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sequence.cpp
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sequence.cpp
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#include "Games.h"
#include "Console_Kids.h"
static void set_matrix_array(uint8_t matrix_arr[8][8], int pos);
static void lower_difficulty(uint8_t *dif);
static void up_difficulty(uint8_t *dif);
GameProgressEnum sequence()
{
uint16_t LED_ON_TIME[] = {500, 350, 250, 150};
uint16_t LED_OFF_TIME[] = {200, 150, 100, 50};
uint16_t TIME_TO_PLAY[] = {5000, 3500, 2500, 1000};
int8_t sequence_arr[PLAYS_MAX_SEQUENCE] = {-1};
GameStateEnum old_game_state = SET_GAME_MODE;
GameStateEnum game_state = START;
int index = 0;
int plays = 0;
int8_t led_state = 0;
Timer timer_led = Timer();
Timer time_to_play = Timer();
ButtonPressedEnum btn;
uint8_t matrix_arr[8][8] = {0};
bool new_state;
bool game_over;
uint8_t difficulty = 0;
while (1)
{
btn = getButtonPressed();
new_state = game_state == old_game_state ? false : true;
old_game_state = game_state;
switch (game_state)
{
case START:
game_over = false;
//Initialize array
memset(sequence_arr, -1, sizeof(sequence_arr[0]) * PLAYS_MAX_SEQUENCE);
for (int i = 0; i < NB_LEDS; i++)
{
if (i <= difficulty)
{
led_arr[i]->setOn();
}
else
{
led_arr[i]->setOff();
}
}
if (btn == BTN_A)
{
index = 0;
plays = 0;
sequence_arr[plays] = (int)random(0, 4);
set_all_leds_off();
timer_led.start(250);
game_state = DISPLAY_SEQUENCE;
}
else if (btn == BTN_B)
{
up_difficulty(&difficulty);
}
else if (btn == BTN_C)
{
lower_difficulty(&difficulty);
}
else if (btn == BTN_D)
{
return QUIT;
}
break;
case DISPLAY_SEQUENCE:
if (index == plays + 1)
{
index = 0;
game_state = WAIT;
time_to_play.start(TIME_TO_PLAY[difficulty]);
}
else
{
if (timer_led.isDone() || !timer_led.get_started())
{
if (led_state == 0)
{
timer_led.start(LED_ON_TIME[difficulty]);
led_arr[sequence_arr[index]]->setOn();
led_state = 1;
}
else if (led_state == 1)
{
led_arr[sequence_arr[index]]->setOff();
timer_led.start(LED_OFF_TIME[difficulty]);
led_state = 2;
}
else if (led_state == 2)
{
index++;
led_state = 0;
}
}
}
break;
case WAIT:
//all good
if (index == plays + 1)
{
if (!led_green.get())
{
if (led_state == 0)
{
led_state = 1;
timer_led.start(500);
}
else if (timer_led.isDone())
{
set_all_leds_off();
led_state = 0;
index = 0;
plays++;
set_matrix_array(matrix_arr, plays - 1);
if (plays >= PLAYS_MAX_SEQUENCE)
{
game_state = GAME_OVER_CROWN;
}
sequence_arr[plays] = (int)random(0, 4);
game_state = DISPLAY_SEQUENCE;
}
}
}
//Hitting sequence
else
{
if (time_to_play.isDone())
{
set_all_leds_on(500);
game_over = true;
}
if (btn != NONE)
{
time_to_play.restart();
if (sequence_arr[index] == (int8_t)btn)
{
led_green.setOn(200);
index++;
}
else
{
set_all_leds_on(500);
game_over = true;
}
}
if (game_over && !led_red.get())
{
game_state = GAME_OVER;
delay(200);
}
}
break;
case GAME_OVER:
//Replay the sequence
if (new_state)
{
//index = plays;
timer_led.start(0);
}
if (!led_arr[sequence_arr[index]]->get())
{
if (!timer_led.get_started())
{
timer_led.start(200);
}
else
{
if (timer_led.isDone())
{
index++;
if (index == plays + 1)
{
if (index == 64)
{
for (int i = 0; i < 8; i++)
{
for (int j = 0; j < 8; j++)
{
matrix_arr[i][j] = GREEN;
}
}
}
else if (index < 64)
{
memset(matrix_arr, 0, sizeof(matrix_arr[0][0]) * 8 * 8);
}
index = 0;
}
led_arr[sequence_arr[index]]->setOn(500);
set_matrix_array(matrix_arr, index);
}
}
}
if (btn == BTN_D)
{
return QUIT;
}
else if (btn != NONE)
{
return RESTART;
}
break;
case GAME_OVER_CROWN:
set_crown(matrix_arr);
break;
default: // Should never happen;
return QUIT;
}
set_matrix(matrix_arr);
update_leds();
}
return CONTINUE;
}
static void set_matrix_array(uint8_t matrix_arr[8][8], int pos)
{
uint8_t x, y;
if (pos > 63)
{
pos = 63 - (pos - 64);
y = pos / 8;
x = pos - (y * 8);
matrix_arr[y][x] = OFF;
}
else
{
y = pos / 8;
x = pos - (y * 8);
matrix_arr[y][x] = YELLOW;
}
}
static void lower_difficulty(uint8_t *dif)
{
if (*dif > MIN_DIFFICULTY)
{
(*dif)--;
return;
}
*dif = MAX_DIFFICULTY;
}
static void up_difficulty(uint8_t *dif)
{
if (*dif < MAX_DIFFICULTY)
{
(*dif)++;
return;
}
*dif = MIN_DIFFICULTY;
}