Add vibro on move. Song on game end.

This commit is contained in:
Derek Jamison 2023-03-04 16:17:45 -05:00
parent b8db448de7
commit 72b1d89078
2 changed files with 555 additions and 413 deletions

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@ -1,14 +1,20 @@
# Rock Papper Scissors
## Introduction
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.
## Status
This is currently a work in progress...
- Most of the game logic is complete (two flippers should be able to play against each other.)
- UI to show Flipper images instead of just debug text.
- Vibro on button press (valid move).
- "Song" when win/loss/draw.
Remaining work (for subghz version):
- Tone when button pressed.
- Show games found & let user pick the game to join.
- Log joined game into SD card.
- Log game results into SD card.
@ -21,20 +27,25 @@ Remaining work (for subghz version):
- Add game ending animations.
Future ideas:
- Uses Princeton signals for second player.
- Create stand-alone hardware badges that can play the game too.
- Instead of subghz, use IR.
- Instead of subghz, use GPIO.
## Installation Directions
This project is intended to be overlayed on top of an existing firmware repo.
- Clone, Build & Deploy an existing flipper zero firmware repo. See this [tutorial](/firmware/updating/README.md) for updating firmware.
- Copy the "rock_paper_scissors" [folder](..) to the \applications\plugins\rock_paper_scissors folder in your firmware.
- Build & deploy the firmware. See this [tutorial](/firmware/updating/README.md) for updating firmware.
- 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.
### Open question - Should we use "applications" or "applications_user"?
## Running the updated firmware
These directions assume you are starting at the flipper desktop. If not, please press the back button until you are at the desktop.
- Press the OK button on the flipper to pull up the main menu.
@ -47,6 +58,7 @@ These directions assume you are starting at the flipper desktop. If not, please
- On one of the flippers press Left arrow to join the game.
- Once two players are joined:
- Press "OK" to send "1". The other player should also press "OK" to send "1" back (at the same time!)
- Press "OK" to send "2". The other player should also press "OK" to send "2" back (at the same time!)
- 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!
@ -58,16 +70,18 @@ These directions assume you are starting at the flipper desktop. If not, please
- Press the BACK button to exit.
## HackRF One
- 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.
- To record a message: (replace "flipper-chat.rf" with the file name you want to use, such as "select-rock.rf".)
```
sudo hackrf_transfer -r flipper-chat.rf -f 433920000 -s 8000000
```
- To broadcast a message: (replace "flipper-chat.rf" with the saved file name.)
```
sudo hackrf_transfer -r flipper-chat.rf -f 433920000 -s 8000000 -x 47
```
@ -76,10 +90,10 @@ sudo hackrf_transfer -r flipper-chat.rf -f 433920000 -s 8000000 -x 47
- 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.)
- 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.)
## Details about the project files
- application.fam
- specifies the name of our application.
- specifies the entry point for our application.
- specifies we use the GUI.
@ -87,6 +101,7 @@ sudo hackrf_transfer -r flipper-chat.rf -f 433920000 -s 8000000 -x 47
- specifies our application can be found in the "Misc" category.
- rock_paper_scissors.png
- The icon for our application that shows up in the "Misc" folder.
- rock_paper_scissors.c

View File

@ -22,6 +22,9 @@ Down - Scissors
#include <gui/icon.h>
#include <locale/locale.h>
#include <notification/notification.h>
#include <notification/notification_messages.h>
#include <lib/subghz/subghz_tx_rx_worker.h>
// This is sent at the beginning of all RF messages. NOTE: It must end with the ':' character.
@ -55,9 +58,17 @@ typedef enum {
} DolphinImageIndex;
const Icon* images[] = {
&I_Local_Looking, &I_Local_Ready,
&I_Local_Count, &I_Local_Rock, &I_Local_Paper, &I_Local_Scissors,
&I_Remote_Ready, &I_Remote_Count, &I_Remote_Rock, &I_Remote_Paper, &I_Remote_Scissors };
&I_Local_Looking,
&I_Local_Ready,
&I_Local_Count,
&I_Local_Rock,
&I_Local_Paper,
&I_Local_Scissors,
&I_Remote_Ready,
&I_Remote_Count,
&I_Remote_Rock,
&I_Remote_Paper,
&I_Remote_Scissors};
// The various moves a player can make.
// Some moves may be invalid depending on the current game state.
@ -113,6 +124,7 @@ typedef enum {
GameEventLocalMove,
GameEventRemoteMove,
GameEventSendMove,
GameEventPlaySong,
} GameEventType;
// An item in the event queue has both the type and its associated data.
@ -144,7 +156,78 @@ typedef struct {
SubGhzTxRxWorker* subghz_txrx;
} GameContext;
//
// 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);
}
// When user makes a move, we briefly pulse the vibro motor.
static void single_vibro() {
NotificationApp* notification = furi_record_open(RECORD_NOTIFICATION);
notification_message(notification, &sequence_single_vibro);
furi_record_close(RECORD_NOTIFICATION);
}
// Plays a note. You must acquire the speaker before invoking.
// @frequency the frequency of the note in Hz.
// @volume the volume of the note from 0.0 to 1.0
// @durationPlay the duration of the note in ms.
// @durationPause the duration after the note to be silent.
static void
play_note(float frequency, float volume, uint32_t durationPlay, uint32_t durationPause) {
furi_hal_speaker_start(frequency, volume);
uint32_t n = furi_get_tick();
while(furi_get_tick() < n + durationPlay) {
furi_thread_yield();
}
furi_hal_speaker_stop();
n = furi_get_tick();
while(furi_get_tick() < n + durationPause) {
furi_thread_yield();
}
}
// Play a song
static void play_song(GameState state) {
if(furi_hal_speaker_acquire(1000)) {
const float volume = 1.0f;
const uint32_t playQtr = 500;
const uint32_t delayQtr = 100;
if(isWin(state)) {
play_note(523.25f, volume, playQtr, delayQtr);
play_note(659.25f, volume, playQtr, delayQtr);
play_note(783.99f, volume, playQtr, delayQtr);
} else if(isLoss(state)) {
play_note(783.99f, volume, playQtr * 2, delayQtr);
play_note(523.25f, volume, playQtr, delayQtr);
} else if(isTie(state)) {
play_note(783.99f, volume, playQtr, delayQtr);
play_note(523.25f, volume, playQtr, delayQtr);
play_note(783.99f, volume, playQtr, delayQtr);
}
furi_hal_speaker_stop();
furi_hal_speaker_release();
}
}
// We register this callback to get invoked whenever new subghz data is received.
// Queue a GameEventDataDetected message.
// @param ctx pointer to a GameContext
@ -202,13 +285,23 @@ static void rps_receive_data(GameContext* game_context, uint32_t tick) {
switch(purpose) {
case GameRfPurposeMove:
// We expect this mesage to the game number, move and sender name.
if (sscanf((const char*)message+game_name_len+2, "%03u%c:%8s", &gameNumber, &tmp, senderName) == 3) {
if(sscanf(
(const char*)message + game_name_len + 2,
"%03u%c:%8s",
&gameNumber,
&tmp,
senderName) == 3) {
move = (Move)tmp;
// IMPORTANT: The code processing the event needs to furi_string_free the senderName!
FuriString* name = furi_string_alloc();
furi_string_set(name, senderName);
GameEvent event = {.type = GameEventRemoteMove, .move = move, .tick = tick, .senderName = name, .gameNumber = gameNumber };
GameEvent event = {
.type = GameEventRemoteMove,
.move = move,
.tick = tick,
.senderName = name,
.gameNumber = gameNumber};
furi_message_queue_put(game_context->queue, &event, FuriWaitForever);
} else {
FURI_LOG_W(TAG, "Failed to parse move message. >%s<", message);
@ -217,12 +310,15 @@ static void rps_receive_data(GameContext* game_context, uint32_t tick) {
case GameRfPurposeBeacon:
// We expect this mesage to the game number, move and sender name.
if (sscanf((const char*)message+game_name_len+2, "%03u:%8s", &gameNumber, senderName) == 2) {
if(sscanf(
(const char*)message + game_name_len + 2, "%03u:%8s", &gameNumber, senderName) ==
2) {
// IMPORTANT: The code processing the event needs to furi_string_free the senderName!
FuriString* name = furi_string_alloc();
furi_string_set(name, senderName);
GameEvent event = {.type = GameEventRemoteBeacon, .senderName = name, .gameNumber = gameNumber };
GameEvent event = {
.type = GameEventRemoteBeacon, .senderName = name, .gameNumber = gameNumber};
furi_message_queue_put(game_context->queue, &event, FuriWaitForever);
} else {
FURI_LOG_W(TAG, "Failed to parse beacon message. >%s<", message);
@ -231,14 +327,20 @@ static void rps_receive_data(GameContext* game_context, uint32_t tick) {
case GameRfPurposeJoin:
// We expect this mesage to the game number, move and sender name.
if (sscanf((const char*)message+game_name_len+2, "%03u%s :%8s", &gameNumber, randomInfo, senderName) == 3) {
if(sscanf(
(const char*)message + game_name_len + 2,
"%03u%s :%8s",
&gameNumber,
randomInfo,
senderName) == 3) {
FURI_LOG_T(TAG, "Join had randomInfo of >%s<", randomInfo);
// IMPORTANT: The code processing the event needs to furi_string_free the senderName!
FuriString* name = furi_string_alloc();
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);
} else {
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:
canvas_draw_icon(canvas, 0, 0, images[DolphinLocalLooking]);
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;
case StateReady:
@ -469,7 +572,8 @@ static void rps_broadcast(GameContext* game_context, FuriString* buffer) {
size_t length = strlen((char*)message);
if(length > MESSAGE_MAX_LEN) {
// 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.
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);
// 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);
}
@ -505,7 +617,14 @@ static void rps_broadcast_beacon(GameContext* game_context) {
FURI_LOG_I(TAG, "Sending beacon");
// 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);
}
@ -518,7 +637,15 @@ static void rps_broadcast_join(GameContext* game_context, unsigned int gameNumbe
FURI_LOG_I(TAG, "Joining game %d.", gameNumber);
// 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);
}
@ -535,33 +662,6 @@ static uint32_t duration(uint32_t 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).
// @param state GameState to check.
// @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.
// @returns true if game state is a rock, paper, scissors.
static bool isFinalMove(GameState state) {
return (StateRock == state) ||
(StatePaper == state) ||
(StateScissors == state);
return (StateRock == state) || (StatePaper == state) || (StateScissors == state);
}
static bool isError(GameState state) {
return (StateError == state) ||
(StateErrorLocalFast == state) ||
(StateErrorRemoteFast == state) ||
(StateErrorRemoteTimeout == state);
return (StateError == state) || (StateErrorLocalFast == state) ||
(StateErrorRemoteFast == state) || (StateErrorRemoteTimeout == state);
}
// 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.
if (isError(d->localPlayer) &&
(duration(d->localMoveTick) > DURATION_SHOW_ERROR)) {
if(isError(d->localPlayer) && (duration(d->localMoveTick) > DURATION_SHOW_ERROR)) {
d->remotePlayer = StateLookingForPlayer;
d->remoteMoveTick = furi_get_tick();
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.
if (isResult(d->localPlayer) &&
(duration(d->localMoveTick) > DURATION_WIN_LOSS_TIE)) {
if(isResult(d->localPlayer) && (duration(d->localMoveTick) > DURATION_WIN_LOSS_TIE)) {
d->remotePlayer = StateReady;
d->remoteMoveTick = furi_get_tick();
d->localPlayer = StateReady;
@ -674,6 +768,9 @@ static void rps_state_machine_update(GameContext* game_context) {
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->localMoveTick = furi_get_tick();
} 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;
} else {
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) {
if(MoveRock == move) {
@ -720,7 +819,8 @@ static bool rps_state_machine_local_moved(GameContext* game_context, Move move)
localState = StateRock;
} else {
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) {
if((StateCount2 == game_context->data->remotePlayer) ||
@ -729,7 +829,10 @@ static bool rps_state_machine_local_moved(GameContext* game_context, Move move)
localState = StatePaper;
} else {
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) {
if((StateCount2 == game_context->data->remotePlayer) ||
@ -738,16 +841,30 @@ static bool rps_state_machine_local_moved(GameContext* game_context, Move move)
localState = StateScissors;
} else {
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 {
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 {
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) {
single_vibro();
rps_broadcast_move(game_context, localMove);
}
@ -774,7 +891,8 @@ static bool rps_state_machine_remote_moved(GameContext* game_context, Move move)
remoteState = StateCount2;
} else {
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) {
if((StateCount2 == game_context->data->localPlayer) ||
@ -782,7 +900,8 @@ static bool rps_state_machine_remote_moved(GameContext* game_context, Move move)
remoteState = StateRock;
} else {
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) {
if((StateCount2 == game_context->data->localPlayer) ||
@ -790,7 +909,8 @@ static bool rps_state_machine_remote_moved(GameContext* game_context, Move move)
remoteState = StatePaper;
} else {
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) {
if((StateCount2 == game_context->data->localPlayer) ||
@ -798,10 +918,16 @@ static bool rps_state_machine_remote_moved(GameContext* game_context, Move move)
remoteState = StateScissors;
} else {
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 {
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;
}
@ -886,16 +1012,12 @@ int32_t rock_paper_scissors_app(void* p) {
if(furi_message_queue_get(game_context->queue, &event, FuriWaitForever) == FuriStatusOk) {
switch(event.type) {
case GameEventTypeKey:
if((event.input.type == InputTypeShort) &&
(event.input.key == InputKeyBack)) {
if((event.input.type == InputTypeShort) && (event.input.key == InputKeyBack)) {
processing = false;
} else if(event.input.type == InputTypeShort) {
unsigned int joinGameNumber;
GameEvent newEvent = {
.type = GameEventLocalMove,
.tick = furi_get_tick(),
.move = MoveUnknown
};
.type = GameEventLocalMove, .tick = furi_get_tick(), .move = MoveUnknown};
switch(event.input.key) {
case InputKeyOk:
newEvent.move = MoveCount;
@ -913,7 +1035,8 @@ int32_t rock_paper_scissors_app(void* p) {
case InputKeyLeft:
// Temporary: For now, we send "Join" when left button clicked.
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_state_machine_remote_joined(game_context);
furi_mutex_release(game_context->mutex);
@ -932,6 +1055,9 @@ int32_t rock_paper_scissors_app(void* p) {
}
}
break;
case GameEventPlaySong:
play_song(game_context->data->localPlayer);
break;
case GameEventDataDetected:
rps_receive_data(game_context, event.tick);
break;
@ -956,7 +1082,8 @@ int32_t rock_paper_scissors_app(void* p) {
if(event.gameNumber == game_context->data->gameNumber) {
rps_state_machine_remote_joined(game_context);
} 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);
} else {