From fcc5533c835e067c2827d8167559f91926f0d28f Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?Cl=C3=A9ment=20Martin?= Date: Wed, 14 Oct 2026 18:46:49 +0200 Subject: [PATCH 1/5] 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 Claude-Session: https://claude.ai/code/session_0162FokPdvY2KsS4NBfwyWPk --- lib/games/src/mines.cpp | 108 ++++++++ lib/games/src/mines.h | 56 ++++ lib/games/src/twenty48.cpp | 89 +++++++ lib/games/src/twenty48.h | 43 ++++ test/test_more_games/test_more_games.cpp | 312 +++++++++++++++++++++++ 5 files changed, 608 insertions(+) create mode 100644 lib/games/src/mines.cpp create mode 100644 lib/games/src/mines.h create mode 100644 lib/games/src/twenty48.cpp create mode 100644 lib/games/src/twenty48.h create mode 100644 test/test_more_games/test_more_games.cpp diff --git a/lib/games/src/mines.cpp b/lib/games/src/mines.cpp new file mode 100644 index 0000000..2b1a2d1 --- /dev/null +++ b/lib/games/src/mines.cpp @@ -0,0 +1,108 @@ +#include "mines.h" + +#include + +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((cells_[at(col, row)] & ~kCount) | n); + } +} + +void Mines::lay(const uint16_t* where, int n) { + for (auto& c : cells_) c &= static_cast(~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 todo{static_cast(at(col, row))}; + while (!todo.empty()) { + int i = todo.back(); + todo.pop_back(); + if (cells_[static_cast(i)] & (kOpen | kFlag)) continue; + cells_[static_cast(i)] |= kOpen; + opened_++; + if (cells_[static_cast(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(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 diff --git a/lib/games/src/mines.h b/lib/games/src/mines.h new file mode 100644 index 0000000..361c3a1 --- /dev/null +++ b/lib/games/src/mines.h @@ -0,0 +1,56 @@ +#pragma once + +#include +#include +#include + +#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(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 cells_{}; + Phase phase_ = Phase::Fresh; + bool laid_ = false; + int flags_ = 0, opened_ = 0; + uint32_t elapsedMs_ = 0; +}; + +} // namespace roro::games diff --git a/lib/games/src/twenty48.cpp b/lib/games/src/twenty48.cpp new file mode 100644 index 0000000..4c5e63a --- /dev/null +++ b/lib/games/src/twenty48.cpp @@ -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(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(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 diff --git a/lib/games/src/twenty48.h b/lib/games/src/twenty48.h new file mode 100644 index 0000000..6238caa --- /dev/null +++ b/lib/games/src/twenty48.h @@ -0,0 +1,43 @@ +#pragma once + +#include +#include +#include + +#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(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 cells_{}; + uint32_t score_ = 0; + bool over_ = false, reached_ = false; +}; + +} // namespace roro::games diff --git a/test/test_more_games/test_more_games.cpp b/test/test_more_games/test_more_games.cpp new file mode 100644 index 0000000..15f841d --- /dev/null +++ b/test/test_more_games/test_more_games.cpp @@ -0,0 +1,312 @@ +#include + +#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(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(seed * 7 % Mines::kCols), row = static_cast(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 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 +} + +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); + return UNITY_END(); +} -- 2.53.0 From b1e6242b29971d932d012f433aafb59f855e87d9 Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?Cl=C3=A9ment=20Martin?= Date: Wed, 14 Oct 2026 18:46:49 +0200 Subject: [PATCH 2/5] 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 Claude-Session: https://claude.ai/code/session_0162FokPdvY2KsS4NBfwyWPk --- CONTEXT.md | 2 +- README.md | 4 +- assets/icons/mines.png | Bin 0 -> 135 bytes assets/icons/twenty48.png | Bin 0 -> 100 bytes lib/core/src/app_keys.h | 18 ++- site/content/guide/games.md | 32 ++++- site/data/keys.toml | 22 +++- src/apps/games_app.cpp | 227 +++++++++++++++++++++++++++++++++--- src/apps/games_app.h | 25 +++- src/ui/icons.cpp | 70 +++++++++++ src/ui/icons.h | 2 + 11 files changed, 371 insertions(+), 31 deletions(-) create mode 100644 assets/icons/mines.png create mode 100644 assets/icons/twenty48.png diff --git a/CONTEXT.md b/CONTEXT.md index fdbf36a..370a7a8 100644 --- a/CONTEXT.md +++ b/CONTEXT.md @@ -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 or 2048. 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**: diff --git a/README.md b/README.md index 7b199f4..96462e8 100644 --- a/README.md +++ b/README.md @@ -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 and 2048. - **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 five 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. Three run on a clock: 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. diff --git a/assets/icons/mines.png b/assets/icons/mines.png new file mode 100644 index 0000000000000000000000000000000000000000..3fd72c09241b618adb6050d7973a5704ac325104 GIT binary patch literal 135 zcmeAS@N?(olHy`uVBq!ia0vp^3Lwk@BpAX3RW*Q=pQnpsNX4z>gat-F_*tH4IB+Ow zI|O+JFt&V_=Um_^ypSPOYIQItQ2bGV(-fwX)g9p<gTe~DWM4fqR1xn literal 0 HcmV?d00001 diff --git a/assets/icons/twenty48.png b/assets/icons/twenty48.png new file mode 100644 index 0000000000000000000000000000000000000000..1d8a03aa8ba80a58a6d4068a66f21f60a1011237 GIT binary patch literal 100 zcmeAS@N?(olHy`uVBq!ia0vp^3Lwk@BpAX3RW*Q=wx^3@NX4z>gau4L`dKbi9??p0 wNa{^toznK?L5FV$E6mdKI;Vst0IT*LI{*Lx literal 0 HcmV?d00001 diff --git a/lib/core/src/app_keys.h b/lib/core/src/app_keys.h index 0a1975e..6b4be4d 100644 --- a/lib/core/src/app_keys.h +++ b/lib/core/src/app_keys.h @@ -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"}, @@ -365,6 +365,22 @@ 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"}, +}; + // ssh: SSH, the hosts inline constexpr KeyHelp kSsh[] = { {"Enter", "connect, open"}, diff --git a/site/content/guide/games.md b/site/content/guide/games.md index c7cbad5..5765650 100644 --- a/site/content/guide/games.md +++ b/site/content/guide/games.md @@ -1,12 +1,12 @@ +++ title = "Games" -description = "Pong, Snake and Tetris, for when the radio is quiet." +description = "Pong, Snake, Tetris, Minesweeper and 2048, 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: , and / go from one to the next, with its name and your best so far under the row. Enter picks one, Enter again starts it. +The Games App opens on its five games, an icon each, as the Launcher shows Apps: , and / go from one to the next, with its name and your best so far under the row. Enter picks one, Enter again starts it. In every game: @@ -14,9 +14,9 @@ In every game: |---|---| | Enter | Starts, or starts again when a game is over | | p | Pauses. Any key carries on | -| ` | Back to the three games. This one waits, paused | +| ` | 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 or Tetris 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: Pong, Snake and Tetris start gently and get faster, and the other two are always the same size. ## Pong @@ -49,8 +49,30 @@ 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 | +|---|---| +| ; . , / | Move the cursor. Held, it runs along | +| Enter | Digs the cell under the cursor | +| f | 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. + +Enter 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. + ## The keys, as the device lists them What Fn + h 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"]) }} diff --git a/site/data/keys.toml b/site/data/keys.toml index 90c78a9..384feb1 100644 --- a/site/data/keys.toml +++ b/site/data/keys.toml @@ -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"], @@ -429,6 +429,26 @@ 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 = "ssh" title = "SSH, the hosts" diff --git a/src/apps/games_app.cpp b/src/apps/games_app.cpp index 1d87fda..850f7b5 100644 --- a/src/apps/games_app.cpp +++ b/src/apps/games_app.cpp @@ -21,8 +21,10 @@ 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[5] = {"Pong", "Snake", "Tetris", "Minesweeper", "2048"}; +const char* const kBestKeys[5] = {"best_pong", "best_snake", "best_tetris", "best_mines", "best_2048"}; +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 +114,7 @@ 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(); } @@ -123,6 +125,12 @@ void GamesApp::begin() { if (which_ == Pong) pong_.reset(new games::Pong(seed)); 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)); state_[which_] = State::Playing; tune_.restart(); newBest_ = false; @@ -131,10 +139,12 @@ 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 +156,8 @@ 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(chosen_); lastMs_ = millis(); @@ -166,11 +176,15 @@ 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 (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 +198,48 @@ 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) : 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(1, static_cast(mines_->seconds()))); + else if (events & games::Mines::Flagged) beep(660, 10); + else if (events & games::Mines::Opened) beep(880, 8); + return true; +} + +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(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) { @@ -241,6 +296,34 @@ 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 { TetrisInput in = tapped_; tapped_ = TetrisInput(); @@ -271,12 +354,15 @@ void GamesApp::help(std::vector& 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); 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"}; + return which_ == Menu ? nullptr : kTitles[which_]; } // A box in the middle of the field: where the Game stands when it is not running. @@ -297,13 +383,13 @@ 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}; + const int tileW = 46, tileH = 36, x0 = (kContent.w - kGames * tileW) / 2, y = kContent.y + 24; // five fit 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) { @@ -313,7 +399,7 @@ void GamesApp::drawMenu(Canvas& c) { 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 +410,9 @@ 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); @@ -437,6 +524,112 @@ 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(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(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)) : ""); +} + void GamesApp::draw(Canvas& c) { c.setTextDatum(top_left); lastDrawMs_ = millis(); @@ -444,6 +637,8 @@ 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; default: drawMenu(c); break; } } diff --git a/src/apps/games_app.h b/src/apps/games_app.h index c919d8e..77c71eb 100644 --- a/src/apps/games_app.h +++ b/src/apps/games_app.h @@ -6,11 +6,13 @@ #include "app.h" #include "key_mapper.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 +31,12 @@ class GamesApp : public App { void help(std::vector& 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_ <= Tetris && state_[which_] == State::Playing; } private: - enum Which { Pong, Snake, Tetris, Menu }; // the first three index the arrays + enum Which { Pong, Snake, Tetris, Mines, Twenty48, Menu }; // all but the last index the arrays + static constexpr int kGames = 5; enum class State : uint8_t { Ready, Playing, Paused, Over }; void begin(); // a new game of the one chosen @@ -48,6 +52,11 @@ 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); + 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 +66,20 @@ 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}; + int best_[kGames] = {-1, -1, -1, -1, -1}; // -1: not read from the store yet bool newBest_ = false; std::unique_ptr pong_; std::unique_ptr snake_; std::unique_ptr tetris_; + std::unique_ptr mines_; + std::unique_ptr twenty48_; + // 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; diff --git a/src/ui/icons.cpp b/src/ui/icons.cpp index cd74e82..6058dab 100644 --- a/src/ui/icons.cpp +++ b/src/ui/icons.cpp @@ -178,6 +178,41 @@ 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 +528,41 @@ 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, // ................................ diff --git a/src/ui/icons.h b/src/ui/icons.h index c67f882..fb08a75 100644 --- a/src/ui/icons.h +++ b/src/ui/icons.h @@ -13,6 +13,7 @@ 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 +23,7 @@ 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 -- 2.53.0 From af9077cb94322052b952e836f4f284db32632a87 Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?Cl=C3=A9ment=20Martin?= Date: Thu, 15 Oct 2026 12:06:29 +0200 Subject: [PATCH 3/5] 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 Claude-Session: https://claude.ai/code/session_0162FokPdvY2KsS4NBfwyWPk --- lib/games/src/asteroids.cpp | 180 +++++++++++++++++++++++ lib/games/src/asteroids.h | 82 +++++++++++ test/test_more_games/test_more_games.cpp | 159 ++++++++++++++++++++ 3 files changed, 421 insertions(+) create mode 100644 lib/games/src/asteroids.cpp create mode 100644 lib/games/src/asteroids.h diff --git a/lib/games/src/asteroids.cpp b/lib/games/src/asteroids.cpp new file mode 100644 index 0000000..4d9c4ba --- /dev/null +++ b/lib/games/src/asteroids.cpp @@ -0,0 +1,180 @@ +#include "asteroids.h" + +#include +#include + +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(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(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 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(r.size - 1))); + born.push_back(rock(r.x, r.y, static_cast(r.size - 1))); + } + rocks_.erase(rocks_.begin() + static_cast(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 diff --git a/lib/games/src/asteroids.h b/lib/games/src/asteroids.h new file mode 100644 index 0000000..d2838ab --- /dev/null +++ b/lib/games/src/asteroids.h @@ -0,0 +1,82 @@ +#pragma once + +#include +#include +#include + +#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& rocks() const { return rocks_; } + const std::vector& 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& 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 rocks_; + std::vector 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 diff --git a/test/test_more_games/test_more_games.cpp b/test/test_more_games/test_more_games.cpp index 15f841d..8319b50 100644 --- a/test/test_more_games/test_more_games.cpp +++ b/test/test_more_games/test_more_games.cpp @@ -1,5 +1,8 @@ #include +#include + +#include "asteroids.h" #include "mines.h" #include "twenty48.h" @@ -285,6 +288,153 @@ void test_2048_new_tiles_are_twos_and_sometimes_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); @@ -308,5 +458,14 @@ int main() { 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(); } -- 2.53.0 From e1d1ec899ecd8e4d593dfc30df67a1c7f50ae447 Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?Cl=C3=A9ment=20Martin?= Date: Thu, 15 Oct 2026 12:06:29 +0200 Subject: [PATCH 4/5] 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 Claude-Session: https://claude.ai/code/session_0162FokPdvY2KsS4NBfwyWPk --- lib/games/src/pong.cpp | 17 ++++++++++++++--- lib/games/src/pong.h | 17 +++++++++++++---- test/test_games/test_games.cpp | 21 +++++++++++++++++++++ 3 files changed, 48 insertions(+), 7 deletions(-) diff --git a/lib/games/src/pong.cpp b/lib/games/src/pong.cpp index c8acc76..803f37a 100644 --- a/lib/games/src/pong.cpp +++ b/lib/games/src/pong.cpp @@ -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; diff --git a/lib/games/src/pong.h b/lib/games/src/pong.h index 60ded1d..097b671 100644 --- a/lib/games/src/pong.h +++ b/lib/games/src/pong.h @@ -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); diff --git a/test/test_games/test_games.cpp b/test/test_games/test_games.cpp index 701070b..d488fda 100644 --- a/test/test_games/test_games.cpp +++ b/test/test_games/test_games.cpp @@ -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); -- 2.53.0 From 77260af157cc05c160b753625eba857033c62dca Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?Cl=C3=A9ment=20Martin?= Date: Thu, 15 Oct 2026 12:06:29 +0200 Subject: [PATCH 5/5] Games App: Asteroids, and Pong by tilting 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 Claude-Session: https://claude.ai/code/session_0162FokPdvY2KsS4NBfwyWPk --- CONTEXT.md | 2 +- README.md | 4 +- assets/icons/asteroids.png | Bin 0 -> 138 bytes lib/core/src/app_keys.h | 13 +++ site/content/guide/games.md | 21 ++++- site/data/keys.toml | 15 ++++ src/apps/games_app.cpp | 170 ++++++++++++++++++++++++++++++++++-- src/apps/games_app.h | 23 +++-- src/ui/icons.cpp | 35 ++++++++ src/ui/icons.h | 1 + 10 files changed, 263 insertions(+), 21 deletions(-) create mode 100644 assets/icons/asteroids.png diff --git a/CONTEXT.md b/CONTEXT.md index 370a7a8..47e10c7 100644 --- a/CONTEXT.md +++ b/CONTEXT.md @@ -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, Tetris, Minesweeper or 2048. 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**: diff --git a/README.md b/README.md index 96462e8..d903d71 100644 --- a/README.md +++ b/README.md @@ -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, Tetris, Minesweeper and 2048. +- **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 five 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. Three run on a clock: 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. diff --git a/assets/icons/asteroids.png b/assets/icons/asteroids.png new file mode 100644 index 0000000000000000000000000000000000000000..e04115cde46ab0091dddb30c3e1c1e9ed802a131 GIT binary patch literal 138 zcmeAS@N?(olHy`uVBq!ia0vp^3Lwk@BpAX3RW*QApr?ytNX4z>gawR0_*tK5Ie0t> zaB^T=r68uNqN$L<>gXPn#CC9jlEjTCM-{e;CS)iqU^sF#oAV^shFuK(OcK)*jE=5m kSZ~}Jz%WrQp0SmIVaBxf%D)abg+Z2hy85}Sb4q9e07Y6TBLDyZ literal 0 HcmV?d00001 diff --git a/lib/core/src/app_keys.h b/lib/core/src/app_keys.h index 6b4be4d..811c7a8 100644 --- a/lib/core/src/app_keys.h +++ b/lib/core/src/app_keys.h @@ -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"}, @@ -381,6 +383,17 @@ inline constexpr KeyHelp kGames2048[] = { {"`", "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"}, diff --git a/site/content/guide/games.md b/site/content/guide/games.md index 5765650..72176ab 100644 --- a/site/content/guide/games.md +++ b/site/content/guide/games.md @@ -1,12 +1,12 @@ +++ title = "Games" -description = "Pong, Snake, Tetris, Minesweeper and 2048, 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 five games, an icon each, as the Launcher shows Apps: , and / go from one to the next, with its name and your best so far under the row. Enter picks one, Enter again starts it. +The Games App opens on its six games, an icon each, as the Launcher shows Apps: , and / go from one to the next, with its name and your best so far under the row. Enter picks one, Enter again starts it. In every game: @@ -16,12 +16,14 @@ In every game: | p | Pauses. Any key carries on | | ` | 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 Pong, Snake or Tetris 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: Pong, Snake and Tetris start gently and get faster, and the other two are always the same size. +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 ; to go up and . to go down. **First to 7 wins.** +Or steer by **tilting the device**: 0 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, 9 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. @@ -71,8 +73,19 @@ The arrows slide every tile on the 4 by 4 board as far as it goes. **Two tiles a 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. , and / held turn it too, for a device lying on a table. + +| Key | Does | +|---|---| +| ; | Thrust, while held. The ship keeps drifting when you let go, slowing a little | +| . | 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 Fn + h 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", "games-mines", "games-2048"]) }} +{{ keys(scopes=["games", "games-pong", "games-snake", "games-tetris", "games-mines", "games-2048", "games-asteroids"]) }} diff --git a/site/data/keys.toml b/site/data/keys.toml index 384feb1..b8824fb 100644 --- a/site/data/keys.toml +++ b/site/data/keys.toml @@ -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"], @@ -449,6 +451,19 @@ rows = [ ["`", "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" diff --git a/src/apps/games_app.cpp b/src/apps/games_app.cpp index 850f7b5..e1267e5 100644 --- a/src/apps/games_app.cpp +++ b/src/apps/games_app.cpp @@ -2,6 +2,7 @@ #include #include +#include #include #include @@ -21,8 +22,13 @@ 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[5] = {"Pong", "Snake", "Tetris", "Minesweeper", "2048"}; -const char* const kBestKeys[5] = {"best_pong", "best_snake", "best_tetris", "best_mines", "best_2048"}; +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 @@ -122,7 +128,10 @@ 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) { @@ -131,6 +140,11 @@ void GamesApp::begin() { 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; @@ -176,6 +190,17 @@ bool GamesApp::onKey(const KeyEvent& e) { setVolume(volume() + (e.ch == '9' ? 1 : -1)); return true; } + 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; @@ -198,7 +223,7 @@ bool GamesApp::onKey(const KeyEvent& e) { pause(); return true; } - return which_ == Pong ? pongKey(e) : which_ == Snake ? snakeKey(e) : which_ == Tetris ? tetrisKey(e) : minesKey(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) { @@ -226,6 +251,45 @@ bool GamesApp::minesKey(const KeyEvent& e) { 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; @@ -285,8 +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(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); @@ -324,6 +393,21 @@ void GamesApp::update(uint32_t nowMs) { 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(); @@ -356,12 +440,13 @@ void GamesApp::help(std::vector& out) const { 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 { - static const char* const kTitles[kGames] = {"Games: Pong", "Games: Snake", "Games: Tetris", "Games: Minesweeper", "Games: 2048"}; + static const char* const kTitles[kGames] = {"Games: Pong", "Games: Snake", "Games: Tetris", "Games: Minesweeper", "Games: 2048", "Games: Asteroids"}; return which_ == Menu ? nullptr : kTitles[which_]; } @@ -387,13 +472,13 @@ void GamesApp::drawBanner(Canvas& c, const std::string& title, const std::string // 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[kGames] = {icons::pong, icons::snake, icons::tetris, icons::mines, icons::twenty48}; - const int tileW = 46, tileH = 36, x0 = (kContent.w - kGames * tileW) / 2, y = kContent.y + 24; // five fit the width + 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); @@ -440,6 +525,9 @@ void GamesApp::drawPong(Canvas& c) { const int b = static_cast(Pong::kBall); c.fillRect(static_cast(pong_->ballX()) - b / 2, top + static_cast(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); @@ -630,6 +718,69 @@ void GamesApp::drawTwenty48(Canvas& c) { 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(std::lround(x + std::sin(a) * d)); + py[k] = top + static_cast(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(b.x), top + static_cast(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(std::lround(asteroids_->shipX() + dx * co - dy * s)); + y = top + static_cast(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(); @@ -639,6 +790,7 @@ void GamesApp::draw(Canvas& c) { case Tetris: drawTetris(c); break; case Mines: drawMines(c); break; case Twenty48: drawTwenty48(c); break; + case Asteroids: drawAsteroids(c); break; default: drawMenu(c); break; } } diff --git a/src/apps/games_app.h b/src/apps/games_app.h index 77c71eb..f91109f 100644 --- a/src/apps/games_app.h +++ b/src/apps/games_app.h @@ -5,6 +5,7 @@ #include "app.h" #include "key_mapper.h" +#include "asteroids.h" #include "key_value_store.h" #include "mines.h" #include "pong.h" @@ -32,11 +33,11 @@ class GamesApp : public App { const char* helpTitle() const override; // A Game being played is the device in use, key or no key: the screen stays lit. // Not for the two that wait for a move: there a key is pressed, or nobody is playing. - bool keepsScreenOn() const override { return which_ <= Tetris && state_[which_] == State::Playing; } + bool keepsScreenOn() const override { return which_ != Menu && which_ != Mines && which_ != Twenty48 && state_[which_] == State::Playing; } private: - enum Which { Pong, Snake, Tetris, Mines, Twenty48, Menu }; // all but the last index the arrays - static constexpr int kGames = 5; + 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 @@ -54,6 +55,12 @@ class GamesApp : public App { 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); @@ -68,14 +75,20 @@ class GamesApp : public App { KeyValueStore& store_; int chosen_ = 0; // in the row of games Which which_ = Menu; - State state_[kGames] = {State::Ready, State::Ready, State::Ready, State::Ready, State::Ready}; - int best_[kGames] = {-1, -1, -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 pong_; std::unique_ptr snake_; std::unique_ptr tetris_; std::unique_ptr mines_; std::unique_ptr twenty48_; + std::unique_ptr 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; diff --git a/src/ui/icons.cpp b/src/ui/icons.cpp index 6058dab..f400c9a 100644 --- a/src/ui/icons.cpp +++ b/src/ui/icons.cpp @@ -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, // ................................ diff --git a/src/ui/icons.h b/src/ui/icons.h index fb08a75..31eb316 100644 --- a/src/ui/icons.h +++ b/src/ui/icons.h @@ -8,6 +8,7 @@ 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 -- 2.53.0