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MemoryGame.h
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270 lines (260 loc) · 7.06 KB
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////////////////////////////////////////////////////////////////////////////////////////////////////////////////
////////////////////////////////////////////////////////////////////////////////////////////////////////////////
////////////////////////////////////////////////////////////////////////////////////////////////////////////////
/////////
/////////
///////// M E M O R Y G A M E
/////////
/////////
////////////////////////////////////////////////////////////////////////////////////////////////////////////////
////////////////////////////////////////////////////////////////////////////////////////////////////////////////
////////////////////////////////////////////////////////////////////////////////////////////////////////////////
#define MEMORYGAME_TIMER2PERIOD 200
class CMemoryGame : public CGame
{
public:
static void getGameIcon(byte *dst, byte count)
{
if(count & 1)
{
dst[ 0] = 0b00000000;
dst[ 1] = 0b00001110;
dst[ 2] = 0b00001010;
dst[ 3] = 0b00000010;
dst[ 4] = 0b00000100;
dst[ 5] = 0b00000000;
dst[ 6] = 0b01010100;
dst[ 7] = 0b00000000;
}
else
{
dst[ 6] = 0b01010000;
}
dst[ 8] = 0b00000000;
dst[ 9] = 0b00001110;
dst[10] = 0b00001010;
dst[11] = 0b00000010;
dst[12] = 0b00000100;
dst[13] = 0b00000000;
dst[14] = 0b00000100;
dst[15] = 0b00000000;
}
enum {
SYMBOL_A,
SYMBOL_B,
SYMBOL_C,
SYMBOL_D,
SYMBOL_MAX
};
void playTone(byte symbol)
{
switch(symbol)
{
case SYMBOL_A:
playSound(523, 200);
break;
case SYMBOL_B:
playSound(659, 200);
break;
case SYMBOL_C:
playSound(587, 200);
break;
case SYMBOL_D:
playSound(698, 200);
break;
}
}
void getSymbol(byte symbol, byte *dest)
{
switch(symbol)
{
case SYMBOL_A:
dest[0]|=0b01000000;
dest[1]|=0b10100000;
dest[2]|=0b11100000;
dest[3]|=0b10100000;
dest[4]|=0b10100000;
break;
case SYMBOL_B:
dest[3]|=0b11000000;
dest[4]|=0b10100000;
dest[5]|=0b11000000;
dest[6]|=0b10100000;
dest[7]|=0b11000000;
break;
case SYMBOL_C:
dest[0]|=0b00000010;
dest[1]|=0b00000101;
dest[2]|=0b00000100;
dest[3]|=0b00000101;
dest[4]|=0b00000010;
break;
case SYMBOL_D:
dest[3]|=0b0000110;
dest[4]|=0b0000101;
dest[5]|=0b0000101;
dest[6]|=0b0000101;
dest[7]|=0b0000110;
break;
}
}
#define MAX_SEQUENCE 50
byte sequence[MAX_SEQUENCE];
byte sequenceLen;
byte sequencePos;
byte showToggle;
byte counter;
byte started;
byte lives;
int playbackRate;
void init()
{
lives = 3;
sequencePos = 0;
sequenceLen = 0;
playbackRate = 500;
started = 0;
counter = 0;
Timer2Period = MEMORYGAME_TIMER2PERIOD;
}
void addNewItem()
{
if(sequenceLen >= MAX_SEQUENCE-1)//seriously?
sequenceLen = 4;
sequence[sequenceLen++] = random(SYMBOL_MAX);
sequencePos = 0;
if(playbackRate>100)
playbackRate -= 10;
}
void startPlayback()
{
Timer1Period = playbackRate;
showToggle = 1;
sequencePos = 0;
}
void keyPress(byte which)
{
int i;
Timer2Period = 0; // cancel the prompt
if(!started)
{
started = 1;
addNewItem();
addNewItem();
addNewItem();
addNewItem();
startPlayback();
}
else
{
playTone(which);
Disp8x8.cls();
getSymbol(which, Disp8x8.green);
getSymbol(which, Disp8x8.red);
if(which!= sequence[sequencePos])
{
Disp8x8.cls();
Disp8x8.red[1] = 0b01000010;
Disp8x8.red[2] = 0b00100100;
Disp8x8.red[3] = 0b00011000;
Disp8x8.red[4] = 0b00011000;
Disp8x8.red[5] = 0b00100100;
Disp8x8.red[6] = 0b01000010;
for(i=10;i>0;--i)
{
playSound(200+50*i, 60);
Disp8x8.delayWithRefresh(10);
}
if(!--lives)
endGame();
Disp8x8.delayWithRefresh(500);
startPlayback();
}
else
{
if(++sequencePos>=sequenceLen)
{
gameScore+=100;
Disp8x8.delayWithRefresh(200);
addNewItem();
Disp8x8.cls();
Disp8x8.green[2] = 0b00000001;
Disp8x8.green[3] = 0b00000010;
Disp8x8.green[4] = 0b01000100;
Disp8x8.green[5] = 0b00101000;
Disp8x8.green[6] = 0b00010000;
playSound(1000, 50);
Disp8x8.delayWithRefresh(30);
playSound(1200, 50);
Disp8x8.delayWithRefresh(30);
playSound(1400, 50);
Disp8x8.delayWithRefresh(200);
startPlayback();
}
else
{
gameScore+=10;
}
}
}
}
void handleEvent(char event)
{
int i;
if(Timer1Period) // Timer 1 during pattern playback
{
if(event == EV_TIMER_1)
{
if(showToggle)
{
Disp8x8.cls();
Timer1Period = playbackRate/2;
showToggle = 0;
}
else if(sequencePos < sequenceLen)
{
getSymbol(sequence[sequencePos], Disp8x8.green);
getSymbol(sequence[sequencePos], Disp8x8.red);
playTone(sequence[sequencePos]);
sequencePos++;
Timer1Period = playbackRate;
showToggle = 1;
}
else
{
Timer1Period = 0;
Timer2Period = MEMORYGAME_TIMER2PERIOD;
sequencePos = 0;
}
}
}
else
switch(event)
{
case EV_PRESS_A:
keyPress(SYMBOL_A);
break;
case EV_PRESS_B:
keyPress(SYMBOL_B);
break;
case EV_PRESS_C:
keyPress(SYMBOL_C);
break;
case EV_PRESS_D:
keyPress(SYMBOL_D);
break;
case EV_TIMER_2: // TIMER 2 FLASHES '?' WAITING FOR INPUT
Disp8x8.cls();
if(++counter & 3)
{
Disp8x8.red[0] = 0b00011100;
Disp8x8.red[1] = 0b00100010;
Disp8x8.red[2] = 0b00000010;
Disp8x8.red[3] = 0b00000100;
Disp8x8.red[4] = 0b00001000;
Disp8x8.red[6] = 0b00001000;
}
}
}
};
CGameFactoryImpl<CMemoryGame> MemoryGame;