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Author SHA1 Message Date
twislaandClaude Opus 5.5 77260af157 Games App: Asteroids, and Pong by tilting
CI / build (pull_request) Successful in 3m2s
Site / build (pull_request) Successful in 12s
Asteroids is the sixth Game: lean the device to turn, ; for thrust, .
to fire, the arrows too for a device on a table. In Pong, 0 switches
between the keys and tilting and 9 turns the tilt round, both
remembered. Both read the accelerometer through the same smoothing, and
take however the device is held at the start as the middle.

Played on the device: the default way of Pong's tilt was swapped after
trying it.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_0162FokPdvY2KsS4NBfwyWPk
2026-10-15 12:06:29 +02:00
twislaandClaude Opus 5.5 e1d1ec899e Pong: a paddle steered by tilting
The player's move goes from -1 to 1 instead of three steps, and two
rules make it from the device's tilt: where the paddle is asked to be
(it rolls to the low side, about 15 degrees for the whole height) and
how to get there without overshooting. Host-tested.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_0162FokPdvY2KsS4NBfwyWPk
2026-10-15 12:06:29 +02:00
twislaandClaude Opus 5.5 af9077cb94 Games: Asteroids as a state machine, and a lean as a turn
A ship, rocks that break in two and again in two, short-lived bullets,
three ships and waves that grow, on a field that wraps round. Its turn
comes from -1 to 1, which tiltTurn makes from the device's lean around
the angle it was held at when the game began. Host-tested.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_0162FokPdvY2KsS4NBfwyWPk
2026-10-15 12:06:29 +02:00
twislaandClaude Opus 5.5 b1e6242b29 Games App: Minesweeper and 2048
Two more Games in the row of icons, which now holds five. Minesweeper
moves a cursor (a held arrow runs it along), digs with Enter, flags with
f, shows where the mines were when it is lost, and keeps the fastest
cleared field. 2048 slides with the arrows and keeps the best score; it
has no clock, so nothing to pause. Neither keeps the screen lit.

Played on the device: Minesweeper's cells went from 8 to 12 pixels to be
read, and its field to 20 x 9.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_0162FokPdvY2KsS4NBfwyWPk
2026-10-14 18:46:49 +02:00
twislaandClaude Opus 5.5 fcc5533c83 Games: Minesweeper and 2048 as state machines
Minesweeper on 20 x 9 with 28 mines, laid at the first dig and never
under or next to it, with flags and the open-around-a-number dig; 2048
on 4 x 4, a tile merging once a move. Seeded, host-tested.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_0162FokPdvY2KsS4NBfwyWPk
2026-10-14 18:46:49 +02:00
twisla b9d352555f Merge pull request 'Devlog: Not finished until it plays Tetris' (#103) from devlog-games into main
Site / build (push) Successful in 13s
2026-10-13 21:18:11 +00:00
twislaandClaude Opus 5.5 19d4d4577d Devlog: Not finished until it plays Tetris
Site / build (pull_request) Successful in 10s
The Games App of v0.24.0: why a firmware wants games, what Pong, Snake
and Tetris carry, how little room they take, and what playing changed
in the design. With five screenshots from the device.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_0162FokPdvY2KsS4NBfwyWPk
2026-10-13 23:14:56 +02:00
28 changed files with 1908 additions and 41 deletions
+1 -1
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@@ -187,7 +187,7 @@ A tag `v*` on the project's Gitea with a signed **Update File**, a factory image
_Avoid_: flash, upgrade (alone)
**Game**:
Something played inside the Games App: Pong, Snake or Tetris. A Game is not an App: it has no tile in the Launcher, and is found again paused when the Games App is left in the middle of one.
Something played inside the Games App: Pong, Snake, Tetris, Minesweeper, 2048 or Asteroids. A Game is not an App: it has no tile in the Launcher, and is found again paused when the Games App is left in the middle of one.
_Avoid_: mini-app, toy
**Update File**:
+2 -2
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@@ -16,7 +16,7 @@ What it does today:
- **Shell:** the firmware's commands on the device itself, with completion, including `ping`, `nslookup`, `port`, `traceroute`, `tls` and `ifconfig`.
- **System:** load, tasks, memory, network, battery, live.
- **SSH:** a terminal on another machine, with a password or the device's own key.
- **Games:** Pong, Snake and Tetris.
- **Games:** Pong, Snake, Tetris, Minesweeper, 2048 and Asteroids.
- **VPN:** a WireGuard tunnel.
- **Everywhere:** Fn+h lists the keys of the screen you are on; Fn+p takes a screenshot.
- **Updates:** signed, from the project's server, the card or a PC, with a rollback if the new firmware fails.
@@ -190,7 +190,7 @@ The terminal (`lib/term`, host-tested) understands what a shell, `less`, `top`,
## Games
The Games App (issue #101) holds three Games, shown as a row of icons like Apps in the Launcher: Pong against the device (first to 7; the device's paddle has a top speed, so it can be beaten), Snake (38 x 19, the walls kill) and Tetris (10 x 20, the 7-bag, the next piece shown, a turn that shifts away from a wall, soft and hard drop). Each is a state machine in `lib/games`, host-tested: time and keys go in, the new state and what happened (a bounce, a line) come out, and a seed decides the dice, so a rule can be tested without playing.
The Games App (issue #101) holds six Games, shown as a row of icons like Apps in the Launcher. Two wait for a move: Minesweeper (20 x 9 with 28 mines, in cells of 12 pixels, laid at the first dig and never under or next to it; the fastest cleared field is kept) and 2048. Four run on a clock: Asteroids, steered by leaning the device (and Pong too, if `0` says so, tilted up and down) (the accelerometer, around the angle it was held at when the game began; `tiltTurn` in `lib/games` is host-tested), and Pong against the device (first to 7; the device's paddle has a top speed, so it can be beaten), Snake (38 x 19, the walls kill) and Tetris (10 x 20, the 7-bag, the next piece shown, a turn that shifts away from a wall, soft and hard drop). Each is a state machine in `lib/games`, host-tested: time and keys go in, the new state and what happened (a bounce, a line) come out, and a seed decides the dice, so a rule can be tested without playing.
Apps used to hear only key presses. `KeyMapper::held()` says which keys are down, for a paddle that moves while a key is held and for Tetris's repeat. An App that is in use with no key pressed says so (`App::keepsScreenOn`): the screen stays lit, and an update waiting for a quiet moment keeps waiting. A Game left in the middle is found again paused. The best of each Game (for Pong, the longest rally) is kept in internal flash. Tetris plays Korobeiniki, the folk tune it has always had, a note at a time on a speaker channel of its own (`lib/games/src/tune.h`, host-tested timing); `0` switches it, `8` and `9` set its loudness, both kept; it hurries with each level. The beeps and the tune obey Settings > This device > Sound & LED.
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@@ -329,7 +329,7 @@ inline constexpr KeyHelp kVpn[] = {
{"; .", "up, down"},
};
// games: Games, the three games
// games: Games, the games
inline constexpr KeyHelp kGames[] = {
{"Enter", "this game"},
{", /", "the game before, the next"},
@@ -338,6 +338,8 @@ inline constexpr KeyHelp kGames[] = {
// games-pong: Games, Pong
inline constexpr KeyHelp kGamesPong[] = {
{"; .", "the paddle, while held"},
{"0", "steer with the keys, or by tilting"},
{"9", "tilting the other way up"},
{"Enter", "start, or start again"},
{"p", "pause; any key carries on"},
{"`", "the other games; this one waits"},
@@ -365,6 +367,33 @@ inline constexpr KeyHelp kGamesTetris[] = {
{"`", "the other games; this one waits"},
};
// games-mines: Games, Minesweeper
inline constexpr KeyHelp kGamesMines[] = {
{"; . , /", "move; held, it runs"},
{"Enter", "dig; on a number, the rest"},
{"f", "a flag, on or off"},
{"p", "pause; any key carries on"},
{"`", "the other games; this one waits"},
};
// games-2048: Games, 2048
inline constexpr KeyHelp kGames2048[] = {
{"; . , /", "slide every tile that way"},
{"Enter", "start, or start again"},
{"`", "the other games; this one waits"},
};
// games-asteroids: Games, Asteroids
inline constexpr KeyHelp kGamesAsteroids[] = {
{"lean", "turn: left or right"},
{", /", "turn, while held"},
{";", "thrust, while held"},
{".", "fire"},
{"Enter", "start, or start again"},
{"p", "pause; any key carries on"},
{"`", "the other games; this one waits"},
};
// ssh: SSH, the hosts
inline constexpr KeyHelp kSsh[] = {
{"Enter", "connect, open"},
+180
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@@ -0,0 +1,180 @@
#include "asteroids.h"
#include <algorithm>
#include <cmath>
namespace roro::games {
namespace {
constexpr float kTick = 0.004f;
constexpr float kDeadZone = 0.05f, kFullLean = 0.35f; // about 3 degrees of lean, and 20
constexpr int kRockScore[4] = {0, 100, 50, 20};
constexpr float kPi = 3.14159265f;
} // namespace
float tiltTurn(float lean, float level) {
float d = lean - level;
float magnitude = std::fabs(d);
if (magnitude < kDeadZone) return 0;
float t = std::min(1.0f, (magnitude - kDeadZone) / (kFullLean - kDeadZone));
return d > 0 ? t : -t;
}
float Asteroids::Rock::radius() const { return size == 3 ? 12.0f : size == 2 ? 7.0f : 4.0f; }
float Asteroids::wrap(float v, float max) {
while (v < 0) v += max;
while (v >= max) v -= max;
return v;
}
// The shortest way round the wrapping field.
bool Asteroids::touches(float ax, float ay, float bx, float by, float distance) {
float dx = std::fabs(ax - bx), dy = std::fabs(ay - by);
dx = std::min(dx, kWidth - dx);
dy = std::min(dy, kHeight - dy);
return dx * dx + dy * dy <= distance * distance;
}
Asteroids::Rock Asteroids::rock(float x, float y, uint8_t size) {
Rock r{};
r.x = x;
r.y = y;
r.size = size;
float speed = (size == 3 ? 18 : size == 2 ? 28 : 40) * (1 + 0.6f * rng_.unit()) * (1 + 0.08f * (wave_ - 1));
float heading = rng_.unit() * 2 * kPi;
r.vx = std::sin(heading) * speed;
r.vy = -std::cos(heading) * speed;
for (auto& corner : r.look) corner = static_cast<uint8_t>(185 + rng_.below(71));
return r;
}
void Asteroids::start() {
score_ = 0;
lives_ = kLives;
wave_ = 0;
over_ = false;
bullets_.clear();
placeShip(kWidth / 2, kHeight / 2, 0);
newWave();
}
void Asteroids::placeShip(float x, float y, float angle) {
x_ = x;
y_ = y;
vx_ = vy_ = 0;
angle_ = angle;
wait_ = 0;
shield_ = kShielded;
}
// Large rocks along the edges, never near the ship.
void Asteroids::newWave() {
wave_++;
rocks_.clear();
int count = std::min(kMaxWave, wave_ + 2);
for (int i = 0; i < count; i++) {
float x, y;
do {
x = rng_.unit() * kWidth;
y = rng_.unit() * kHeight;
} while (touches(x, y, x_, y_, 45));
rocks_.push_back(rock(x, y, 3));
}
}
uint8_t Asteroids::step(float seconds, const AsteroidsInput& in) {
uint8_t events = 0;
seconds = std::min(seconds, 0.25f);
bool fire = in.fire;
while (seconds > 0 && !over_) {
float dt = std::min(seconds, kTick);
seconds -= dt;
events |= tick(dt, in, fire);
fire = false; // once a press
}
return events;
}
uint8_t Asteroids::tick(float dt, const AsteroidsInput& in, bool fire) {
uint8_t events = 0;
thrusting_ = false;
if (wait_ > 0) { // between two ships
wait_ -= dt;
if (wait_ <= 0) placeShip(kWidth / 2, kHeight / 2, 0);
} else {
angle_ += std::clamp(in.turn, -1.0f, 1.0f) * kTurnSpeed * dt;
if (in.thrust) {
thrusting_ = true;
vx_ += std::sin(angle_) * kThrust * dt;
vy_ -= std::cos(angle_) * kThrust * dt;
}
float slow = std::max(0.0f, 1 - kDrag * dt);
vx_ *= slow;
vy_ *= slow;
float speed = std::sqrt(vx_ * vx_ + vy_ * vy_);
if (speed > kTopSpeed) {
vx_ *= kTopSpeed / speed;
vy_ *= kTopSpeed / speed;
}
x_ = wrap(x_ + vx_ * dt, kWidth);
y_ = wrap(y_ + vy_ * dt, kHeight);
if (shield_ > 0) shield_ -= dt;
if (fire && static_cast<int>(bullets_.size()) < kMaxBullets) {
float sx = std::sin(angle_), sy = -std::cos(angle_);
bullets_.push_back({x_ + sx * kShipRadius, y_ + sy * kShipRadius, sx * kBulletSpeed + vx_, sy * kBulletSpeed + vy_, kBulletLife});
events |= Shot;
}
}
for (auto& b : bullets_) {
b.x = wrap(b.x + b.vx * dt, kWidth);
b.y = wrap(b.y + b.vy * dt, kHeight);
b.life -= dt;
}
bullets_.erase(std::remove_if(bullets_.begin(), bullets_.end(), [](const Bullet& b) { return b.life <= 0; }), bullets_.end());
for (auto& r : rocks_) {
r.x = wrap(r.x + r.vx * dt, kWidth);
r.y = wrap(r.y + r.vy * dt, kHeight);
}
// A bullet breaks a rock in two smaller ones, or into nothing if it was small.
std::vector<Rock> born;
for (size_t i = 0; i < rocks_.size();) {
Rock& r = rocks_[i];
auto hit = std::find_if(bullets_.begin(), bullets_.end(), [&](const Bullet& b) { return touches(b.x, b.y, r.x, r.y, r.radius()); });
if (hit == bullets_.end()) {
i++;
continue;
}
bullets_.erase(hit);
score_ += kRockScore[r.size];
events |= Hit;
if (r.size > 1) {
born.push_back(rock(r.x, r.y, static_cast<uint8_t>(r.size - 1)));
born.push_back(rock(r.x, r.y, static_cast<uint8_t>(r.size - 1)));
}
rocks_.erase(rocks_.begin() + static_cast<long>(i));
}
rocks_.insert(rocks_.end(), born.begin(), born.end());
if (wait_ <= 0 && shield_ <= 0)
for (const Rock& r : rocks_)
if (touches(x_, y_, r.x, r.y, r.radius() + kShipRadius - 1)) {
events |= Died;
lives_--;
if (lives_ <= 0) {
over_ = true;
events |= Over;
} else wait_ = kRespawnWait;
break;
}
if (rocks_.empty() && !over_) {
newWave();
events |= Wave;
}
return events;
}
} // namespace roro::games
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@@ -0,0 +1,82 @@
#pragma once
#include <cstddef>
#include <cstdint>
#include <vector>
#include "game_rng.h"
namespace roro::games {
// What steers the ship in one step: a turn from -1 (as fast as it goes, anticlockwise) to 1
// (clockwise), the thrust held or not, and the trigger pressed since the last step.
struct AsteroidsInput {
float turn = 0;
bool thrust = false, fire = false;
};
// How the device's tilt becomes a turn (issue #101's follow-up): leaning it is turning, the
// further the faster, around the angle it was held at when the game began. `lean` and `level`
// are "up" along the device's left-right axis, -1 to 1, as the accelerometer gives it.
float tiltTurn(float lean, float level);
// Asteroids: a ship in the middle of a field that wraps round, rocks that break in two and again
// in two, and bullets that live a moment. Three ships; a new wave when the last rock is gone.
// Lengths are pixels of the 240 x 123 field, times seconds.
class Asteroids {
public:
static constexpr float kWidth = 240, kHeight = 123;
static constexpr float kShipRadius = 4, kTurnSpeed = 4.7f; // radians a second, at a full turn
static constexpr float kThrust = 130, kDrag = 0.6f, kTopSpeed = 140;
static constexpr float kBulletSpeed = 190, kBulletLife = 0.85f;
static constexpr int kMaxBullets = 4, kLives = 3, kMaxWave = 8;
static constexpr float kRespawnWait = 1.5f, kShielded = 2.0f; // seconds out, then seconds safe
enum Event : uint8_t { Shot = 1, Hit = 2, Died = 4, Wave = 8, Over = 16 };
struct Rock {
float x, y, vx, vy;
uint8_t size; // 3 large, 2 middle, 1 small
uint8_t look[8]; // the outline: how far out each of its eight corners is, of 255
float radius() const;
};
struct Bullet {
float x, y, vx, vy, life;
};
explicit Asteroids(uint32_t seed) : rng_(seed) { start(); }
void start();
uint8_t step(float seconds, const AsteroidsInput& in);
float shipX() const { return x_; }
float shipY() const { return y_; }
float shipAngle() const { return angle_; } // radians, 0 pointing up, clockwise
bool shipShown() const { return wait_ <= 0 && !over_; }
bool shielded() const { return shield_ > 0; }
bool thrusting() const { return thrusting_; }
const std::vector<Rock>& rocks() const { return rocks_; }
const std::vector<Bullet>& bullets() const { return bullets_; }
int score() const { return score_; }
int lives() const { return lives_; } // ships left, the one flying included
int wave() const { return wave_; }
bool over() const { return over_; }
// For the tests: the rocks set by hand, and the ship put somewhere.
void setRocks(const std::vector<Rock>& rocks) { rocks_ = rocks; }
void placeShip(float x, float y, float angle);
private:
uint8_t tick(float dt, const AsteroidsInput& in, bool fire);
void newWave();
Rock rock(float x, float y, uint8_t size);
static float wrap(float v, float max);
static bool touches(float ax, float ay, float bx, float by, float distance);
Rng rng_;
std::vector<Rock> rocks_;
std::vector<Bullet> bullets_;
float x_ = 0, y_ = 0, vx_ = 0, vy_ = 0, angle_ = 0, wait_ = 0, shield_ = 0;
int score_ = 0, lives_ = kLives, wave_ = 0;
bool over_ = false, thrusting_ = false;
};
} // namespace roro::games
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@@ -0,0 +1,108 @@
#include "mines.h"
#include <vector>
namespace roro::games {
void Mines::start() {
cells_.fill(0);
phase_ = Phase::Fresh;
laid_ = false;
flags_ = opened_ = 0;
elapsedMs_ = 0;
}
void Mines::count() {
for (int row = 0; row < kRows; row++)
for (int col = 0; col < kCols; col++) {
int n = 0;
for (int dr = -1; dr <= 1; dr++)
for (int dc = -1; dc <= 1; dc++)
if ((dr || dc) && inside(col + dc, row + dr) && mine(col + dc, row + dr)) n++;
cells_[at(col, row)] = static_cast<uint8_t>((cells_[at(col, row)] & ~kCount) | n);
}
}
void Mines::lay(const uint16_t* where, int n) {
for (auto& c : cells_) c &= static_cast<uint8_t>(~kMine);
for (int i = 0; i < n; i++) cells_[where[i]] |= kMine;
laid_ = true;
count();
}
// kMines of them, anywhere but under the first dig and the eight cells around it.
void Mines::layAwayFrom(int col, int row) {
int placed = 0;
while (placed < kMines) {
int c = rng_.below(kCols), r = rng_.below(kRows);
if ((c >= col - 1 && c <= col + 1 && r >= row - 1 && r <= row + 1) || mine(c, r)) continue;
cells_[at(c, r)] |= kMine;
placed++;
}
laid_ = true;
count();
}
// Opens a cell, and from a cell with no mine around it, everything up to the numbers.
uint8_t Mines::reveal(int col, int row) {
if (open(col, row) || flagged(col, row)) return 0;
if (mine(col, row)) {
cells_[at(col, row)] |= kOpen;
phase_ = Phase::Lost;
return Boom;
}
std::vector<uint16_t> todo{static_cast<uint16_t>(at(col, row))};
while (!todo.empty()) {
int i = todo.back();
todo.pop_back();
if (cells_[static_cast<size_t>(i)] & (kOpen | kFlag)) continue;
cells_[static_cast<size_t>(i)] |= kOpen;
opened_++;
if (cells_[static_cast<size_t>(i)] & kCount) continue;
int c = i % kCols, r = i / kCols;
for (int dr = -1; dr <= 1; dr++)
for (int dc = -1; dc <= 1; dc++)
if ((dr || dc) && inside(c + dc, r + dr) && !open(c + dc, r + dr)) todo.push_back(static_cast<uint16_t>(at(c + dc, r + dr)));
}
return Opened;
}
uint8_t Mines::settle(uint8_t events) {
if (phase_ != Phase::Lost && opened_ == kCols * kRows - kMines) {
phase_ = Phase::Won;
events |= Won;
}
return events;
}
uint8_t Mines::dig(int col, int row) {
if (!inside(col, row) || phase_ == Phase::Lost || phase_ == Phase::Won) return 0;
if (!laid_) layAwayFrom(col, row);
if (phase_ == Phase::Fresh) phase_ = Phase::Running;
if (!open(col, row)) return settle(reveal(col, row));
// An open number with all its flags placed: what is left around it is opened, mines included
// if a flag is wrong.
int flags = 0;
for (int dr = -1; dr <= 1; dr++)
for (int dc = -1; dc <= 1; dc++)
if ((dr || dc) && inside(col + dc, row + dr) && flagged(col + dc, row + dr)) flags++;
if (!around(col, row) || flags != around(col, row)) return 0;
uint8_t events = 0;
for (int dr = -1; dr <= 1; dr++)
for (int dc = -1; dc <= 1; dc++)
if ((dr || dc) && inside(col + dc, row + dr)) events |= reveal(col + dc, row + dr);
return settle(events);
}
uint8_t Mines::flag(int col, int row) {
if (!inside(col, row) || phase_ == Phase::Lost || phase_ == Phase::Won || open(col, row)) return 0;
cells_[at(col, row)] ^= kFlag;
flags_ += flagged(col, row) ? 1 : -1;
return Flagged;
}
void Mines::tick(uint32_t ms) {
if (phase_ == Phase::Running) elapsedMs_ += ms;
}
} // namespace roro::games
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@@ -0,0 +1,56 @@
#pragma once
#include <array>
#include <cstddef>
#include <cstdint>
#include "game_rng.h"
namespace roro::games {
// Minesweeper (issue #101's follow-up): a field of 20 x 9 with 28 mines, cells big enough to read
// on this screen. The mines are laid at
// the first dig, never under it or next to it, so the first dig always opens something. Digging
// an open number whose flags are all placed opens what is left around it. The clock runs from the
// first dig to the end.
class Mines {
public:
static constexpr int kCols = 20, kRows = 9, kMines = 28; // the classic "intermediate" share: one cell in six or seven
enum Event : uint8_t { Opened = 1, Flagged = 2, Boom = 4, Won = 8 };
enum class Phase : uint8_t { Fresh, Running, Lost, Won };
explicit Mines(uint32_t seed) : rng_(seed) { start(); }
void start();
uint8_t dig(int col, int row);
uint8_t flag(int col, int row); // put on a closed cell, or taken off
void tick(uint32_t ms); // the clock, while the game runs
Phase phase() const { return phase_; }
bool open(int col, int row) const { return cells_[at(col, row)] & kOpen; }
bool flagged(int col, int row) const { return cells_[at(col, row)] & kFlag; }
bool mine(int col, int row) const { return cells_[at(col, row)] & kMine; }
int around(int col, int row) const { return cells_[at(col, row)] & kCount; } // mines next to it
int minesLeft() const { return kMines - flags_; } // by the flags placed, right or wrong
uint32_t seconds() const { return elapsedMs_ / 1000; }
// For the tests: the mines put where one wants them, before any dig.
void lay(const uint16_t* where, int count);
private:
static constexpr uint8_t kCount = 0x0F, kMine = 0x10, kOpen = 0x20, kFlag = 0x40;
static size_t at(int col, int row) { return static_cast<size_t>(row * kCols + col); }
static bool inside(int col, int row) { return col >= 0 && col < kCols && row >= 0 && row < kRows; }
void layAwayFrom(int col, int row);
void count();
uint8_t reveal(int col, int row);
uint8_t settle(uint8_t events);
Rng rng_;
std::array<uint8_t, kCols * kRows> cells_{};
Phase phase_ = Phase::Fresh;
bool laid_ = false;
int flags_ = 0, opened_ = 0;
uint32_t elapsedMs_ = 0;
};
} // namespace roro::games
+14 -3
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@@ -11,6 +11,17 @@ constexpr float kSteepest = 0.87f; // 50 degrees, in radians: off the very end
float clampPaddle(float y) { return std::clamp(y, Pong::kPaddleH / 2, Pong::kHeight - Pong::kPaddleH / 2); }
} // namespace
float tiltTarget(float pitch, float level) {
constexpr float kFullTilt = 0.26f; // 15 degrees either way covers the whole field
float travel = Pong::kHeight / 2 - Pong::kPaddleH / 2;
return Pong::kHeight / 2 + std::clamp((pitch - level) / kFullTilt, -1.0f, 1.0f) * travel;
}
float moveToward(float paddleY, float targetY) {
constexpr float kSlowWithin = 10; // pixels: closer than that, it eases in
return std::clamp((targetY - paddleY) / kSlowWithin, -1.0f, 1.0f);
}
void Pong::start() {
playerScore_ = deviceScore_ = rally_ = longest_ = 0;
player_ = device_ = kHeight / 2;
@@ -39,7 +50,7 @@ void Pong::bounceOff(float paddleY, bool toRight) {
vy_ = std::sin(where * kSteepest) * speed_;
}
uint8_t Pong::step(float seconds, int move) {
uint8_t Pong::step(float seconds, float move) {
uint8_t events = 0;
seconds = std::min(seconds, 0.25f); // a held-up loop is not a quarter of the field
while (seconds > 0 && phase_ != Phase::Over) {
@@ -50,8 +61,8 @@ uint8_t Pong::step(float seconds, int move) {
return events;
}
uint8_t Pong::tick(float dt, int move) {
player_ = clampPaddle(player_ + (move < 0 ? -1 : move > 0 ? 1 : 0) * kPlayerSpeed * dt);
uint8_t Pong::tick(float dt, float move) {
player_ = clampPaddle(player_ + std::clamp(move, -1.0f, 1.0f) * kPlayerSpeed * dt);
// The device watches the ball once it comes its way, and waits in the middle otherwise.
float target = vx_ > 0 && phase_ == Phase::Play ? y_ : kHeight / 2;
float reach = kDeviceSpeed * dt;
+13 -4
View File
@@ -9,6 +9,15 @@ namespace roro::games {
// Pong against the device (issue #101): the player's paddle on the left, the device's on the
// right, first to 7. The ball goes faster with each return, and the device's paddle only moves so
// fast: a steep, fast ball gets past it. Lengths are pixels of the 240 x 122 field, times seconds.
// Where the paddle is asked to be when the device is tilted (issue #101's follow-up): its top
// lowered, the paddle goes up, as a ball rolls to the low side (it felt the right way round on the
// device); held as it was when the game began, the middle. `pitch` and
// `level` are "up" along the device's top-bottom axis, -1 to 1, as the accelerometer gives it.
float tiltTarget(float pitch, float level);
// The move that brings the paddle at `paddleY` to `targetY` with no overshoot: full speed far away,
// slower close by.
float moveToward(float paddleY, float targetY);
class Pong {
public:
static constexpr float kWidth = 240, kHeight = 122;
@@ -23,9 +32,9 @@ class Pong {
explicit Pong(uint32_t seed) : rng_(seed) { start(); }
void start();
// `seconds` later, with the player's paddle asked up (-1), down (1) or left alone (0).
// What happened, as Events.
uint8_t step(float seconds, int move);
// `seconds` later, with the player's paddle asked up (-1), down (1) or left alone (0), or
// anything between for a slower move. What happened, as Events.
uint8_t step(float seconds, float move);
Phase phase() const { return phase_; }
float ballX() const { return x_; }
@@ -40,7 +49,7 @@ class Pong {
int longestRally() const { return longest_; } // in this game
private:
uint8_t tick(float dt, int move);
uint8_t tick(float dt, float move);
void serve(bool toPlayer);
bool meets(float paddleY) const;
void bounceOff(float paddleY, bool toRight);
+89
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@@ -0,0 +1,89 @@
#include "twenty48.h"
namespace roro::games {
void Twenty48::start() {
cells_.fill(0);
score_ = 0;
over_ = reached_ = false;
spawn();
spawn();
}
void Twenty48::set(const uint8_t powers[kSize * kSize]) {
for (size_t i = 0; i < cells_.size(); i++) cells_[i] = powers[i];
over_ = !canMove();
}
void Twenty48::spawn() {
int empty = 0;
for (uint8_t c : cells_) empty += c == 0;
if (!empty) return;
int pick = rng_.below(empty);
uint8_t tile = rng_.below(10) == 0 ? 2 : 1;
for (auto& c : cells_) {
if (c) continue;
if (pick-- == 0) {
c = tile;
return;
}
}
}
bool Twenty48::canMove() const {
for (int row = 0; row < kSize; row++)
for (int col = 0; col < kSize; col++) {
uint8_t p = power(col, row);
if (!p) return true;
if (col + 1 < kSize && power(col + 1, row) == p) return true;
if (row + 1 < kSize && power(col, row + 1) == p) return true;
}
return false;
}
uint8_t Twenty48::slide(Dir dir) {
if (over_) return 0;
uint8_t events = 0;
// Each of the four lines, read from the side the tiles slide to.
for (int line = 0; line < kSize; line++) {
size_t index[kSize];
for (int i = 0; i < kSize; i++) {
int col = dir == Dir::Left ? i : dir == Dir::Right ? kSize - 1 - i : line;
int row = dir == Dir::Up ? i : dir == Dir::Down ? kSize - 1 - i : line;
index[i] = static_cast<size_t>(row * kSize + col);
}
uint8_t out[kSize] = {};
int n = 0;
bool merged = false; // the last tile put down came from a merge: it takes no other
for (int i = 0; i < kSize; i++) {
uint8_t p = cells_[index[i]];
if (!p) continue;
if (n > 0 && out[n - 1] == p && !merged) {
out[n - 1] = static_cast<uint8_t>(p + 1);
score_ += 1u << (p + 1);
merged = true;
events |= Merged;
if (p + 1 == 11 && !reached_) {
reached_ = true;
events |= Reached;
}
} else {
out[n++] = p;
merged = false;
}
}
for (int i = 0; i < kSize; i++) {
if (cells_[index[i]] != out[i]) events |= Moved;
cells_[index[i]] = out[i];
}
}
if (!events) return 0;
spawn();
if (!canMove()) {
over_ = true;
events |= Over;
}
return events;
}
} // namespace roro::games
+43
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@@ -0,0 +1,43 @@
#pragma once
#include <array>
#include <cstddef>
#include <cstdint>
#include "game_rng.h"
namespace roro::games {
// 2048: a board of 4 x 4. A move slides every tile as far as it goes; two alike that meet become
// one of twice the value, once a move. Then a new tile comes, a 2 nine times in ten, else a 4.
// The game is over when nothing can move. Reaching 2048 is said once, and the game goes on.
class Twenty48 {
public:
static constexpr int kSize = 4;
enum class Dir : uint8_t { Up, Right, Down, Left };
enum Event : uint8_t { Moved = 1, Merged = 2, Reached = 4, Over = 8 };
explicit Twenty48(uint32_t seed) : rng_(seed) { start(); }
void start();
uint8_t slide(Dir dir); // 0 when nothing can move that way
// A tile's value (2, 4, 8...), or 0 for an empty place.
uint32_t value(int col, int row) const { return power(col, row) ? 1u << power(col, row) : 0; }
uint8_t power(int col, int row) const { return cells_[static_cast<size_t>(row * kSize + col)]; } // 1 for a 2, 11 for 2048
uint32_t score() const { return score_; } // the sum of every tile made by a merge
bool over() const { return over_; }
bool reached() const { return reached_; }
// For the tests: the board set, a row after another, in powers of two.
void set(const uint8_t powers[kSize * kSize]);
private:
bool canMove() const;
void spawn();
Rng rng_;
std::array<uint8_t, kSize * kSize> cells_{};
uint32_t score_ = 0;
bool over_ = false, reached_ = false;
};
} // namespace roro::games
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@@ -0,0 +1,215 @@
+++
title = '''Not finished until it plays Tetris'''
description = '''roro9stack had a radio scanner, an SSH client and a VPN, and no games, which for a firmware means it wasn't finished. Now it has Pong, Snake and Tetris, with the tune, in 14.6 KB of flash. Seventeen design questions were answered with one word each, and then an evening of playing overturned three of the answers.'''
date = 2026-10-13T23:30:00+02:00
[extra]
topics = '''ESP32-S3 · Games · Chiptune'''
read_label = '''Read how three games got in →'''
uid = '''<b>tetris:</b> level 1, music 6/8'''
dek = "[roro9stack](/devlog/roro9stack/), my firmware for the M5Stack Cardputer, could sniff a LoRa mesh, browse Gemini and open a shell on a server. It could not play Snake. That is fixed: a Games App with Pong, Snake and Tetris, and the tune Tetris has always been played to. This post is about why a firmware needs them, what three very old games still do to people, and how little room fun takes."
byline = '''seventeen questions answered "Ok", then eight things changed by playing'''
[extra.sign]
label = "Bytes of flash for three games and a folk song"
note = "The Tetris cartridge for the Game Boy was 32,768."
count = "14,616"
[[extra.cast]]
name = "The Launcher"
role = "a grid of twelve tiles"
text = "Had eleven Apps in it. Three games would have made fourteen, so there is one Games App, and the grid is full."
[[extra.cast]]
name = "The key mapper"
role = "turns the keyboard into events"
text = "Told Apps when a key went down and never that it was still down. Fine for a menu. Useless for a paddle."
[[extra.cast]]
name = "Korobeiniki"
role = "a Russian folk song, 1861"
text = "The tune of Tetris. Fifty-eight notes in 232 bytes. I had decided there would be no music, and held to that until Tetris was running."
[[extra.cast]]
name = "The 1 key"
role = "top left of the keyboard"
text = "Drops the piece. It was going to be Space, which on this keyboard sits right next to the arrow for 'right'. A drop cannot be taken back."
[[extra.cast]]
name = "A script"
role = "playing over Wi-Fi"
text = "Presses keys through the Debug Console and reads the screen back. Played the Snake in this post's picture, and lost 35 games in the two runs I counted."
+++
## TL;DR
- **A Games App with Pong, Snake and Tetris** (**v0.24.0**).
- **It costs 14.6 KB of flash and 8 bytes of static memory.** The games allocate their few hundred bytes when one is started.
- **Each game is a small state machine with no screen in it:** time and keys go in, the new state comes out, and a seed decides the dice. 44 tests play them on the PC.
- **Apps can now ask which keys are held.** Until this week they only heard presses.
- **Tetris plays Korobeiniki,** faster with each level. `0` switches it, `8` and `9` set its volume.
- **Playing changed what the design round had decided:** icons instead of a list, the drop moved off Space, and music after all.
- 673 host tests, 47 more than the firmware had without games.
## The cast
{{ cast() }}
## It wasn't finished
A firmware that can't play a game isn't done. I don't mean that as a joke.
Look at what people do the moment a machine has a screen and a few buttons. Emacs has had `M-x tetris` for decades, next to `M-x snake` and `M-x pong`. The BSDs still ship `tetris(6)` and `snake(6)` in `/usr/games`. An HP oscilloscope from the nineties, a serious instrument that cost a serious amount, hides a Tetris behind a key sequence. The Flipper Zero comes with Snake. Chrome has a dinosaur for when the network is down. Nobody needed any of these. Somebody put each of them in anyway.
A game is the first thing you write for yourself. Everything else in this firmware answers a need: a clock to set, a packet to decode, a file to move. A game answers nothing. It is there because the machine is yours and you wanted to play on it, and a device that has one feels owned in a way that a device with a perfect settings menu doesn't.
{{ figure(src="launcher.png", alt="The Cardputer's Launcher at 2x: a grid of twelve cyan icons on black, four across and three down. The tenth, a game pad, is on a filled cyan tile, and the name under the grid reads Games.", width=480, height=270, caption="The Launcher, full: twelve tiles, and the game pad is one of them.") }}
## What these three carry
**Pong** is from 1972 and had no program at all. The first machines were wired from logic chips: no processor, nothing to load. Two paddles, a square ball, a score. It is still the clearest picture there is of what a video game is.
**Tetris** was written in 1984 on a Soviet computer whose terminal could not draw, so the first blocks were pairs of brackets. Five years later it came in the box with the Game Boy, and with it came a folk tune from 1861 that half the planet now calls "the Tetris music".
**Snake** shipped on a Nokia phone in 1997, on a screen 84 pixels wide, and turned waiting rooms and bus stops into something else for a decade.
You don't have to have owned any of those machines for these games to pull at something. The sound of a line going, the snake one cell from its own tail, the ball coming back faster than you sent it: they are in the hands more than in the head. Nobody has to be told the rules of any of the three. That is rare enough in software to be worth an evening.
And they are small. That is the part I can't get over. This device has a screen of 240 by 135 pixels, somewhat more than the Game Boy's 160 by 144, and 8 MB of flash where the Game Boy's Tetris had 32 KB to itself. Three games fit here in less than half of that cartridge. They were small when memory cost a fortune, and they stayed small because there was nothing in them to grow: a field, a rule, a clock that speeds up.
{{ figure(src="games.png", alt="The Games App at 2x: three icons in a row on black. Two paddles and a ball; a snake with a head, on a filled cyan tile; stacked blocks over a floor, with a small orange dot at its corner. Under the row, Snake in bold, and below it, best 11.", width=480, height=270, caption="The three games, shown the way the Launcher shows Apps. The orange dot says a game of Tetris is waiting, paused. Best 11 is mine, by hand.") }}
## Seventeen questions, all answered "Ok"
The design round was seventeen questions, each with a recommended answer, and I took every recommendation. It went fast because the facts had been looked up first, and two of them shaped everything:
**The Launcher was full.** Its grid shows twelve Apps and eleven were there. So: one Games App holding three games. In the project's vocabulary a **Game** is not an App. It has no tile, and it is found again paused when you leave in the middle of one.
**Apps only heard key presses.** A key gave one event when it went down, and nothing while it stayed down. A Pong paddle moved by tapping is not Pong. The key mapper now answers "is this key held?", and three tests on the PC hold keys down to prove it.
The rest, briefly:
{% table() %}
| | Decided |
|---|---|
| Pong | Against the device, first to 7. Its paddle has a top speed, so a steep fast ball beats it |
| Snake | 38 by 19 cells. The walls kill |
| Tetris | 10 by 20, upright, 6 pixels a cell. Pieces dealt from a bag of seven, the next one shown |
| Difficulty | No choice. Each game starts gently and speeds up |
| Colours | The seven pieces take the theme's seven accent colours |
| Scores | One best for each game, kept in the device |
| Sound | Short beeps. **No music** |
{% end %}
Each game lives in `lib/games` as a state machine that knows nothing about a screen or a keyboard: so many milliseconds and these keys go in, the new state and what happened (a bounce, a line) come out. A seed decides the dice, so the same seed is the same game. That is what lets a test say "a player who always meets the ball must take points off the device over five games", and have it checked on every build without anyone playing.
{{ figure(src="pong.png", alt="Pong on the Cardputer at 2x: a cyan paddle on the left near the top, an orange one on the right, a dashed line down the middle, a small white ball left of centre, and the score 1 to 0 at the top.", width=480, height=270, caption="One-nil against the device. The cyan paddle is the player's.") }}
## Then I played it
A design round answers the questions you can think of from a chair. Then the thing is in your hands, and in a little over an hour I had asked for eight changes:
1. **A list of three games looked wrong.** The Launcher shows icons; so should this. Three icons, drawn on a 16 by 16 grid and doubled, like the Apps'. The first snake looked like the digit 2 and was redrawn with a head.
2. **Space was dangerous.** On this keyboard it sits next to `/`, which is the arrow for "right". A hard drop can't be taken back, and one slip of a finger would do it. It is on `1` now, far from the arrows.
3. **"No music" lasted until Tetris was running.** I changed my mind and asked for the tune. See below.
4. **`8` and `9`** for the music's volume, once there was music.
5. **The tune speeds up with the level,** because the fall does.
6. **The top volume was too low.** The speaker had only ever been used for short beeps, at a quarter of what it can do.
7. **Then it was too high,** and the scale was cut to four fifths.
8. **The soft drop sometimes behaved like a hard drop.** That one was a bug, and is under "What went wrong".
None of these would have come out of more questions. They came out of having the thing in my hands.
{{ figure(src="tetris.png", alt="Tetris on the Cardputer at 2x: a well in the middle, with a pile of blocks in seven colours filling its lower half except the rightmost column, and a yellow square piece falling. On the left, Score 0, Best 56, Lines 0. On the right, Next with a long cyan piece, Level 1, and at the bottom, music 2/8.", width=480, height=270, caption="All seven colours, from the theme. The score is 0 because the script that played this let every piece fall by itself: a drop scores, and I didn't want a script's score kept as the best. The 56 is from a test.") }}
## The tune is 232 bytes
Korobeiniki is a song about a pedlar, from a poem of 1861, and it has been the sound of Tetris since the Game Boy. Here it is a table of 58 notes, each a frequency and a length in eighths, four bytes a note: the first part, played twice, then the slow second part. A player the size of a paragraph says when the next note starts, and the speaker's tone generator does the rest. There is no sample, no synthesiser and no file.
It has a speaker channel of its own, so the beep of a line cleared doesn't cut a note short. At the first level it runs at 150 beats a minute, and each level takes 8 milliseconds off every eighth, down to about 270 beats a minute from the thirteenth level on. A new pace starts at the next note, never in the middle of one. The timing has its own tests: 9.9 seconds fed in steps of 33 ms must give exactly a hundred notes, not ninety-nine and a drift.
`0` switches it off, and the device remembers.
## What went wrong
**The soft drop that wouldn't let go.** Holding `.` makes a piece fall faster. When it landed with the key still down, the next piece came in already falling fast, and so did the one after: a soft drop that felt like a hard one. Now the key that brought a piece down does nothing for the next piece until it is let go and pressed again. It was also simply too fast, a row every 50 ms; it is 90 now.
**A dead snake was a cell short.** The tail was moved before checking whether the head had hit something, so the snake on the "Game over" screen was missing its last cell. One cell, and it looked wrong at once.
**The pictures in this post tore.** The Debug Console's screenshot reads the frame while the App may be drawing it. For a settings page that never matters. A game redraws thirty times a second, and the first Tetris picture had a black band through the pile where a new frame was half drawn. The code has said so in a comment since the day it was written: "it can tear; it's for looking". The picture above is one of two taken back to back that agreed.
**A script is bad at Snake.** I wanted a picture of a snake that had eaten something, and the console can press keys, so a script read the screen and steered. It lost 24 games in under five minutes and never got longer than six. The console goes quiet for a second or two now and then, and at a cell every 150 ms that is a wall. It went quiet most often right after the beep of a meal. With the sound off it lost 11 games in two and a half minutes and reached ten cells, which is the snake below. I haven't found out why a beep and a stalled connection go together.
{{ figure(src="snake.png", alt="Snake on the Cardputer at 2x: a framed black field, a green snake ten cells long with a white head, folded back on itself in the middle, and an orange square of food near the bottom right corner. Above the field, the score 7 on the left and best 11 on the right.", width=480, height=270, caption="Ten cells, seven meals, played by a script over Wi-Fi, a beat late. The best of 11 it didn't touch.") }}
## What I checked, and what I didn't
Checked on the device, by playing: all three games start, pause, resume and end; the paddle follows a held key; Tetris's left and right repeat; the tune, its switch, its volume and its memory of both; the screen staying lit during a game and dimming again when one is paused.
Checked on the PC, by 44 tests: the rules. Bounces, the first to seven, the device's paddle having a top speed and still losing points; turning back on itself not being a turn, following its own tail being allowed; the bag dealing each piece once in seven, a turn against a wall shifting the piece, four rows at once scoring 800.
Not checked: Tetris past the first few levels, so nobody has heard the tune at its fastest. A long session on battery, with the screen redrawn thirty times a second. Whether the top of the volume scale distorts on every unit or only on mine. And in the Nord theme two of the seven pieces come out the same orange, because that theme's red and orange are neighbours on a screen with 256 colours.
## Also since last time
There was no post for the last three releases, and v0.24.0 has more in it than games:
- **An SSH client** (**v0.22.0**): a real terminal on another machine, with `vim` and `top` in it, and `scp` from the Shell (**v0.22.1**).
- **MeshCore in the LoRa Scanner, a Launcher of icons, seven colour themes, Settings in groups** (**v0.23.0**).
- Also in **v0.24.0**: **a compass** in the GNSS App, which has no magnetometer and takes north from walking or from the sun; **updates that install themselves** after a 30-second question, if you ask for that; and **downloads that carry on** after the Wi-Fi drops instead of starting over.
## By the numbers
{% table() %}
| | |
|---|---|
| Games | 3 |
| Flash | 14,616 bytes |
| Static memory | 8 bytes |
| Lines of game rules, `lib/games` | 719 |
| Tests that play them | 44 |
| The tune | 58 notes, 232 bytes |
| Its pace | 150 to 272 beats a minute |
| Pictures a second while a game runs | 30 |
| Design questions | 17 |
| Answered "Ok" | 17 |
| Answers overturned by playing | 3 |
| Games of Snake lost by a script, in the two runs counted | 35 |
| Host tests | 673 |
{% end %}
## Where it stands
{% steps() %}
1. ~~M0 and M1: the skeleton, Wi-Fi, IRC, Wi-Fi Tools.~~ v0.1.0 to v0.2.1, [the first post](/devlog/roro9stack/).
2. ~~Updates and debugging over the air.~~ v0.3.0, [Look, no cables](/devlog/roro9stack-ota/).
3. ~~M2: GNSS.~~ v0.4.0, [Seventeen satellites](/devlog/roro9stack-gnss/).
4. ~~G1: Gemini.~~ v0.5.0, [A browser in the RAM IRC left over](/devlog/roro9stack-gemini/).
5. ~~M3: the LoRa radio, listening.~~ v0.6.0, [The loudest thing it hears is itself](/devlog/roro9stack-lora/).
6. ~~S1: the card, fixed addresses, the System App.~~ v0.6.1 to v0.8.1, [One byte too early](/devlog/roro9stack-s1/).
7. ~~F1 and the start of R1: files, notes, signed releases, updates from Gitea.~~ v0.9.0 to v0.11.0, [836 bytes](/devlog/roro9stack-f1-r1/).
8. ~~W1: the website, and one firmware with the Debug Console in it.~~ v0.12.0, [It was off](/devlog/roro9stack-console/).
9. ~~A help key, the Shell, notes of any size.~~ v0.13.0 to v0.15.0, [It said "No"](/devlog/roro9stack-shell/).
10. ~~Pictures, a screenshot key, the card in a phone's browser.~~ v0.16.0 to v0.18.0, [Press w](/devlog/roro9stack-share/).
11. ~~A WireGuard tunnel, and nine commands for a bad network day.~~ v0.19.0 to v0.21.0, [Six releases behind](/devlog/roro9stack-vpn/).
12. ~~SSH, MeshCore, icons and themes.~~ v0.22.0 to v0.23.0.
13. ~~A compass, updates that install themselves, and Pong, Snake and Tetris.~~ v0.24.0, this post.
14. Next: M4, the mesh, which still wants a second node.
{% end %}
{% signoff() %}
Fourteen thousand bytes, three games, one tune. Most of what this firmware does took measuring, and bit me first. This took an evening and asked for almost nothing. The device could already do a great deal. Now it is also something to pick up when there is nothing to do, and that was the missing feature.
{% end %}
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@@ -1,12 +1,12 @@
+++
title = "Games"
description = "Pong, Snake and Tetris, for when the radio is quiet."
description = "Pong, Snake, Tetris, Minesweeper, 2048 and Asteroids, for when the radio is quiet."
weight = 17
[extra]
tag = "Games"
+++
The Games App opens on its three games, an icon each, as the Launcher shows Apps: <kbd>,</kbd> and <kbd>/</kbd> go from one to the next, with its name and your best so far under the row. <kbd>Enter</kbd> picks one, <kbd>Enter</kbd> again starts it.
The Games App opens on its six games, an icon each, as the Launcher shows Apps: <kbd>,</kbd> and <kbd>/</kbd> go from one to the next, with its name and your best so far under the row. <kbd>Enter</kbd> picks one, <kbd>Enter</kbd> again starts it.
In every game:
@@ -14,14 +14,16 @@ In every game:
|---|---|
| <kbd>Enter</kbd> | Starts, or starts again when a game is over |
| <kbd>p</kbd> | Pauses. Any key carries on |
| <kbd>`</kbd> | Back to the three games. This one waits, paused |
| <kbd>`</kbd> | Back to the other games. This one waits, paused |
A game you leave in the middle, for another game or another App, is **found again paused**, and its icon has an orange dot. While a game is being played the screen does not dim. The games beep, and Tetris has its tune, unless **Settings → This device → Sound & LED** is off. There is no choice of difficulty: each game starts gently and gets faster.
A game you leave in the middle, for another game or another App, is **found again paused**, and its icon has an orange dot. While Pong, Snake, Tetris or Asteroids is being played the screen does not dim. The games beep, and Tetris has its tune, unless **Settings → This device → Sound & LED** is off. There is no choice of difficulty: the games on a clock start gently and get faster, and the other two are always the same size.
## Pong
You have the left paddle, the device the right one. Hold <kbd>;</kbd> to go up and <kbd>.</kbd> to go down. **First to 7 wins.**
Or steer by **tilting the device**: <kbd>0</kbd> switches between the keys and tilting, and the device remembers which. Tilted, the paddle rolls to the low side: lower the top edge and the paddle goes up, raise it and it goes down, about 15 degrees either way for the whole height. However you hold it when the game starts, or when you switch, is the middle. If that feels upside down, <kbd>9</kbd> turns it round (raise the top edge to go up), and that is remembered too. The keys still work while tilting. The top left corner says `keys`, `tilt` or `tilt, inverted`.
Where the ball meets your paddle decides how it leaves: off the middle it goes straight, off an end it goes steeply. Each return makes the ball a little faster. The device's paddle only moves so fast: a steep, fast ball gets past it.
What is kept is your **longest rally**: the most returns you made between two serves.
@@ -49,8 +51,41 @@ It plays to **Korobeiniki**, the tune Tetris has always had, round and round, an
A full row goes: 100 points for one, 300 for two, 500 for three, **800 for four at once**, times the level. Falling faster gives a point a row, dropping two. The key that brought a piece down does not send the next one down too: let it go and press again. Every ten rows is a level, and the fall quickens.
## Minesweeper
A field of 20 by 9 cells hides **28 mines**, about one cell in seven. Open every cell that has none.
| Key | Does |
|---|---|
| <kbd>;</kbd> <kbd>.</kbd> <kbd>,</kbd> <kbd>/</kbd> | Move the cursor. Held, it runs along |
| <kbd>Enter</kbd> | Digs the cell under the cursor |
| <kbd>f</kbd> | Puts a flag on a cell you think is a mine, or takes it off |
A cell you open shows **how many mines touch it**, of the eight around; one that touches none opens its neighbours too, and so on. The **first dig is never a mine**, nor next to one, so it always opens something.
<kbd>Enter</kbd> on an open number whose mines are all flagged opens the rest of the cells around it at once. If a flag is wrong, that is a mine dug.
The top line says how many mines are left to flag and how long you have been at it; the clock starts at the first dig. Dig a mine and the field shows where they all were, with the wrong flags gone pale. What is kept is your **fastest cleared field**.
## 2048
The arrows slide every tile on the 4 by 4 board as far as it goes. **Two tiles alike that meet become one of twice the value**, and after each move a new 2 (sometimes a 4) appears. The score is the sum of every tile you made.
Reaching **2048** is said once, and the game goes on for as long as a move is left. There is nothing to pause: leave it and come back, and the board is as you left it.
## Asteroids
You steer the ship by **leaning the device**: lean it to the right and the ship turns clockwise, to the left and it turns the other way, faster the further you lean. However you hold it when the game starts counts as straight on, so there is no need to hold it flat. <kbd>,</kbd> and <kbd>/</kbd> held turn it too, for a device lying on a table.
| Key | Does |
|---|---|
| <kbd>;</kbd> | Thrust, while held. The ship keeps drifting when you let go, slowing a little |
| <kbd>.</kbd> | Fires. Four shots at most at a time, and they don't go far |
Everything wraps round: what leaves at one edge comes back at the other. A large rock breaks in two, each of those in two again, and the small ones are gone: 20, 50 and 100 points. Clear the field and the next wave has one rock more. You have three ships; a new one comes in the middle, blinking, and nothing can touch it for two seconds.
## The keys, as the device lists them
What <kbd>Fn</kbd> + <kbd>h</kbd> shows on these screens. These tables are generated from the firmware's own lists, so they are always the current ones.
{{ keys(scopes=["games", "games-pong", "games-snake", "games-tetris"]) }}
{{ keys(scopes=["games", "games-pong", "games-snake", "games-tetris", "games-mines", "games-2048", "games-asteroids"]) }}
+36 -1
View File
@@ -387,7 +387,7 @@ rows = [
[[scope]]
id = "games"
title = "Games, the three games"
title = "Games, the games"
rows = [
["Enter", "this game"],
[", /", "the game before, the next"],
@@ -398,6 +398,8 @@ id = "games-pong"
title = "Games, Pong"
rows = [
["; .", "the paddle, while held"],
["0", "steer with the keys, or by tilting"],
["9", "tilting the other way up"],
["Enter", "start, or start again"],
["p", "pause; any key carries on"],
["`", "the other games; this one waits"],
@@ -429,6 +431,39 @@ rows = [
["`", "the other games; this one waits"],
]
[[scope]]
id = "games-mines"
title = "Games, Minesweeper"
rows = [
["; . , /", "move; held, it runs"],
["Enter", "dig; on a number, the rest"],
["f", "a flag, on or off"],
["p", "pause; any key carries on"],
["`", "the other games; this one waits"],
]
[[scope]]
id = "games-2048"
title = "Games, 2048"
rows = [
["; . , /", "slide every tile that way"],
["Enter", "start, or start again"],
["`", "the other games; this one waits"],
]
[[scope]]
id = "games-asteroids"
title = "Games, Asteroids"
rows = [
["lean", "turn: left or right"],
[", /", "turn, while held"],
[";", "thrust, while held"],
[".", "fire"],
["Enter", "start, or start again"],
["p", "pause; any key carries on"],
["`", "the other games; this one waits"],
]
[[scope]]
id = "ssh"
title = "SSH, the hosts"
+366 -19
View File
@@ -2,6 +2,7 @@
#include <Arduino.h>
#include <M5Cardputer.h>
#include <M5Unified.h>
#include <esp_random.h>
#include <algorithm>
@@ -21,8 +22,15 @@ namespace {
constexpr uint32_t kFrameMs = 33; // 30 pictures a second while a Game runs
constexpr uint32_t kTapMs = 70; // how long a tap moves Pong's paddle
constexpr int kCell = 6; // Snake's and Tetris's cells, in pixels
const char* const kNames[3] = {"Pong", "Snake", "Tetris"};
const char* const kBestKeys[3] = {"best_pong", "best_snake", "best_tetris"};
const char* const kNames[6] = {"Pong", "Snake", "Tetris", "Minesweeper", "2048", "Asteroids"};
const char* const kBestKeys[6] = {"best_pong", "best_snake", "best_tetris", "best_mines", "best_2048", "best_asteroids"};
// Which way a lean turns the ship. The sensor's x runs to the device's right (the Compass's level
// found that): leaning right brings it down, and that is a clockwise turn.
constexpr float kLeanSign = -1.0f;
constexpr float kLeanSeconds = 0.06f; // how fast the reading follows the hand
constexpr float kImuEvery = 0.01f; // seconds between two readings: the sensor gives 100 a second
constexpr int kMineCell = 12; // Minesweeper's cells, in pixels: a digit in each reads
constexpr uint32_t kRunAfterMs = 220, kRunEveryMs = 60; // a held arrow runs the cursor along
// The seven pieces in the theme's seven accents: they follow the theme chosen.
uint16_t pieceColor(uint8_t kind) {
@@ -112,7 +120,7 @@ void GamesApp::onEnter() {
}
void GamesApp::pause() {
if (which_ != Menu && state_[which_] == State::Playing) state_[which_] = State::Paused;
if (which_ != Menu && which_ != Twenty48 && state_[which_] == State::Playing) state_[which_] = State::Paused;
quiet();
}
@@ -120,9 +128,23 @@ void GamesApp::onExit() { pause(); }
void GamesApp::begin() {
uint32_t seed = esp_random();
if (which_ == Pong) pong_.reset(new games::Pong(seed));
if (which_ == Pong) {
pong_.reset(new games::Pong(seed));
levelTilt();
}
else if (which_ == Snake) snake_.reset(new games::Snake(seed));
else if (which_ == Tetris) tetris_.reset(new games::Tetris(seed));
else if (which_ == Mines) {
mines_.reset(new games::Mines(seed));
cursorCol_ = games::Mines::kCols / 2;
cursorRow_ = games::Mines::kRows / 2;
runDir_ = -1;
} else if (which_ == Twenty48) twenty48_.reset(new games::Twenty48(seed));
else if (which_ == Asteroids) {
asteroids_.reset(new games::Asteroids(seed));
levelTilt();
fired_ = false;
}
state_[which_] = State::Playing;
tune_.restart();
newBest_ = false;
@@ -131,10 +153,12 @@ void GamesApp::begin() {
lastMs_ = millis();
}
// `score`: what is kept as the best if it beats it. For Minesweeper it is the seconds a cleared
// field took, where less is better, and 0 says the field was not cleared.
void GamesApp::ended(int score) {
state_[which_] = State::Over;
quiet();
newBest_ = score > best(which_);
newBest_ = which_ == Mines ? score > 0 && (best(Mines) == 0 || score < best(Mines)) : score > best(which_);
if (newBest_) {
best_[which_] = score;
store_.putInt(kBestKeys[which_], score);
@@ -146,8 +170,8 @@ bool GamesApp::onKey(const KeyEvent& e) {
requestRedraw();
if (which_ == Menu) {
switch (e.key) {
case Key::Left: chosen_ = (chosen_ + 2) % 3; return true;
case Key::Right: chosen_ = (chosen_ + 1) % 3; return true;
case Key::Left: chosen_ = (chosen_ + kGames - 1) % kGames; return true;
case Key::Right: chosen_ = (chosen_ + 1) % kGames; return true;
case Key::Select:
which_ = static_cast<Which>(chosen_);
lastMs_ = millis();
@@ -166,11 +190,26 @@ bool GamesApp::onKey(const KeyEvent& e) {
setVolume(volume() + (e.ch == '9' ? 1 : -1));
return true;
}
if (e.key == Key::Back) { // to the list; the Game waits, paused
if (which_ == Pong && e.key == Key::Char && e.ch == '0') { // the keys, or tilting: at any moment
pongTilt_ = pongTilt() ? 0 : 1;
store_.putInt("pong_tilt", pongTilt_);
levelTilt(); // however it is held when switched is the middle
return true;
}
if (which_ == Pong && e.key == Key::Char && e.ch == '9') { // tilting the other way up
pongInverted_ = pongInverted() ? 0 : 1;
store_.putInt("pong_invert", pongInverted_);
return true;
}
if (e.key == Key::Back) { // to the other games; this one waits
pause();
which_ = Menu;
return true;
}
if (which_ == Twenty48 && state != State::Ready && state != State::Over) { // no clock: nothing to pause or carry on
state = State::Playing;
return twenty48Key(e);
}
if (state == State::Ready || state == State::Over) {
if (e.key == Key::Select) begin();
return true;
@@ -184,7 +223,87 @@ bool GamesApp::onKey(const KeyEvent& e) {
pause();
return true;
}
return which_ == Pong ? pongKey(e) : which_ == Snake ? snakeKey(e) : tetrisKey(e);
return which_ == Pong ? pongKey(e) : which_ == Snake ? snakeKey(e) : which_ == Tetris ? tetrisKey(e) : which_ == Asteroids ? asteroidsKey(e) : minesKey(e);
}
void GamesApp::moveCursor(int dc, int dr) {
cursorCol_ = std::clamp(cursorCol_ + dc, 0, games::Mines::kCols - 1);
cursorRow_ = std::clamp(cursorRow_ + dr, 0, games::Mines::kRows - 1);
}
bool GamesApp::minesKey(const KeyEvent& e) {
uint8_t events = 0;
switch (e.key) {
case Key::Up: moveCursor(0, -1); break;
case Key::Down: moveCursor(0, 1); break;
case Key::Left: moveCursor(-1, 0); break;
case Key::Right: moveCursor(1, 0); break;
case Key::Select: events = mines_->dig(cursorCol_, cursorRow_); break;
case Key::Char:
if (e.ch == 'f' || e.ch == 'F') events = mines_->flag(cursorCol_, cursorRow_);
break;
default: break;
}
if (events & games::Mines::Boom) ended(0);
else if (events & games::Mines::Won) ended(std::max<int>(1, static_cast<int>(mines_->seconds())));
else if (events & games::Mines::Flagged) beep(660, 10);
else if (events & games::Mines::Opened) beep(880, 8);
return true;
}
bool GamesApp::asteroidsKey(const KeyEvent& e) {
if (e.key == Key::Down) fired_ = true; // . fires; ; held is thrust, read in update()
return true;
}
void GamesApp::readTilt() {
if (!M5.Imu.update()) return;
auto data = M5.Imu.getImuData();
float g = std::sqrt(data.accel.x * data.accel.x + data.accel.y * data.accel.y + data.accel.z * data.accel.z);
if (g < 0.5f || g > 1.5f) return; // a shake, not a lean
float k = std::min(1.0f, kImuEvery / kLeanSeconds);
lean_ += k * (data.accel.x / g - lean_);
pitch_ += k * (data.accel.y / g - pitch_);
}
void GamesApp::levelTilt() {
for (int i = 0; i < 20 && !M5.Imu.update(); i++) delay(2); // a fresh reading
auto data = M5.Imu.getImuData();
float g = std::sqrt(data.accel.x * data.accel.x + data.accel.y * data.accel.y + data.accel.z * data.accel.z);
lean_ = level_ = g > 0.5f ? data.accel.x / g : 0;
pitch_ = pitchLevel_ = g > 0.5f ? data.accel.y / g : 0;
}
bool GamesApp::pongInverted() {
if (pongInverted_ < 0) {
int32_t stored = 0;
pongInverted_ = store_.getInt("pong_invert", stored) && stored == 1 ? 1 : 0;
}
return pongInverted_ == 1;
}
bool GamesApp::pongTilt() {
if (pongTilt_ < 0) {
int32_t stored = 0;
pongTilt_ = store_.getInt("pong_tilt", stored) && stored == 1 ? 1 : 0; // the keys, until switched
}
return pongTilt_ == 1;
}
bool GamesApp::twenty48Key(const KeyEvent& e) {
using Dir = games::Twenty48::Dir;
uint8_t events = 0;
switch (e.key) {
case Key::Up: events = twenty48_->slide(Dir::Up); break;
case Key::Down: events = twenty48_->slide(Dir::Down); break;
case Key::Left: events = twenty48_->slide(Dir::Left); break;
case Key::Right: events = twenty48_->slide(Dir::Right); break;
default: break;
}
if (events & games::Twenty48::Over) ended(static_cast<int>(twenty48_->score()));
else if (events & games::Twenty48::Reached) beep(1320, 250);
else if (events & games::Twenty48::Merged) beep(880, 10);
return true;
}
bool GamesApp::pongKey(const KeyEvent& e) {
@@ -230,8 +349,13 @@ void GamesApp::update(uint32_t nowMs) {
lastMs_ = nowMs;
if (which_ == Pong) {
int move = keys_.held(Key::Up) ? -1 : keys_.held(Key::Down) ? 1 : 0;
float move = keys_.held(Key::Up) ? -1 : keys_.held(Key::Down) ? 1 : 0;
if (!move && static_cast<int32_t>(tapUntilMs_ - nowMs) > 0) move = tapMove_;
if (pongTilt()) { // tilted: the paddle rolls to the low side, the keys still win
readTilt();
float pitch = pongInverted() ? 2 * pitchLevel_ - pitch_ : pitch_; // the other way up: mirrored round the middle
if (!move) move = games::moveToward(pong_->playerY(), games::tiltTarget(pitch, pitchLevel_));
}
uint8_t events = pong_->step(ms / 1000.0f, move);
if (events & Pong::Over) ended(pong_->longestRally());
else if (events & Pong::Point) beep(330, 120);
@@ -241,6 +365,49 @@ void GamesApp::update(uint32_t nowMs) {
uint8_t events = snake_->step(ms);
if (events & Snake::Died) ended(snake_->score());
else if (events & Snake::Ate) beep(990, 25);
} else if (which_ == Mines) {
mines_->tick(ms);
// An arrow held runs the cursor along, after a moment: the field is thirty cells wide.
static const Key kArrows[4] = {Key::Up, Key::Right, Key::Down, Key::Left};
int dir = -1;
for (int i = 0; i < 4; i++)
if (keys_.held(kArrows[i])) dir = i;
if (dir != runDir_) {
runDir_ = dir;
runMs_ = 0;
running_ = false;
} else if (dir >= 0) {
runMs_ += ms;
uint32_t wait = running_ ? kRunEveryMs : kRunAfterMs;
if (runMs_ >= wait) {
runMs_ -= wait;
running_ = true;
moveCursor(dir == 1 ? 1 : dir == 3 ? -1 : 0, dir == 0 ? -1 : dir == 2 ? 1 : 0);
requestRedraw();
}
}
if (mines_->seconds() != shownSeconds_) {
shownSeconds_ = mines_->seconds();
requestRedraw();
}
return;
} else if (which_ == Twenty48) {
return; // it only moves when a key says so
} else if (which_ == Asteroids) {
games::AsteroidsInput in;
readTilt();
in.turn = kLeanSign * games::tiltTurn(lean_, level_);
if (keys_.held(Key::Left)) in.turn = -1; // the arrows too, for a device on a table
if (keys_.held(Key::Right)) in.turn = 1;
in.thrust = keys_.held(Key::Up);
in.fire = fired_;
fired_ = false;
uint8_t events = asteroids_->step(ms / 1000.0f, in);
if (events & games::Asteroids::Over) ended(asteroids_->score());
else if (events & games::Asteroids::Died) beep(150, 300);
else if (events & games::Asteroids::Wave) beep(990, 120);
else if (events & games::Asteroids::Hit) beep(300, 30);
else if (events & games::Asteroids::Shot) beep(1400, 8);
} else {
TetrisInput in = tapped_;
tapped_ = TetrisInput();
@@ -271,12 +438,16 @@ void GamesApp::help(std::vector<KeyHelp>& out) const {
case Pong: return keys::add(out, keys::kGamesPong);
case Snake: return keys::add(out, keys::kGamesSnake);
case Tetris: return keys::add(out, keys::kGamesTetris);
case Mines: return keys::add(out, keys::kGamesMines);
case Twenty48: return keys::add(out, keys::kGames2048);
case Asteroids: return keys::add(out, keys::kGamesAsteroids);
default: return keys::add(out, keys::kGames);
}
}
const char* GamesApp::helpTitle() const {
return which_ == Pong ? "Games: Pong" : which_ == Snake ? "Games: Snake" : which_ == Tetris ? "Games: Tetris" : nullptr;
static const char* const kTitles[kGames] = {"Games: Pong", "Games: Snake", "Games: Tetris", "Games: Minesweeper", "Games: 2048", "Games: Asteroids"};
return which_ == Menu ? nullptr : kTitles[which_];
}
// A box in the middle of the field: where the Game stands when it is not running.
@@ -297,23 +468,23 @@ void GamesApp::drawBanner(Canvas& c, const std::string& title, const std::string
c.setTextDatum(top_left);
}
// The three Games as the Launcher shows Apps: an icon each, the chosen one on a cyan tile, its
// The Games as the Launcher shows Apps: an icon each, the chosen one on a cyan tile, its
// name under the row. A Game waiting paused has the Launcher's orange dot.
void GamesApp::drawMenu(Canvas& c) {
using namespace theme;
static const uint8_t* const kIcons[3] = {icons::pong, icons::snake, icons::tetris};
const int tileW = 60, tileH = 36, x0 = (kContent.w - 3 * tileW) / 2, y = kContent.y + 24;
for (int i = 0; i < 3; i++) {
static const uint8_t* const kIcons[kGames] = {icons::pong, icons::snake, icons::tetris, icons::mines, icons::twenty48, icons::asteroids};
const int tileW = 40, tileH = 36, x0 = (kContent.w - kGames * tileW) / 2, y = kContent.y + 24; // six fill the width
for (int i = 0; i < kGames; i++) {
int x = x0 + i * tileW, ix = x + (tileW - icons::kSize) / 2, iy = y + (tileH - icons::kSize) / 2;
bool chosen = i == chosen_;
if (chosen) {
int tx = ix - 6, tw = icons::kSize + 12;
int tw = std::min(icons::kSize + 12, tileW), tx = ix - (tw - icons::kSize) / 2;
c.fillRect(tx + 4, y, tw - 8, tileH, kAccent);
c.fillRect(tx + 2, y + 2, tw - 4, tileH - 4, kAccent);
c.fillRect(tx, y + 4, tw, tileH - 8, kAccent);
}
c.drawBitmap(ix, iy, kIcons[i], icons::kSize, icons::kSize, chosen ? kFaint : kAccent);
if (state_[i] == State::Paused) {
if (state_[i] == State::Paused || (i == Twenty48 && state_[i] == State::Playing)) { // a game is waiting
c.fillRect(ix + icons::kSize - 6, iy - 1, 10, 10, chosen ? kAccent : kBackground);
c.fillRect(ix + icons::kSize - 4, iy + 1, 6, 6, kWarning);
}
@@ -324,8 +495,9 @@ void GamesApp::drawMenu(Canvas& c) {
c.setTextColor(kText);
c.drawString(kNames[chosen_], kContent.w / 2, y + tileH + 8);
int b = best(w);
std::string under = state_[chosen_] == State::Paused ? "paused" : "";
if (b > 0) under += (under.empty() ? "" : ", ") + std::string(w == Pong ? "longest rally " : "best ") + std::to_string(b);
std::string under = state_[chosen_] == State::Paused ? "paused" : w == Twenty48 && state_[chosen_] == State::Playing ? "waiting" : "";
if (b > 0)
under += (under.empty() ? "" : ", ") + std::string(w == Pong ? "longest rally " : w == Mines ? "cleared in " : "best ") + std::to_string(b) + (w == Mines ? " s" : "");
c.setFont(&fonts::body);
c.setTextColor(kMuted);
c.drawString(under.c_str(), kContent.w / 2, y + tileH + 8 + kLineHeight + 2);
@@ -353,6 +525,9 @@ void GamesApp::drawPong(Canvas& c) {
const int b = static_cast<int>(Pong::kBall);
c.fillRect(static_cast<int>(pong_->ballX()) - b / 2, top + static_cast<int>(pong_->ballY()) - b / 2, b, b, theme::kText);
}
c.setFont(&fonts::small);
c.setTextColor(theme::kMuted);
c.drawString(!pongTilt() ? "keys" : pongInverted() ? "tilt, inverted" : "tilt", 2, top + 2);
int b = best(Pong);
std::string bestLine = b > 0 ? "longest rally " + std::to_string(b) : "first to 7";
if (state == State::Ready) drawBanner(c, "Pong", bestLine);
@@ -437,6 +612,175 @@ void GamesApp::drawTetris(Canvas& c) {
drawBanner(c, "Game over", newBest_ ? "a new best: " + std::to_string(tetris_->score()) : std::to_string(tetris_->lines()) + " lines");
}
// Minesweeper: the field under a line that says how it stands. No box is drawn over the field when
// the game ends: where the mines were is what one wants to see.
void GamesApp::drawMines(Canvas& c) {
using games::Mines;
const auto& area = theme::kContent;
State state = state_[GamesApp::Mines];
const int x0 = 0, y0 = area.y + area.h - Mines::kRows * kMineCell;
static const uint16_t* const kDigit[8] = {&theme::kAccent, &theme::kGood, &theme::kRed, &theme::kViolet,
&theme::kWarning, &theme::kMessage, &theme::kYellow, &theme::kText};
char line[40];
c.setFont(&fonts::body);
c.setTextColor(theme::kMuted);
int b = best(GamesApp::Mines);
bool lost = mines_ && mines_->phase() == Mines::Phase::Lost, won = mines_ && mines_->phase() == Mines::Phase::Won;
if (lost) {
c.setTextColor(theme::kWarning);
std::snprintf(line, sizeof line, "A mine. %lu s", (unsigned long)mines_->seconds());
} else if (won) {
c.setTextColor(theme::kGood);
if (newBest_) std::snprintf(line, sizeof line, "Cleared in %lu s: a new best", (unsigned long)mines_->seconds());
else std::snprintf(line, sizeof line, "Cleared in %lu s", (unsigned long)mines_->seconds());
} else std::snprintf(line, sizeof line, "%d mines", mines_ ? mines_->minesLeft() : Mines::kMines);
c.drawString(line, 2, area.y + 1);
c.setTextColor(theme::kMuted);
c.setTextDatum(top_right);
if (b > 0) std::snprintf(line, sizeof line, "%lu s best %d", (unsigned long)(mines_ ? mines_->seconds() : 0), b);
else std::snprintf(line, sizeof line, "%lu s", (unsigned long)(mines_ ? mines_->seconds() : 0));
c.drawString(line, area.w - 2, area.y + 1);
c.setTextDatum(top_left);
c.setFont(&fonts::bold);
c.setTextDatum(middle_center);
for (int row = 0; row < Mines::kRows; row++)
for (int col = 0; col < Mines::kCols; col++) {
int x = x0 + col * kMineCell, y = y0 + row * kMineCell;
bool open = mines_ && mines_->open(col, row), flagged = mines_ && mines_->flagged(col, row);
bool mine = mines_ && mines_->mine(col, row);
if (lost && mine && !flagged) { // where they were; the one dug is the bright one
c.fillRect(x, y, kMineCell - 1, kMineCell - 1, open ? theme::kRed : theme::kFaint);
c.fillCircle(x + kMineCell / 2 - 1, y + kMineCell / 2 - 1, 3, open ? theme::kText : theme::kRed);
} else if (!open) {
c.fillRect(x, y, kMineCell - 1, kMineCell - 1, theme::kFaint);
if (flagged) { // a little flag on a pole; a wrong one goes pale when the game is lost
uint16_t colour = lost && !mine ? theme::kMuted : theme::kWarning;
c.fillTriangle(x + 4, y + 2, x + 4, y + 6, x + 8, y + 4, colour);
c.drawFastVLine(x + 4, y + 2, 7, colour);
}
} else if (int n = mines_->around(col, row)) {
c.setTextColor(*kDigit[n - 1]);
c.drawString(std::to_string(n).c_str(), x + kMineCell / 2, y + kMineCell / 2);
}
}
c.setTextDatum(top_left);
if (state == State::Playing)
c.drawRect(x0 + cursorCol_ * kMineCell - 1, y0 + cursorRow_ * kMineCell - 1, kMineCell + 1, kMineCell + 1, theme::kText);
if (state == State::Ready) drawBanner(c, "Minesweeper", b > 0 ? "cleared in " + std::to_string(b) + " s" : std::to_string(Mines::kMines) + " mines");
else if (state == State::Paused) drawBanner(c, "Paused", "");
}
// 2048: the board in the middle, the score beside it.
void GamesApp::drawTwenty48(Canvas& c) {
using games::Twenty48;
const auto& area = theme::kContent;
State state = state_[GamesApp::Twenty48];
const int tile = 27, gap = 3, size = 4 * tile + 5 * gap, x0 = (area.w - size) / 2, y0 = area.y;
c.fillRect(x0, y0, size, size, theme::kBar);
// A colour a power of two, round the theme's accents; the low ones are quiet.
static const uint16_t* const kTile[] = {&theme::kFaint, &theme::kMuted, &theme::kAccent, &theme::kGood, &theme::kYellow, &theme::kWarning,
&theme::kRed, &theme::kMessage, &theme::kViolet, &theme::kAccent, &theme::kText};
c.setTextDatum(middle_center);
for (int row = 0; row < 4; row++)
for (int col = 0; col < 4; col++) {
int x = x0 + gap + col * (tile + gap), y = y0 + gap + row * (tile + gap);
uint8_t p = twenty48_ ? twenty48_->power(col, row) : 0;
if (!p) {
c.fillRect(x, y, tile, tile, theme::kBackground);
continue;
}
c.fillRect(x, y, tile, tile, *kTile[std::min<int>(p, 11) - 1]);
uint32_t v = twenty48_->value(col, row);
c.setFont(v < 100 ? &fonts::bold : v < 10000 ? &fonts::medium : &fonts::small);
c.setTextColor(p == 1 ? theme::kText : theme::kBackground);
c.drawString(std::to_string(v).c_str(), x + tile / 2 + 1, y + tile / 2 + 1);
}
c.setTextDatum(top_left);
c.setFont(&fonts::body);
auto readout = [&](int x, int y, const char* label, uint32_t value) {
c.setTextColor(theme::kMuted);
c.drawString(label, x, y);
c.setTextColor(theme::kText);
c.drawString(std::to_string(value).c_str(), x, y + theme::kLineHeight);
};
readout(6, area.y + 4, "Score", twenty48_ ? twenty48_->score() : 0);
readout(x0 + size + 8, area.y + 4, "Best", static_cast<uint32_t>(best(GamesApp::Twenty48)));
c.setFont(&fonts::small);
if (state == State::Over) {
c.setTextColor(theme::kWarning);
c.drawString("No move", 6, area.y + area.h - 20);
c.drawString(newBest_ ? "left: a best" : "left", 6, area.y + area.h - 10);
} else if (twenty48_ && twenty48_->reached()) {
c.setTextColor(theme::kGood);
c.drawString("2048!", 6, area.y + area.h - 10);
}
if (state == State::Ready) drawBanner(c, "2048", best(GamesApp::Twenty48) > 0 ? "best " + std::to_string(best(GamesApp::Twenty48)) : "");
}
// Asteroids, in outlines: the rocks, the ship, the bullets, and a line of figures along the top.
void GamesApp::drawAsteroids(Canvas& c) {
using games::Asteroids;
const auto& area = theme::kContent;
State state = state_[GamesApp::Asteroids];
const int top = area.y;
if (asteroids_) {
for (auto& r : asteroids_->rocks()) {
float radius = r.radius();
// A rock across an edge is drawn on both sides of it, as the field wraps round.
for (float ox : {-Asteroids::kWidth, 0.0f, Asteroids::kWidth})
for (float oy : {-Asteroids::kHeight, 0.0f, Asteroids::kHeight}) {
float x = r.x + ox, y = r.y + oy;
if (x < -radius || x > Asteroids::kWidth + radius || y < -radius || y > Asteroids::kHeight + radius) continue;
int px[8], py[8];
for (int k = 0; k < 8; k++) {
float a = k * 0.785398f, d = radius * r.look[k] / 255.0f;
px[k] = static_cast<int>(std::lround(x + std::sin(a) * d));
py[k] = top + static_cast<int>(std::lround(y - std::cos(a) * d));
}
for (int k = 0; k < 8; k++) c.drawLine(px[k], py[k], px[(k + 1) % 8], py[(k + 1) % 8], theme::kText);
}
}
for (auto& b : asteroids_->bullets()) c.fillRect(static_cast<int>(b.x), top + static_cast<int>(b.y), 2, 2, theme::kYellow);
// The ship: a dart pointing where it goes. Shielded, it blinks.
if (asteroids_->shipShown() && (!asteroids_->shielded() || (millis() / 120) % 2)) {
float a = asteroids_->shipAngle(), s = std::sin(a), co = std::cos(a);
auto at = [&](float dx, float dy, int& x, int& y) {
x = static_cast<int>(std::lround(asteroids_->shipX() + dx * co - dy * s));
y = top + static_cast<int>(std::lround(asteroids_->shipY() + dx * s + dy * co));
};
int nx, ny, lx, ly, rx, ry, bx, by;
at(0, -6, nx, ny);
at(-4, 4, lx, ly);
at(4, 4, rx, ry);
at(0, 2, bx, by);
c.drawLine(nx, ny, lx, ly, theme::kAccent);
c.drawLine(nx, ny, rx, ry, theme::kAccent);
c.drawLine(lx, ly, bx, by, theme::kAccent);
c.drawLine(rx, ry, bx, by, theme::kAccent);
if (asteroids_->thrusting() && (millis() / 60) % 2) {
int fx, fy;
at(0, 7, fx, fy);
c.drawLine(bx, by, fx, fy, theme::kWarning);
}
}
}
c.setFont(&fonts::small);
c.setTextColor(theme::kMuted);
char line[32];
std::snprintf(line, sizeof line, "%d", asteroids_ ? asteroids_->score() : 0);
c.drawString(line, 2, top + 1);
c.setTextDatum(top_right);
std::snprintf(line, sizeof line, "wave %d ships %d", asteroids_ ? asteroids_->wave() : 1, asteroids_ ? asteroids_->lives() : Asteroids::kLives);
c.drawString(line, area.w - 2, top + 1);
c.setTextDatum(top_left);
int b = best(GamesApp::Asteroids);
if (state == State::Ready) drawBanner(c, "Asteroids", b > 0 ? "best " + std::to_string(b) : "lean to turn");
else if (state == State::Paused) drawBanner(c, "Paused", "");
else if (state == State::Over)
drawBanner(c, "Game over", newBest_ ? "a new best: " + std::to_string(asteroids_->score()) : std::to_string(asteroids_->score()) + ", best " + std::to_string(b));
}
void GamesApp::draw(Canvas& c) {
c.setTextDatum(top_left);
lastDrawMs_ = millis();
@@ -444,6 +788,9 @@ void GamesApp::draw(Canvas& c) {
case Pong: drawPong(c); break;
case Snake: drawSnake(c); break;
case Tetris: drawTetris(c); break;
case Mines: drawMines(c); break;
case Twenty48: drawTwenty48(c); break;
case Asteroids: drawAsteroids(c); break;
default: drawMenu(c); break;
}
}
+33 -5
View File
@@ -5,12 +5,15 @@
#include "app.h"
#include "key_mapper.h"
#include "asteroids.h"
#include "key_value_store.h"
#include "mines.h"
#include "pong.h"
#include "settings.h"
#include "snake.h"
#include "tetris.h"
#include "tune.h"
#include "twenty48.h"
namespace roro {
@@ -29,10 +32,12 @@ class GamesApp : public App {
void help(std::vector<KeyHelp>& out) const override;
const char* helpTitle() const override;
// A Game being played is the device in use, key or no key: the screen stays lit.
bool keepsScreenOn() const override { return which_ != Menu && state_[which_] == State::Playing; }
// Not for the two that wait for a move: there a key is pressed, or nobody is playing.
bool keepsScreenOn() const override { return which_ != Menu && which_ != Mines && which_ != Twenty48 && state_[which_] == State::Playing; }
private:
enum Which { Pong, Snake, Tetris, Menu }; // the first three index the arrays
enum Which { Pong, Snake, Tetris, Mines, Twenty48, Asteroids, Menu }; // all but the last index the arrays
static constexpr int kGames = 6;
enum class State : uint8_t { Ready, Playing, Paused, Over };
void begin(); // a new game of the one chosen
@@ -48,6 +53,17 @@ class GamesApp : public App {
bool pongKey(const KeyEvent& e);
bool snakeKey(const KeyEvent& e);
bool tetrisKey(const KeyEvent& e);
bool minesKey(const KeyEvent& e);
bool twenty48Key(const KeyEvent& e);
bool asteroidsKey(const KeyEvent& e);
void readTilt(); // the device's lean, both ways, from the accelerometer, smoothed
void levelTilt(); // however it is held now is "straight on"
bool pongTilt(); // Pong steered by tilting (0 switches, remembered)
bool pongInverted(); // and the other way up (9 switches, remembered)
void drawAsteroids(Canvas& c);
void moveCursor(int dc, int dr);
void drawMines(Canvas& c);
void drawTwenty48(Canvas& c);
void drawMenu(Canvas& c);
void drawPong(Canvas& c);
void drawSnake(Canvas& c);
@@ -57,14 +73,26 @@ class GamesApp : public App {
const KeyMapper& keys_;
const Settings& settings_;
KeyValueStore& store_;
int chosen_ = 0; // in the row of three
int chosen_ = 0; // in the row of games
Which which_ = Menu;
State state_[3] = {State::Ready, State::Ready, State::Ready};
int best_[3] = {-1, -1, -1}; // -1: not read from the store yet
State state_[kGames] = {State::Ready, State::Ready, State::Ready, State::Ready, State::Ready, State::Ready};
int best_[kGames] = {-1, -1, -1, -1, -1, -1}; // -1: not read from the store yet
bool newBest_ = false;
std::unique_ptr<games::Pong> pong_;
std::unique_ptr<games::Snake> snake_;
std::unique_ptr<games::Tetris> tetris_;
std::unique_ptr<games::Mines> mines_;
std::unique_ptr<games::Twenty48> twenty48_;
std::unique_ptr<games::Asteroids> asteroids_;
// Asteroids is steered by leaning the device left and right, Pong if asked by tilting it up and
// down: "level" is how it was held when the game began.
float lean_ = 0, level_ = 0, pitch_ = 0, pitchLevel_ = 0;
int pongTilt_ = -1, pongInverted_ = -1; // -1: not read from the store yet
bool fired_ = false;
// Minesweeper's cursor, and the arrow held to run it along.
int cursorCol_ = 0, cursorRow_ = 0, runDir_ = -1;
uint32_t runMs_ = 0, shownSeconds_ = 0;
bool running_ = false;
uint32_t lastMs_ = 0, lastDrawMs_ = 0;
// Keys that came as presses since the last step: a tap moves too, held or not.
int tapMove_ = 0;
+105
View File
@@ -3,6 +3,41 @@
namespace roro::icons {
const uint8_t asteroids[128] = {
0x00, 0x00, 0x00, 0x00, // ................................
0x00, 0x00, 0x00, 0x00, // ................................
0x00, 0x00, 0x3f, 0xc0, // ..................########......
0x00, 0x00, 0x3f, 0xc0, // ..................########......
0x00, 0x00, 0xc0, 0x30, // ................##........##....
0x00, 0x00, 0xc0, 0x30, // ................##........##....
0x00, 0x03, 0x00, 0x0c, // ..............##............##..
0x00, 0x03, 0x00, 0x0c, // ..............##............##..
0x00, 0x03, 0x00, 0x30, // ..............##..........##....
0x00, 0x03, 0x00, 0x30, // ..............##..........##....
0x00, 0x00, 0xc0, 0x0c, // ................##..........##..
0x00, 0x00, 0xc0, 0x0c, // ................##..........##..
0x00, 0x00, 0x3f, 0xf0, // ..................##########....
0x00, 0x00, 0x3f, 0xf0, // ..................##########....
0x00, 0x00, 0x00, 0x00, // ................................
0x00, 0x00, 0x00, 0x00, // ................................
0x03, 0x00, 0x00, 0x00, // ......##........................
0x03, 0x00, 0x00, 0x00, // ......##........................
0x03, 0x00, 0x03, 0x00, // ......##..............##........
0x03, 0x00, 0x03, 0x00, // ......##..............##........
0x0c, 0xc0, 0x00, 0x00, // ....##..##......................
0x0c, 0xc0, 0x00, 0x00, // ....##..##......................
0x0c, 0xc0, 0x0c, 0x00, // ....##..##..........##..........
0x0c, 0xc0, 0x0c, 0x00, // ....##..##..........##..........
0x30, 0x30, 0x00, 0x00, // ..##......##....................
0x30, 0x30, 0x00, 0x00, // ..##......##....................
0x33, 0x30, 0x00, 0x00, // ..##..##..##....................
0x33, 0x30, 0x00, 0x00, // ..##..##..##....................
0x3c, 0xf0, 0x00, 0x00, // ..####..####....................
0x3c, 0xf0, 0x00, 0x00, // ..####..####....................
0x00, 0x00, 0x00, 0x00, // ................................
0x00, 0x00, 0x00, 0x00, // ................................
};
const uint8_t games[128] = {
0x00, 0x00, 0x00, 0x00, // ................................
0x00, 0x00, 0x00, 0x00, // ................................
@@ -178,6 +213,41 @@ const uint8_t lora[128] = {
0x00, 0x00, 0x00, 0x00, // ................................
};
const uint8_t mines[128] = {
0x00, 0x00, 0x00, 0x00, // ................................
0x00, 0x00, 0x00, 0x00, // ................................
0x00, 0x03, 0xc0, 0x00, // ..............####..............
0x00, 0x03, 0xc0, 0x00, // ..............####..............
0x0c, 0x03, 0xc0, 0x30, // ....##........####........##....
0x0c, 0x03, 0xc0, 0x30, // ....##........####........##....
0x03, 0x3f, 0xfc, 0xc0, // ......##..############..##......
0x03, 0x3f, 0xfc, 0xc0, // ......##..############..##......
0x00, 0xff, 0xff, 0x00, // ........################........
0x00, 0xff, 0xff, 0x00, // ........################........
0x03, 0xf0, 0xff, 0xc0, // ......######....##########......
0x03, 0xf0, 0xff, 0xc0, // ......######....##########......
0x03, 0xc0, 0xff, 0xc0, // ......####......##########......
0x03, 0xc0, 0xff, 0xc0, // ......####......##########......
0x3f, 0xff, 0xff, 0xfc, // ..############################..
0x3f, 0xff, 0xff, 0xfc, // ..############################..
0x3f, 0xff, 0xff, 0xfc, // ..############################..
0x3f, 0xff, 0xff, 0xfc, // ..############################..
0x03, 0xff, 0xff, 0xc0, // ......####################......
0x03, 0xff, 0xff, 0xc0, // ......####################......
0x03, 0xff, 0xff, 0xc0, // ......####################......
0x03, 0xff, 0xff, 0xc0, // ......####################......
0x00, 0xff, 0xff, 0x00, // ........################........
0x00, 0xff, 0xff, 0x00, // ........################........
0x03, 0x3f, 0xfc, 0xc0, // ......##..############..##......
0x03, 0x3f, 0xfc, 0xc0, // ......##..############..##......
0x0c, 0x03, 0xc0, 0x30, // ....##........####........##....
0x0c, 0x03, 0xc0, 0x30, // ....##........####........##....
0x00, 0x03, 0xc0, 0x00, // ..............####..............
0x00, 0x03, 0xc0, 0x00, // ..............####..............
0x00, 0x00, 0x00, 0x00, // ................................
0x00, 0x00, 0x00, 0x00, // ................................
};
const uint8_t notes[128] = {
0x00, 0x00, 0x00, 0x00, // ................................
0x00, 0x00, 0x00, 0x00, // ................................
@@ -493,6 +563,41 @@ const uint8_t tetris[128] = {
0x00, 0x00, 0x00, 0x00, // ................................
};
const uint8_t twenty48[128] = {
0x00, 0x00, 0x00, 0x00, // ................................
0x00, 0x00, 0x00, 0x00, // ................................
0x3f, 0xfc, 0xff, 0xf0, // ..############..############....
0x3f, 0xfc, 0xff, 0xf0, // ..############..############....
0x30, 0x0c, 0xff, 0xf0, // ..##........##..############....
0x30, 0x0c, 0xff, 0xf0, // ..##........##..############....
0x30, 0x0c, 0xff, 0xf0, // ..##........##..############....
0x30, 0x0c, 0xff, 0xf0, // ..##........##..############....
0x30, 0x0c, 0xff, 0xf0, // ..##........##..############....
0x30, 0x0c, 0xff, 0xf0, // ..##........##..############....
0x30, 0x0c, 0xff, 0xf0, // ..##........##..############....
0x30, 0x0c, 0xff, 0xf0, // ..##........##..############....
0x3f, 0xfc, 0xff, 0xf0, // ..############..############....
0x3f, 0xfc, 0xff, 0xf0, // ..############..############....
0x00, 0x00, 0x00, 0x00, // ................................
0x00, 0x00, 0x00, 0x00, // ................................
0x3f, 0xfc, 0xff, 0xf0, // ..############..############....
0x3f, 0xfc, 0xff, 0xf0, // ..############..############....
0x3f, 0xfc, 0xc0, 0x30, // ..############..##........##....
0x3f, 0xfc, 0xc0, 0x30, // ..############..##........##....
0x3f, 0xfc, 0xc0, 0x30, // ..############..##........##....
0x3f, 0xfc, 0xc0, 0x30, // ..############..##........##....
0x3f, 0xfc, 0xc0, 0x30, // ..############..##........##....
0x3f, 0xfc, 0xc0, 0x30, // ..############..##........##....
0x3f, 0xfc, 0xc0, 0x30, // ..############..##........##....
0x3f, 0xfc, 0xc0, 0x30, // ..############..##........##....
0x3f, 0xfc, 0xff, 0xf0, // ..############..############....
0x3f, 0xfc, 0xff, 0xf0, // ..############..############....
0x00, 0x00, 0x00, 0x00, // ................................
0x00, 0x00, 0x00, 0x00, // ................................
0x00, 0x00, 0x00, 0x00, // ................................
0x00, 0x00, 0x00, 0x00, // ................................
};
const uint8_t wifi_tools[128] = {
0x00, 0x00, 0x00, 0x00, // ................................
0x00, 0x00, 0x00, 0x00, // ................................
+3
View File
@@ -8,11 +8,13 @@ namespace roro::icons {
// One bit a pixel, the leftmost first, a row after another: what Canvas::drawBitmap takes.
constexpr int kSize = 32;
extern const uint8_t asteroids[128]; // asteroids.png
extern const uint8_t games[128]; // games.png
extern const uint8_t gemini[128]; // gemini.png
extern const uint8_t gnss[128]; // gnss.png
extern const uint8_t irc[128]; // irc.png
extern const uint8_t lora[128]; // lora.png
extern const uint8_t mines[128]; // mines.png
extern const uint8_t notes[128]; // notes.png
extern const uint8_t pong[128]; // pong.png
extern const uint8_t settings[128]; // settings.png
@@ -22,6 +24,7 @@ extern const uint8_t ssh[128]; // ssh.png
extern const uint8_t storage[128]; // storage.png
extern const uint8_t system[128]; // system.png
extern const uint8_t tetris[128]; // tetris.png
extern const uint8_t twenty48[128]; // twenty48.png
extern const uint8_t wifi_tools[128]; // wifi-tools.png
} // namespace roro::icons
+21
View File
@@ -121,6 +121,25 @@ void test_pong_the_device_can_be_beaten() {
TEST_ASSERT_TRUE(playerPoints > 0);
}
void test_pong_a_tilt_puts_the_paddle_where_it_points() {
TEST_ASSERT_FLOAT_WITHIN(0.01, Pong::kHeight / 2, tiltTarget(0.3f, 0.3f)); // held as at the start: the middle
TEST_ASSERT_TRUE(tiltTarget(0.2f, 0.3f) < Pong::kHeight / 2); // top lowered: up
TEST_ASSERT_TRUE(tiltTarget(0.4f, 0.3f) > Pong::kHeight / 2);
TEST_ASSERT_FLOAT_WITHIN(0.01, Pong::kPaddleH / 2, tiltTarget(-0.9f, 0.3f)); // and no further than the edge
TEST_ASSERT_FLOAT_WITHIN(0.01, Pong::kHeight - Pong::kPaddleH / 2, tiltTarget(0.9f, 0.3f));
TEST_ASSERT_EQUAL_FLOAT(1, moveToward(20, 80));
TEST_ASSERT_EQUAL_FLOAT(-1, moveToward(80, 20));
TEST_ASSERT_FLOAT_WITHIN(0.01, 0.5f, moveToward(60, 65));
TEST_ASSERT_EQUAL_FLOAT(0, moveToward(60, 60));
}
void test_pong_a_tilted_paddle_settles_on_its_target() {
Pong p(3);
float target = tiltTarget(0.4f, 0.3f);
for (int i = 0; i < 200; i++) p.step(0.01f, moveToward(p.playerY(), target));
TEST_ASSERT_FLOAT_WITHIN(0.5, target, p.playerY());
}
void test_pong_the_device_paddle_has_a_top_speed() {
Pong p(13);
float before = p.deviceY();
@@ -658,6 +677,8 @@ int main() {
RUN_TEST(test_pong_a_miss_is_a_point_for_the_other_side);
RUN_TEST(test_pong_ends_at_seven);
RUN_TEST(test_pong_the_device_can_be_beaten);
RUN_TEST(test_pong_a_tilt_puts_the_paddle_where_it_points);
RUN_TEST(test_pong_a_tilted_paddle_settles_on_its_target);
RUN_TEST(test_pong_the_device_paddle_has_a_top_speed);
RUN_TEST(test_snake_starts_in_the_middle_three_long);
RUN_TEST(test_snake_moves_at_its_pace);
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#include <unity.h>
#include <cmath>
#include "asteroids.h"
#include "mines.h"
#include "twenty48.h"
using namespace roro::games;
void setUp() {}
void tearDown() {}
// ---- Minesweeper ----
namespace {
uint16_t at(int col, int row) { return static_cast<uint16_t>(row * Mines::kCols + col); }
int countOpen(const Mines& m) {
int n = 0;
for (int r = 0; r < Mines::kRows; r++)
for (int c = 0; c < Mines::kCols; c++) n += m.open(c, r);
return n;
}
int countMines(const Mines& m) {
int n = 0;
for (int r = 0; r < Mines::kRows; r++)
for (int c = 0; c < Mines::kCols; c++) n += m.mine(c, r);
return n;
}
} // namespace
void test_mines_the_first_dig_is_never_a_mine_and_opens_something() {
for (uint32_t seed = 1; seed <= 30; seed++) {
Mines m(seed);
TEST_ASSERT_TRUE(m.phase() == Mines::Phase::Fresh);
int col = static_cast<int>(seed * 7 % Mines::kCols), row = static_cast<int>(seed * 3 % Mines::kRows);
uint8_t e = m.dig(col, row);
TEST_ASSERT_TRUE(e & Mines::Opened);
TEST_ASSERT_FALSE(e & Mines::Boom);
TEST_ASSERT_EQUAL(Mines::kMines, countMines(m));
TEST_ASSERT_EQUAL(0, m.around(col, row)); // nor is one next to it
TEST_ASSERT_TRUE(countOpen(m) >= 4); // so its neighbours opened too
TEST_ASSERT_TRUE(m.phase() == Mines::Phase::Running);
}
}
void test_mines_numbers_count_the_mines_around() {
Mines m(1);
const uint16_t where[] = {at(5, 5), at(6, 5), at(7, 6)};
m.lay(where, 3);
TEST_ASSERT_EQUAL(3, m.around(6, 6)); // all three touch it
TEST_ASSERT_EQUAL(1, m.around(4, 4)); // only (5,5), by a corner
TEST_ASSERT_EQUAL(2, m.around(6, 4)); // the two above which it sits
TEST_ASSERT_EQUAL(0, m.around(20, 10));
}
void test_mines_an_empty_cell_opens_up_to_the_numbers() {
Mines m(1);
const uint16_t where[] = {at(0, 0)};
m.lay(where, 1);
m.dig(15, 6);
TEST_ASSERT_EQUAL(Mines::kCols * Mines::kRows - 1, countOpen(m)); // everything but the mine
TEST_ASSERT_TRUE(m.open(1, 1));
TEST_ASSERT_FALSE(m.open(0, 0));
}
void test_mines_a_number_opens_alone() {
Mines m(1);
const uint16_t where[] = {at(5, 5)};
m.lay(where, 1);
TEST_ASSERT_EQUAL(Mines::Opened, m.dig(4, 4));
TEST_ASSERT_EQUAL(1, countOpen(m));
}
void test_mines_digging_a_mine_loses() {
Mines m(1);
const uint16_t where[] = {at(5, 5), at(20, 3)};
m.lay(where, 2);
m.dig(4, 4);
uint8_t e = m.dig(5, 5);
TEST_ASSERT_TRUE(e & Mines::Boom);
TEST_ASSERT_TRUE(m.phase() == Mines::Phase::Lost);
TEST_ASSERT_EQUAL(0, m.dig(0, 0)); // nothing more
TEST_ASSERT_EQUAL(0, m.flag(0, 0));
}
void test_mines_a_flag_guards_its_cell_and_counts() {
Mines m(1);
const uint16_t where[] = {at(5, 5)};
m.lay(where, 1);
TEST_ASSERT_EQUAL(Mines::kMines, m.minesLeft());
TEST_ASSERT_EQUAL(Mines::Flagged, m.flag(5, 5));
TEST_ASSERT_EQUAL(Mines::kMines - 1, m.minesLeft());
TEST_ASSERT_EQUAL(0, m.dig(5, 5)); // not while it is flagged
TEST_ASSERT_FALSE(m.open(5, 5));
m.flag(5, 5); // taken off
TEST_ASSERT_EQUAL(Mines::kMines, m.minesLeft());
m.dig(4, 4);
TEST_ASSERT_EQUAL(0, m.flag(4, 4)); // an open cell takes no flag
}
void test_mines_a_number_with_its_flags_opens_the_rest() {
Mines m(1);
const uint16_t where[] = {at(5, 5), at(20, 3)};
m.lay(where, 2);
m.dig(4, 4); // a 1
TEST_ASSERT_EQUAL(0, m.dig(4, 4)); // no flag yet: nothing
m.flag(5, 5);
uint8_t e = m.dig(4, 4);
TEST_ASSERT_TRUE(e & Mines::Opened);
TEST_ASSERT_TRUE(m.open(3, 3));
TEST_ASSERT_TRUE(m.open(4, 5));
TEST_ASSERT_FALSE(m.open(5, 5));
}
void test_mines_a_wrong_flag_and_the_same_dig_loses() {
Mines m(1);
const uint16_t where[] = {at(5, 5), at(20, 3)};
m.lay(where, 2);
m.dig(4, 4);
m.flag(3, 3); // the wrong cell
TEST_ASSERT_TRUE(m.dig(4, 4) & Mines::Boom);
}
void test_mines_opening_everything_else_wins() {
Mines m(1);
uint16_t many[Mines::kMines];
for (int i = 0; i < Mines::kMines; i++) many[i] = at(i % Mines::kCols, i / Mines::kCols); // the first row and part of the second
m.lay(many, Mines::kMines);
uint8_t all = 0;
for (int r = 0; r < Mines::kRows; r++)
for (int c = 0; c < Mines::kCols; c++)
if (!m.mine(c, r)) all |= m.dig(c, r);
TEST_ASSERT_TRUE(all & Mines::Won);
TEST_ASSERT_FALSE(all & Mines::Boom);
TEST_ASSERT_TRUE(m.phase() == Mines::Phase::Won);
}
void test_mines_the_clock_runs_from_the_first_dig_to_the_end() {
Mines m(1);
m.tick(5000);
TEST_ASSERT_EQUAL(0, m.seconds()); // not before the first dig
const uint16_t where[] = {at(5, 5), at(20, 3)};
m.lay(where, 2);
m.dig(4, 4);
m.tick(2500);
TEST_ASSERT_EQUAL(2, m.seconds());
m.dig(5, 5);
m.tick(9000);
TEST_ASSERT_EQUAL(2, m.seconds()); // stopped
m.start();
TEST_ASSERT_EQUAL(0, m.seconds());
TEST_ASSERT_EQUAL(0, countOpen(m));
}
// ---- 2048 ----
namespace {
void board(Twenty48& t, std::initializer_list<uint8_t> powers) {
uint8_t p[16] = {};
int i = 0;
for (uint8_t v : powers) p[i++] = v;
t.set(p);
}
int tiles(const Twenty48& t) {
int n = 0;
for (int r = 0; r < 4; r++)
for (int c = 0; c < 4; c++) n += t.power(c, r) != 0;
return n;
}
} // namespace
void test_2048_starts_with_two_tiles() {
for (uint32_t seed = 1; seed <= 20; seed++) {
Twenty48 t(seed);
TEST_ASSERT_EQUAL(2, tiles(t));
TEST_ASSERT_EQUAL(0, t.score());
TEST_ASSERT_FALSE(t.over());
}
}
void test_2048_tiles_slide_to_the_side() {
Twenty48 t(1);
board(t, {0, 1, 0, 2, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0});
uint8_t e = t.slide(Twenty48::Dir::Left);
TEST_ASSERT_TRUE(e & Twenty48::Moved);
TEST_ASSERT_FALSE(e & Twenty48::Merged);
TEST_ASSERT_EQUAL(2, t.value(0, 0));
TEST_ASSERT_EQUAL(4, t.value(1, 0));
TEST_ASSERT_EQUAL(3, tiles(t)); // and a new one came
}
void test_2048_two_alike_become_one_and_score() {
Twenty48 t(1);
board(t, {1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0});
uint8_t e = t.slide(Twenty48::Dir::Right);
TEST_ASSERT_TRUE(e & Twenty48::Merged);
TEST_ASSERT_EQUAL(4, t.value(3, 0));
TEST_ASSERT_EQUAL(4, t.score());
}
void test_2048_a_tile_merges_once_a_move() {
Twenty48 t(1);
board(t, {1, 1, 1, 1, 2, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0});
t.slide(Twenty48::Dir::Left);
TEST_ASSERT_EQUAL(4, t.value(0, 0)); // 2 2 2 2 is 4 4, not 8
TEST_ASSERT_EQUAL(4, t.value(1, 0));
TEST_ASSERT_EQUAL(4, t.value(0, 1)); // 4 2 2 is 4 4, not 8
TEST_ASSERT_EQUAL(4, t.value(1, 1));
TEST_ASSERT_EQUAL(12, t.score());
}
void test_2048_the_pair_nearest_the_wall_merges_first() {
Twenty48 t(1);
board(t, {1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0});
t.slide(Twenty48::Dir::Right);
TEST_ASSERT_EQUAL(4, t.value(3, 0));
TEST_ASSERT_EQUAL(2, t.value(2, 0));
}
void test_2048_up_and_down() {
Twenty48 t(1);
board(t, {1, 0, 0, 0, 1, 0, 0, 0, 2, 0, 0, 0, 0, 0, 0, 0});
t.slide(Twenty48::Dir::Down);
TEST_ASSERT_EQUAL(4, t.value(0, 3)); // the 4 at the bottom...
TEST_ASSERT_EQUAL(4, t.value(0, 2)); // ...and the two 2s made into one above it
board(t, {0, 0, 0, 3, 0, 0, 0, 0, 0, 0, 0, 3, 0, 0, 0, 0});
t.slide(Twenty48::Dir::Up);
TEST_ASSERT_EQUAL(16, t.value(3, 0));
}
void test_2048_a_move_that_moves_nothing_is_no_move() {
Twenty48 t(1);
board(t, {1, 2, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0});
TEST_ASSERT_EQUAL(0, t.slide(Twenty48::Dir::Left));
TEST_ASSERT_EQUAL(0, t.slide(Twenty48::Dir::Up));
TEST_ASSERT_EQUAL(2, tiles(t)); // no new tile either
}
void test_2048_reaching_2048_is_said_once() {
Twenty48 t(1);
board(t, {10, 10, 0, 0, 10, 10, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0});
uint8_t e = t.slide(Twenty48::Dir::Left);
TEST_ASSERT_TRUE(e & Twenty48::Reached);
TEST_ASSERT_TRUE(t.reached());
TEST_ASSERT_EQUAL(2048, t.value(0, 0));
TEST_ASSERT_FALSE(t.over()); // and it goes on
board(t, {10, 10, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0});
TEST_ASSERT_FALSE(t.slide(Twenty48::Dir::Left) & Twenty48::Reached);
}
void test_2048_is_over_when_nothing_can_move() {
Twenty48 t(1);
board(t, {1, 2, 1, 2, 2, 1, 2, 1, 1, 2, 1, 2, 2, 1, 2, 1});
TEST_ASSERT_TRUE(t.over());
TEST_ASSERT_EQUAL(0, t.slide(Twenty48::Dir::Left));
// One pair left: it is not over, and the pair can be made into one.
board(t, {1, 2, 1, 2, 2, 1, 2, 1, 1, 2, 1, 2, 2, 1, 3, 3});
TEST_ASSERT_FALSE(t.over());
uint8_t e = t.slide(Twenty48::Dir::Left);
TEST_ASSERT_TRUE(e & Twenty48::Merged);
TEST_ASSERT_EQUAL(16, t.score());
}
void test_2048_the_same_seed_is_the_same_game() {
Twenty48 a(9), b(9);
const Twenty48::Dir moves[] = {Twenty48::Dir::Left, Twenty48::Dir::Up, Twenty48::Dir::Right, Twenty48::Dir::Down};
for (int i = 0; i < 60; i++) {
a.slide(moves[i % 4]);
b.slide(moves[i % 4]);
}
for (int r = 0; r < 4; r++)
for (int c = 0; c < 4; c++) TEST_ASSERT_EQUAL(a.power(c, r), b.power(c, r));
TEST_ASSERT_EQUAL(a.score(), b.score());
}
void test_2048_new_tiles_are_twos_and_sometimes_fours() {
int twos = 0, fours = 0;
for (uint32_t seed = 1; seed <= 300; seed++) {
Twenty48 t(seed);
for (int r = 0; r < 4; r++)
for (int c = 0; c < 4; c++) {
twos += t.value(c, r) == 2;
fours += t.value(c, r) == 4;
}
}
TEST_ASSERT_EQUAL(600, twos + fours);
TEST_ASSERT_TRUE(fours > 20 && fours < 120); // about one in ten
}
// ---- Asteroids ----
namespace {
Asteroids::Rock rockAt(float x, float y, uint8_t size, float vx = 0, float vy = 0) {
Asteroids::Rock r{};
r.x = x;
r.y = y;
r.vx = vx;
r.vy = vy;
r.size = size;
return r;
}
void fly(Asteroids& a, float seconds, AsteroidsInput in = AsteroidsInput()) {
for (float t = 0; t < seconds; t += 0.02f) a.step(0.02f, in);
}
} // namespace
void test_asteroids_a_lean_is_a_turn() {
TEST_ASSERT_EQUAL_FLOAT(0, tiltTurn(0.02f, 0)); // a steady hand: straight on
TEST_ASSERT_EQUAL_FLOAT(0, tiltTurn(0.32f, 0.30f)); // around how it was held at the start
TEST_ASSERT_TRUE(tiltTurn(0.2f, 0) > 0.3f && tiltTurn(0.2f, 0) < 0.7f);
TEST_ASSERT_EQUAL_FLOAT(1, tiltTurn(0.6f, 0));
TEST_ASSERT_EQUAL_FLOAT(-1, tiltTurn(-0.6f, 0));
TEST_ASSERT_EQUAL_FLOAT(-tiltTurn(0.2f, 0), tiltTurn(-0.2f, 0));
}
void test_asteroids_a_wave_starts_away_from_the_ship() {
for (uint32_t seed = 1; seed <= 20; seed++) {
Asteroids a(seed);
TEST_ASSERT_EQUAL(1, a.wave());
TEST_ASSERT_EQUAL(3, a.rocks().size());
for (auto& r : a.rocks()) {
TEST_ASSERT_EQUAL(3, r.size);
TEST_ASSERT_TRUE(std::hypot(r.x - a.shipX(), r.y - a.shipY()) > 40);
}
TEST_ASSERT_EQUAL(Asteroids::kLives, a.lives());
}
}
void test_asteroids_the_ship_turns_and_thrusts() {
Asteroids a(1);
a.setRocks({rockAt(10, 10, 1)});
AsteroidsInput in;
in.turn = 1;
fly(a, 0.5f, in);
TEST_ASSERT_FLOAT_WITHIN(0.1, Asteroids::kTurnSpeed * 0.5f, a.shipAngle());
a.placeShip(120, 60, 0); // pointing up
in = AsteroidsInput();
in.thrust = true;
fly(a, 0.5f, in);
TEST_ASSERT_TRUE(a.shipY() < 50);
TEST_ASSERT_FLOAT_WITHIN(1, 120, a.shipX());
TEST_ASSERT_TRUE(a.thrusting());
float y = a.shipY();
fly(a, 3); // no thrust: it drifts on, slowing
TEST_ASSERT_TRUE(a.shipY() != y);
}
void test_asteroids_everything_wraps_round() {
Asteroids a(1);
a.setRocks({rockAt(235, 60, 1, 40, 0)});
fly(a, 0.5f);
TEST_ASSERT_TRUE(a.rocks()[0].x < 30);
a.placeShip(120, 2, 0);
AsteroidsInput in;
in.thrust = true;
fly(a, 0.3f, in);
TEST_ASSERT_TRUE(a.shipY() > 100); // out at the top, in at the bottom
}
void test_asteroids_a_bullet_breaks_a_rock_in_two() {
Asteroids a(1);
a.placeShip(120, 100, 0);
a.setRocks({rockAt(120, 60, 3), rockAt(10, 10, 1)});
AsteroidsInput in;
in.fire = true;
uint8_t all = a.step(0.02f, in);
TEST_ASSERT_TRUE(all & Asteroids::Shot);
for (int i = 0; i < 20; i++) all |= a.step(0.02f, AsteroidsInput());
TEST_ASSERT_TRUE(all & Asteroids::Hit);
TEST_ASSERT_EQUAL(20, a.score());
int middle = 0;
for (auto& r : a.rocks()) middle += r.size == 2;
TEST_ASSERT_EQUAL(2, middle);
TEST_ASSERT_EQUAL(0, a.bullets().size()); // spent on it
}
void test_asteroids_a_small_rock_is_gone_and_scores_most() {
Asteroids a(1);
a.placeShip(120, 100, 0);
a.setRocks({rockAt(120, 70, 1), rockAt(10, 10, 1)});
AsteroidsInput in;
in.fire = true;
a.step(0.02f, in);
fly(a, 0.4f);
TEST_ASSERT_EQUAL(100, a.score());
TEST_ASSERT_EQUAL(1, a.rocks().size());
}
void test_asteroids_bullets_are_few_and_short_lived() {
Asteroids a(1);
a.setRocks({rockAt(10, 10, 1)});
a.placeShip(120, 60, 1.57f); // to the right, where nothing is
AsteroidsInput in;
in.fire = true;
for (int i = 0; i < 10; i++) a.step(0.01f, in);
TEST_ASSERT_EQUAL(Asteroids::kMaxBullets, a.bullets().size());
fly(a, Asteroids::kBulletLife + 0.1f);
TEST_ASSERT_EQUAL(0, a.bullets().size());
}
void test_asteroids_a_rock_costs_a_ship_and_the_last_ends_it() {
Asteroids a(1);
a.setRocks({rockAt(120, 60, 3)});
a.placeShip(120, 60, 0);
fly(a, 0.5f); // shielded for a moment after coming in
TEST_ASSERT_EQUAL(Asteroids::kLives, a.lives());
uint8_t all = 0;
for (int i = 0; i < 200 && !(all & Asteroids::Died); i++) all |= a.step(0.02f, AsteroidsInput());
TEST_ASSERT_TRUE(all & Asteroids::Died);
TEST_ASSERT_EQUAL(Asteroids::kLives - 1, a.lives());
TEST_ASSERT_FALSE(a.shipShown()); // out for a moment, then back in the middle
fly(a, Asteroids::kRespawnWait + 0.1f);
TEST_ASSERT_TRUE(a.shipShown());
TEST_ASSERT_TRUE(a.shielded());
for (int life = 0; life < 2; life++) {
a.setRocks({rockAt(a.shipX(), a.shipY(), 3)});
fly(a, Asteroids::kShielded + Asteroids::kRespawnWait + 0.5f);
}
TEST_ASSERT_TRUE(a.over());
TEST_ASSERT_EQUAL(0, a.lives());
TEST_ASSERT_EQUAL(0, a.step(1, AsteroidsInput()));
}
void test_asteroids_the_last_rock_brings_the_next_wave() {
Asteroids a(1);
a.placeShip(120, 100, 0);
a.setRocks({rockAt(120, 70, 1)});
AsteroidsInput in;
in.fire = true;
uint8_t all = a.step(0.02f, in);
for (int i = 0; i < 30; i++) all |= a.step(0.02f, AsteroidsInput());
TEST_ASSERT_TRUE(all & Asteroids::Wave);
TEST_ASSERT_EQUAL(2, a.wave());
TEST_ASSERT_EQUAL(4, a.rocks().size()); // one more each wave
}
int main() {
UNITY_BEGIN();
RUN_TEST(test_mines_the_first_dig_is_never_a_mine_and_opens_something);
RUN_TEST(test_mines_numbers_count_the_mines_around);
RUN_TEST(test_mines_an_empty_cell_opens_up_to_the_numbers);
RUN_TEST(test_mines_a_number_opens_alone);
RUN_TEST(test_mines_digging_a_mine_loses);
RUN_TEST(test_mines_a_flag_guards_its_cell_and_counts);
RUN_TEST(test_mines_a_number_with_its_flags_opens_the_rest);
RUN_TEST(test_mines_a_wrong_flag_and_the_same_dig_loses);
RUN_TEST(test_mines_opening_everything_else_wins);
RUN_TEST(test_mines_the_clock_runs_from_the_first_dig_to_the_end);
RUN_TEST(test_2048_starts_with_two_tiles);
RUN_TEST(test_2048_tiles_slide_to_the_side);
RUN_TEST(test_2048_two_alike_become_one_and_score);
RUN_TEST(test_2048_a_tile_merges_once_a_move);
RUN_TEST(test_2048_the_pair_nearest_the_wall_merges_first);
RUN_TEST(test_2048_up_and_down);
RUN_TEST(test_2048_a_move_that_moves_nothing_is_no_move);
RUN_TEST(test_2048_reaching_2048_is_said_once);
RUN_TEST(test_2048_is_over_when_nothing_can_move);
RUN_TEST(test_2048_the_same_seed_is_the_same_game);
RUN_TEST(test_2048_new_tiles_are_twos_and_sometimes_fours);
RUN_TEST(test_asteroids_a_lean_is_a_turn);
RUN_TEST(test_asteroids_a_wave_starts_away_from_the_ship);
RUN_TEST(test_asteroids_the_ship_turns_and_thrusts);
RUN_TEST(test_asteroids_everything_wraps_round);
RUN_TEST(test_asteroids_a_bullet_breaks_a_rock_in_two);
RUN_TEST(test_asteroids_a_small_rock_is_gone_and_scores_most);
RUN_TEST(test_asteroids_bullets_are_few_and_short_lived);
RUN_TEST(test_asteroids_a_rock_costs_a_ship_and_the_last_ends_it);
RUN_TEST(test_asteroids_the_last_rock_brings_the_next_wave);
return UNITY_END();
}