TamaTac & SfxEngine + Sprite tools (#24)

This commit is contained in:
Shadowtrance
2026-02-14 06:26:23 +10:00
committed by GitHub
parent 9ba1d460bd
commit 0b22f67a82
56 changed files with 8282 additions and 0 deletions
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/**
* @file PatternGame.cpp
* @brief Simon Says mini-game implementation
*/
#include "PatternGame.h"
#include "TamaTac.h"
#include "SfxEngine.h"
#include <cstdlib>
#include <cstdio>
void PatternGame::onStart(lv_obj_t* parent, TamaTac* appInstance) {
app = appInstance;
// Screen size detection
lv_coord_t screenWidth = lv_display_get_horizontal_resolution(nullptr);
lv_coord_t screenHeight = lv_display_get_vertical_resolution(nullptr);
bool isSmall = (screenWidth < 280 || screenHeight < 180);
bool isXLarge = (screenWidth >= 600);
bool isLarge = !isXLarge && (screenWidth >= 400 && screenHeight >= 300);
// Scaled dimensions
int btnSize = isSmall ? 50 : (isXLarge ? 120 : (isLarge ? 90 : 70));
int gap = isSmall ? 4 : (isXLarge ? 12 : (isLarge ? 8 : 6));
int pad = isSmall ? 4 : (isXLarge ? 16 : 8);
int radius = isSmall ? 6 : (isXLarge ? 16 : 10);
// Main wrapper
lv_obj_t* wrapper = lv_obj_create(parent);
lv_obj_set_size(wrapper, LV_PCT(100), LV_PCT(100));
lv_obj_set_style_pad_all(wrapper, pad, 0);
lv_obj_set_style_bg_opa(wrapper, LV_OPA_TRANSP, 0);
lv_obj_set_style_border_width(wrapper, 0, 0);
lv_obj_set_flex_flow(wrapper, LV_FLEX_FLOW_COLUMN);
lv_obj_set_flex_align(wrapper, LV_FLEX_ALIGN_CENTER, LV_FLEX_ALIGN_CENTER, LV_FLEX_ALIGN_CENTER);
lv_obj_set_style_pad_row(wrapper, gap, 0);
lv_obj_remove_flag(wrapper, LV_OBJ_FLAG_SCROLLABLE);
// Status label
statusLabel = lv_label_create(wrapper);
lv_label_set_text(statusLabel, "Get ready...");
lv_obj_set_style_text_align(statusLabel, LV_TEXT_ALIGN_CENTER, 0);
// 2x2 button grid
lv_obj_t* grid = lv_obj_create(wrapper);
int gridSize = btnSize * 2 + gap * 3;
lv_obj_set_size(grid, gridSize, gridSize);
lv_obj_set_style_pad_all(grid, gap, 0);
lv_obj_set_style_pad_row(grid, gap, 0);
lv_obj_set_style_pad_column(grid, gap, 0);
lv_obj_set_style_bg_color(grid, lv_color_hex(0x1a1a2e), 0);
lv_obj_set_style_border_width(grid, 0, 0);
lv_obj_set_style_radius(grid, radius, 0);
lv_obj_set_flex_flow(grid, LV_FLEX_FLOW_ROW_WRAP);
lv_obj_set_flex_align(grid, LV_FLEX_ALIGN_CENTER, LV_FLEX_ALIGN_CENTER, LV_FLEX_ALIGN_CENTER);
lv_obj_remove_flag(grid, LV_OBJ_FLAG_SCROLLABLE);
// Create 4 game buttons
for (int i = 0; i < 4; i++) {
buttons[i] = lv_btn_create(grid);
lv_obj_set_size(buttons[i], btnSize, btnSize);
lv_obj_set_style_bg_color(buttons[i], lv_color_hex(DIM_COLORS[i]), 0);
lv_obj_set_style_bg_color(buttons[i], lv_color_hex(BRIGHT_COLORS[i]), LV_STATE_PRESSED);
lv_obj_set_style_radius(buttons[i], radius, 0);
lv_obj_set_style_border_width(buttons[i], 0, 0);
lv_obj_set_style_shadow_width(buttons[i], 0, 0);
lv_obj_add_event_cb(buttons[i], onButtonClicked, LV_EVENT_CLICKED, this);
}
// Initialize game
round = 0;
patternLength = START_LENGTH;
acceptingInput = false;
generatePattern();
startRound();
}
void PatternGame::onStop() {
clearTimers();
statusLabel = nullptr;
for (int i = 0; i < 4; i++) buttons[i] = nullptr;
app = nullptr;
}
void PatternGame::clearTimers() {
if (sequenceTimer) {
lv_timer_del(sequenceTimer);
sequenceTimer = nullptr;
}
if (delayTimer) {
lv_timer_del(delayTimer);
delayTimer = nullptr;
}
}
void PatternGame::generatePattern() {
for (int i = 0; i < MAX_PATTERN; i++) {
pattern[i] = rand() % 4;
}
}
void PatternGame::startRound() {
acceptingInput = false;
dimAllButtons();
char msg[32];
snprintf(msg, sizeof(msg), "Round %d - Watch!", round + 1);
if (statusLabel) lv_label_set_text(statusLabel, msg);
// Delay before showing pattern
pendingAction = DelayAction::StartSequence;
scheduleDelay(800);
}
void PatternGame::beginSequenceDisplay() {
showIndex = 0;
showPhase = false;
sequenceTimer = lv_timer_create(onSequenceTick, 350, this);
}
void PatternGame::startInputPhase() {
acceptingInput = true;
inputIndex = 0;
if (statusLabel) lv_label_set_text(statusLabel, "Your turn!");
}
void PatternGame::scheduleDelay(uint32_t ms) {
if (delayTimer) {
lv_timer_del(delayTimer);
delayTimer = nullptr;
}
delayTimer = lv_timer_create(onDelayDone, ms, this);
lv_timer_set_repeat_count(delayTimer, 1);
}
//==============================================================================
// Timer Callbacks
//==============================================================================
void PatternGame::onSequenceTick(lv_timer_t* timer) {
auto* self = static_cast<PatternGame*>(lv_timer_get_user_data(timer));
if (self->showPhase) {
// Was highlighting → dim it
self->dimButton(self->pattern[self->showIndex]);
self->showIndex++;
self->showPhase = false;
// Check if all shown
if (self->showIndex >= self->patternLength) {
lv_timer_del(self->sequenceTimer);
self->sequenceTimer = nullptr;
self->startInputPhase();
return;
}
// Short gap before next highlight
lv_timer_set_period(self->sequenceTimer, 200);
} else {
// Gap done → highlight next button
self->highlightButton(self->pattern[self->showIndex]);
self->showPhase = true;
// Play blip for each flash
SfxEngine* se = TamaTac::getSfxEngine();
if (se) se->play(SfxId::Blip);
// Longer highlight duration
lv_timer_set_period(self->sequenceTimer, 400);
}
}
void PatternGame::onDelayDone(lv_timer_t* timer) {
auto* self = static_cast<PatternGame*>(lv_timer_get_user_data(timer));
self->delayTimer = nullptr;
switch (self->pendingAction) {
case DelayAction::StartSequence:
self->beginSequenceDisplay();
break;
case DelayAction::NextRound:
self->startRound();
break;
case DelayAction::EndGame:
self->returnToMain(self->gameWon);
break;
}
}
//==============================================================================
// Input Handling
//==============================================================================
void PatternGame::onButtonClicked(lv_event_t* e) {
auto* self = static_cast<PatternGame*>(lv_event_get_user_data(e));
if (!self->acceptingInput) return;
lv_obj_t* target = lv_event_get_target_obj(e);
for (int i = 0; i < 4; i++) {
if (target == self->buttons[i]) {
self->handleInput(i);
return;
}
}
}
void PatternGame::handleInput(int buttonIndex) {
SfxEngine* se = TamaTac::getSfxEngine();
if (buttonIndex == pattern[inputIndex]) {
// Correct!
if (se) se->play(SfxId::Blip);
inputIndex++;
if (inputIndex >= patternLength) {
// Completed the full pattern
acceptingInput = false;
roundWin();
}
} else {
// Wrong!
acceptingInput = false;
gameLose();
}
}
void PatternGame::roundWin() {
round++;
SfxEngine* se = TamaTac::getSfxEngine();
if (se) se->play(SfxId::Confirm);
if (round >= MAX_ROUNDS) {
gameWin();
return;
}
// Show success message, then start next round
char msg[48];
snprintf(msg, sizeof(msg), "Correct! Round %d next...", round + 1);
if (statusLabel) lv_label_set_text(statusLabel, msg);
patternLength++;
if (patternLength > MAX_PATTERN) patternLength = MAX_PATTERN;
pendingAction = DelayAction::NextRound;
scheduleDelay(1200);
}
void PatternGame::gameWin() {
if (statusLabel) lv_label_set_text(statusLabel, LV_SYMBOL_OK " You win!");
dimAllButtons();
SfxEngine* se = TamaTac::getSfxEngine();
if (se) se->play(SfxId::Success);
gameWon = true;
pendingAction = DelayAction::EndGame;
scheduleDelay(1500);
}
void PatternGame::gameLose() {
char msg[48];
snprintf(msg, sizeof(msg), LV_SYMBOL_CLOSE " Wrong! Rounds: %d/%d", round, MAX_ROUNDS);
if (statusLabel) lv_label_set_text(statusLabel, msg);
dimAllButtons();
SfxEngine* se = TamaTac::getSfxEngine();
if (se) se->play(SfxId::Error);
gameWon = false;
pendingAction = DelayAction::EndGame;
scheduleDelay(1500);
}
void PatternGame::returnToMain(bool won) {
if (app) {
app->onPatternGameComplete(round, won);
}
}
//==============================================================================
// Visual Helpers
//==============================================================================
void PatternGame::highlightButton(int index) {
if (index >= 0 && index < 4 && buttons[index]) {
lv_obj_set_style_bg_color(buttons[index], lv_color_hex(BRIGHT_COLORS[index]), 0);
}
}
void PatternGame::dimButton(int index) {
if (index >= 0 && index < 4 && buttons[index]) {
lv_obj_set_style_bg_color(buttons[index], lv_color_hex(DIM_COLORS[index]), 0);
}
}
void PatternGame::dimAllButtons() {
for (int i = 0; i < 4; i++) {
dimButton(i);
}
}