Add images to rock paper scissors game.

This commit is contained in:
Derek Jamison 2023-02-14 15:49:09 -05:00
parent 58ccc2ef0b
commit dd608f6d8e
18 changed files with 166 additions and 72 deletions

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@ -2,9 +2,9 @@
## Status ## Status
This is current a work in progress. This is current a work in progress.
- Most of the game logic is complete (two flippers should be able to play each other.) - Most of the game logic is complete (two flippers should be able to play each other.)
- UI to show images instead of text.
Remaining work: Remaining work:
- UI to show images instead of text.
- Tone when button pressed. - Tone when button pressed.
- Show games found & let user pick the game to join. - Show games found & let user pick the game to join.
- Log joined game into SD card. - Log joined game into SD card.
@ -35,6 +35,8 @@ These directions assume you are starting at the flipper desktop. If not, please
- Do the same steps on your second Flipper. - Do the same steps on your second Flipper.
- On one of the flippers press Left arrow to join the game.
- Once two players are joined: - 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 "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 "OK" to send "2". The other player should also press "OK" to send "2" back (at the same time!)

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@ -14,10 +14,12 @@ Down - Scissors
*/ */
#include "rock_paper_scissors_icons.h"
#include <furi.h> #include <furi.h>
#include <furi_hal.h> #include <furi_hal.h>
#include <furi_hal_resources.h> #include <furi_hal_resources.h>
#include <gui/gui.h> #include <gui/gui.h>
#include <gui/icon.h>
#include <locale/locale.h> #include <locale/locale.h>
#include <lib/subghz/subghz_tx_rx_worker.h> #include <lib/subghz/subghz_tx_rx_worker.h>
@ -38,6 +40,25 @@ Down - Scissors
// The major version must be a single character (it can be anything - like '1' or 'A' or 'a'). // The major version must be a single character (it can be anything - like '1' or 'A' or 'a').
#define MAJOR_VERSION 'A' #define MAJOR_VERSION 'A'
typedef enum {
DolphinLocalLooking = 0,
DolphinLocalReady,
DolphinLocalCount,
DolphinLocalRock,
DolphinLocalPaper,
DolphinLocalScissors,
DolphinRemoteReady,
DolphinRemoteCount,
DolphinRemoteRock,
DolphinRemotePaper,
DolphinRemoteScissors,
} 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 };
// The various moves a player can make. // The various moves a player can make.
// Some moves may be invalid depending on the current game state. // Some moves may be invalid depending on the current game state.
typedef enum { typedef enum {
@ -269,97 +290,167 @@ static void rps_render_callback(Canvas* canvas, void* ctx) {
canvas_set_font(canvas, FontSecondary); canvas_set_font(canvas, FontSecondary);
// Temporary - Just show game text. switch (remotePlayer) {
switch (localPlayer) {
case StateLookingForPlayer:
furi_string_printf(data->buffer, "Waiting for join: %d", data->gameNumber);
canvas_draw_str_aligned(canvas, 5, 20, AlignLeft, AlignTop, furi_string_get_cstr(data->buffer));
break;
case StateReady: case StateReady:
canvas_draw_str_aligned(canvas, 5, 20, AlignLeft, AlignTop, "Press OK for 1."); canvas_draw_icon(canvas, 64, 0, images[DolphinRemoteReady]);
break; break;
case StateCount1: case StateCount1:
canvas_draw_str_aligned(canvas, 5, 20, AlignLeft, AlignTop, "Press OK for 2."); canvas_draw_icon(canvas, 64, 0, images[DolphinRemoteCount]);
canvas_draw_str_aligned(canvas, 70, 15, AlignLeft, AlignTop, "1");
break; break;
case StateCount2: case StateCount2:
canvas_set_font(canvas, FontPrimary); canvas_draw_icon(canvas, 64, 0, images[DolphinRemoteCount]);
canvas_draw_str_aligned(canvas, 5, 10, AlignLeft, AlignTop, "^ Rock"); canvas_draw_str_aligned(canvas, 70, 15, AlignLeft, AlignTop, "2");
canvas_draw_str_aligned(canvas, 50, 30, AlignLeft, AlignTop, "> Paper");
canvas_draw_str_aligned(canvas, 5, 50, AlignLeft, AlignTop, "v Scissors");
break; break;
case StateRock: case StateRock:
canvas_draw_str_aligned(canvas, 5, 20, AlignLeft, AlignTop, "Rock"); case StateTieRock:
case StateWonRock:
case StateLostRock:
if (StateCount2 != localPlayer) {
canvas_draw_icon(canvas, 64, 0, images[DolphinRemoteRock]);
canvas_draw_str_aligned(canvas, 70, 55, AlignLeft, AlignTop, "Rock");
} else {
canvas_draw_icon(canvas, 64, 0, images[DolphinRemoteCount]);
}
break; break;
case StatePaper: case StatePaper:
canvas_draw_str_aligned(canvas, 5, 20, AlignLeft, AlignTop, "Paper"); case StateTiePaper:
case StateWonPaper:
case StateLostPaper:
if (StateCount2 != localPlayer) {
canvas_draw_icon(canvas, 64, 0, images[DolphinRemotePaper]);
canvas_draw_str_aligned(canvas, 70, 55, AlignLeft, AlignTop, "Paper");
} else {
canvas_draw_icon(canvas, 64, 0, images[DolphinRemoteCount]);
}
break; break;
case StateScissors: case StateScissors:
canvas_draw_str_aligned(canvas, 5, 20, AlignLeft, AlignTop, "Scissors");
break;
case StateWonRock:
canvas_draw_str_aligned(canvas, 5, 20, AlignLeft, AlignTop, "You won!!!");
canvas_draw_str_aligned(canvas, 5, 30, AlignLeft, AlignTop, "Rock v. Scissors");
break;
case StateWonPaper:
canvas_draw_str_aligned(canvas, 5, 20, AlignLeft, AlignTop, "You won!!!");
canvas_draw_str_aligned(canvas, 5, 30, AlignLeft, AlignTop, "Paper v. Rock");
break;
case StateWonScissors:
canvas_draw_str_aligned(canvas, 5, 20, AlignLeft, AlignTop, "You won!!!");
canvas_draw_str_aligned(canvas, 5, 30, AlignLeft, AlignTop, "Scissors v. Paper");
break;
case StateTieRock:
canvas_draw_str_aligned(canvas, 5, 20, AlignLeft, AlignTop, "You tied!");
canvas_draw_str_aligned(canvas, 5, 30, AlignLeft, AlignTop, "Rock v. Rock");
break;
case StateTiePaper:
canvas_draw_str_aligned(canvas, 5, 20, AlignLeft, AlignTop, "You tied!");
canvas_draw_str_aligned(canvas, 5, 30, AlignLeft, AlignTop, "Paper v. Paper");
break;
case StateTieScissors: case StateTieScissors:
canvas_draw_str_aligned(canvas, 5, 20, AlignLeft, AlignTop, "You tied!"); case StateWonScissors:
canvas_draw_str_aligned(canvas, 5, 30, AlignLeft, AlignTop, "Scissors v. Scissors");
break;
case StateLostRock:
canvas_draw_str_aligned(canvas, 5, 20, AlignLeft, AlignTop, "You lost.");
canvas_draw_str_aligned(canvas, 5, 30, AlignLeft, AlignTop, "Rock v. Paper");
break;
case StateLostPaper:
canvas_draw_str_aligned(canvas, 5, 20, AlignLeft, AlignTop, "You lost.");
canvas_draw_str_aligned(canvas, 5, 30, AlignLeft, AlignTop, "Paper v. Scissors");
break;
case StateLostScissors: case StateLostScissors:
canvas_draw_str_aligned(canvas, 5, 20, AlignLeft, AlignTop, "You lost."); if (StateCount2 != localPlayer) {
canvas_draw_str_aligned(canvas, 5, 30, AlignLeft, AlignTop, "Scissors v. Rock"); canvas_draw_icon(canvas, 64, 0, images[DolphinRemoteScissors]);
break; canvas_draw_str_aligned(canvas, 70, 55, AlignLeft, AlignTop, "Scissors");
} else {
case StateError: canvas_draw_icon(canvas, 64, 0, images[DolphinRemoteCount]);
canvas_draw_str_aligned(canvas, 5, 20, AlignLeft, AlignTop, "Unknown error"); }
break;
case StateErrorLocalFast:
canvas_draw_str_aligned(canvas, 5, 20, AlignLeft, AlignTop, "Too fast!");
break;
case StateErrorRemoteFast:
canvas_draw_str_aligned(canvas, 5, 20, AlignLeft, AlignTop, "Remote too fast!");
break;
case StateErrorRemoteTimeout:
canvas_draw_str_aligned(canvas, 5, 20, AlignLeft, AlignTop, "Remote timeout.");
break; break;
default: default:
canvas_draw_str_aligned(canvas, 5, 20, AlignLeft, AlignTop, "Unexpected."); break;
}
switch (localPlayer) {
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));
break;
case StateReady:
canvas_draw_icon(canvas, 0, 0, images[DolphinLocalReady]);
canvas_draw_str_aligned(canvas, 5, 55, AlignLeft, AlignTop, "Press OK for 1.");
break;
case StateCount1:
canvas_draw_icon(canvas, 0, 0, images[DolphinLocalCount]);
canvas_draw_str_aligned(canvas, 50, 15, AlignLeft, AlignTop, "1");
canvas_draw_str_aligned(canvas, 5, 55, AlignLeft, AlignTop, "Press OK for 2.");
break;
case StateCount2:
canvas_draw_icon(canvas, 0, 0, images[DolphinLocalCount]);
canvas_draw_str_aligned(canvas, 50, 15, AlignLeft, AlignTop, "2");
canvas_set_font(canvas, FontPrimary);
canvas_draw_str_aligned(canvas, 5, 55, AlignLeft, AlignTop, "^Rock >Paper vScissor");
break;
case StateRock:
canvas_draw_icon(canvas, 0, 0, images[DolphinLocalRock]);
canvas_draw_str_aligned(canvas, 5, 55, AlignLeft, AlignTop, "Rock");
break;
case StatePaper:
canvas_draw_icon(canvas, 0, 0, images[DolphinLocalPaper]);
canvas_draw_str_aligned(canvas, 5, 55, AlignLeft, AlignTop, "Paper");
break;
case StateScissors:
canvas_draw_icon(canvas, 0, 0, images[DolphinLocalScissors]);
canvas_draw_str_aligned(canvas, 5, 55, AlignLeft, AlignTop, "Scissors");
break;
case StateWonRock:
canvas_draw_icon(canvas, 0, 0, images[DolphinLocalRock]);
canvas_draw_str_aligned(canvas, 5, 55, AlignLeft, AlignTop, "Rock");
canvas_draw_str_aligned(canvas, 38, 5, AlignLeft, AlignTop, "You won!!!");
break;
case StateWonPaper:
canvas_draw_icon(canvas, 0, 0, images[DolphinLocalPaper]);
canvas_draw_str_aligned(canvas, 5, 55, AlignLeft, AlignTop, "Paper");
canvas_draw_str_aligned(canvas, 38, 5, AlignLeft, AlignTop, "You won!!!");
break;
case StateWonScissors:
canvas_draw_icon(canvas, 0, 0, images[DolphinLocalScissors]);
canvas_draw_str_aligned(canvas, 5, 55, AlignLeft, AlignTop, "Scissors");
canvas_draw_str_aligned(canvas, 38, 5, AlignLeft, AlignTop, "You won!!!");
break;
case StateTieRock:
canvas_draw_icon(canvas, 0, 0, images[DolphinLocalRock]);
canvas_draw_str_aligned(canvas, 5, 55, AlignLeft, AlignTop, "Rock");
canvas_draw_str_aligned(canvas, 38, 5, AlignLeft, AlignTop, "You tied!");
break;
case StateTiePaper:
canvas_draw_icon(canvas, 0, 0, images[DolphinLocalPaper]);
canvas_draw_str_aligned(canvas, 5, 55, AlignLeft, AlignTop, "Paper");
canvas_draw_str_aligned(canvas, 38, 5, AlignLeft, AlignTop, "You tied!");
break;
case StateTieScissors:
canvas_draw_icon(canvas, 0, 0, images[DolphinLocalScissors]);
canvas_draw_str_aligned(canvas, 5, 55, AlignLeft, AlignTop, "Scissors");
canvas_draw_str_aligned(canvas, 38, 5, AlignLeft, AlignTop, "You tied!");
break;
case StateLostRock:
canvas_draw_icon(canvas, 0, 0, images[DolphinLocalRock]);
canvas_draw_str_aligned(canvas, 5, 55, AlignLeft, AlignTop, "Rock");
canvas_draw_str_aligned(canvas, 38, 5, AlignLeft, AlignTop, "You lost.");
break;
case StateLostPaper:
canvas_draw_icon(canvas, 0, 0, images[DolphinLocalPaper]);
canvas_draw_str_aligned(canvas, 5, 55, AlignLeft, AlignTop, "Paper");
canvas_draw_str_aligned(canvas, 38, 5, AlignLeft, AlignTop, "You lost.");
break;
case StateLostScissors:
canvas_draw_icon(canvas, 0, 0, images[DolphinLocalScissors]);
canvas_draw_str_aligned(canvas, 5, 55, AlignLeft, AlignTop, "Scissors");
canvas_draw_str_aligned(canvas, 38, 5, AlignLeft, AlignTop, "You lost.");
break;
case StateError:
canvas_draw_str_aligned(canvas, 5, 55, AlignLeft, AlignTop, "Unknown error");
break;
case StateErrorLocalFast:
canvas_draw_str_aligned(canvas, 5, 55, AlignLeft, AlignTop, "Too fast!");
break;
case StateErrorRemoteFast:
canvas_draw_str_aligned(canvas, 5, 55, AlignLeft, AlignTop, "Remote too fast!");
break;
case StateErrorRemoteTimeout:
canvas_draw_str_aligned(canvas, 5, 55, AlignLeft, AlignTop, "Remote timeout.");
break;
default:
canvas_draw_str_aligned(canvas, 5, 55, AlignLeft, AlignTop, "Unexpected.");
break; break;
} }
@ -497,7 +588,7 @@ static bool isError(GameState 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.
#define DURATION_NO_MOVE_DETECTED_ERROR 60000 #define DURATION_NO_MOVE_DETECTED_ERROR 60000
#define DURATION_SHOW_ERROR 3000 #define DURATION_SHOW_ERROR 3000
#define DURATION_SHOW_MOVES 5000 #define DURATION_SHOW_MOVES 500
#define DURATION_WIN_LOSS_TIE 10000 #define DURATION_WIN_LOSS_TIE 10000
// Updates the state machine, if needed. // Updates the state machine, if needed.
@ -834,6 +925,7 @@ int32_t rock_paper_scissors_app(void* p) {
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);
furi_mutex_release(game_context->mutex); furi_mutex_release(game_context->mutex);
} else { } else {
FURI_LOG_E(TAG, "Failed to aquire mutex."); FURI_LOG_E(TAG, "Failed to aquire mutex.");