added multiple games [broken]

This commit is contained in:
willem oldemans
2020-11-08 22:06:41 +01:00
parent a16ccf479d
commit 0123e4cc9f
20 changed files with 3951 additions and 73 deletions

View File

@@ -1,91 +1,82 @@
#include <Arduino.h>
#include "buttons.h"
#include "board.h"
#include "chainGame.h"
#include "detectled.h"
#include "magicSwitchBoard.h"
#define LED1 PB14
#define LED2 PB15
#define LED3 PA8
#define BUTTON1 PA0
#define BUTTON2 PA1
buttons button1(SWITCH12, 100, 1000, 1);
buttons button2(SWITCH22, 100, 1000, 2);
buttons button3(SWITCH32, 100, 1000, 3);
buttons button4(SWITCH1, 100, 1000, 4);
buttons button5(SWITCH2, 100, 1000, 5);
buttons button6(SWITCH3, 100, 1000, 6);
uint8_t patternIndex = 0;
bool patternFlag = false;
uint8_t ledpattern[5][3] = {
{1,0,0},
{0,0,1},
{0,1,0},
{0,1,0},
{0,0,1}
};
int patternlength = sizeof(ledpattern)/sizeof(ledpattern[0]);
void nextPattern( void )
typedef enum
{
patternIndex++;
if(patternIndex > patternlength)
{
patternIndex = 0;
}
}
none,
ChainGame,
magicSwitchBoard,
detectLED,
last
} game;
buttons button1(BUTTON1, 100,1000);
buttons button2(BUTTON2, 100,1000);
game currentGame = none;
uint8_t gameState = 0;
unsigned long gameTimeout = 0;
void setup()
void setup()
{
pinMode(LED1, OUTPUT);
pinMode(LED2, OUTPUT);
pinMode(LED3, OUTPUT);
button1.begin();
button2.begin();
initbuttons();
initDetectLed();
while (anybutton())
{
digitalWrite(LED1, 1);
digitalWrite(LED2, 1);
digitalWrite(LED3, 1);
if (button4.raw())
{
currentGame = ChainGame;
}
if (button5.raw())
{
currentGame = magicSwitchBoard;
}
if (button6.raw())
{
currentGame = detectLED;
}
}
}
void loop()
void loop()
{
button1.update();
button2.update();
if(button1.state())
{
if(!patternFlag)
{
//button detected, increase pattern
nextPattern();
patternFlag = true;
}
}
if(button2.state())
{
if(!patternFlag)
{
//second input, skip a pattern
nextPattern();
nextPattern();
patternFlag = true;
}
}
handleButtons();
if(button1.state() | button2.state() )
switch (currentGame)
{
//write pattern to the LEDs
digitalWrite(LED1,!ledpattern[patternIndex][0]);
digitalWrite(LED2,!ledpattern[patternIndex][1]);
digitalWrite(LED3,!ledpattern[patternIndex][2]);
case magicSwitchBoard:
{
handleMagicSwitchBoard();
}
else
break;
case detectLED:
{
//leds off
digitalWrite(LED1,1);
digitalWrite(LED2,1);
digitalWrite(LED3,1);
patternFlag = false;
handleDetectLed();
}
break;
case ChainGame:
default:
{
HandleChainGame();
}
}
}