~ruther/avr-guess-the-number

ref: 0741078d7a4c0e6e049dcd3b0d3e26a55084dab5 avr-guess-the-number/src/entrypoint.rs -rw-r--r-- 9.8 KiB
0741078d — František Boháček feat: improve number generation 2 years ago
                                                                                
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#![no_std]
#![no_main]

// TODO: seeds to eeprom
//

extern crate avr_device;

mod animation;
mod button;
mod filled_seven_segment;
mod filled_sipo;
mod led_matrix;
mod rng;
mod seven_segment;
mod sipo;

use panic_halt as _;

const DIGITS: usize = 4;
const LED_MATRIX_CORRECT_ROW: u8 = 0;
const LED_MATRIX_INCORRECT_POSITION_ROW: u8 = 1;

static mut HELLO_ANIMATION: animation::HelloAnimation = animation::HelloAnimation {
    inner_step: 0,
    outer_step: 0,
    hidden: false,
    internal_step: 0,
};
static mut WIN_ANIMATION: animation::WinAnimation = animation::WinAnimation {
    number: [0; 4],
    led_step: 0,
    led_quarter: 0,
    led_inner: 0,
    hidden: true,
    internal_step: 0,
};

static mut GUESS_ANIMATION: animation::GuessAnimation = animation::GuessAnimation {
    step: 0,
    internal_step: 0,
};

static mut DIGIT_INC_ANIMATION: animation::DigitIncrementAnimation = animation::DigitIncrementAnimation {
    step: 0,
    digit_index: 0,
    internal_step: 0,
};

#[atmega_hal::entry]
fn main() -> ! {
    // PERIPHERALS
    let dp = atmega_hal::Peripherals::take().unwrap();
    let pins = atmega_hal::pins!(dp);

    let srclr = pins.pc2.into_output().downgrade();
    let srclk = pins.pc3.into_output().downgrade();
    let rclk = pins.pc4.into_output().downgrade();
    let ser = pins.pc5.into_output().downgrade();

    let shift_register = sipo::Sipo::create(srclk, srclr, ser, rclk);

    let shift_register = filled_sipo::FilledSipo::create(shift_register);
    let seven_segment = seven_segment::SevenSegment::create(4, true, false);
    let seven_segment =
        filled_seven_segment::FilledSevenSegment::create(seven_segment, shift_register);

    let mut matrix = led_matrix::LEDMatrix::create(4, 2);
    matrix.add_anode(pins.pd3.into_output().downgrade());
    matrix.add_anode(pins.pd2.into_output().downgrade());
    matrix.add_anode(pins.pd1.into_output().downgrade());
    matrix.add_anode(pins.pd0.into_output().downgrade());

    matrix.add_cathode(pins.pd5.into_output().downgrade());
    matrix.add_cathode(pins.pd6.into_output().downgrade());

    let in_1 = pins.pc1.into_pull_up_input().downgrade().forget_imode();
    let in_2 = pins.pb2.into_pull_up_input().downgrade().forget_imode();
    let in_3 = pins.pb1.into_pull_up_input().downgrade().forget_imode();
    let in_4 = pins.pd7.into_pull_up_input().downgrade().forget_imode();
    let in_confirm = pins.pb0.into_pull_up_input().downgrade().forget_imode();

    let btn_1 = button::Button::create(in_1, false);
    let btn_2 = button::Button::create(in_2, false);
    let btn_3 = button::Button::create(in_3, false);
    let btn_4 = button::Button::create(in_4, false);
    let btn_confirm = button::Button::create(in_confirm, false);
    // PERIPHERALS END


    // load seeds from eeprom
    let mut ep = atmega_hal::Eeprom::new(dp.EEPROM);
    let mut seeds = [0u8; 3];
    ep.read(0, &mut seeds);
    if seeds[0] == 0 && seeds[1] == 0 && seeds[2] == 0 {
        seeds[0] = 125;
        seeds[1] = 139;
        seeds[2] = 45;
    }

    // RNG
    let mut rng = rng::Rng::init(seeds[0], seeds[1], seeds[2]);

    // write new seeds
    let next_seeds = [rng.take_u8(), rng.take_u8(), rng.take_u8()];
    ep.write(0, &next_seeds);

    // GAME
    let mut game = Game {
        seven_segment,
        led_matrix: matrix,
        state: GameState::Start,
        guessing_number: None,
        current_number: None,
        animation: None,
        rng,
        buttons: [btn_1, btn_2, btn_3, btn_4],
        confirm: btn_confirm,
    };

    unsafe {
        HELLO_ANIMATION = animation::HelloAnimation::create();
        WIN_ANIMATION = animation::WinAnimation::create([0; 4]);
        GUESS_ANIMATION = animation::GuessAnimation::create();
        DIGIT_INC_ANIMATION = animation::DigitIncrementAnimation::create(0);
        game.set_animation(&mut HELLO_ANIMATION);
    }

    let mut step: u64 = 0;
    loop {
        // Show seven segment, matrix data
        step += 1;
        game.seven_segment.step();
        if step > 50 {
            game.led_matrix.step();
            step = 0;
        }

        for button in game.buttons.iter_mut() {
            button.step();
        }
        game.confirm.step();

        // Animation logic
        if let Some(animation) = &mut game.animation {
            if animation.running() {
                let state = animation.step(&mut game.seven_segment, &mut game.led_matrix);

                if state == animation::AnimationState::End {
                    animation.cleanup(&mut game.seven_segment, &mut game.led_matrix);
                    game.animation = None;
                }
            } else {
                animation.cleanup(&mut game.seven_segment, &mut game.led_matrix);
                game.animation = None;
            }
        }

        game.step();
    }
}

pub struct Game {
    seven_segment: filled_seven_segment::FilledSevenSegment,
    led_matrix: led_matrix::LEDMatrix,
    state: GameState,
    guessing_number: Option<[u8; DIGITS]>,
    current_number: Option<[u8; DIGITS]>,
    animation: Option<&'static mut dyn animation::Animation>,
    rng: rng::Rng,
    buttons: [button::Button; DIGITS],
    confirm: button::Button,
}

pub enum GameState {
    Start,
    Play,
    Won,
}

impl Game {
    pub fn step(&mut self) {
        match self.state {
            GameState::Start | GameState::Won => {
                if self.any_button_pressed() {
                    self.start_new_game();
                }
            }
            GameState::Play => {
                if self.confirm.state() == button::ButtonState::Pressed {
                    if self.current_number == self.guessing_number {
                        self.end_current_game();
                        return;
                    }

                    self.update_led_matrix();
                    unsafe {
                        self.set_animation(&mut GUESS_ANIMATION);
                        GUESS_ANIMATION.reset();
                    }
                }

                let mut btns_pressed: [bool; DIGITS] = [false; DIGITS];
                for (i, button) in self.buttons.iter().enumerate() {
                    let state = button.state();
                    btns_pressed[i] = state == button::ButtonState::Pressed;
                }

                for (i, pressed) in btns_pressed.iter().enumerate() {
                    if *pressed {
                        let digit_index = DIGITS - 1 - i;
                        self.increase_digit(digit_index);
                        unsafe {
                            self.set_animation(&mut DIGIT_INC_ANIMATION);
                            DIGIT_INC_ANIMATION.reset(digit_index);
                        }
                    }
                }
            }
        }
    }

    pub fn set_animation(&mut self, animation: &'static mut dyn animation::Animation) {
        if let Some(current_animation) = &mut self.animation {
            current_animation.cleanup(&mut self.seven_segment, &mut self.led_matrix);
        }

        self.animation = Some(animation);
    }

    fn update_led_matrix(&mut self) {
        self.led_matrix.clear();
        let current_digits = self.current_number.unwrap();
        let guessing_digits = self.guessing_number.unwrap();

        for i in 0..DIGITS {
            if current_digits[i] == guessing_digits[i] {
                self.led_matrix.set(i.try_into().unwrap(), LED_MATRIX_CORRECT_ROW);
            }

            for j in 0..DIGITS {
                if i != j &&
                    current_digits[j] != guessing_digits[j] &&
                    current_digits[i] == guessing_digits[j]
                {
                    self.led_matrix.set(
                        i.try_into().unwrap(),
                        LED_MATRIX_INCORRECT_POSITION_ROW
                    );
                }
            }
        }
    }

    fn increase_digit(&mut self, digit_index: usize) {
        let mut current_number = self.current_number.unwrap();

        let mut current_digit = current_number[digit_index];
        current_digit += 1;

        if current_digit == 10 {
            current_digit = 0;
        }

        current_number[digit_index] = current_digit;
        self.current_number = Some(current_number);
        self.seven_segment.set_number(current_number);
    }

    fn end_current_game(&mut self) {
        unsafe {
            self.set_animation(&mut WIN_ANIMATION);
            WIN_ANIMATION.reset(self.guessing_number.unwrap());
        }
        self.cleanup_current_game();
        self.state = GameState::Won;
    }

    fn cleanup_current_game(&mut self) {
        self.guessing_number = None;
        self.current_number = None;
    }

    #[inline]
    fn generate_number(&mut self) -> [u8; 4] {
        let first = self.rng.take_u8();
        let second = self.rng.take_u8();

        let mut digits = [
            ((first >> 4) & 0xF) + 1,
            first & 0xF,
            (second >> 4) & 0xF,
            second & 0xF];

        for digit in digits.iter_mut() {
            if *digit >= 10 {
                *digit -= 10;
            }
        }

        digits
    }

    fn start_new_game(&mut self) {
        if let Some(animation) = &mut self.animation {
            animation.cleanup(&mut self.seven_segment, &mut self.led_matrix);
            self.animation = None;
        }

        let guessing_number = self.generate_number();
        let current_number = [0; 4];

        self.guessing_number = Some(guessing_number);
        self.current_number = Some(current_number);
        self.seven_segment.set_number(current_number);
        self.led_matrix.clear();

        self.state = GameState::Play;
    }

    fn any_button_pressed(&mut self) -> bool {
        for btn in self.buttons.iter() {
            let state = btn.state();

            if state == button::ButtonState::Pressed {
                return true;
            }
        }

        self.confirm.state() == button::ButtonState::Pressed
    }
}
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