1D-pong/1D_pongESP32/1D_pongESP32.ino

1094 lines
23 KiB
C++
Executable File

/*
* Arduino 1D Pong Game with (60) WS2812B LEDs
*
* Copyright (C) 2015 B.Stultiens
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program. If not, see <http://www.gnu.org/licenses/>.
*
* Adapted by Robert Köpferl 2022 to be used on ESP32 -
* no optimisation towards atmel
*
*/
#include <Adafruit_NeoPixel.h>
#include "notes.h"
#include "pin-names.h"
#define NELEM(x) (sizeof(x) / sizeof((x)[0]))
#define PIN_WSDATA GPIO21 // LED data
#define PIN_BUT_RS GPIO19 // Right start/hit button (Y)
#define PIN_BUT_RP GPIO18 // Right power-up button (Y)
#define PIN_BUT_LS GPIO33 // Left start/hit button (X)
#define PIN_BUT_LP GPIO23 // Left power-up button (X)
#define PIN_SOUND GPIO32 // Buzzer output (PB1/OC1A)
#define NPIXELS 60 // Number of pixels to handle
#define ZONE_SIZE 10 // Bounce-back zone size
#define SHOW_LO 12 // Score dots intensity background
#define SHOW_HI 48 // Score dots intensity foreground
#define WIN_POINTS 10 // Points needed to win
#define TONE_INTERVAL 5 // Not every ball move should give a sound
Adafruit_NeoPixel one_d = Adafruit_NeoPixel(NPIXELS, PIN_WSDATA, NEO_GRB | NEO_KHZ800);
// Events from buttons and timers
#define EV_BUT_LS_PRESS 0x01
#define EV_BUT_RS_PRESS 0x02
#define EV_BUT_LP_PRESS 0x04
#define EV_BUT_RP_PRESS 0x08
#define EV_TIMER 0x10
#define EV_TIMEOUT 0x20
#define EV_TONETIMER 0x40
#define TIME_DEBOUNCE 8
#define TIME_IDLE 40
#define TIME_START_TIMEOUT 20000 // Go idle if nothing happens
#define TIME_RESUME_TIMEOUT 7500 // Auto-fire after timeout
#define TIME_BALL_BLINK 150
#define TIME_SPEED_MIN 10
#define TIME_SPEED_INTERVAL 3
#define TIME_POINT_BLINK 233
#define TIME_WIN_BLINK 85
#define TIME_LOCKOUT 250 // Prevent fast button-press to max. 4 times/s
#define TIME_TONE_SERVE 50 // Sound durations
#define TIME_TONE_BOUNCE 50
#define TIME_TONE_MOVE 25
#define TIME_TONE_SCORE 50
enum
{
ST_IDLE = 0,
ST_START_L,
ST_START_R,
ST_MOVE_LR,
ST_MOVE_RL,
ST_ZONE_L,
ST_ZONE_R,
ST_POINT_L,
ST_POINT_R,
ST_RESUME_L,
ST_RESUME_R,
ST_WIN_L,
ST_WIN_R,
};
static uint32_t oldtime; // Previous' loop millis() value
static uint8_t thestate; // Game state
static uint8_t bstate_ls; // Button states
static uint8_t bstate_rs;
static uint8_t bstate_lp;
static uint8_t bstate_rp;
static uint8_t debtmr_ls; // Button debounce timers
static uint8_t debtmr_rs;
static uint8_t debtmr_lp;
static uint8_t debtmr_rp;
static uint16_t timer; // General timer
static uint16_t timeout; // Timeout timer (auto-start and goto idle)
static uint16_t tonetimer; // Tone duration timer
static uint16_t lockout_l; // Lockout timer to prevent pushing too often
static uint16_t lockout_r;
static uint8_t ballblinkstate; // Blinking ball at edge on/off
static uint8_t pointblinkcount; // Blinking point when a side scores
static uint8_t ballpos; // Current position of the ball
static uint16_t speed; // Time between ball moves
static uint8_t speedup; // Faster and faster replies counter
static uint8_t points_l; // Score
static uint8_t points_r;
static uint8_t zone_l; // Hit back zone
static uint8_t zone_r;
static uint8_t boost_l; // Set if user boosted speed last round
static uint8_t boost_r;
static uint8_t boosted; // Set if any user boosted until the ball reaches opposite side
static uint8_t tonecount; // Interval counter for sound during move
static uint8_t tuneidx; // Index to the running tune
struct tnote
{
uint8_t note;
uint16_t duration;
};
/* Tone pitch table for 16MHz crystal */
static const uint16_t tone_pitch[NTONE_PITCH] PROGMEM = {
61155,
57722,
54482,
51424,
48538,
45814,
43242,
40815,
38524,
36362 /* == 220Hz */,
34321,
32395,
30577,
28860,
27240,
25711,
24268,
22906,
21620,
20407,
19261,
18180 /* == 440Hz */,
17160,
16197,
15288,
14429,
13619,
12855,
12133,
11452,
10809,
10203,
9630,
9089 /* == 880Hz */,
8579,
8098,
7643,
7214,
6809,
6427,
6066,
5725,
5404,
5101,
4814,
4544,
4289,
4048,
3821,
3606,
3404,
3213,
3032,
2862,
2701,
2550,
2406,
2271,
2144,
2023,
1910,
};
static const tnote tune_win[] PROGMEM = {
{NOTE_Gs6, DUR_1_16},
{NOTE_A6, DUR_1_16},
{NOTE_Gs6, DUR_1_16},
{NOTE_E6, DUR_1_16},
{NOTE_Gs6, DUR_1_16},
{NOTE_A6, DUR_1_16},
{NOTE_Gs6, DUR_1_16},
{NOTE_E6, DUR_1_16},
{0, DUR_1_8},
{NOTE_D4, DUR_1_8},
{NOTE_D4, DUR_1_8},
{NOTE_B3, DUR_1_8},
{NOTE_E4, DUR_1_8},
{NOTE_D4, DUR_1_4},
{NOTE_B3, DUR_1_4},
{NOTE_D4, DUR_1_8},
{NOTE_D4, DUR_1_8},
{NOTE_B3, DUR_1_8},
{NOTE_E4, DUR_1_8},
{NOTE_D4, DUR_1_4},
{NOTE_B3, DUR_1_4},
};
// #define sound_off() do { TCCR1A = _BV(COM1A1); /* Set clear output */ } while(0)
void sound_off()
{
// stop play
//noTone(PIN_SOUND);
ledcDetachPin(PIN_SOUND);
}
/*
* Return the current state of a button.
* Returns non-zero on button pressed.
*/
static inline uint8_t button_is_down(uint8_t pin)
{
switch (pin)
{
case PIN_BUT_LS:
return !debtmr_ls && !bstate_ls;
case PIN_BUT_RS:
return !debtmr_rs && !bstate_rs;
case PIN_BUT_LP:
return !debtmr_lp && !bstate_lp;
case PIN_BUT_RP:
return !debtmr_rp && !bstate_rp;
}
return 0;
}
/*
* Debounce a button and return an event at the rising edge of the detection.
* The rising edge ensures that there is no delay from pressing the button and
* the event propagating. It is a prerequisite that the input line is not
* glitchy.
* A release event may be generated if the routine is slightly modified.
*/
static inline uint8_t do_debounce(uint8_t tdiff, uint8_t *bstate, uint8_t *debtmr, uint8_t pin, uint8_t ev)
{
if (0 == *debtmr)
{
uint8_t state = digitalRead(pin);
if (state != *bstate)
{
*debtmr = TIME_DEBOUNCE;
if (!(*bstate = state))
return ev; // Event on High-to-Low transition of input
// else
// return release_event_value
}
}
else
{
if (*debtmr >= tdiff)
*debtmr -= tdiff;
else
*debtmr = 0;
}
return 0;
}
/*
* Timer countdown and return an event on timer reaching zero.
*/
static inline uint8_t do_timer(uint8_t tdiff, uint16_t *tmr, uint8_t ev)
{
if (0 != *tmr)
{
if (*tmr >= tdiff)
*tmr -= tdiff; // Timer countdown
else
*tmr = 0;
// Set event when done counting
if (0 == *tmr)
return ev;
}
return 0;
}
/*
* Set the speaker to generate a tone
*/
static inline void set_tone(uint16_t note, uint16_t duration)
{
tonetimer = duration;
if (note && note <= NTONE_PITCH)
{
// to calculate the note duration, take one second divided by the note type.
//e.g. quarter note = 1000 / 4, eighth note = 1000/8, etc.
//int noteDuration = 1000 / noteDurations[thisNote];
// uint16_t pitch = pgm_read_word(&tone_pitch[note-1]);
// const int sndChannel = 0;
// ledcSetup(sndChannel, pitch, 8);
// ledcAttachPin(PIN_SOUND, sndChannel);
// ledcWrite(sndChannel, 255);
//tone(PIN_SOUND, pitch, duration)
// TCCR1A = _BV(COM1A0); /* Set toggle output */
// TCNT1 = 0;
}
else
sound_off();
}
/*
* Play the next note of the tune
*/
static inline void tune_next()
{
if (tuneidx < NELEM(tune_win))
{
uint16_t n = pgm_read_byte(&tune_win[tuneidx].note);
uint16_t d = pgm_read_word(&tune_win[tuneidx].duration);
set_tone(n, d);
tuneidx++;
}
else
set_tone(0, 0);
}
/*
* Draw the left and right zones where the ball may be hit back.
*/
static void draw_sides()
{
for (uint8_t i = 0; i < zone_l - 1; i++)
{
one_d.setPixelColor(i, 0, 64, 64);
}
one_d.setPixelColor(0, 0, 64, 64);
for (uint8_t i = 0; i < zone_r - 1; i++)
{
one_d.setPixelColor(NPIXELS - 1 - i, 0, 64, 64);
}
one_d.setPixelColor(NPIXELS - 1, 0, 64, 64);
}
/*
* Draw the ball with a tail of five pixels in diminishing intensity.
*/
static void draw_ball(int8_t dir, uint8_t pos)
{
uint8_t c = 255;
for (uint8_t i = 0; i < 5 && pos >= 0 && pos < NPIXELS; i++)
{
one_d.setPixelColor(pos, c, c, 0);
c /= 3;
pos -= dir;
}
}
/*
* Draw the playing field consisting of the zones and the points scored so far.
*/
static void draw_course(uint8_t v)
{
one_d.clear();
draw_sides();
if (v)
{
for (uint8_t i = 0; i < points_l; i++)
{
one_d.setPixelColor(NPIXELS / 2 - 1 - (2 * i + 0), v, 0, 0);
one_d.setPixelColor(NPIXELS / 2 - 1 - (2 * i + 1), v, 0, 0);
}
for (uint8_t i = 0; i < points_r; i++)
{
one_d.setPixelColor(NPIXELS / 2 + (2 * i + 0), 0, v, 0);
one_d.setPixelColor(NPIXELS / 2 + (2 * i + 1), 0, v, 0);
}
}
}
/*
* Animate the game idle situation with following content:
* - A rainbow pattern
* - Ball bouncing left-right-left-right
* - Score animation
*/
static uint16_t ai_h;
static uint8_t ai_state;
static uint8_t ai_pos;
static void animate_idle_init(void)
{
ai_h = 0;
ai_state = 0;
}
#define H_STEPS 1542
static void animate_idle(void)
{
switch (ai_state)
{
case 0:
case 1:
case 2:
case 3:
/* Rainbow pattern */
for (uint8_t i = 0; i < NPIXELS; i++)
{
uint16_t h = ai_h + (i << 4);
if (h >= H_STEPS)
h -= H_STEPS;
//*one_d.setPixelColorHsv(i, h, 255, 128);
}
ai_h += H_STEPS / 60;
if (ai_h >= H_STEPS)
{
ai_h -= H_STEPS;
ai_pos = 0;
ai_state++;
}
break;
case 4:
case 6:
/* Ball left-to-right */
draw_course(0);
draw_ball(1, ai_pos++);
if (ai_pos >= NPIXELS)
{
ai_state++;
}
break;
case 5:
case 7:
/* Ball right-to-left */
draw_course(0);
draw_ball(-1, --ai_pos);
if (!ai_pos)
{
ai_state++;
}
break;
case 8:
case 10:
/* Score blinkenlights */
draw_course(0);
for (uint8_t i = 0; i < ai_pos; i++)
{
one_d.setPixelColor(NPIXELS / 2 - 1 - i, 255, 0, 0);
one_d.setPixelColor(NPIXELS / 2 + i, 0, 255, 0);
}
if (++ai_pos >= NPIXELS / 2)
{
ai_state++;
ai_pos = 0;
}
break;
case 9:
case 11:
draw_course(0);
for (uint8_t i = 0; i < NPIXELS / 2 - ai_pos; i++)
{
one_d.setPixelColor(NPIXELS / 2 - 1 - i, 255, 0, 0);
one_d.setPixelColor(NPIXELS / 2 + i, 0, 255, 0);
}
if (++ai_pos >= NPIXELS / 2)
{
ai_state++;
ai_pos = 0;
}
break;
default:
ai_state = 0;
break;
}
one_d.show();
}
/*
* Animate a winner. Flash the winning side's points.
*/
static uint8_t aw_state;
static void animate_win_init()
{
aw_state = 0;
}
static uint8_t animate_win(uint8_t side)
{
uint32_t clr;
uint8_t pos;
if (side)
{
clr = Adafruit_NeoPixel::Color(0, 255, 0);
pos = NPIXELS / 2;
}
else
{
clr = Adafruit_NeoPixel::Color(255, 0, 0);
pos = 0;
}
one_d.clear();
if (aw_state < 20)
{
if (aw_state & 0x01)
{
for (uint8_t i = 0; i < NPIXELS / 2; i++)
{
one_d.setPixelColor(pos + i, clr);
}
}
}
else if (aw_state < 50)
{
for (uint8_t i = 0; i < aw_state - 20; i++)
{
one_d.setPixelColor(pos + i, clr);
}
}
else if (aw_state < 80)
{
for (uint8_t i = aw_state - 50; i < NPIXELS / 2; i++)
{
one_d.setPixelColor(pos + i, clr);
}
}
else if (aw_state < 110)
{
for (uint8_t i = 0; i < aw_state - 80; i++)
{
one_d.setPixelColor(NPIXELS / 2 - 1 - i + pos, clr);
}
}
else if (aw_state < 140)
{
for (uint8_t i = aw_state - 110; i < NPIXELS / 2; i++)
{
one_d.setPixelColor(NPIXELS / 2 - 1 - i + pos, clr);
}
}
one_d.show();
return ++aw_state < 140;
}
/*
* Active game states suppress fast button pushes
*/
static uint8_t is_game_state(uint8_t s)
{
switch (s)
{
case ST_MOVE_LR: // If you press too soon
case ST_MOVE_RL:
case ST_ZONE_R: // In the zone
case ST_ZONE_L:
case ST_POINT_L: // Just got a point, delay resume
case ST_POINT_R:
case ST_WIN_R: // Delay to activate the win sequence
case ST_WIN_L:
return 1;
default:
return 0;
}
}
/*
* Set the timer to the speed of the ball and the current boost-state
*/
static inline void speed_to_timer()
{
if (boosted)
timer = speed * 3 / 4;
else
timer = speed;
if (timer < 2)
timer = 2;
}
/*
* State transition routine. Setup prerequisites for the new state to function
* properly.
* - Handle a state's exit actions
* - Handle a state's entry actions
*/
static void set_state(uint8_t newstate)
{
/* State exit actions */
switch (thestate)
{
case ST_IDLE:
case ST_WIN_L:
case ST_WIN_R:
points_l = points_r = 0;
boost_l = boost_r = 0;
zone_l = zone_r = ZONE_SIZE;
speedup = 0;
boosted = 0;
break;
case ST_START_L:
case ST_POINT_L:
case ST_RESUME_L:
ballpos = 0;
/* Serve speed not too fast */
speed = TIME_SPEED_MIN + 5 * TIME_SPEED_INTERVAL;
speedup = 0;
break;
case ST_START_R:
case ST_POINT_R:
case ST_RESUME_R:
ballpos = NPIXELS - 1;
/* Serve speed not too fast */
speed = TIME_SPEED_MIN + 5 * TIME_SPEED_INTERVAL;
speedup = 0;
break;
case ST_ZONE_L:
/* Calculate the speed for the return */
speed = TIME_SPEED_MIN + TIME_SPEED_INTERVAL * ballpos;
if (++speedup / 2 >= speed)
speed = 2;
else
speed -= speedup / 2;
boosted = 0;
break;
case ST_ZONE_R:
/* Calculate the speed for the return */
speed = TIME_SPEED_MIN + TIME_SPEED_INTERVAL * (NPIXELS - 1 - ballpos);
if (++speedup / 2 >= speed)
speed = 2;
else
speed -= speedup / 2;
boosted = 0;
break;
}
thestate = newstate;
/* State entry actions */
switch (thestate)
{
case ST_IDLE:
boost_l = boost_r = 0;
zone_l = zone_r = ZONE_SIZE;
animate_idle_init();
timer = TIME_IDLE;
break;
case ST_START_L:
case ST_START_R:
draw_course(SHOW_HI);
one_d.show();
timer = TIME_BALL_BLINK;
timeout = TIME_START_TIMEOUT;
ballblinkstate = 0;
ballpos = thestate == ST_START_L ? 0 : NPIXELS - 1;
break;
case ST_MOVE_LR:
case ST_MOVE_RL:
speed_to_timer();
tonecount = TONE_INTERVAL;
break;
case ST_POINT_L:
case ST_POINT_R:
pointblinkcount = 7;
/* Recover the zone next round */
if (!boost_l && zone_l < ZONE_SIZE)
zone_l++;
if (!boost_r && zone_r < ZONE_SIZE)
zone_r++;
timer = TIME_POINT_BLINK;
if (boost_l)
boost_l--;
if (boost_r)
boost_r--;
// Ensure we get to the score display before continuing
lockout_l = lockout_r = TIME_LOCKOUT;
break;
case ST_RESUME_L:
case ST_RESUME_R:
draw_course(SHOW_HI);
one_d.show();
timer = TIME_BALL_BLINK;
timeout = TIME_RESUME_TIMEOUT;
ballblinkstate = 0;
break;
case ST_WIN_L:
case ST_WIN_R:
// Ensure we get to the winner display before continuing
lockout_l = lockout_r = 2 * TIME_LOCKOUT;
animate_win_init();
timer = TIME_WIN_BLINK;
tuneidx = 0;
tune_next();
break;
}
}
/*
* Arduino setup
*/
void setup()
{
// PORTB = PORTC = PORTD = 0xff; // Enable all pull-ups so we don't have undef inputs hanging
// We use the internal PullUp-Resistors in the ESP - thus saving wires and resistors
// outside. Then buttons must only connect the GPIO pin with GND - easy!
pinMode(PIN_BUT_LS, INPUT_PULLUP);
pinMode(PIN_BUT_RS, INPUT_PULLUP);
pinMode(PIN_BUT_LP, INPUT_PULLUP);
pinMode(PIN_BUT_RP, INPUT_PULLUP);
// Not need digitalWrite(PIN_SOUND, 0);
pinMode(PIN_SOUND, OUTPUT);
one_d.begin(); // Setup IO
// Test rob
one_d.setBrightness(60);
one_d.setPixelColor(6, one_d.Color(200, 200, 0));
one_d.show(); // All leds off
thestate = ST_IDLE;
set_state(ST_IDLE); // To run both exit and entry actions
/*
* Setup sound hardware with Timer1 manually. The disabled interrupts
* in the pixel-update causes interference in the timing resulting in
* clicks in the sound output.
*/
/* geht nicht bei ESP32 - müsen was eigenes finden
TCCR1A = 0;
TCCR1B = _BV(WGM12) | _BV(CS10);
OCR1A = NOTE_C4; // Just a value
TCNT1 = 0;
*/
}
/*
* Main program, called constantly and forever.
*
* - Handle timing and generate events
* - Run the game's state machine
*/
#define chk_ev(ev) (events & (ev))
/// @brief Main loop
void loop()
{
uint32_t now = millis();
uint8_t tdiff = now - oldtime;
uint8_t events = 0;
/* Handle buttons and timers on (just about) every millisecond */
if (tdiff > 0)
{
oldtime = now;
events |= do_debounce(tdiff, &bstate_ls, &debtmr_ls, PIN_BUT_LS, EV_BUT_LS_PRESS);
events |= do_debounce(tdiff, &bstate_rs, &debtmr_rs, PIN_BUT_RS, EV_BUT_RS_PRESS);
events |= do_debounce(tdiff, &bstate_lp, &debtmr_lp, PIN_BUT_LP, EV_BUT_LP_PRESS);
events |= do_debounce(tdiff, &bstate_rp, &debtmr_rp, PIN_BUT_RP, EV_BUT_RP_PRESS);
events |= do_timer(tdiff, &timer, EV_TIMER);
events |= do_timer(tdiff, &timeout, EV_TIMEOUT);
events |= do_timer(tdiff, &tonetimer, EV_TONETIMER);
do_timer(tdiff, &lockout_l, 0);
do_timer(tdiff, &lockout_r, 0);
}
if (is_game_state(thestate))
{
// If the lockout timer is running, squash the button event
if (lockout_l)
events &= ~EV_BUT_LS_PRESS;
if (lockout_r)
events &= ~EV_BUT_RS_PRESS;
}
// A button press activates the lockout timer
if (chk_ev(EV_BUT_LS_PRESS))
lockout_l = TIME_LOCKOUT;
if (chk_ev(EV_BUT_RS_PRESS))
lockout_r = TIME_LOCKOUT;
switch (thestate)
{
// Nothing to do
case ST_IDLE:
if (chk_ev(EV_BUT_LS_PRESS))
{
set_state(ST_START_L);
}
else if (chk_ev(EV_BUT_RS_PRESS))
{
set_state(ST_START_R);
}
else if (chk_ev(EV_TIMER))
{
timer = TIME_IDLE;
animate_idle();
}
break;
// Game is started, waiting for left player to serve the ball
case ST_START_L:
if (chk_ev(EV_BUT_LS_PRESS))
{
set_state(ST_MOVE_LR);
}
else if (chk_ev(EV_TIMEOUT))
{
set_state(ST_IDLE);
}
else if (chk_ev(EV_TIMER))
{
timer = TIME_BALL_BLINK;
if (ballblinkstate)
one_d.setPixelColor(ballpos, 255, 128, 0);
else
one_d.setPixelColor(ballpos, 0, 0, 0);
one_d.show();
ballblinkstate = !ballblinkstate;
}
break;
// Game is started, waiting for right player to serve the ball
case ST_START_R:
if (chk_ev(EV_BUT_RS_PRESS))
{
set_state(ST_MOVE_RL);
}
else if (chk_ev(EV_TIMEOUT))
{
set_state(ST_IDLE);
}
else if (chk_ev(EV_TIMER))
{
timer = TIME_BALL_BLINK;
if (ballblinkstate)
one_d.setPixelColor(ballpos, 255, 128, 0);
else
one_d.setPixelColor(ballpos, 0, 0, 0);
one_d.show();
ballblinkstate = !ballblinkstate;
}
break;
// Ball is moving left-to-right outside the playback zone
case ST_MOVE_LR:
if (chk_ev(EV_TIMER))
{
if (!--tonecount)
{
set_tone(NOTE_G4, TIME_TONE_MOVE);
tonecount = TONE_INTERVAL;
}
speed_to_timer();
draw_course(SHOW_LO);
draw_ball(1, ballpos);
one_d.show();
ballpos++;
if (NPIXELS - 1 - ballpos <= zone_r)
set_state(ST_ZONE_R);
}
break;
// Ball is moving right-to-left outside the playback zone
case ST_MOVE_RL:
if (chk_ev(EV_TIMER))
{
if (!--tonecount)
{
set_tone(NOTE_G4, TIME_TONE_MOVE);
tonecount = TONE_INTERVAL;
}
speed_to_timer();
draw_course(SHOW_LO);
draw_ball(-1, ballpos);
one_d.show();
ballpos--;
if (ballpos <= zone_l)
set_state(ST_ZONE_L);
}
break;
// Ball is in the left playback zone, waiting for hit/score
case ST_ZONE_L:
if (chk_ev(EV_BUT_LS_PRESS))
{
set_tone(NOTE_G3, TIME_TONE_BOUNCE);
set_state(ST_MOVE_LR);
// Changing speed is done after the state-change's exit/entry action
if (zone_l > 1 && button_is_down(PIN_BUT_LP))
{
zone_l--;
boosted = 1;
speed_to_timer();
boost_l++;
}
}
else if (chk_ev(EV_TIMER))
{
if (!ballpos)
{
set_tone(NOTE_C5, TIME_TONE_SCORE);
if (++points_r >= WIN_POINTS)
set_state(ST_WIN_R);
else
set_state(ST_POINT_R);
}
else
{
speed_to_timer();
ballpos--;
}
draw_course(SHOW_LO);
draw_ball(-1, ballpos);
one_d.show();
}
break;
// Ball is in the right playback zone, waiting for hit/score
case ST_ZONE_R:
if (chk_ev(EV_BUT_RS_PRESS))
{
set_tone(NOTE_G3, TIME_TONE_BOUNCE);
set_state(ST_MOVE_RL);
// Changing speed is done after the state-change's exit/entry action
if (zone_r > 1 && button_is_down(PIN_BUT_RP))
{
zone_r--;
speed_to_timer();
boosted = 1;
boost_r++;
}
}
else if (chk_ev(EV_TIMER))
{
if (ballpos == NPIXELS - 1)
{
set_tone(NOTE_C5, TIME_TONE_SCORE);
if (++points_l >= WIN_POINTS)
set_state(ST_WIN_L);
else
set_state(ST_POINT_L);
}
else
{
speed_to_timer();
ballpos++;
}
draw_course(SHOW_LO);
draw_ball(1, ballpos);
one_d.show();
}
break;
// Left player scored, animate point
case ST_POINT_L:
if (chk_ev(EV_BUT_LS_PRESS))
{
set_state(ST_RESUME_L);
}
else if (chk_ev(EV_TIMER))
{
timer = TIME_POINT_BLINK;
draw_course(SHOW_HI);
if (!(pointblinkcount & 0x01))
{
one_d.setPixelColor(NPIXELS / 2 - 1 - (2 * (points_l - 1) + 0), 0, 0, 0);
one_d.setPixelColor(NPIXELS / 2 - 1 - (2 * (points_l - 1) + 1), 0, 0, 0);
}
else
{
one_d.setPixelColor(NPIXELS / 2 - 1 - (2 * (points_l - 1) + 0), 255, 0, 0);
one_d.setPixelColor(NPIXELS / 2 - 1 - (2 * (points_l - 1) + 1), 255, 0, 0);
}
one_d.show();
if (!--pointblinkcount)
set_state(ST_RESUME_L);
}
break;
// Right player scored, animate point
case ST_POINT_R:
if (chk_ev(EV_BUT_RS_PRESS))
{
set_state(ST_RESUME_R);
}
else if (chk_ev(EV_TIMER))
{
timer = TIME_POINT_BLINK;
draw_course(SHOW_HI);
if (!(pointblinkcount & 0x01))
{
one_d.setPixelColor(NPIXELS / 2 + (2 * (points_r - 1) + 0), 0, 0, 0);
one_d.setPixelColor(NPIXELS / 2 + (2 * (points_r - 1) + 1), 0, 0, 0);
}
else
{
one_d.setPixelColor(NPIXELS / 2 + (2 * (points_r - 1) + 0), 0, 255, 0);
one_d.setPixelColor(NPIXELS / 2 + (2 * (points_r - 1) + 1), 0, 255, 0);
}
one_d.show();
if (!--pointblinkcount)
set_state(ST_RESUME_R);
}
break;
// Left player previously scored and must serve again (or timeout to auto-serve)
case ST_RESUME_L:
if (chk_ev(EV_BUT_LS_PRESS | EV_TIMEOUT))
{
set_state(ST_MOVE_LR);
set_tone(NOTE_F3, TIME_TONE_SERVE);
}
else if (chk_ev(EV_TIMER))
{
timer = TIME_BALL_BLINK;
if (ballblinkstate)
one_d.setPixelColor(ballpos, 255, 128, 0);
else
one_d.setPixelColor(ballpos, 0, 0, 0);
one_d.show();
ballblinkstate = !ballblinkstate;
}
break;
// Right player previously scored and must serve again (or timeout to auto-serve)
case ST_RESUME_R:
if (chk_ev(EV_BUT_RS_PRESS | EV_TIMEOUT))
{
set_state(ST_MOVE_RL);
set_tone(NOTE_F3, TIME_TONE_SERVE);
}
else if (chk_ev(EV_TIMER))
{
timer = TIME_BALL_BLINK;
if (ballblinkstate)
one_d.setPixelColor(ballpos, 255, 128, 0);
else
one_d.setPixelColor(ballpos, 0, 0, 0);
one_d.show();
ballblinkstate = !ballblinkstate;
}
break;
// A player won the game, animate the winning side
case ST_WIN_L:
case ST_WIN_R:
if (chk_ev(EV_TONETIMER))
{
events &= ~EV_TONETIMER; // Remove the event so we don't get messed up with a set_tone(0, 0) below call
tune_next();
}
if (chk_ev(EV_BUT_LS_PRESS))
{
set_state(ST_START_L);
}
else if (chk_ev(EV_BUT_RS_PRESS))
{
set_state(ST_START_R);
}
else if (chk_ev(EV_TIMER))
{
timer = TIME_WIN_BLINK;
if (!animate_win(thestate == ST_WIN_R))
set_state(ST_IDLE);
}
break;
// If we get confused, start at idle...
default:
set_state(ST_IDLE);
break;
}
/* The sound timer is async to the rest */
/* Alternative is to handle it in each and every state */
if (chk_ev(EV_TONETIMER))
set_tone(0, 0);
}
// vim: syn=cpp