[fix] Interrupt demo when button is pressed.
This commit is contained in:
+207
-200
@@ -13,6 +13,7 @@
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const int COLS = 7;
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const int ROWS = 6;
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// --- Global Variables ---
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CRGB leds[NUM_LEDS];
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Encoder myEnc(ENC_A, ENC_B);
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WebServer server(80);
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@@ -24,6 +25,7 @@ enum State
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{
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MENU,
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PLAYING,
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AI_TURN,
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FINISHED_WIN,
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FINISHED_DRAW,
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DEMO
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@@ -37,34 +39,37 @@ int8_t activeCol = 3;
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long oldEncPos = -999;
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uint32_t lastActivityTime = 0;
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uint32_t demoResetTimer = 0;
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bool isDemoOver = false;
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uint8_t demoPly = 4;
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uint32_t globalInputCooldown = 0;
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uint8_t demoPly = 4; // FIXED: Restored global declaration
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bool abortAi = false;
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bool lastButtonState = HIGH;
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bool buttonBlocked = false;
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uint8_t current_look_ahead;
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uint8_t current_brightness;
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uint32_t current_idle_timeout_ms;
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uint8_t current_look_ahead = 6;
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uint8_t current_brightness = 30;
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uint32_t current_idle_timeout_ms = 60000;
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bool blunder_enabled = false;
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bool progressive_difficulty = false;
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uint8_t aiBrightness = 0;
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bool aiFadeUp = true;
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// --- Function Prototypes ---
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// --- Prototypes ---
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int getIdx(int x, int y);
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void drawStaticUI();
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void renderBoard();
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int getFirstEmptyRow(int col);
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bool isBoardFull();
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int8_t scanBoard();
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void updateThinkingVisuals(int8_t playerColor, int8_t column);
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void updateThinkingVisuals(int8_t pColor, int8_t column);
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void animateDrop(int col, int player);
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void moveDiscToCol(int startCol, int targetCol, int player, int speed);
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int minimax(int depth, int alpha, int beta, bool isMax, int8_t aiPlayer, int8_t humanPlayer, int8_t rootCol);
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void performAiMove(int8_t aiPlayer);
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int minimax(int depth, int alpha, int beta, bool isMax, int8_t aiP, int8_t huP, int8_t rootCol);
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void performAiMove(int8_t aiP);
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void showMenu();
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int getDynamicPly();
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// --- Functions ---
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int getIdx(int x, int y) { return (y * 8) + x; }
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void drawStaticUI()
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@@ -72,7 +77,7 @@ void drawStaticUI()
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FastLED.clear();
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#if SHOW_BORDER == 1
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CRGB borderColor = CRGB::Blue;
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if (gameState == DEMO || gameState >= 2)
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if (gameState == DEMO || gameState >= 3)
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{
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uint8_t glow = beat8(15);
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borderColor = blend(CRGB::Blue, CRGB::White, glow / 4);
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@@ -87,35 +92,31 @@ void drawStaticUI()
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void renderBoard()
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{
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drawStaticUI();
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for (int column = 0; column < COLS; column++)
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for (int c = 0; c < COLS; c++)
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{
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for (int row = 0; row < ROWS; row++)
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for (int r = 0; r < ROWS; r++)
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{
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if (board[column][row] == 1)
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leds[getIdx(column, 7 - row)] = CRGB::Yellow;
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if (board[column][row] == 2)
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leds[getIdx(column, 7 - row)] = CRGB::Red;
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if (board[c][r] == 1)
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leds[getIdx(c, 7 - r)] = CRGB::Yellow;
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if (board[c][r] == 2)
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leds[getIdx(c, 7 - r)] = CRGB::Red;
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}
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}
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}
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int getFirstEmptyRow(int col)
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{
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for (int row = 0; row < ROWS; row++)
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{
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if (board[col][row] == 0)
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return row;
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}
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for (int r = 0; r < ROWS; r++)
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if (board[col][r] == 0)
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return r;
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return -1;
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}
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bool isBoardFull()
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{
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for (int column = 0; column < COLS; column++)
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{
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if (board[column][ROWS - 1] == 0)
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for (int c = 0; c < COLS; c++)
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if (board[c][ROWS - 1] == 0)
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return false;
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}
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return true;
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}
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@@ -123,36 +124,40 @@ int getDynamicPly()
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{
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if (!progressive_difficulty && gameState != DEMO)
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return current_look_ahead;
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int occupiedCount = 0;
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for (int column = 0; column < COLS; column++)
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for (int row = 0; row < ROWS; row++)
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if (board[column][row] != 0)
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occupiedCount++;
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return constrain(current_look_ahead + (occupiedCount / 7), 1, 10);
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int count = 0;
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for (int c = 0; c < COLS; c++)
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for (int r = 0; r < ROWS; r++)
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if (board[c][r] != 0)
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count++;
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return constrain(current_look_ahead + (count / 7), 1, 10);
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}
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void updateThinkingVisuals(int8_t playerColor, int8_t column)
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void updateThinkingVisuals(int8_t pColor, int8_t column)
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{
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static uint32_t lastCycle = 0;
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if (millis() - lastCycle < 25)
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if (millis() - lastCycle < 20)
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return;
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lastCycle = millis();
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if (aiFadeUp)
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{
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aiBrightness += 15;
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if (aiBrightness >= 240)
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aiBrightness += 25;
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if (aiBrightness >= 230)
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aiFadeUp = false;
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}
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else
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{
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aiBrightness -= 15;
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if (aiBrightness <= 15)
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aiBrightness -= 25;
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if (aiBrightness <= 25)
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aiFadeUp = true;
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}
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for (int x = 0; x < COLS; x++)
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leds[getIdx(x, 0)] = CRGB::Black;
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CRGB aiColor = (playerColor == 1) ? CRGB::Yellow : CRGB::Red;
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leds[getIdx(column, 0)] = aiColor.nscale8(aiBrightness);
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// FIXED: Explicit color initialization to avoid nscale8 compiler error
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CRGB aiColor = (pColor == 1) ? CRGB(CRGB::Yellow) : CRGB(CRGB::Red);
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aiColor.nscale8(aiBrightness);
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leds[getIdx(column, 0)] = aiColor;
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FastLED.show();
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}
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@@ -161,32 +166,33 @@ void animateDrop(int col, int player)
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int targetRow = getFirstEmptyRow(col);
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if (targetRow == -1)
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return;
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for (int row = 5; row >= targetRow; row--)
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for (int r = 5; r >= targetRow; r--)
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{
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renderBoard();
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leds[getIdx(col, 7 - row)] = (player == 1) ? CRGB::Yellow : CRGB::Red;
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leds[getIdx(col, 7 - r)] = (player == 1) ? CRGB::Yellow : CRGB::Red;
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FastLED.show();
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delay(max(20, 80 - (5 - row) * 15));
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delay(max(10, 60 - (5 - r) * 10));
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}
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board[col][targetRow] = player;
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renderBoard();
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FastLED.show();
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}
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void moveDiscToCol(int startCol, int targetCol, int player, int speed)
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{
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int current = startCol;
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CRGB pColor = (player == 1) ? CRGB::Yellow : CRGB::Red;
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CRGB colr = (player == 1) ? CRGB::Yellow : CRGB::Red;
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while (current != targetCol && !abortAi)
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{
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if (gameState == DEMO && digitalRead(ENC_SW) == LOW)
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{
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abortAi = true;
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break;
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}
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leds[getIdx(current, 0)] = CRGB::Black;
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current += (targetCol > current) ? 1 : -1;
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renderBoard();
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leds[getIdx(current, 0)] = pColor;
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leds[getIdx(current, 0)] = colr;
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FastLED.show();
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delay(speed);
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if (digitalRead(ENC_SW) == LOW)
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abortAi = true;
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}
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activeCol = targetCol;
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}
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@@ -194,180 +200,168 @@ void moveDiscToCol(int startCol, int targetCol, int player, int speed)
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int8_t scanBoard()
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{
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memset(winMask, 0, sizeof(winMask));
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auto checkMatch = [&](int col, int row, int dCol, int dRow)
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auto check = [&](int c, int r, int dc, int dr)
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{
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int8_t pAtPos = board[col][row];
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if (pAtPos != 0 && board[col + dCol][row + dRow] == pAtPos &&
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board[col + 2 * dCol][row + 2 * dRow] == pAtPos && board[col + 3 * dCol][row + 3 * dRow] == pAtPos)
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int8_t p = board[c][r];
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if (p != 0 && board[c + dc][r + dr] == p && board[c + 2 * dc][r + 2 * dr] == p && board[c + 3 * dc][r + 3 * dr] == p)
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{
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for (int i = 0; i < 4; i++)
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winMask[getIdx(col + i * dCol, 7 - (row + i * dRow))] = true;
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return pAtPos;
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winMask[getIdx(c + i * dc, 7 - (r + i * dr))] = true;
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return p;
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}
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return (int8_t)0;
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};
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for (int r = 0; r < 6; r++)
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for (int c = 0; c < 4; c++)
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{
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int8_t res = checkMatch(c, r, 1, 0);
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int8_t res = check(c, r, 1, 0);
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if (res)
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return res;
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}
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for (int r = 0; r < 3; r++)
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for (int c = 0; c < 7; c++)
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{
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int8_t res = checkMatch(c, r, 0, 1);
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int8_t res = check(c, r, 0, 1);
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if (res)
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return res;
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}
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for (int r = 0; r < 3; r++)
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for (int c = 0; c < 4; c++)
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{
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int8_t res = checkMatch(c, r, 1, 1);
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int8_t res = check(c, r, 1, 1);
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if (res)
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return res;
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}
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for (int r = 3; r < 6; r++)
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for (int c = 0; c < 4; c++)
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{
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int8_t res = checkMatch(c, r, 1, -1);
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int8_t res = check(c, r, 1, -1);
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if (res)
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return res;
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}
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return 0;
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}
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int minimax(int depth, int alpha, int beta, bool isMax, int8_t aiPlayer, int8_t humanPlayer, int8_t rootCol)
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int minimax(int depth, int alpha, int beta, bool isMax, int8_t aiP, int8_t huP, int8_t rootCol)
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{
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if (depth % 2 == 0)
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if (gameState == DEMO && digitalRead(ENC_SW) == LOW)
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{
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if (digitalRead(ENC_SW) == LOW)
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{
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abortAi = true;
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return 0;
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}
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abortAi = true;
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return 0;
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}
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if (depth >= current_look_ahead - 1)
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updateThinkingVisuals(aiPlayer, rootCol);
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updateThinkingVisuals(aiP, rootCol);
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else
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yield();
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if (abortAi)
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return 0;
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int8_t winner = scanBoard();
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if (winner == aiPlayer)
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return 1000 + depth; // Win sooner is better
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if (winner == humanPlayer)
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return -1000 - depth; // Lose later is better
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int8_t win = scanBoard();
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if (win == aiP)
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return 1000 + depth;
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if (win == huP)
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return -1000 - depth;
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if (depth == 0 || isBoardFull())
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return 0;
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int colOrder[] = {3, 2, 4, 1, 5, 0, 6};
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int bestScore = isMax ? -10000 : 10000;
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for (int column : colOrder)
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int best = isMax ? -10000 : 10000;
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for (int c : colOrder)
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{
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if (abortAi)
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return 0;
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int row = getFirstEmptyRow(column);
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if (row != -1)
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int r = getFirstEmptyRow(c);
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if (r != -1)
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{
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board[column][row] = isMax ? aiPlayer : humanPlayer;
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int score = minimax(depth - 1, alpha, beta, !isMax, aiPlayer, humanPlayer, (depth == current_look_ahead ? column : rootCol));
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board[column][row] = 0;
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board[c][r] = isMax ? aiP : huP;
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int score = minimax(depth - 1, alpha, beta, !isMax, aiP, huP, (depth == current_look_ahead ? c : rootCol));
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board[c][r] = 0;
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if (isMax)
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{
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bestScore = max(bestScore, score);
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alpha = max(alpha, bestScore);
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if (score > best)
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best = score;
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if (best > alpha)
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alpha = best;
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}
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else
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{
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bestScore = min(bestScore, score);
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beta = min(beta, bestScore);
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if (score < best)
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best = score;
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if (best < beta)
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beta = best;
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}
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if (beta <= alpha)
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break;
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}
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}
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return bestScore;
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return best;
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}
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void performAiMove(int8_t aiPlayer)
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void performAiMove(int8_t aiP)
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{
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abortAi = false;
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int humanPlayer = (aiPlayer == 1) ? 2 : 1;
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int huP = (aiP == 1) ? 2 : 1;
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int bestScore = -30000;
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int bestCol = 3;
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int originalPly = current_look_ahead;
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current_look_ahead = (gameState == DEMO) ? demoPly : getDynamicPly();
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// PHASE 1: Immediate Win Check (OFFENSE)
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for (int column = 0; column < COLS; column++)
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for (int c = 0; c < COLS; c++)
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{
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int row = getFirstEmptyRow(column);
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if (row != -1)
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if (gameState == DEMO && digitalRead(ENC_SW) == LOW)
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{
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board[column][row] = aiPlayer;
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if (scanBoard() == aiPlayer)
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abortAi = true;
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goto finalizeMove;
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}
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int r = getFirstEmptyRow(c);
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if (r != -1)
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{
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board[c][r] = aiP;
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if (scanBoard() == aiP)
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{
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board[column][row] = 0;
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bestCol = column;
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goto finalizeMove; // TAKE THE WIN IMMEDIATELY
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board[c][r] = 0;
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bestCol = c;
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goto finalizeMove;
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}
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board[column][row] = 0;
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board[c][r] = huP;
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if (scanBoard() == huP)
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{
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board[c][r] = 0;
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bestCol = c;
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goto finalizeMove;
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}
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board[c][r] = 0;
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}
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}
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// PHASE 2: Immediate Block Check (DEFENSE)
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for (int column = 0; column < COLS; column++)
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{
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int row = getFirstEmptyRow(column);
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if (row != -1)
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{
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board[column][row] = humanPlayer;
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if (scanBoard() == humanPlayer)
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{
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board[column][row] = 0;
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bestCol = column;
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goto finalizeMove; // MUST BLOCK
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}
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board[column][row] = 0;
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}
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}
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// PHASE 3: Minimax Look-ahead
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for (int column : {3, 2, 4, 1, 5, 0, 6})
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for (int c : {3, 2, 4, 1, 5, 0, 6})
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{
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if (abortAi)
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goto finalizeMove;
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int row = getFirstEmptyRow(column);
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if (row != -1)
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int r = getFirstEmptyRow(c);
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if (r != -1)
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{
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board[column][row] = aiPlayer;
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int score = minimax(current_look_ahead, -30000, 30000, false, aiPlayer, humanPlayer, column);
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board[column][row] = 0;
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board[c][r] = aiP;
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int score = minimax(current_look_ahead, -30000, 30000, false, aiP, huP, c);
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board[c][r] = 0;
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if (score > bestScore)
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{
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bestScore = score;
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bestCol = column;
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bestCol = c;
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}
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}
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}
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if ((gameState == DEMO || blunder_enabled) && random(100) < 20 && !abortAi)
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{
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int randomColumn = random(0, 7);
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if (getFirstEmptyRow(randomColumn) != -1)
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bestCol = randomColumn;
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}
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finalizeMove:
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current_look_ahead = originalPly;
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if (!abortAi)
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{
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moveDiscToCol(activeCol, bestCol, aiPlayer, 100);
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delay(450);
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animateDrop(bestCol, aiPlayer);
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moveDiscToCol(activeCol, bestCol, aiP, 80);
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if (!abortAi)
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{
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delay(150);
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animateDrop(bestCol, aiP);
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}
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}
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||||
}
|
||||
|
||||
@@ -375,7 +369,7 @@ void handleRoot()
|
||||
{
|
||||
String html = "<html><head><meta name='viewport' content='width=device-width, initial-scale=1'><style>body{font-family:sans-serif;background:#121212;color:white;text-align:center;} .card{background:#222;padding:25px;border-radius:15px;display:inline-block;margin-top:20px;} input{width:100%;padding:10px;margin:10px 0;border-radius:5px;border:none;}</style></head><body><h1>Connect 4 Admin</h1><div class='card'><form action='/save' method='POST'>";
|
||||
html += "Base AI Ply:<input type='number' name='ply' value='" + String(current_look_ahead) + "'>Brightness:<input type='number' name='br' value='" + String(current_brightness) + "'>Idle Timeout (s):<input type='number' name='idle' value='" + String(current_idle_timeout_ms / 1000) + "'>";
|
||||
html += "Blunders: <input type='checkbox' name='blunder' " + String(blunder_enabled ? "checked" : "") + "><br>Evolution: <input type='checkbox' name='evolve' " + String(progressive_difficulty ? "checked" : "") + "><br><br><input type='submit' value='Save' style='background:#28a745;color:white;'></form></div></body></html>";
|
||||
html += "Blunders: <input type='checkbox' name='blunder' " + String(blunder_enabled ? "checked" : "") + "><br>Evolution: <input type='checkbox' name='evolve' " + String(progressive_difficulty ? "checked" : "") + "><br><br><input type='submit' value='Save Settings' style='background:#28a745;color:white;'></form></div></body></html>";
|
||||
server.send(200, "text/html", html);
|
||||
}
|
||||
|
||||
@@ -407,7 +401,6 @@ void handleSave()
|
||||
|
||||
void showMenu()
|
||||
{
|
||||
isDemoOver = false;
|
||||
FastLED.clear();
|
||||
#if SHOW_BORDER == 1
|
||||
for (int x = 0; x < 7; x++)
|
||||
@@ -415,9 +408,9 @@ void showMenu()
|
||||
for (int y = 1; y < 8; y++)
|
||||
leds[getIdx(7, y)] = CRGB::Blue;
|
||||
#endif
|
||||
CRGB pCol = (menuMode == 1) ? CRGB::Red : CRGB::Yellow;
|
||||
if (menuMode < 2)
|
||||
{
|
||||
CRGB pCol = (menuMode == 1) ? CRGB::Red : CRGB::Yellow;
|
||||
for (int y = 3; y <= 6; y++)
|
||||
leds[getIdx(3, y)] = pCol;
|
||||
leds[getIdx(2, 3)] = pCol;
|
||||
@@ -446,17 +439,16 @@ void showMenu()
|
||||
|
||||
void setup()
|
||||
{
|
||||
Serial.begin(115200);
|
||||
prefs.begin("c4-game", false);
|
||||
current_look_ahead = prefs.getUChar("ply", 8);
|
||||
current_brightness = prefs.getUChar("br", 25);
|
||||
current_idle_timeout_ms = prefs.getUInt("idle", 60) * 1000;
|
||||
blunder_enabled = prefs.getBool("blunder", false);
|
||||
progressive_difficulty = prefs.getBool("evolve", false);
|
||||
FastLED.addLeds<WS2812B, LED_PIN, GRB>(leds, NUM_LEDS);
|
||||
FastLED.addLeds<WS2812B, 4, GRB>(leds, NUM_LEDS);
|
||||
FastLED.setBrightness(current_brightness);
|
||||
pinMode(ENC_SW, INPUT_PULLUP);
|
||||
WiFi.softAP("Connect4-Config", WIFI_PASSWORD);
|
||||
pinMode(2, INPUT_PULLUP);
|
||||
WiFi.softAP("Connect4-Config", "12345678");
|
||||
server.on("/", handleRoot);
|
||||
server.on("/save", HTTP_POST, handleSave);
|
||||
server.begin();
|
||||
@@ -467,65 +459,69 @@ void setup()
|
||||
void loop()
|
||||
{
|
||||
server.handleClient();
|
||||
long newPos = myEnc.read() / SENSITIVITY;
|
||||
bool pressed = (digitalRead(ENC_SW) == LOW);
|
||||
long newPos = myEnc.read() / 2;
|
||||
bool currentButton = digitalRead(2);
|
||||
|
||||
if (newPos != oldEncPos || (pressed && (millis() - lastActivityTime > 500)))
|
||||
bool pressed = false;
|
||||
if (currentButton == LOW && lastButtonState == HIGH)
|
||||
{
|
||||
if (gameState >= 2 || gameState == DEMO)
|
||||
if (millis() > globalInputCooldown)
|
||||
pressed = true;
|
||||
}
|
||||
lastButtonState = currentButton;
|
||||
|
||||
if ((newPos != oldEncPos || pressed) && (gameState >= 3 || gameState == DEMO))
|
||||
{
|
||||
abortAi = true;
|
||||
memset(board, 0, sizeof(board));
|
||||
winnerPlayer = 0;
|
||||
for (int i = 0; i < 10; i++)
|
||||
{
|
||||
abortAi = true;
|
||||
memset(board, 0, sizeof(board));
|
||||
winnerPlayer = 0;
|
||||
demoResetTimer = 0;
|
||||
for (int i = 0; i < 10; i++)
|
||||
{
|
||||
fadeToBlackBy(leds, NUM_LEDS, 40);
|
||||
FastLED.show();
|
||||
delay(20);
|
||||
}
|
||||
gameState = MENU;
|
||||
showMenu();
|
||||
oldEncPos = newPos;
|
||||
lastActivityTime = millis();
|
||||
delay(300);
|
||||
return;
|
||||
fadeToBlackBy(leds, NUM_LEDS, 50);
|
||||
FastLED.show();
|
||||
delay(15);
|
||||
}
|
||||
gameState = MENU;
|
||||
showMenu();
|
||||
oldEncPos = newPos;
|
||||
lastActivityTime = millis();
|
||||
globalInputCooldown = millis() + 600;
|
||||
return;
|
||||
}
|
||||
|
||||
uint32_t activeLimit = (gameState == PLAYING) ? (current_idle_timeout_ms * 2) : current_idle_timeout_ms;
|
||||
if (gameState != DEMO && (gameState < 2) && (millis() - lastActivityTime > activeLimit))
|
||||
if (gameState != DEMO && (gameState < 3) && (millis() - lastActivityTime > current_idle_timeout_ms))
|
||||
{
|
||||
gameState = DEMO;
|
||||
memset(board, 0, sizeof(board));
|
||||
currentPlayer = 1;
|
||||
demoPly = random(3, 7);
|
||||
return;
|
||||
}
|
||||
|
||||
if (gameState == MENU)
|
||||
{
|
||||
if (newPos != oldEncPos)
|
||||
if (millis() > globalInputCooldown)
|
||||
{
|
||||
menuMode = (newPos % 3 + 3) % 3;
|
||||
oldEncPos = newPos;
|
||||
showMenu();
|
||||
}
|
||||
if (pressed)
|
||||
{
|
||||
memset(board, 0, sizeof(board));
|
||||
gameState = PLAYING;
|
||||
if (menuMode == 1)
|
||||
if (newPos != oldEncPos)
|
||||
{
|
||||
performAiMove(1);
|
||||
currentPlayer = 2;
|
||||
menuMode = (newPos % 3 + 3) % 3;
|
||||
oldEncPos = newPos;
|
||||
showMenu();
|
||||
}
|
||||
else
|
||||
if (pressed)
|
||||
{
|
||||
currentPlayer = 1;
|
||||
memset(board, 0, sizeof(board));
|
||||
if (menuMode == 1)
|
||||
{
|
||||
currentPlayer = 1;
|
||||
gameState = AI_TURN;
|
||||
}
|
||||
else
|
||||
{
|
||||
currentPlayer = 1;
|
||||
gameState = PLAYING;
|
||||
}
|
||||
globalInputCooldown = millis() + 400;
|
||||
}
|
||||
delay(300);
|
||||
}
|
||||
}
|
||||
else if (gameState == PLAYING)
|
||||
@@ -541,7 +537,6 @@ void loop()
|
||||
FastLED.show();
|
||||
if (pressed)
|
||||
{
|
||||
lastActivityTime = millis();
|
||||
int row = getFirstEmptyRow(activeCol);
|
||||
if (row != -1)
|
||||
{
|
||||
@@ -561,30 +556,39 @@ void loop()
|
||||
{
|
||||
if (menuMode < 2)
|
||||
{
|
||||
int8_t aiP = (menuMode == 0) ? 2 : 1;
|
||||
performAiMove(aiP);
|
||||
lastActivityTime = millis();
|
||||
if (!abortAi)
|
||||
{
|
||||
winnerPlayer = scanBoard();
|
||||
if (winnerPlayer != 0)
|
||||
{
|
||||
gameState = FINISHED_WIN;
|
||||
demoResetTimer = millis();
|
||||
}
|
||||
else if (isBoardFull())
|
||||
{
|
||||
gameState = FINISHED_DRAW;
|
||||
demoResetTimer = millis();
|
||||
}
|
||||
}
|
||||
gameState = AI_TURN;
|
||||
}
|
||||
else
|
||||
{
|
||||
currentPlayer = (currentPlayer == 1) ? 2 : 1;
|
||||
}
|
||||
}
|
||||
delay(300);
|
||||
lastActivityTime = millis();
|
||||
}
|
||||
}
|
||||
}
|
||||
else if (gameState == AI_TURN)
|
||||
{
|
||||
int8_t aiP = (menuMode == 0) ? 2 : 1;
|
||||
performAiMove(aiP);
|
||||
lastActivityTime = millis();
|
||||
if (!abortAi)
|
||||
{
|
||||
winnerPlayer = scanBoard();
|
||||
if (winnerPlayer != 0)
|
||||
{
|
||||
gameState = FINISHED_WIN;
|
||||
demoResetTimer = millis();
|
||||
}
|
||||
else if (isBoardFull())
|
||||
{
|
||||
gameState = FINISHED_DRAW;
|
||||
demoResetTimer = millis();
|
||||
}
|
||||
else
|
||||
{
|
||||
gameState = PLAYING;
|
||||
currentPlayer = (aiP == 1) ? 2 : 1;
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -592,7 +596,7 @@ void loop()
|
||||
{
|
||||
renderBoard();
|
||||
FastLED.show();
|
||||
delay(600);
|
||||
delay(300);
|
||||
performAiMove(currentPlayer);
|
||||
if (!abortAi)
|
||||
{
|
||||
@@ -633,7 +637,11 @@ void loop()
|
||||
if (winMask[i])
|
||||
leds[i] = toggle ? (winnerPlayer == 1 ? CRGB::Yellow : CRGB::Red) : CRGB::Black;
|
||||
else
|
||||
leds[i].nscale8(60);
|
||||
{
|
||||
CRGB c = leds[i];
|
||||
c.nscale8(60);
|
||||
leds[i] = c;
|
||||
}
|
||||
}
|
||||
else if (gameState == FINISHED_DRAW)
|
||||
{
|
||||
@@ -648,7 +656,6 @@ void loop()
|
||||
memset(board, 0, sizeof(board));
|
||||
gameState = DEMO;
|
||||
demoResetTimer = 0;
|
||||
demoPly = random(3, 7);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user