Пример #1
0
void ticTacToeDisplay_runTest()
{
    while(1) //until button 1 is pressed
    {
        while(buttons_read() != (TICTACTOEDISPLAY_BTN0_ON))//until button 0 is pressed
        {
            if(buttons_read() == (TICTACTOEDISPLAY_BTN1_ON))//button has been pressed
            {
                display_setTextSize(TICTACTOEDISPLAY_TEXT_SIZE);  // this sets the text size
                display_setCursor(TICTACTOEDISPLAY_HALF_WIDTH-TICTACTOEDISPLAY_ONE_THIRD_WIDTH, //position x coordinate of cursor
                        TICTACTOEDISPLAY_HALF_HEIGHT - TICTACTOEDISPLAY_ONE_SIXTH_HEIGHT);//position y coordinate of cursor
                display_println("Game Over!");//print to the lcd
                return;//return out of both loops immediately
            }

            if(display_isTouched())
            {
                display_clearOldTouchData(); // Throws away all previous touch data.
                uint8_t row, column;
                ticTacToeDisplay_touchScreenComputeBoardRowColumn(&row, &column);//compute location of square
                if(switches_read() == TICTACTOEDISPLAY_SWITCH0_ON)//SW0 is up
                {
                    ticTacToeDisplay_drawO(row, column);//draw O character
                }
                if(switches_read() == TICTACTOEDISPLAY_SWITCH0_OFF)//SW0 is down
                {
                    ticTacToeDisplay_drawX(row, column);//draw X character
                }
            }
        }
        ticTacToeDisplay_init();//clear the screen
    }
}
// Runs a test of the display. Does the following.
// Draws the board. Each time you touch one of the screen areas, the screen will paint
// an X or an O, depending on whether switch 0 (SW0) is slid up (O) or down (X).
// When BTN0 is pushed, the screen is cleared. The test terminates when BTN1 is pushed.
void ticTacToeDisplay_runTest() {
	uint8_t* row = 0;
	uint8_t* column = 0;
	ticTacToeDisplay_init();
	while(1){
		ticTacToeDisplay_touchScreenComputeBoardRowColumn(row , column );

		if ((buttons_read() & BUTTON_ISOLATE_BITS) & BUTTONS_ISOLATE_BIT_B0) {
			ticTacToeDisplay_clear();
		}
		if ((buttons_read() & BUTTON_ISOLATE_BITS) & BUTTONS_ISOLATE_BIT_B1) {
			ticTacToeDisplay_gameOver();
			break;
		}
	}
}
Пример #3
0
void ticTacToeControl_tick() //actions and transitions of state machine
{
    debugStatePrint(); //print state for debugging

    switch (TTT_State) //state machine actions
    {
    case TTT_init_st: //inital entry state
        readTimer = 0; //initialize read timer
        firstTouchTimer = 0; //set to zero
        adTimer = 0; //set to zerio
        break;
    case TTT_draw_instructions_st:
        //draw print the instructions
        display_setTextSize(TEXT_SIZE); //how big
        display_setTextColor(DISPLAY_WHITE);//set the color
        display_setCursor(INSTRUCTIONS_LOCATION_X, INSTRUCTIONS_LOCATION_Y);
        display_println(INSTRUCTIONS);//print instructions
        break;
    case TTT_let_user_read_st:
        readTimer++; //increase read timer
        break;
    case TTT_wait_first_touch_st:
        firstTouchTimer++; //increment first touch wait timer
        break;
    case TTT_wait_for_settle_st:
        adTimer++; //increment timer for settling
        break;
    case TTT_computer_play_st:
        if (playerX) //computer is O
        {
            minimax_computeNextMove(&currentBoard, false, &controlTouchRow, &controlTouchColumn); //its always computing computers move, so just set the bool to false
            ticTacToeDisplay_drawO(controlTouchRow, controlTouchColumn);
            //mark that board space
            currentBoard.squares[controlTouchRow][controlTouchColumn] = MINIMAX_OPPONENT_SQUARE;
        }

        else //computer went first, is X
        {
            minimax_computeNextMove(&currentBoard, false, &controlTouchRow, &controlTouchColumn); //its always computing computers move, so just set the bool to false
            ticTacToeDisplay_drawX(controlTouchRow, controlTouchColumn);
            //mark that board space
            currentBoard.squares[controlTouchRow][controlTouchColumn] = MINIMAX_OPPONENT_SQUARE;
        }

        break;
    case TTT_user_play_st:
        //read button value here, and check in transitions
        newBTNValue = buttons_read();

        invalidMoveFlag = false; // reset the flag

        //reset wait for settle timer
        adTimer = 0;

        if (playerX) //player went first, is X
        {
            ticTacToeDisplay_touchScreenComputeBoardRowColumn(&controlTouchRow, &controlTouchColumn);
            if(currentBoard.squares[controlTouchRow][controlTouchColumn] == MINIMAX_EMPTY_SQUARE) //check square is empty
            {
                ticTacToeDisplay_drawX(controlTouchRow, controlTouchColumn); //draw the x
                //mark that board space
                currentBoard.squares[controlTouchRow][controlTouchColumn] = MINIMAX_PLAYER_SQUARE; //mark move in board
            }
            else
                invalidMoveFlag = true; //player tried to go in occupied square
        }

        else //player is O
        {
            ticTacToeDisplay_touchScreenComputeBoardRowColumn(&controlTouchRow, &controlTouchColumn);
            if(currentBoard.squares[controlTouchRow][controlTouchColumn] == MINIMAX_EMPTY_SQUARE) //check square is empty
            {
                ticTacToeDisplay_drawO(controlTouchRow, controlTouchColumn); //draw the O
                //mark that board space
                currentBoard.squares[controlTouchRow][controlTouchColumn] = MINIMAX_PLAYER_SQUARE; //mark move in board
            }
            else
                invalidMoveFlag = true; //player tried to go in occupied square
        }
        break;
    case TTT_wait_touch_st:
    //just wait
    case TTT_end_st:
        //read button value here, and check in transitions
        //only reset at end game
        newBTNValue = buttons_read();

    default:
        break;
    }



    //////////////////////////////////////////////////////////////////////////////////////////////////



    switch (TTT_State) //state machine transitions
    {
    case TTT_init_st: //inital entry state
        TTT_State = TTT_draw_instructions_st; //move to instructions state
        break;
    case TTT_draw_instructions_st:
        TTT_State = TTT_let_user_read_st; //go straight to reading after instructions are drawn
        break;
    case TTT_let_user_read_st:
        if (readTimer == TTT_READ_EXPIRED)
        {
            TTT_State = TTT_wait_first_touch_st; //wait for touching
            ticTacToeDisplay_reset();//draw empty board. mealey action
        }
        break;
    case TTT_wait_first_touch_st:
    {
        if (firstTouchTimer == TTT_FIRST_TOUCH_EXPIRED) //if the wait is expired
        {
            //computer goes first. computer is X
            TTT_State = TTT_computer_play_st;
            playerX = false;
        }
        else if (display_isTouched()) //human touched a spot
        {
            //human goes first. is X
            TTT_State = TTT_wait_for_settle_st;
            playerX = true;
        }
    }
    break;
    case TTT_wait_for_settle_st:
        if (adTimer == ADTIMER_EXPIRE) //gave touch screen time to settle
        {
            TTT_State = TTT_user_play_st; //go to user play
        }
        break;
    case TTT_computer_play_st:
        // if board full, go to end game
        if (ticTacToeControl_checkEndGame(&currentBoard, false)) //pass in the board, does matter what the bool is, just need an endgame score
            TTT_State = TTT_end_st;
        else
            TTT_State = TTT_wait_touch_st; //go to place to wait for player to touch
        break;
    case TTT_user_play_st:
        if (ticTacToeControl_checkEndGame(&currentBoard, true)) //pass in the board, does matter what the bool is, just need an endgame score
            TTT_State = TTT_end_st;

        else if(invalidMoveFlag) //player tried to go in occupied space
        {
            TTT_State = TTT_wait_touch_st; //wait for another touch
        }

        else
            TTT_State = TTT_computer_play_st; //go to computer move


        break;
    case TTT_wait_touch_st:
        if (ticTacToeControl_checkEndGame(&currentBoard, playerX)) //pass in the board, does matter what the bool is, just need an endgame score
            TTT_State = TTT_end_st;
        else if (display_isTouched()) //done waiting
        {
            TTT_State = TTT_wait_for_settle_st; //go settle state
        }
        break;
    case TTT_end_st:
        ticTacToeControl_checkResetBTN(); //check if button has been pressed,
        break;
    default:
        printf("ERROR: missed transition\n\r");
        break;
    }
}