Simple drag n drop of old project

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Splatink
2025-05-20 21:39:04 +03:00
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parent 6c371da6f0
commit 0550648849
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39
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This directory is intended for project header files.
A header file is a file containing C declarations and macro definitions
to be shared between several project source files. You request the use of a
header file in your project source file (C, C++, etc) located in `src` folder
by including it, with the C preprocessing directive `#include'.
```src/main.c
#include "header.h"
int main (void)
{
...
}
```
Including a header file produces the same results as copying the header file
into each source file that needs it. Such copying would be time-consuming
and error-prone. With a header file, the related declarations appear
in only one place. If they need to be changed, they can be changed in one
place, and programs that include the header file will automatically use the
new version when next recompiled. The header file eliminates the labor of
finding and changing all the copies as well as the risk that a failure to
find one copy will result in inconsistencies within a program.
In C, the usual convention is to give header files names that end with `.h'.
It is most portable to use only letters, digits, dashes, and underscores in
header file names, and at most one dot.
Read more about using header files in official GCC documentation:
* Include Syntax
* Include Operation
* Once-Only Headers
* Computed Includes
https://gcc.gnu.org/onlinedocs/cpp/Header-Files.html

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This directory is intended for project specific (private) libraries.
PlatformIO will compile them to static libraries and link into executable file.
The source code of each library should be placed in an own separate directory
("lib/your_library_name/[here are source files]").
For example, see a structure of the following two libraries `Foo` and `Bar`:
|--lib
| |
| |--Bar
| | |--docs
| | |--examples
| | |--src
| | |- Bar.c
| | |- Bar.h
| | |- library.json (optional, custom build options, etc) https://docs.platformio.org/page/librarymanager/config.html
| |
| |--Foo
| | |- Foo.c
| | |- Foo.h
| |
| |- README --> THIS FILE
|
|- platformio.ini
|--src
|- main.c
and a contents of `src/main.c`:
```
#include <Foo.h>
#include <Bar.h>
int main (void)
{
...
}
```
PlatformIO Library Dependency Finder will find automatically dependent
libraries scanning project source files.
More information about PlatformIO Library Dependency Finder
- https://docs.platformio.org/page/librarymanager/ldf.html

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platformio.ini Normal file
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; PlatformIO Project Configuration File
;
; Build options: build flags, source filter
; Upload options: custom upload port, speed and extra flags
; Library options: dependencies, extra library storages
; Advanced options: extra scripting
;
; Please visit documentation for the other options and examples
; https://docs.platformio.org/page/projectconf.html
[env:genericSTM32F103C8]
platform = ststm32
board = genericSTM32F103C8
framework = arduino
debug_tool = stlink

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#include <Arduino.h>
#define SER PB0
#define OE PA7
#define RCLK PA6
#define SRCLK PA5
#define SRCLR PA4
#define BUTTON PA0
#define BLANK 0
#define LETHAL 1
#define DEALER_LED PB11
#define PLAYER_LED PB15
unsigned int totalHealth;
unsigned int roundCount = 1;
bool turn;
unsigned int numberOfBlanks;
unsigned int numberOfLethals;
unsigned int totalShellCount;
unsigned int dealerHealth;
unsigned int playerHealth;
bool inRoundCount;
bool roundCleared = true;
int shellCount;
char blankshells[4] = {PB12, PB13, PB14, PA8};
char liveshells[4] = {PB9, PA9 ,PB5, PB6};
char shellOrder[8] = {5, 5, 5, 5, 5, 5, 5, 5};
void updatePlayersHealth()
{
byte playerHealthHalfBit;
byte dealerHealthHalfBit;
switch(playerHealth)
{
case 1:
playerHealthHalfBit = 0x8;
break;
case 2:
playerHealthHalfBit = 0xC;
break;
case 3:
playerHealthHalfBit = 0xE;
break;
case 4:
playerHealthHalfBit = 0xF;
break;
}
switch(dealerHealth)
{
case 1:
dealerHealthHalfBit = 0x8;
break;
case 2:
dealerHealthHalfBit = 0xC;
break;
case 3:
dealerHealthHalfBit = 0xE;
break;
case 4:
dealerHealthHalfBit = 0xF;
break;
}
shiftOut(SER, SRCLK, LSBFIRST, (dealerHealthHalfBit << 4) | playerHealthHalfBit);
digitalWrite(RCLK, 1);
digitalWrite(RCLK, 0);
}
void drawPlayersHealth()
{
totalHealth = random(2,5);
dealerHealth = totalHealth;
playerHealth = totalHealth;
}
void tellRoundCount()
{
for (int i = 0; i < 4; i ++)
{
switch(roundCount)
{
case 1:
shiftOut(SER, SRCLK, LSBFIRST, 0x88);
break;
case 2:
shiftOut(SER, SRCLK, LSBFIRST, 0xCC);
break;
case 3:
shiftOut(SER, SRCLK, LSBFIRST, 0xEE);
break;
}
digitalWrite(RCLK, HIGH);
digitalWrite(RCLK, LOW);
delay(500);
shiftOut(SER, SRCLK, LSBFIRST, 0x00);
digitalWrite(RCLK, HIGH);
digitalWrite(RCLK, LOW);
delay(500);
}
}
void showBullets()
{
for(int i = 0; i < numberOfBlanks; i++)
{
digitalWrite(blankshells[i], 1);
}
for(int j = 0; j < numberOfLethals; j++)
{
digitalWrite(liveshells[j], 1);
}
delay(3000);
for(int x = 0; x < 4; x++)
{
digitalWrite(liveshells[x], 0);
digitalWrite(blankshells[x], 0);
}
}
void updateTurnLights()
{
if (turn == false)
{
digitalWrite(PLAYER_LED, 1);
digitalWrite(DEALER_LED, 0);
}
else
{
digitalWrite(DEALER_LED, 1);
digitalWrite(PLAYER_LED, 0);
}
}
void insertBullets()
{
numberOfBlanks = 0;
numberOfLethals = 0;
totalShellCount = random(2, 9);
for (int i = 0; i < totalShellCount; i++)
{
shellOrder[i] = random(2);
}
for (int a = 0; a < totalShellCount; a++)
{
bool shellType = shellOrder[a];
if (shellType == BLANK)
{
numberOfBlanks++;
}
else
{
numberOfLethals++;
}
}
shellCount = 0;
}
void blinkYourself(bool state)
{
if (state == false)
{
for (int i = 0; i < 3; i++)
{
digitalWrite(PLAYER_LED, 1);
delay(50);
digitalWrite(PLAYER_LED, 0);
delay(50);
}
}
else
{
for (int i = 0; i < 3; i++)
{
digitalWrite(DEALER_LED, 1);
delay(50);
digitalWrite(DEALER_LED, 0);
delay(50);
}
}
}
void fireBlank()
{
for(int i = 0; i < 4; i++)
{
digitalWrite(blankshells[i], 1);
}
delay(200);
for(int i = 0; i < 4; i++)
{
digitalWrite(blankshells[i], 0);
}
}
void fireLive()
{
for(int i = 0; i < 4; i++)
{
digitalWrite(liveshells[i], 1);
}
delay(200);
for(int i = 0; i < 4; i++)
{
digitalWrite(liveshells[i], 0);
}
}
void roundPlay()
{
if (turn == false)
{
while (digitalRead(BUTTON) != 1)
{
}
delay(1000);
if (digitalRead(BUTTON) != 1) //player shoots dealer
{
if (shellOrder[shellCount] == BLANK)
{
shellCount++;
numberOfBlanks--;
fireBlank();
turn = !turn;
}
else
{
shellCount++;
numberOfLethals--;
dealerHealth--;
fireLive();
turn = !turn;
}
}
else
{
blinkYourself(false);
if(shellOrder[shellCount] == BLANK) //player shoots himself
{
shellCount++;
numberOfBlanks--;
fireBlank();
}
else
{
shellCount++;
numberOfLethals--;
playerHealth--;
fireLive();
turn = !turn;
}
}
}
else
{
if (numberOfBlanks > numberOfLethals) //dealer shoots himself
{
blinkYourself(true);
delay(1000);
if (shellOrder[shellCount] == BLANK)
{
shellCount++;
numberOfBlanks--;
fireBlank();
}
else
{
shellCount++;
numberOfLethals--;
fireLive();
dealerHealth--;
turn = !turn;
}
}
else if (numberOfBlanks == numberOfLethals) //random draw
{
unsigned int freedomOfChoise = random(2);
if (freedomOfChoise == 0) // dealer randomly shoots player
{
if(shellOrder[shellCount] == BLANK)
{
shellCount++;
numberOfBlanks--;
fireBlank();
turn = !turn;
}
else
{
shellCount++;
numberOfLethals--;
fireLive();
playerHealth--;
turn = !turn;
}
}
else //dealer randomly shoots himself
{
blinkYourself(true);
delay(1000);
if (shellOrder[shellCount] == BLANK)
{
shellCount++;
numberOfBlanks--;
fireBlank();
}
else
{
shellCount++;
numberOfLethals--;
fireLive();
dealerHealth--;
turn = !turn;
}
}
}
else //dealer shoots player
{
if(shellOrder[shellCount] == BLANK)
{
shellCount++;
numberOfBlanks--;
fireBlank();
turn = !turn;
}
else
{
shellCount++;
numberOfLethals--;
fireLive();
playerHealth--;
turn = !turn;
}
}
}
updatePlayersHealth();
updateTurnLights();
}
void checkHealth()
{
if (playerHealth == 0)
{
roundCount = 1;
roundCleared = true;
}
if (dealerHealth == 0)
{
roundCount++;
roundCleared = true;
}
if ((numberOfBlanks + numberOfLethals == 0))
{
inRoundCount = true;
}
}
void setup()
{
pinMode(SER, OUTPUT);
pinMode(OE, OUTPUT);
pinMode(RCLK, OUTPUT);
pinMode(SRCLK, OUTPUT);
pinMode(SRCLR, OUTPUT);
pinMode(DEALER_LED, OUTPUT);
pinMode(PLAYER_LED, OUTPUT);
pinMode(BUTTON, INPUT_PULLDOWN);
pinMode(PB2, OUTPUT);
for (int i = 0; i < 4; i++)
{
pinMode(blankshells[i], OUTPUT);
pinMode(liveshells[i], OUTPUT);
}
digitalWrite(OE, LOW);
digitalWrite(SRCLR, HIGH);
randomSeed(analogRead(PB1));
}
void loop()
{
if (roundCleared == true)
{
digitalWrite(PLAYER_LED, 0);
digitalWrite(DEALER_LED, 0);
turn = false;
tellRoundCount();
drawPlayersHealth();
updatePlayersHealth();
do
{
insertBullets();
} while (numberOfBlanks > (totalShellCount / 2) || numberOfLethals > (totalShellCount / 2));
showBullets();
updateTurnLights();
inRoundCount = false;
roundCleared = false;
}
if (inRoundCount == true)
{
digitalWrite(PLAYER_LED, 0);
digitalWrite(DEALER_LED, 0);
do
{
insertBullets();
} while (numberOfBlanks > (totalShellCount / 2) || numberOfLethals > (totalShellCount / 2));
showBullets();
turn = false;
updateTurnLights();
inRoundCount = false;
}
roundPlay();
checkHealth();
delay(3000);
if(roundCount > 4)
{
digitalWrite(PB2, HIGH);
while (1){}
}
}

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This directory is intended for PlatformIO Test Runner and project tests.
Unit Testing is a software testing method by which individual units of
source code, sets of one or more MCU program modules together with associated
control data, usage procedures, and operating procedures, are tested to
determine whether they are fit for use. Unit testing finds problems early
in the development cycle.
More information about PlatformIO Unit Testing:
- https://docs.platformio.org/en/latest/advanced/unit-testing/index.html