interpreting monopoly as multi scree game
This commit is contained in:
@@ -1,155 +0,0 @@
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Multigame Migration Plan
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Overview
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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.
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Goals
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Abstract game logic from hardware/display management
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Create reusable input processing system
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Enable multiple games to coexist in the codebase
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Maintain the efficient reactive architecture (event-driven, dual-core)
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Keep hardware-specific code isolated in basic1.cpp
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Architecture Components
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1. Input Event System
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Files: lib/input_event.h
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Defines shared input event structures used by both InputManager and Game classes:
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InputType enum (NONE, TOUCH_DOWN, TOUCH_MOVE, TOUCH_UP, BUTTON_0, BUTTON_1, GESTURE)
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InputEvent struct with coordinates, gesture codes, button IDs, pressure, validity flag
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2. Input Manager
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Files: lib/input_manager.h, lib/input_manager.cpp
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Handles all input processing and debouncing:
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Constructor: InputManager(LowLevelTouch* touch, GameConfig* config)
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Methods: process_touch_input(uint32_t* last_time), process_button_input()
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Returns InputEvent objects to be passed to games
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Manages touch debouncing and gesture recognition
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Does NOT handle button GPIO setup (stays in basic1.cpp)
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3. Abstract Game Base Class
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Files: lib/game.h
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Defines the interface all games must implement:
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Constructor: Game(uint16_t width, uint16_t height, LowLevelRenderer* renderer, LowLevelGUI* gui)
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Protected members: width, height, renderer, gui
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Pure virtual methods:
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virtual void init() = 0 - Initialize game state
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virtual bool update(const InputEvent& event) = 0 - Process input, return true if redraw needed
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virtual void draw() = 0 - Render game to buffer
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Virtual destructor: virtual ~Game() {}
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4. Tic-Tac-Toe Game Implementation
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Files: games/tic_tac_toe.h, games/tic_tac_toe.cpp
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Concrete implementation of the Game interface:
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Private GameState struct with board, current player, winner, statistics
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Private method: check_winner()
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Private constants: BOARD_SIZE, CELL_SIZE, BOARD_Y, LINE_WIDTH
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Overrides: init(), update(const InputEvent& event), draw()
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Encapsulates all tic-tac-toe logic extracted from basic1.cpp lines 162-770
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5. Main Loop Refactor
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File: basic1.cpp
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Simplified main program focusing on hardware management:
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Keep: Display initialization, dual-core setup, interrupt handlers, GPIO configuration
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Remove: Game-specific logic (moves to TicTacToeGame)
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Add: InputManager instantiation, Game* pointer instantiation
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Modify main loop:
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Migration Steps
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Step 1: Create Input Event Header
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Extract input structures from basic1.cpp (lines 134-156) to new file lib/input_event.h.
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Validation:
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Compile successfully
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No duplicate definitions
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Both basic1.cpp and new files include this header
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Step 2: Create Input Manager
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Move input processing functions (lines 313-442) to new InputManager class.
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Validation:
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Constructor properly stores touch pointer and config
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process_touch_input() returns valid InputEvent on touch
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process_button_input() returns valid InputEvent on button press
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Debouncing still works correctly
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Compile and run - verify touch/button detection unchanged
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Step 3: Create Abstract Game Class
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Create lib/game.h with base class definition.
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Validation:
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Header compiles successfully
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Pure virtual methods defined correctly
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Protected members accessible to derived classes
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Step 4: Extract Tic-Tac-Toe Game
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Create TicTacToeGame class inheriting from Game.
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Validation:
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Move GameState struct (lines 162-176) - verify all members present
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Move check_winner() (lines 447-495) - verify logic identical
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Move game_init() to init() override (lines 505-522)
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Move game_update() to update() override (lines 536-668)
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Move game_draw() to draw() override (lines 671-770)
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Move constants: BOARD_SIZE, CELL_SIZE, BOARD_Y
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Compile successfully
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Step 5: Refactor Main Loop
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Update basic1.cpp to use new architecture.
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Validation:
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Remove old GameState state variable
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Remove old game functions
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Instantiate InputManager after hardware init
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Instantiate TicTacToeGame as Game*
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Update main loop to use polymorphic calls
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Compile successfully
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Run and verify: Touch input works, buttons work, game plays correctly
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Verify dual-core refresh still works (Core 1 handles display)
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Test full game: place pieces, win conditions, restart
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Step 6: Update Build System
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Modify CMakeLists.txt to include new source files.
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Validation:
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Add lib/input_manager.cpp
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Add games/tic_tac_toe.cpp
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Clean build succeeds
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Binary size reasonable (no major bloat)
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Step 7: Final Testing
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Comprehensive system test.
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Validation:
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Touch detection works (tap cells)
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Button navigation works (KEY0/KEY1)
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Game logic correct (wins, ties, restart)
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Display refreshes properly (no artifacts)
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Statistics persist across games
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Debug output shows correct events
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System remains responsive during e-ink refresh
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Future Extensions
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Adding New Games
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To add a new game (e.g., Snake, Pong):
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Create games/snake.h and games/snake.cpp
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Inherit from Game base class
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Implement init(), update(), draw()
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Define game-specific state as private members
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Add to CMakeLists.txt
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Change game selection in basic1.cpp: Game* current_game = new SnakeGame(...)
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Game Launcher (Future)
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Create GameLauncher class to display menu
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Allow runtime game switching
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Handle cleanup: delete current_game; current_game = new SnakeGame(...)
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Store game selection preference in flash
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Key Design Principles
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Hardware Isolation: All GPIO, interrupts, hardware config stay in basic1.cpp
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State Encapsulation: Each game owns its state completely
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Polymorphism: Use Game* pointer for runtime flexibility
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Event-Driven: Games respond to InputEvent objects only
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Reactive Rendering: Only redraw when update() returns true
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Dual-Core Efficiency: Core 0 handles logic, Core 1 handles display refresh
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@@ -505,10 +505,10 @@ int main()
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game_start_time = 0;
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// Force full clear for clean transition to game
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display->clear(false);
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if (display->get_type() == DISPLAY_TYPE_EPAPER) {
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LowLevelDisplayEPaper* epaper = static_cast<LowLevelDisplayEPaper*>(display);
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epaper->full_refresh();
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}
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// if (display->get_type() == DISPLAY_TYPE_EPAPER) {
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// LowLevelDisplayEPaper* epaper = static_cast<LowLevelDisplayEPaper*>(display);
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// epaper->full_refresh();
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// }
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}
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needs_refresh = true;
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}
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32
games/monopoly/DiceModalGame.h
Normal file
32
games/monopoly/DiceModalGame.h
Normal file
@@ -0,0 +1,32 @@
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// DiceModalGame.h
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#pragma once
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#include "../../lib/game.h"
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#include "../../display/low_level_render.h"
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#include "../../display/low_level_gui.h"
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#include "input_manager.h"
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class DiceModalGame : public Game {
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int dice1, dice2;
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bool dismissed;
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public:
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DiceModalGame(uint16_t width, uint16_t height, LowLevelRenderer* renderer, LowLevelGUI* gui, InputManager* input_manager, int d1, int d2)
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: Game(width, height, renderer, gui, input_manager), dice1(d1), dice2(d2), dismissed(false) {}
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void init() override { dismissed = false; }
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bool update(const InputEvent& event) override {
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if (event.type == INPUT_BUTTON_0 || event.type == INPUT_BUTTON_1) {
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dismissed = true;
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return true;
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}
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return false;
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}
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void draw() override {
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int win_w = 220, win_h = 120;
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int win_x = (width - win_w) / 2, win_y = (height - win_h) / 2;
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char buf[64];
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gui->draw_new_window(win_x, win_y, win_w, win_h, "Dice Roll");
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snprintf(buf, sizeof(buf), "You rolled: %d + %d", dice1, dice2);
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renderer->draw_string_scaled(win_x + 30, win_y + 40, buf, 2);
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renderer->draw_string_scaled(10, height - 20, "Press any button...", 2);
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}
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bool is_dismissed() const { return dismissed; }
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};
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0
games/monopoly/PropertyModalGame.cpp
Normal file
0
games/monopoly/PropertyModalGame.cpp
Normal file
47
games/monopoly/PropertyModalGame.h
Normal file
47
games/monopoly/PropertyModalGame.h
Normal file
@@ -0,0 +1,47 @@
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// PropertyModalGame.h
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#pragma once
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#include "../../lib/game.h"
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#include "../../display/low_level_render.h"
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#include "../../display/low_level_gui.h"
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#include "input_manager.h"
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#include "monopoly_board.h"
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class PropertyModalGame : public Game {
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const BoardTile* property;
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bool dismissed;
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public:
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PropertyModalGame(uint16_t width, uint16_t height, LowLevelRenderer* renderer, LowLevelGUI* gui, InputManager* input_manager, const BoardTile* prop)
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: Game(width, height, renderer, gui, input_manager), property(prop), dismissed(false) {}
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void init() override { dismissed = false; }
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bool update(const InputEvent& event) override {
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if (event.type == INPUT_BUTTON_0 || event.type == INPUT_BUTTON_1) {
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dismissed = true;
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return true;
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}
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return false;
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}
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void draw() override {
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int win_w = 320, win_h = 180;
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int win_x = (width - win_w) / 2, win_y = (height - win_h) / 2;
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char buf[128];
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snprintf(buf, sizeof(buf), "Property: %s", property->name);
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gui->draw_new_window(win_x, win_y, win_w, win_h, buf);
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int py = win_y + 30;
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char pbuf[128];
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if (property->type == TILE_PROPERTY) {
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snprintf(pbuf, sizeof(pbuf), "Cost: $%d", property->cost);
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renderer->draw_string_scaled(win_x + 20, py, pbuf, 2);
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py += 25;
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snprintf(pbuf, sizeof(pbuf), "Rent: $%d", property->rent[0]);
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renderer->draw_string_scaled(win_x + 20, py, pbuf, 2);
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py += 25;
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snprintf(pbuf, sizeof(pbuf), "House Cost: $%d", property->house_cost);
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renderer->draw_string_scaled(win_x + 20, py, pbuf, 2);
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} else if (property->type == TILE_RAILROAD || property->type == TILE_UTILITY) {
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snprintf(pbuf, sizeof(pbuf), "Cost: $%d", property->cost);
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renderer->draw_string_scaled(win_x + 20, py, pbuf, 2);
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}
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renderer->draw_string_scaled(10, height - 20, "Press any button...", 2);
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}
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bool is_dismissed() const { return dismissed; }
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};
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@@ -11,8 +11,14 @@ extern "C" {
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#ifdef __cplusplus
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}
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#endif
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#include <stdio.h>
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#include <string.h>
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#include <stdlib.h>
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#include <time.h>
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#include "DiceModalGame.h"
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#include "PropertyModalGame.h"
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// --- Constructor ---
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@@ -36,6 +42,8 @@ void MonopolyGame::init() {
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double_rolls = 0;
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just_sent_to_jail = false;
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selected_action = 0;
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srand(time(NULL));
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if (active_modal) { delete active_modal; active_modal = nullptr; }
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// TODO: Reset all board state, property ownership, etc.
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}
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@@ -44,11 +52,17 @@ bool MonopolyGame::update(const InputEvent& event) {
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Player* p = &players[current_player_idx];
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bool needs_redraw = false;
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// If modal is open, any button closes it
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if (show_property_modal) {
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if (event.type == INPUT_BUTTON_0 || event.type == INPUT_BUTTON_1) {
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show_property_modal = false;
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modal_property_index = -1;
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// If a modal is active, delegate input and check for dismissal
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if (active_modal) {
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bool modal_redraw = active_modal->update(event);
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if (modal_redraw) needs_redraw = true;
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// If modal is dismissed, delete and return control
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// Use dynamic_cast to check for modal type and dismissal
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auto dice_modal = dynamic_cast<DiceModalGame*>(active_modal);
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auto prop_modal = dynamic_cast<PropertyModalGame*>(active_modal);
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if ((dice_modal && dice_modal->is_dismissed()) || (prop_modal && prop_modal->is_dismissed())) {
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delete active_modal;
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active_modal = nullptr;
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needs_redraw = true;
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}
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return needs_redraw;
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@@ -71,11 +85,16 @@ bool MonopolyGame::update(const InputEvent& event) {
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if (p->position < old_pos) p->balance += 200;
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has_rolled = true;
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needs_redraw = true;
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// Store dice values and show dice modal
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last_dice1 = dice1;
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last_dice2 = dice2;
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if (active_modal) delete active_modal;
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active_modal = new DiceModalGame(width, height, renderer, gui, input_manager, dice1, dice2);
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// Show property modal if landed on property/railroad/utility
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const BoardTile* landed = &MONOPOLY_BOARD[p->position];
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if (landed->type == TILE_PROPERTY || landed->type == TILE_RAILROAD || landed->type == TILE_UTILITY) {
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show_property_modal = true;
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modal_property_index = p->position;
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// Queue property modal after dice modal is dismissed
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}
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// TODO: Handle doubles, jail, landing effects
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}
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@@ -111,27 +130,42 @@ bool MonopolyGame::update(const InputEvent& event) {
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default:
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break;
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}
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// If dice modal was just dismissed and a property modal is queued, show it
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if (!active_modal && modal_property_index >= 0) {
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active_modal = new PropertyModalGame(width, height, renderer, gui, input_manager, &MONOPOLY_BOARD[modal_property_index]);
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modal_property_index = -1;
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needs_redraw = true;
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}
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return needs_redraw;
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}
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// --- Draw game state (minimal: player info, current tile, actions) ---
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void MonopolyGame::draw() {
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// If a modal is active, draw it and return
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if (active_modal) {
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active_modal->draw();
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return;
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}
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Player* p = &players[current_player_idx];
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const BoardTile* tile = &MONOPOLY_BOARD[p->position];
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// Title
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renderer->draw_string_scaled(10, 10, "Monopoly (Minimal)", 2);
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renderer->draw_string_scaled(10, 10, "Monopoly", 3);
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// --- Player Stats (Right Side) ---
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int stats_x = width - 180;
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int y = 20;
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int stats_x = width - 200;
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int y = 40 + 15 * current_player_idx;
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char buf[128];
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// Name (Big)
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renderer->draw_string_scaled(stats_x, y, p->name, 2);
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y += 40;
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// make a window showing player stats
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LowLevelWindow* stats_win = gui->draw_new_window(stats_x - 10, y - 10 , 190, 120, p->name);
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y += 20;
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renderer->draw_string_scaled(stats_x, y, "Location:", 1);
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renderer->draw_string_scaled(stats_x, y + 10, tile->name, 2);
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y += 30;
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// Money
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snprintf(buf, sizeof(buf), "$%d", p->balance);
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renderer->draw_string_scaled(stats_x, y, buf, 2);
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renderer->draw_string_scaled(stats_x, y, "Money:", 1);
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renderer->draw_string_scaled(stats_x, y + 10, buf, 2);
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y += 30;
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// Properties
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int prop_count = 0;
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@@ -140,8 +174,8 @@ void MonopolyGame::draw() {
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if (prop_idx >= 0 && MONOPOLY_BOARD[prop_idx].type == TILE_PROPERTY) prop_count++;
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}
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snprintf(buf, sizeof(buf), "Properties: %d", prop_count);
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renderer->draw_string_scaled(stats_x, y, buf, 2);
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y += 30;
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renderer->draw_string_scaled(stats_x, y, buf, 1);
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y += 10;
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// Monopoly count
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int monopoly_count = 0;
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// For each group, check if player owns all properties in group
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@@ -158,49 +192,7 @@ void MonopolyGame::draw() {
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if (group_total > 0 && group_total == group_owned) monopoly_count++;
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}
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snprintf(buf, sizeof(buf), "Monopolies: %d", monopoly_count);
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renderer->draw_string_scaled(stats_x, y, buf, 2);
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// --- Main Info (Left Side) ---
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snprintf(buf, sizeof(buf), "Player: %s ($%d)", p->name, p->balance);
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renderer->draw_string_scaled(10, 30, buf, 2);
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snprintf(buf, sizeof(buf), "Location: %s", tile->name);
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renderer->draw_string_scaled(10, 50, buf, 2);
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// Show property modal window if needed
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if (show_property_modal && modal_property_index >= 0) {
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const BoardTile* mprop = &MONOPOLY_BOARD[modal_property_index];
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int win_w = 320, win_h = 180;
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int win_x = (width - win_w) / 2, win_y = (height - win_h) / 2;
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LowLevelWindow* win = gui->draw_new_window(win_x, win_y, win_w, win_h, "Property Info");
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// gui->current_font = renderer->get_current_font();
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int py = win_y + 30;
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char pbuf[128];
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if (mprop->type == TILE_PROPERTY) {
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snprintf(pbuf, sizeof(pbuf), "%s", mprop->name);
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renderer->draw_string_scaled(win_x + 20, py, pbuf, 2);
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py += 30;
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snprintf(pbuf, sizeof(pbuf), "Color: %s", mprop->color ? mprop->color : "-");
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renderer->draw_string_scaled(win_x + 20, py, pbuf, 2);
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py += 25;
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snprintf(pbuf, sizeof(pbuf), "Cost: $%d", mprop->cost);
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renderer->draw_string_scaled(win_x + 20, py, pbuf, 2);
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py += 25;
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snprintf(pbuf, sizeof(pbuf), "Rent: $%d", mprop->rent[0]);
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renderer->draw_string_scaled(win_x + 20, py, pbuf, 2);
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py += 25;
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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;
|
||||
}
|
||||
renderer->draw_string_scaled(stats_x, y, buf, 1);
|
||||
|
||||
// Draw action menu (highlight selected)
|
||||
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, height - 20, "BTN0: Next Option BTN1: Select", 2);
|
||||
|
||||
// TODO: Draw board, all players, property ownership, jail, chance, etc.
|
||||
// TODO: Add win/lose/game over conditions
|
||||
// TODO: Add touch support, more UI, etc.
|
||||
|
||||
@@ -26,6 +26,7 @@ public:
|
||||
bool update(const InputEvent& event) override;
|
||||
void draw() override;
|
||||
|
||||
|
||||
private:
|
||||
// Game state and helpers
|
||||
Player players[MAX_PLAYERS];
|
||||
@@ -39,8 +40,10 @@ private:
|
||||
int selected_action; // 0: Roll, 1: Buy, 2: End Turn
|
||||
static constexpr int ACTION_COUNT = 3;
|
||||
|
||||
// Modal property window state
|
||||
bool show_property_modal = false;
|
||||
// Modal games
|
||||
Game* active_modal = nullptr;
|
||||
int last_dice1 = 0;
|
||||
int last_dice2 = 0;
|
||||
int modal_property_index = -1;
|
||||
};
|
||||
|
||||
|
||||
Reference in New Issue
Block a user