[add] Option to hide blue borders.

This commit is contained in:
2026-03-09 10:15:49 +01:00
parent 8edfda2b21
commit 117d078efc
2 changed files with 86 additions and 67 deletions
+1
View File
@@ -11,6 +11,7 @@ build_flags =
-D ENC_B=1
-D ENC_SW=2
-D SENSITIVITY=4
-D SHOW_BORDER=0
-D BRIGHTNESS=25
-D IDLE_TIMEOUT=45000
-D DEMO_RESET_PAUSE=20000
+85 -67
View File
@@ -5,6 +5,11 @@
#include <WebServer.h>
#include <Preferences.h>
// Build Flag Default (can be overridden in platformio.ini)
#ifndef SHOW_BORDER
#define SHOW_BORDER 1
#endif
#define NUM_LEDS 64
const int COLS = 7;
const int ROWS = 6;
@@ -29,7 +34,7 @@ State gameState = MENU;
int8_t menuMode = 0;
int8_t currentPlayer = 1;
int8_t winnerPlayer = 0; // Tracks who actually won for the flashing effect
int8_t winnerPlayer = 0;
int8_t activeCol = 3;
long oldEncPos = -999;
uint32_t lastActivityTime = 0;
@@ -52,7 +57,7 @@ void drawStaticUI();
void renderBoard();
int getFirstEmptyRow(int col);
bool isBoardFull();
int8_t scanBoard(); // Changed to return the winner ID
int8_t scanBoard();
void updateThinkingVisuals(int8_t p, int8_t col);
void animateDrop(int col, int player);
void moveDiscToCol(int startCol, int targetCol, int player, int speed);
@@ -68,6 +73,7 @@ int getIdx(int x, int y) { return (y * 8) + x; }
void drawStaticUI()
{
FastLED.clear();
#if SHOW_BORDER == 1
CRGB borderColor = CRGB::Blue;
if (gameState == DEMO || gameState >= 2)
{
@@ -78,29 +84,30 @@ void drawStaticUI()
leds[getIdx(x, 1)] = borderColor;
for (int y = 1; y < 8; y++)
leds[getIdx(7, y)] = borderColor;
#endif
}
void renderBoard()
{
drawStaticUI();
for (int c = 0; c < COLS; c++)
for (int column = 0; column < COLS; column++)
{
for (int r = 0; r < ROWS; r++)
for (int row = 0; row < ROWS; row++)
{
if (board[c][r] == 1)
leds[getIdx(c, 7 - r)] = CRGB::Yellow;
if (board[c][r] == 2)
leds[getIdx(c, 7 - r)] = CRGB::Red;
if (board[column][row] == 1)
leds[getIdx(column, 7 - row)] = CRGB::Yellow;
if (board[column][row] == 2)
leds[getIdx(column, 7 - row)] = CRGB::Red;
}
}
}
int getFirstEmptyRow(int col)
{
for (int r = 0; r < ROWS; r++)
for (int row = 0; row < ROWS; row++)
{
if (board[col][r] == 0)
return r;
if (board[col][row] == 0)
return row;
}
return -1;
}
@@ -109,17 +116,17 @@ int getDynamicPly()
{
if (!progressive_difficulty && gameState != DEMO)
return current_look_ahead;
int count = 0;
for (int c = 0; c < COLS; c++)
for (int r = 0; r < ROWS; r++)
if (board[c][r] != 0)
count++;
return constrain(current_look_ahead + (count / 7), 1, 10);
int occupiedCount = 0;
for (int column = 0; column < COLS; column++)
for (int row = 0; row < ROWS; row++)
if (board[column][row] != 0)
occupiedCount++;
return constrain(current_look_ahead + (occupiedCount / 7), 1, 10);
}
// --- Visuals & Animations ---
void updateThinkingVisuals(int8_t p, int8_t col)
void updateThinkingVisuals(int8_t playerColor, int8_t column)
{
static uint32_t lastCycle = 0;
if (millis() - lastCycle < 25)
@@ -139,8 +146,8 @@ void updateThinkingVisuals(int8_t p, int8_t col)
}
for (int x = 0; x < COLS; x++)
leds[getIdx(x, 0)] = CRGB::Black;
CRGB aiColor = (p == 1) ? CRGB::Yellow : CRGB::Red;
leds[getIdx(col, 0)] = aiColor.nscale8(aiBrightness);
CRGB aiColor = (playerColor == 1) ? CRGB::Yellow : CRGB::Red;
leds[getIdx(column, 0)] = aiColor.nscale8(aiBrightness);
FastLED.show();
}
@@ -149,12 +156,12 @@ void animateDrop(int col, int player)
int targetRow = getFirstEmptyRow(col);
if (targetRow == -1)
return;
for (int r = 5; r >= targetRow; r--)
for (int row = 5; row >= targetRow; row--)
{
renderBoard();
leds[getIdx(col, 7 - r)] = (player == 1) ? CRGB::Yellow : CRGB::Red;
leds[getIdx(col, 7 - row)] = (player == 1) ? CRGB::Yellow : CRGB::Red;
FastLED.show();
delay(max(20, 80 - (5 - r) * 15));
delay(max(20, 80 - (5 - row) * 15));
}
board[col][targetRow] = player;
renderBoard();
@@ -181,8 +188,8 @@ void moveDiscToCol(int startCol, int targetCol, int player, int speed)
bool isBoardFull()
{
for (int c = 0; c < COLS; c++)
if (board[c][5] == 0)
for (int column = 0; column < COLS; column++)
if (board[column][5] == 0)
return false;
return true;
}
@@ -190,44 +197,52 @@ bool isBoardFull()
int8_t scanBoard()
{
memset(winMask, 0, sizeof(winMask));
auto check = [&](int column, int row, int columnOffset, int rowOffset)
auto checkMatch = [&](int col, int row, int dCol, int dRow)
{
int8_t postion = board[column][row];
if (postion != 0 && board[column + columnOffset][row + rowOffset] == postion && board[column + 2 * columnOffset][row + 2 * rowOffset] == postion && board[column + 3 * columnOffset][row + 3 * rowOffset] == postion)
int8_t playerAtPos = board[col][row];
if (playerAtPos != 0 &&
board[col + dCol][row + dRow] == playerAtPos &&
board[col + 2 * dCol][row + 2 * dRow] == playerAtPos &&
board[col + 3 * dCol][row + 3 * dRow] == playerAtPos)
{
for (int index = 0; index < 4; index++)
winMask[getIdx(column + index * columnOffset, 7 - (row + index * rowOffset))] = true;
return postion;
for (int i = 0; i < 4; i++)
winMask[getIdx(col + i * dCol, 7 - (row + i * dRow))] = true;
return playerAtPos;
}
return (int8_t)0;
};
// Horizontal
for (int row = 0; row < 6; row++)
for (int column = 0; column < 4; column++)
for (int col = 0; col < 4; col++)
{
int8_t res = check(column, row, 1, 0);
if (res)
return res;
int8_t result = checkMatch(col, row, 1, 0);
if (result)
return result;
}
// Vertical
for (int row = 0; row < 3; row++)
for (int column = 0; column < 7; column++)
for (int col = 0; col < 7; col++)
{
int8_t res = check(column, row, 0, 1);
if (res)
return res;
int8_t result = checkMatch(col, row, 0, 1);
if (result)
return result;
}
// Diagonal Up
for (int row = 0; row < 3; row++)
for (int column = 0; column < 4; column++)
for (int col = 0; col < 4; col++)
{
int8_t res = check(column, row, 1, 1);
if (res)
return res;
int8_t result = checkMatch(col, row, 1, 1);
if (result)
return result;
}
// Diagonal Down
for (int row = 3; row < 6; row++)
for (int column = 0; column < 4; column++)
for (int col = 0; col < 4; col++)
{
int8_t res = check(column, row, 1, -1);
if (res)
return res;
int8_t result = checkMatch(col, row, 1, -1);
if (result)
return result;
}
return 0;
}
@@ -239,40 +254,39 @@ int minimax(int depth, int alpha, int beta, bool isMax, int8_t aiPlayer, int8_t
else
yield();
// Check for wins within minimax
int8_t win = scanBoard();
if (win == aiPlayer)
int8_t winner = scanBoard();
if (winner == aiPlayer)
return 1000 + depth;
if (win == humanPlayer)
if (winner == humanPlayer)
return -1000 - depth;
if (depth == 0 || isBoardFull())
return 0;
int order[] = {3, 2, 4, 1, 5, 0, 6};
int best = isMax ? -2000 : 2000;
for (int column : order)
int colOrder[] = {3, 2, 4, 1, 5, 0, 6};
int bestScore = isMax ? -2000 : 2000;
for (int column : colOrder)
{
int row = getFirstEmptyRow(column);
if (row != -1)
{
board[column][row] = isMax ? aiPlayer : humanPlayer;
int val = minimax(depth - 1, alpha, beta, !isMax, aiPlayer, humanPlayer, (depth == current_look_ahead ? column : rootCol));
int score = minimax(depth - 1, alpha, beta, !isMax, aiPlayer, humanPlayer, (depth == current_look_ahead ? column : rootCol));
board[column][row] = 0;
if (isMax)
{
best = max(best, val);
alpha = max(alpha, best);
bestScore = max(bestScore, score);
alpha = max(alpha, bestScore);
}
else
{
best = min(best, val);
beta = min(beta, best);
bestScore = min(bestScore, score);
beta = min(beta, bestScore);
}
if (beta <= alpha)
break;
}
}
return best;
return bestScore;
}
void performAiMove(int8_t aiPlayer)
@@ -293,14 +307,14 @@ void performAiMove(int8_t aiPlayer)
{
board[column][row] = 0;
bestCol = column;
goto finalize;
goto finalizeMove;
}
board[column][row] = humanPlayer;
if (current_look_ahead >= 2 && scanBoard() == humanPlayer)
{
board[column][row] = 0;
bestCol = column;
goto finalize;
goto finalizeMove;
}
board[column][row] = 0;
}
@@ -322,11 +336,11 @@ void performAiMove(int8_t aiPlayer)
}
if ((gameState == DEMO || blunder_enabled) && random(100) < 20)
{
int rCol = random(0, 7);
if (getFirstEmptyRow(rCol) != -1)
bestCol = rCol;
int randomColumn = random(0, 7);
if (getFirstEmptyRow(randomColumn) != -1)
bestCol = randomColumn;
}
finalize:
finalizeMove:
current_look_ahead = originalPly;
moveDiscToCol(activeCol, bestCol, aiPlayer, 100);
delay(450);
@@ -382,10 +396,12 @@ void showMenu()
{
isDemoOver = false;
FastLED.clear();
#if SHOW_BORDER == 1
for (int x = 0; x < 7; x++)
leds[getIdx(x, 1)] = CRGB::Blue;
for (int y = 1; y < 8; y++)
leds[getIdx(7, y)] = CRGB::Blue;
#endif
if (menuMode < 2)
{
CRGB p1Col = (menuMode == 1) ? CRGB::Red : CRGB::Yellow;
@@ -584,8 +600,10 @@ void loop()
renderBoard();
for (int i = 0; i < NUM_LEDS; i++)
{
#if SHOW_BORDER == 1
if (leds[i] == CRGB::Blue)
continue;
#endif
if (gameState == FINISHED_WIN)
{
if (winMask[i])
@@ -606,7 +624,7 @@ void loop()
memset(board, 0, sizeof(board));
gameState = DEMO;
demoResetTimer = 0;
demoPly = random(3, 7);
demoPly = random(2, 5);
}
if (pressed)
{