlayer) && (duration(d->localMoveTick) > DURATION_SHOW_ERROR)) {
|
||||||
(duration(d->localMoveTick) > DURATION_SHOW_ERROR)) {
|
|
||||||
d->remotePlayer = StateLookingForPlayer;
|
d->remotePlayer = StateLookingForPlayer;
|
||||||
d->remoteMoveTick = furi_get_tick();
|
d->remoteMoveTick = furi_get_tick();
|
||||||
d->localPlayer = StateLookingForPlayer;
|
d->localPlayer = StateLookingForPlayer;
|
||||||
@ -621,8 +716,7 @@ static void rps_state_machine_update(GameContext* game_context) {
|
|||||||
}
|
}
|
||||||
|
|
||||||
// TEMP - After Win, Loss, Tie - we reset back to Ready.
|
// TEMP - After Win, Loss, Tie - we reset back to Ready.
|
||||||
if (isResult(d->localPlayer) &&
|
if(isResult(d->localPlayer) && (duration(d->localMoveTick) > DURATION_WIN_LOSS_TIE)) {
|
||||||
(duration(d->localMoveTick) > DURATION_WIN_LOSS_TIE)) {
|
|
||||||
d->remotePlayer = StateReady;
|
d->remotePlayer = StateReady;
|
||||||
d->remoteMoveTick = furi_get_tick();
|
d->remoteMoveTick = furi_get_tick();
|
||||||
d->localPlayer = StateReady;
|
d->localPlayer = StateReady;
|
||||||
@ -674,6 +768,9 @@ static void rps_state_machine_update(GameContext* game_context) {
|
|||||||
d->remotePlayer = StateTieScissors;
|
d->remotePlayer = StateTieScissors;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
GameEvent event = {.type = GameEventPlaySong};
|
||||||
|
furi_message_queue_put(game_context->queue, &event, FuriWaitForever);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
@ -687,7 +784,8 @@ static void rps_state_machine_remote_joined(GameContext* game_context) {
|
|||||||
game_context->data->localPlayer = StateReady;
|
game_context->data->localPlayer = StateReady;
|
||||||
game_context->data->localMoveTick = furi_get_tick();
|
game_context->data->localMoveTick = furi_get_tick();
|
||||||
} else {
|
} else {
|
||||||
FURI_LOG_I(TAG, "Remote requested join, but we are state %c!", game_context->data->localPlayer);
|
FURI_LOG_I(
|
||||||
|
TAG, "Remote requested join, but we are state %c!", game_context->data->localPlayer);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
@ -710,7 +808,8 @@ static bool rps_state_machine_local_moved(GameContext* game_context, Move move)
|
|||||||
localState = StateCount2;
|
localState = StateCount2;
|
||||||
} else {
|
} else {
|
||||||
localState = StateErrorLocalFast;
|
localState = StateErrorLocalFast;
|
||||||
FURI_LOG_I(TAG, "Local count sync error. remote is %c.", game_context->data->remotePlayer);
|
FURI_LOG_I(
|
||||||
|
TAG, "Local count sync error. remote is %c.", game_context->data->remotePlayer);
|
||||||
}
|
}
|
||||||
} else if(StateCount2 == game_context->data->localPlayer) {
|
} else if(StateCount2 == game_context->data->localPlayer) {
|
||||||
if(MoveRock == move) {
|
if(MoveRock == move) {
|
||||||
@ -720,7 +819,8 @@ static bool rps_state_machine_local_moved(GameContext* game_context, Move move)
|
|||||||
localState = StateRock;
|
localState = StateRock;
|
||||||
} else {
|
} else {
|
||||||
localState = StateErrorLocalFast;
|
localState = StateErrorLocalFast;
|
||||||
FURI_LOG_I(TAG, "Local rock sync error. remote is %c.", game_context->data->remotePlayer);
|
FURI_LOG_I(
|
||||||
|
TAG, "Local rock sync error. remote is %c.", game_context->data->remotePlayer);
|
||||||
}
|
}
|
||||||
} else if(MovePaper == move) {
|
} else if(MovePaper == move) {
|
||||||
if((StateCount2 == game_context->data->remotePlayer) ||
|
if((StateCount2 == game_context->data->remotePlayer) ||
|
||||||
@ -729,7 +829,10 @@ static bool rps_state_machine_local_moved(GameContext* game_context, Move move)
|
|||||||
localState = StatePaper;
|
localState = StatePaper;
|
||||||
} else {
|
} else {
|
||||||
localState = StateErrorLocalFast;
|
localState = StateErrorLocalFast;
|
||||||
FURI_LOG_I(TAG, "Local paper sync error. remote is %c.", game_context->data->remotePlayer);
|
FURI_LOG_I(
|
||||||
|
TAG,
|
||||||
|
"Local paper sync error. remote is %c.",
|
||||||
|
game_context->data->remotePlayer);
|
||||||
}
|
}
|
||||||
} else if(MoveScissors == move) {
|
} else if(MoveScissors == move) {
|
||||||
if((StateCount2 == game_context->data->remotePlayer) ||
|
if((StateCount2 == game_context->data->remotePlayer) ||
|
||||||
@ -738,16 +841,30 @@ static bool rps_state_machine_local_moved(GameContext* game_context, Move move)
|
|||||||
localState = StateScissors;
|
localState = StateScissors;
|
||||||
} else {
|
} else {
|
||||||
localState = StateErrorLocalFast;
|
localState = StateErrorLocalFast;
|
||||||
FURI_LOG_I(TAG, "Local scissors sync error. remote is %c.", game_context->data->remotePlayer);
|
FURI_LOG_I(
|
||||||
|
TAG,
|
||||||
|
"Local scissors sync error. remote is %c.",
|
||||||
|
game_context->data->remotePlayer);
|
||||||
}
|
}
|
||||||
} else {
|
} else {
|
||||||
FURI_LOG_E(TAG, "Invalid Local move '%c' error. lState=%c. rState=%c.", move, game_context->data->localPlayer, game_context->data->remotePlayer);
|
FURI_LOG_E(
|
||||||
|
TAG,
|
||||||
|
"Invalid Local move '%c' error. lState=%c. rState=%c.",
|
||||||
|
move,
|
||||||
|
game_context->data->localPlayer,
|
||||||
|
game_context->data->remotePlayer);
|
||||||
}
|
}
|
||||||
} else {
|
} else {
|
||||||
FURI_LOG_E(TAG, "Invalid Local move '%c' error. lState=%c. rState=%c.", move, game_context->data->localPlayer, game_context->data->remotePlayer);
|
FURI_LOG_E(
|
||||||
|
TAG,
|
||||||
|
"Invalid Local move '%c' error. lState=%c. rState=%c.",
|
||||||
|
move,
|
||||||
|
game_context->data->localPlayer,
|
||||||
|
game_context->data->remotePlayer);
|
||||||
}
|
}
|
||||||
|
|
||||||
if(MoveUnknown != localMove) {
|
if(MoveUnknown != localMove) {
|
||||||
|
single_vibro();
|
||||||
rps_broadcast_move(game_context, localMove);
|
rps_broadcast_move(game_context, localMove);
|
||||||
}
|
}
|
||||||
|
|
||||||
@ -774,7 +891,8 @@ static bool rps_state_machine_remote_moved(GameContext* game_context, Move move)
|
|||||||
remoteState = StateCount2;
|
remoteState = StateCount2;
|
||||||
} else {
|
} else {
|
||||||
remoteState = StateErrorRemoteFast;
|
remoteState = StateErrorRemoteFast;
|
||||||
FURI_LOG_I(TAG, "Remote count sync error. local is %c.", game_context->data->localPlayer);
|
FURI_LOG_I(
|
||||||
|
TAG, "Remote count sync error. local is %c.", game_context->data->localPlayer);
|
||||||
}
|
}
|
||||||
} else if(MoveRock == move && StateCount2 == game_context->data->remotePlayer) {
|
} else if(MoveRock == move && StateCount2 == game_context->data->remotePlayer) {
|
||||||
if((StateCount2 == game_context->data->localPlayer) ||
|
if((StateCount2 == game_context->data->localPlayer) ||
|
||||||
@ -782,7 +900,8 @@ static bool rps_state_machine_remote_moved(GameContext* game_context, Move move)
|
|||||||
remoteState = StateRock;
|
remoteState = StateRock;
|
||||||
} else {
|
} else {
|
||||||
remoteState = StateErrorRemoteFast;
|
remoteState = StateErrorRemoteFast;
|
||||||
FURI_LOG_I(TAG, "Remote rock sync error. local is %c.", game_context->data->localPlayer);
|
FURI_LOG_I(
|
||||||
|
TAG, "Remote rock sync error. local is %c.", game_context->data->localPlayer);
|
||||||
}
|
}
|
||||||
} else if(MovePaper == move && StateCount2 == game_context->data->remotePlayer) {
|
} else if(MovePaper == move && StateCount2 == game_context->data->remotePlayer) {
|
||||||
if((StateCount2 == game_context->data->localPlayer) ||
|
if((StateCount2 == game_context->data->localPlayer) ||
|
||||||
@ -790,7 +909,8 @@ static bool rps_state_machine_remote_moved(GameContext* game_context, Move move)
|
|||||||
remoteState = StatePaper;
|
remoteState = StatePaper;
|
||||||
} else {
|
} else {
|
||||||
remoteState = StateErrorRemoteFast;
|
remoteState = StateErrorRemoteFast;
|
||||||
FURI_LOG_I(TAG, "Remote paper sync error. local is %c.", game_context->data->localPlayer);
|
FURI_LOG_I(
|
||||||
|
TAG, "Remote paper sync error. local is %c.", game_context->data->localPlayer);
|
||||||
}
|
}
|
||||||
} else if(MoveScissors == move && StateCount2 == game_context->data->remotePlayer) {
|
} else if(MoveScissors == move && StateCount2 == game_context->data->remotePlayer) {
|
||||||
if((StateCount2 == game_context->data->localPlayer) ||
|
if((StateCount2 == game_context->data->localPlayer) ||
|
||||||
@ -798,10 +918,16 @@ static bool rps_state_machine_remote_moved(GameContext* game_context, Move move)
|
|||||||
remoteState = StateScissors;
|
remoteState = StateScissors;
|
||||||
} else {
|
} else {
|
||||||
remoteState = StateErrorRemoteFast;
|
remoteState = StateErrorRemoteFast;
|
||||||
FURI_LOG_I(TAG, "Remote scissors sync error. local is %c.", game_context->data->localPlayer);
|
FURI_LOG_I(
|
||||||
|
TAG, "Remote scissors sync error. local is %c.", game_context->data->localPlayer);
|
||||||
}
|
}
|
||||||
} else {
|
} else {
|
||||||
FURI_LOG_E(TAG, "Remote move '%c' error. lState=%c. rState=%c.", move, game_context->data->localPlayer, game_context->data->remotePlayer);
|
FURI_LOG_E(
|
||||||
|
TAG,
|
||||||
|
"Remote move '%c' error. lState=%c. rState=%c.",
|
||||||
|
move,
|
||||||
|
game_context->data->localPlayer,
|
||||||
|
game_context->data->remotePlayer);
|
||||||
remoteState = StateError;
|
remoteState = StateError;
|
||||||
}
|
}
|
||||||
|
|
||||||
@ -886,16 +1012,12 @@ int32_t rock_paper_scissors_app(void* p) {
|
|||||||
if(furi_message_queue_get(game_context->queue, &event, FuriWaitForever) == FuriStatusOk) {
|
if(furi_message_queue_get(game_context->queue, &event, FuriWaitForever) == FuriStatusOk) {
|
||||||
switch(event.type) {
|
switch(event.type) {
|
||||||
case GameEventTypeKey:
|
case GameEventTypeKey:
|
||||||
if((event.input.type == InputTypeShort) &&
|
if((event.input.type == InputTypeShort) && (event.input.key == InputKeyBack)) {
|
||||||
(event.input.key == InputKeyBack)) {
|
|
||||||
processing = false;
|
processing = false;
|
||||||
} else if(event.input.type == InputTypeShort) {
|
} else if(event.input.type == InputTypeShort) {
|
||||||
unsigned int joinGameNumber;
|
unsigned int joinGameNumber;
|
||||||
GameEvent newEvent = {
|
GameEvent newEvent = {
|
||||||
.type = GameEventLocalMove,
|
.type = GameEventLocalMove, .tick = furi_get_tick(), .move = MoveUnknown};
|
||||||
.tick = furi_get_tick(),
|
|
||||||
.move = MoveUnknown
|
|
||||||
};
|
|
||||||
switch(event.input.key) {
|
switch(event.input.key) {
|
||||||
case InputKeyOk:
|
case InputKeyOk:
|
||||||
newEvent.move = MoveCount;
|
newEvent.move = MoveCount;
|
||||||
@ -913,7 +1035,8 @@ int32_t rock_paper_scissors_app(void* p) {
|
|||||||
case InputKeyLeft:
|
case InputKeyLeft:
|
||||||
// Temporary: For now, we send "Join" when left button clicked.
|
// Temporary: For now, we send "Join" when left button clicked.
|
||||||
joinGameNumber = game_context->data->gameNumber;
|
joinGameNumber = game_context->data->gameNumber;
|
||||||
if(furi_mutex_acquire(game_context->mutex, FuriWaitForever) == FuriStatusOk) {
|
if(furi_mutex_acquire(game_context->mutex, FuriWaitForever) ==
|
||||||
|
FuriStatusOk) {
|
||||||
rps_broadcast_join(game_context, joinGameNumber);
|
rps_broadcast_join(game_context, joinGameNumber);
|
||||||
rps_state_machine_remote_joined(game_context);
|
rps_state_machine_remote_joined(game_context);
|
||||||
furi_mutex_release(game_context->mutex);
|
furi_mutex_release(game_context->mutex);
|
||||||
@ -932,6 +1055,9 @@ int32_t rock_paper_scissors_app(void* p) {
|
|||||||
}
|
}
|
||||||
}
|
}
|
||||||
break;
|
break;
|
||||||
|
case GameEventPlaySong:
|
||||||
|
play_song(game_context->data->localPlayer);
|
||||||
|
break;
|
||||||
case GameEventDataDetected:
|
case GameEventDataDetected:
|
||||||
rps_receive_data(game_context, event.tick);
|
rps_receive_data(game_context, event.tick);
|
||||||
break;
|
break;
|
||||||
@ -956,7 +1082,8 @@ int32_t rock_paper_scissors_app(void* p) {
|
|||||||
if(event.gameNumber == game_context->data->gameNumber) {
|
if(event.gameNumber == game_context->data->gameNumber) {
|
||||||
rps_state_machine_remote_joined(game_context);
|
rps_state_machine_remote_joined(game_context);
|
||||||
} else {
|
} else {
|
||||||
FURI_LOG_T(TAG, "Remote joining another Flipper on game %03u.", event.gameNumber);
|
FURI_LOG_T(
|
||||||
|
TAG, "Remote joining another Flipper on game %03u.", event.gameNumber);
|
||||||
}
|
}
|
||||||
furi_mutex_release(game_context->mutex);
|
furi_mutex_release(game_context->mutex);
|
||||||
} else {
|
} else {
|
||||||
|
Loading…
Reference in New Issue
Block a user