interpreting monopoly as multi scree game

This commit is contained in:
Adolfo Reyna
2026-01-31 19:05:58 -05:00
parent 2165186b6b
commit 561f7c5951
7 changed files with 138 additions and 221 deletions

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@@ -1,155 +0,0 @@
Multigame Migration Plan
Overview
Refactor the existing monolithic tic-tac-toe implementation into a modular game architecture that allows multiple games to run on the RP2350 platform while preserving the interrupt-driven, dual-core reactive architecture.
Goals
Abstract game logic from hardware/display management
Create reusable input processing system
Enable multiple games to coexist in the codebase
Maintain the efficient reactive architecture (event-driven, dual-core)
Keep hardware-specific code isolated in basic1.cpp
Architecture Components
1. Input Event System
Files: lib/input_event.h
Defines shared input event structures used by both InputManager and Game classes:
InputType enum (NONE, TOUCH_DOWN, TOUCH_MOVE, TOUCH_UP, BUTTON_0, BUTTON_1, GESTURE)
InputEvent struct with coordinates, gesture codes, button IDs, pressure, validity flag
2. Input Manager
Files: lib/input_manager.h, lib/input_manager.cpp
Handles all input processing and debouncing:
Constructor: InputManager(LowLevelTouch* touch, GameConfig* config)
Methods: process_touch_input(uint32_t* last_time), process_button_input()
Returns InputEvent objects to be passed to games
Manages touch debouncing and gesture recognition
Does NOT handle button GPIO setup (stays in basic1.cpp)
3. Abstract Game Base Class
Files: lib/game.h
Defines the interface all games must implement:
Constructor: Game(uint16_t width, uint16_t height, LowLevelRenderer* renderer, LowLevelGUI* gui)
Protected members: width, height, renderer, gui
Pure virtual methods:
virtual void init() = 0 - Initialize game state
virtual bool update(const InputEvent& event) = 0 - Process input, return true if redraw needed
virtual void draw() = 0 - Render game to buffer
Virtual destructor: virtual ~Game() {}
4. Tic-Tac-Toe Game Implementation
Files: games/tic_tac_toe.h, games/tic_tac_toe.cpp
Concrete implementation of the Game interface:
Private GameState struct with board, current player, winner, statistics
Private method: check_winner()
Private constants: BOARD_SIZE, CELL_SIZE, BOARD_Y, LINE_WIDTH
Overrides: init(), update(const InputEvent& event), draw()
Encapsulates all tic-tac-toe logic extracted from basic1.cpp lines 162-770
5. Main Loop Refactor
File: basic1.cpp
Simplified main program focusing on hardware management:
Keep: Display initialization, dual-core setup, interrupt handlers, GPIO configuration
Remove: Game-specific logic (moves to TicTacToeGame)
Add: InputManager instantiation, Game* pointer instantiation
Modify main loop:
Migration Steps
Step 1: Create Input Event Header
Extract input structures from basic1.cpp (lines 134-156) to new file lib/input_event.h.
Validation:
Compile successfully
No duplicate definitions
Both basic1.cpp and new files include this header
Step 2: Create Input Manager
Move input processing functions (lines 313-442) to new InputManager class.
Validation:
Constructor properly stores touch pointer and config
process_touch_input() returns valid InputEvent on touch
process_button_input() returns valid InputEvent on button press
Debouncing still works correctly
Compile and run - verify touch/button detection unchanged
Step 3: Create Abstract Game Class
Create lib/game.h with base class definition.
Validation:
Header compiles successfully
Pure virtual methods defined correctly
Protected members accessible to derived classes
Step 4: Extract Tic-Tac-Toe Game
Create TicTacToeGame class inheriting from Game.
Validation:
Move GameState struct (lines 162-176) - verify all members present
Move check_winner() (lines 447-495) - verify logic identical
Move game_init() to init() override (lines 505-522)
Move game_update() to update() override (lines 536-668)
Move game_draw() to draw() override (lines 671-770)
Move constants: BOARD_SIZE, CELL_SIZE, BOARD_Y
Compile successfully
Step 5: Refactor Main Loop
Update basic1.cpp to use new architecture.
Validation:
Remove old GameState state variable
Remove old game functions
Instantiate InputManager after hardware init
Instantiate TicTacToeGame as Game*
Update main loop to use polymorphic calls
Compile successfully
Run and verify: Touch input works, buttons work, game plays correctly
Verify dual-core refresh still works (Core 1 handles display)
Test full game: place pieces, win conditions, restart
Step 6: Update Build System
Modify CMakeLists.txt to include new source files.
Validation:
Add lib/input_manager.cpp
Add games/tic_tac_toe.cpp
Clean build succeeds
Binary size reasonable (no major bloat)
Step 7: Final Testing
Comprehensive system test.
Validation:
Touch detection works (tap cells)
Button navigation works (KEY0/KEY1)
Game logic correct (wins, ties, restart)
Display refreshes properly (no artifacts)
Statistics persist across games
Debug output shows correct events
System remains responsive during e-ink refresh
Future Extensions
Adding New Games
To add a new game (e.g., Snake, Pong):
Create games/snake.h and games/snake.cpp
Inherit from Game base class
Implement init(), update(), draw()
Define game-specific state as private members
Add to CMakeLists.txt
Change game selection in basic1.cpp: Game* current_game = new SnakeGame(...)
Game Launcher (Future)
Create GameLauncher class to display menu
Allow runtime game switching
Handle cleanup: delete current_game; current_game = new SnakeGame(...)
Store game selection preference in flash
Key Design Principles
Hardware Isolation: All GPIO, interrupts, hardware config stay in basic1.cpp
State Encapsulation: Each game owns its state completely
Polymorphism: Use Game* pointer for runtime flexibility
Event-Driven: Games respond to InputEvent objects only
Reactive Rendering: Only redraw when update() returns true
Dual-Core Efficiency: Core 0 handles logic, Core 1 handles display refresh

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@@ -505,10 +505,10 @@ int main()
game_start_time = 0; game_start_time = 0;
// Force full clear for clean transition to game // Force full clear for clean transition to game
display->clear(false); display->clear(false);
if (display->get_type() == DISPLAY_TYPE_EPAPER) { // if (display->get_type() == DISPLAY_TYPE_EPAPER) {
LowLevelDisplayEPaper* epaper = static_cast<LowLevelDisplayEPaper*>(display); // LowLevelDisplayEPaper* epaper = static_cast<LowLevelDisplayEPaper*>(display);
epaper->full_refresh(); // epaper->full_refresh();
} // }
} }
needs_refresh = true; needs_refresh = true;
} }

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@@ -0,0 +1,32 @@
// DiceModalGame.h
#pragma once
#include "../../lib/game.h"
#include "../../display/low_level_render.h"
#include "../../display/low_level_gui.h"
#include "input_manager.h"
class DiceModalGame : public Game {
int dice1, dice2;
bool dismissed;
public:
DiceModalGame(uint16_t width, uint16_t height, LowLevelRenderer* renderer, LowLevelGUI* gui, InputManager* input_manager, int d1, int d2)
: Game(width, height, renderer, gui, input_manager), dice1(d1), dice2(d2), dismissed(false) {}
void init() override { dismissed = false; }
bool update(const InputEvent& event) override {
if (event.type == INPUT_BUTTON_0 || event.type == INPUT_BUTTON_1) {
dismissed = true;
return true;
}
return false;
}
void draw() override {
int win_w = 220, win_h = 120;
int win_x = (width - win_w) / 2, win_y = (height - win_h) / 2;
char buf[64];
gui->draw_new_window(win_x, win_y, win_w, win_h, "Dice Roll");
snprintf(buf, sizeof(buf), "You rolled: %d + %d", dice1, dice2);
renderer->draw_string_scaled(win_x + 30, win_y + 40, buf, 2);
renderer->draw_string_scaled(10, height - 20, "Press any button...", 2);
}
bool is_dismissed() const { return dismissed; }
};

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@@ -0,0 +1,47 @@
// PropertyModalGame.h
#pragma once
#include "../../lib/game.h"
#include "../../display/low_level_render.h"
#include "../../display/low_level_gui.h"
#include "input_manager.h"
#include "monopoly_board.h"
class PropertyModalGame : public Game {
const BoardTile* property;
bool dismissed;
public:
PropertyModalGame(uint16_t width, uint16_t height, LowLevelRenderer* renderer, LowLevelGUI* gui, InputManager* input_manager, const BoardTile* prop)
: Game(width, height, renderer, gui, input_manager), property(prop), dismissed(false) {}
void init() override { dismissed = false; }
bool update(const InputEvent& event) override {
if (event.type == INPUT_BUTTON_0 || event.type == INPUT_BUTTON_1) {
dismissed = true;
return true;
}
return false;
}
void draw() override {
int win_w = 320, win_h = 180;
int win_x = (width - win_w) / 2, win_y = (height - win_h) / 2;
char buf[128];
snprintf(buf, sizeof(buf), "Property: %s", property->name);
gui->draw_new_window(win_x, win_y, win_w, win_h, buf);
int py = win_y + 30;
char pbuf[128];
if (property->type == TILE_PROPERTY) {
snprintf(pbuf, sizeof(pbuf), "Cost: $%d", property->cost);
renderer->draw_string_scaled(win_x + 20, py, pbuf, 2);
py += 25;
snprintf(pbuf, sizeof(pbuf), "Rent: $%d", property->rent[0]);
renderer->draw_string_scaled(win_x + 20, py, pbuf, 2);
py += 25;
snprintf(pbuf, sizeof(pbuf), "House Cost: $%d", property->house_cost);
renderer->draw_string_scaled(win_x + 20, py, pbuf, 2);
} else if (property->type == TILE_RAILROAD || property->type == TILE_UTILITY) {
snprintf(pbuf, sizeof(pbuf), "Cost: $%d", property->cost);
renderer->draw_string_scaled(win_x + 20, py, pbuf, 2);
}
renderer->draw_string_scaled(10, height - 20, "Press any button...", 2);
}
bool is_dismissed() const { return dismissed; }
};

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@@ -11,8 +11,14 @@ extern "C" {
#ifdef __cplusplus #ifdef __cplusplus
} }
#endif #endif
#include <stdio.h> #include <stdio.h>
#include <string.h> #include <string.h>
#include <stdlib.h>
#include <time.h>
#include "DiceModalGame.h"
#include "PropertyModalGame.h"
// --- Constructor --- // --- Constructor ---
@@ -36,6 +42,8 @@ void MonopolyGame::init() {
double_rolls = 0; double_rolls = 0;
just_sent_to_jail = false; just_sent_to_jail = false;
selected_action = 0; selected_action = 0;
srand(time(NULL));
if (active_modal) { delete active_modal; active_modal = nullptr; }
// TODO: Reset all board state, property ownership, etc. // TODO: Reset all board state, property ownership, etc.
} }
@@ -44,11 +52,17 @@ bool MonopolyGame::update(const InputEvent& event) {
Player* p = &players[current_player_idx]; Player* p = &players[current_player_idx];
bool needs_redraw = false; bool needs_redraw = false;
// If modal is open, any button closes it // If a modal is active, delegate input and check for dismissal
if (show_property_modal) { if (active_modal) {
if (event.type == INPUT_BUTTON_0 || event.type == INPUT_BUTTON_1) { bool modal_redraw = active_modal->update(event);
show_property_modal = false; if (modal_redraw) needs_redraw = true;
modal_property_index = -1; // If modal is dismissed, delete and return control
// Use dynamic_cast to check for modal type and dismissal
auto dice_modal = dynamic_cast<DiceModalGame*>(active_modal);
auto prop_modal = dynamic_cast<PropertyModalGame*>(active_modal);
if ((dice_modal && dice_modal->is_dismissed()) || (prop_modal && prop_modal->is_dismissed())) {
delete active_modal;
active_modal = nullptr;
needs_redraw = true; needs_redraw = true;
} }
return needs_redraw; return needs_redraw;
@@ -71,11 +85,16 @@ bool MonopolyGame::update(const InputEvent& event) {
if (p->position < old_pos) p->balance += 200; if (p->position < old_pos) p->balance += 200;
has_rolled = true; has_rolled = true;
needs_redraw = true; needs_redraw = true;
// Store dice values and show dice modal
last_dice1 = dice1;
last_dice2 = dice2;
if (active_modal) delete active_modal;
active_modal = new DiceModalGame(width, height, renderer, gui, input_manager, dice1, dice2);
// Show property modal if landed on property/railroad/utility // Show property modal if landed on property/railroad/utility
const BoardTile* landed = &MONOPOLY_BOARD[p->position]; const BoardTile* landed = &MONOPOLY_BOARD[p->position];
if (landed->type == TILE_PROPERTY || landed->type == TILE_RAILROAD || landed->type == TILE_UTILITY) { if (landed->type == TILE_PROPERTY || landed->type == TILE_RAILROAD || landed->type == TILE_UTILITY) {
show_property_modal = true;
modal_property_index = p->position; modal_property_index = p->position;
// Queue property modal after dice modal is dismissed
} }
// TODO: Handle doubles, jail, landing effects // TODO: Handle doubles, jail, landing effects
} }
@@ -111,27 +130,42 @@ bool MonopolyGame::update(const InputEvent& event) {
default: default:
break; break;
} }
// If dice modal was just dismissed and a property modal is queued, show it
if (!active_modal && modal_property_index >= 0) {
active_modal = new PropertyModalGame(width, height, renderer, gui, input_manager, &MONOPOLY_BOARD[modal_property_index]);
modal_property_index = -1;
needs_redraw = true;
}
return needs_redraw; return needs_redraw;
} }
// --- Draw game state (minimal: player info, current tile, actions) --- // --- Draw game state (minimal: player info, current tile, actions) ---
void MonopolyGame::draw() { void MonopolyGame::draw() {
// If a modal is active, draw it and return
if (active_modal) {
active_modal->draw();
return;
}
Player* p = &players[current_player_idx]; Player* p = &players[current_player_idx];
const BoardTile* tile = &MONOPOLY_BOARD[p->position]; const BoardTile* tile = &MONOPOLY_BOARD[p->position];
// Title // Title
renderer->draw_string_scaled(10, 10, "Monopoly (Minimal)", 2); renderer->draw_string_scaled(10, 10, "Monopoly", 3);
// --- Player Stats (Right Side) --- // --- Player Stats (Right Side) ---
int stats_x = width - 180; int stats_x = width - 200;
int y = 20; int y = 40 + 15 * current_player_idx;
char buf[128]; char buf[128];
// Name (Big) // make a window showing player stats
renderer->draw_string_scaled(stats_x, y, p->name, 2); LowLevelWindow* stats_win = gui->draw_new_window(stats_x - 10, y - 10 , 190, 120, p->name);
y += 40; y += 20;
renderer->draw_string_scaled(stats_x, y, "Location:", 1);
renderer->draw_string_scaled(stats_x, y + 10, tile->name, 2);
y += 30;
// Money // Money
snprintf(buf, sizeof(buf), "$%d", p->balance); snprintf(buf, sizeof(buf), "$%d", p->balance);
renderer->draw_string_scaled(stats_x, y, buf, 2); renderer->draw_string_scaled(stats_x, y, "Money:", 1);
renderer->draw_string_scaled(stats_x, y + 10, buf, 2);
y += 30; y += 30;
// Properties // Properties
int prop_count = 0; int prop_count = 0;
@@ -140,8 +174,8 @@ void MonopolyGame::draw() {
if (prop_idx >= 0 && MONOPOLY_BOARD[prop_idx].type == TILE_PROPERTY) prop_count++; if (prop_idx >= 0 && MONOPOLY_BOARD[prop_idx].type == TILE_PROPERTY) prop_count++;
} }
snprintf(buf, sizeof(buf), "Properties: %d", prop_count); snprintf(buf, sizeof(buf), "Properties: %d", prop_count);
renderer->draw_string_scaled(stats_x, y, buf, 2); renderer->draw_string_scaled(stats_x, y, buf, 1);
y += 30; y += 10;
// Monopoly count // Monopoly count
int monopoly_count = 0; int monopoly_count = 0;
// For each group, check if player owns all properties in group // For each group, check if player owns all properties in group
@@ -158,49 +192,7 @@ void MonopolyGame::draw() {
if (group_total > 0 && group_total == group_owned) monopoly_count++; if (group_total > 0 && group_total == group_owned) monopoly_count++;
} }
snprintf(buf, sizeof(buf), "Monopolies: %d", monopoly_count); snprintf(buf, sizeof(buf), "Monopolies: %d", monopoly_count);
renderer->draw_string_scaled(stats_x, y, buf, 2); renderer->draw_string_scaled(stats_x, y, buf, 1);
// --- Main Info (Left Side) ---
snprintf(buf, sizeof(buf), "Player: %s ($%d)", p->name, p->balance);
renderer->draw_string_scaled(10, 30, buf, 2);
snprintf(buf, sizeof(buf), "Location: %s", tile->name);
renderer->draw_string_scaled(10, 50, buf, 2);
// Show property modal window if needed
if (show_property_modal && modal_property_index >= 0) {
const BoardTile* mprop = &MONOPOLY_BOARD[modal_property_index];
int win_w = 320, win_h = 180;
int win_x = (width - win_w) / 2, win_y = (height - win_h) / 2;
LowLevelWindow* win = gui->draw_new_window(win_x, win_y, win_w, win_h, "Property Info");
// gui->current_font = renderer->get_current_font();
int py = win_y + 30;
char pbuf[128];
if (mprop->type == TILE_PROPERTY) {
snprintf(pbuf, sizeof(pbuf), "%s", mprop->name);
renderer->draw_string_scaled(win_x + 20, py, pbuf, 2);
py += 30;
snprintf(pbuf, sizeof(pbuf), "Color: %s", mprop->color ? mprop->color : "-");
renderer->draw_string_scaled(win_x + 20, py, pbuf, 2);
py += 25;
snprintf(pbuf, sizeof(pbuf), "Cost: $%d", mprop->cost);
renderer->draw_string_scaled(win_x + 20, py, pbuf, 2);
py += 25;
snprintf(pbuf, sizeof(pbuf), "Rent: $%d", mprop->rent[0]);
renderer->draw_string_scaled(win_x + 20, py, pbuf, 2);
py += 25;
snprintf(pbuf, sizeof(pbuf), "House Cost: $%d", mprop->house_cost);
renderer->draw_string_scaled(win_x + 20, py, pbuf, 2);
} else if (mprop->type == TILE_RAILROAD || mprop->type == TILE_UTILITY) {
snprintf(pbuf, sizeof(pbuf), "%s", mprop->name);
renderer->draw_string_scaled(win_x + 20, py, pbuf, 2);
py += 30;
snprintf(pbuf, sizeof(pbuf), "Cost: $%d", mprop->cost);
renderer->draw_string_scaled(win_x + 20, py, pbuf, 2);
}
renderer->draw_string_scaled(win_x + 20, win_y + win_h - 40, "Press any button...", 2);
return;
}
// Draw action menu (highlight selected) // Draw action menu (highlight selected)
const char* actions[ACTION_COUNT] = {"Roll Dice", "Buy Property", "End Turn"}; const char* actions[ACTION_COUNT] = {"Roll Dice", "Buy Property", "End Turn"};
@@ -210,8 +202,6 @@ void MonopolyGame::draw() {
renderer->draw_string_scaled(10, y, buf, 2); renderer->draw_string_scaled(10, y, buf, 2);
} }
// renderer->draw_string_scaled(10, height - 20, "BTN0: Next Option BTN1: Select", 2);
// TODO: Draw board, all players, property ownership, jail, chance, etc. // TODO: Draw board, all players, property ownership, jail, chance, etc.
// TODO: Add win/lose/game over conditions // TODO: Add win/lose/game over conditions
// TODO: Add touch support, more UI, etc. // TODO: Add touch support, more UI, etc.

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@@ -26,6 +26,7 @@ public:
bool update(const InputEvent& event) override; bool update(const InputEvent& event) override;
void draw() override; void draw() override;
private: private:
// Game state and helpers // Game state and helpers
Player players[MAX_PLAYERS]; Player players[MAX_PLAYERS];
@@ -39,8 +40,10 @@ private:
int selected_action; // 0: Roll, 1: Buy, 2: End Turn int selected_action; // 0: Roll, 1: Buy, 2: End Turn
static constexpr int ACTION_COUNT = 3; static constexpr int ACTION_COUNT = 3;
// Modal property window state // Modal games
bool show_property_modal = false; Game* active_modal = nullptr;
int last_dice1 = 0;
int last_dice2 = 0;
int modal_property_index = -1; int modal_property_index = -1;
}; };