Simple drag n drop of old project
No further commits, archival only.
This commit is contained in:
39
include/README
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39
include/README
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@@ -0,0 +1,39 @@
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This directory is intended for project header files.
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A header file is a file containing C declarations and macro definitions
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to be shared between several project source files. You request the use of a
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header file in your project source file (C, C++, etc) located in `src` folder
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by including it, with the C preprocessing directive `#include'.
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```src/main.c
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#include "header.h"
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int main (void)
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{
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...
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}
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```
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Including a header file produces the same results as copying the header file
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into each source file that needs it. Such copying would be time-consuming
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and error-prone. With a header file, the related declarations appear
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in only one place. If they need to be changed, they can be changed in one
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place, and programs that include the header file will automatically use the
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new version when next recompiled. The header file eliminates the labor of
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finding and changing all the copies as well as the risk that a failure to
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find one copy will result in inconsistencies within a program.
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In C, the usual convention is to give header files names that end with `.h'.
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It is most portable to use only letters, digits, dashes, and underscores in
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header file names, and at most one dot.
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Read more about using header files in official GCC documentation:
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* Include Syntax
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* Include Operation
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* Once-Only Headers
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* Computed Includes
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https://gcc.gnu.org/onlinedocs/cpp/Header-Files.html
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46
lib/README
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46
lib/README
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@@ -0,0 +1,46 @@
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This directory is intended for project specific (private) libraries.
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PlatformIO will compile them to static libraries and link into executable file.
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The source code of each library should be placed in an own separate directory
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("lib/your_library_name/[here are source files]").
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For example, see a structure of the following two libraries `Foo` and `Bar`:
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|--lib
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| |
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| |--Bar
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| | |--docs
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| | |--examples
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| | |--src
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| | |- Bar.c
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| | |- Bar.h
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| | |- library.json (optional, custom build options, etc) https://docs.platformio.org/page/librarymanager/config.html
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| |
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| |--Foo
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| | |- Foo.c
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| | |- Foo.h
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| |
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| |- README --> THIS FILE
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|
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|- platformio.ini
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|--src
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|- main.c
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and a contents of `src/main.c`:
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```
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#include <Foo.h>
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#include <Bar.h>
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int main (void)
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{
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...
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}
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```
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PlatformIO Library Dependency Finder will find automatically dependent
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libraries scanning project source files.
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More information about PlatformIO Library Dependency Finder
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- https://docs.platformio.org/page/librarymanager/ldf.html
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15
platformio.ini
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15
platformio.ini
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; PlatformIO Project Configuration File
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;
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; Build options: build flags, source filter
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; Upload options: custom upload port, speed and extra flags
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; Library options: dependencies, extra library storages
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; Advanced options: extra scripting
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;
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; Please visit documentation for the other options and examples
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; https://docs.platformio.org/page/projectconf.html
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[env:genericSTM32F103C8]
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platform = ststm32
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board = genericSTM32F103C8
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framework = arduino
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debug_tool = stlink
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422
src/main.cpp
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422
src/main.cpp
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@@ -0,0 +1,422 @@
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#include <Arduino.h>
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#define SER PB0
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#define OE PA7
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#define RCLK PA6
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#define SRCLK PA5
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#define SRCLR PA4
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#define BUTTON PA0
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#define BLANK 0
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#define LETHAL 1
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#define DEALER_LED PB11
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#define PLAYER_LED PB15
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unsigned int totalHealth;
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unsigned int roundCount = 1;
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bool turn;
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unsigned int numberOfBlanks;
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unsigned int numberOfLethals;
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unsigned int totalShellCount;
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unsigned int dealerHealth;
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unsigned int playerHealth;
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bool inRoundCount;
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bool roundCleared = true;
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int shellCount;
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char blankshells[4] = {PB12, PB13, PB14, PA8};
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char liveshells[4] = {PB9, PA9 ,PB5, PB6};
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char shellOrder[8] = {5, 5, 5, 5, 5, 5, 5, 5};
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void updatePlayersHealth()
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{
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byte playerHealthHalfBit;
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byte dealerHealthHalfBit;
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switch(playerHealth)
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{
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case 1:
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playerHealthHalfBit = 0x8;
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break;
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case 2:
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playerHealthHalfBit = 0xC;
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break;
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case 3:
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playerHealthHalfBit = 0xE;
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break;
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case 4:
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playerHealthHalfBit = 0xF;
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break;
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}
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switch(dealerHealth)
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{
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case 1:
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dealerHealthHalfBit = 0x8;
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break;
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case 2:
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dealerHealthHalfBit = 0xC;
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break;
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case 3:
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dealerHealthHalfBit = 0xE;
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break;
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case 4:
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dealerHealthHalfBit = 0xF;
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break;
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}
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shiftOut(SER, SRCLK, LSBFIRST, (dealerHealthHalfBit << 4) | playerHealthHalfBit);
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digitalWrite(RCLK, 1);
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digitalWrite(RCLK, 0);
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}
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void drawPlayersHealth()
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{
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totalHealth = random(2,5);
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dealerHealth = totalHealth;
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playerHealth = totalHealth;
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}
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void tellRoundCount()
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{
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for (int i = 0; i < 4; i ++)
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{
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switch(roundCount)
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{
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case 1:
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shiftOut(SER, SRCLK, LSBFIRST, 0x88);
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break;
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case 2:
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shiftOut(SER, SRCLK, LSBFIRST, 0xCC);
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break;
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case 3:
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shiftOut(SER, SRCLK, LSBFIRST, 0xEE);
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break;
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}
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digitalWrite(RCLK, HIGH);
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digitalWrite(RCLK, LOW);
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delay(500);
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shiftOut(SER, SRCLK, LSBFIRST, 0x00);
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digitalWrite(RCLK, HIGH);
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digitalWrite(RCLK, LOW);
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delay(500);
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}
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}
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void showBullets()
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{
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for(int i = 0; i < numberOfBlanks; i++)
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{
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digitalWrite(blankshells[i], 1);
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}
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for(int j = 0; j < numberOfLethals; j++)
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{
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digitalWrite(liveshells[j], 1);
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}
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delay(3000);
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for(int x = 0; x < 4; x++)
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{
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digitalWrite(liveshells[x], 0);
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digitalWrite(blankshells[x], 0);
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}
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}
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void updateTurnLights()
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{
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if (turn == false)
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{
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digitalWrite(PLAYER_LED, 1);
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digitalWrite(DEALER_LED, 0);
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}
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else
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{
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digitalWrite(DEALER_LED, 1);
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digitalWrite(PLAYER_LED, 0);
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}
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}
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void insertBullets()
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{
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numberOfBlanks = 0;
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numberOfLethals = 0;
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totalShellCount = random(2, 9);
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for (int i = 0; i < totalShellCount; i++)
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{
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shellOrder[i] = random(2);
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}
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for (int a = 0; a < totalShellCount; a++)
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{
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bool shellType = shellOrder[a];
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if (shellType == BLANK)
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{
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numberOfBlanks++;
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}
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else
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{
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numberOfLethals++;
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}
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}
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shellCount = 0;
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}
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void blinkYourself(bool state)
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{
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if (state == false)
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{
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for (int i = 0; i < 3; i++)
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{
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digitalWrite(PLAYER_LED, 1);
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delay(50);
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digitalWrite(PLAYER_LED, 0);
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delay(50);
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}
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}
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else
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{
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for (int i = 0; i < 3; i++)
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{
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digitalWrite(DEALER_LED, 1);
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delay(50);
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digitalWrite(DEALER_LED, 0);
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delay(50);
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}
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}
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}
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void fireBlank()
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{
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for(int i = 0; i < 4; i++)
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{
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digitalWrite(blankshells[i], 1);
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}
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delay(200);
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for(int i = 0; i < 4; i++)
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{
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digitalWrite(blankshells[i], 0);
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}
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}
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void fireLive()
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{
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for(int i = 0; i < 4; i++)
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{
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digitalWrite(liveshells[i], 1);
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}
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delay(200);
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for(int i = 0; i < 4; i++)
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{
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digitalWrite(liveshells[i], 0);
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}
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}
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void roundPlay()
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{
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if (turn == false)
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{
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while (digitalRead(BUTTON) != 1)
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{
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}
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delay(1000);
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if (digitalRead(BUTTON) != 1) //player shoots dealer
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{
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if (shellOrder[shellCount] == BLANK)
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{
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shellCount++;
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numberOfBlanks--;
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fireBlank();
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turn = !turn;
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}
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else
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{
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shellCount++;
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numberOfLethals--;
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dealerHealth--;
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fireLive();
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turn = !turn;
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}
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}
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else
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{
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blinkYourself(false);
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if(shellOrder[shellCount] == BLANK) //player shoots himself
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{
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shellCount++;
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numberOfBlanks--;
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fireBlank();
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}
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else
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{
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shellCount++;
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numberOfLethals--;
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playerHealth--;
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fireLive();
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turn = !turn;
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}
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}
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}
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else
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{
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if (numberOfBlanks > numberOfLethals) //dealer shoots himself
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{
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blinkYourself(true);
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delay(1000);
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if (shellOrder[shellCount] == BLANK)
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{
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shellCount++;
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numberOfBlanks--;
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fireBlank();
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}
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else
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{
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shellCount++;
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numberOfLethals--;
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fireLive();
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dealerHealth--;
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turn = !turn;
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}
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}
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else if (numberOfBlanks == numberOfLethals) //random draw
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{
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unsigned int freedomOfChoise = random(2);
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if (freedomOfChoise == 0) // dealer randomly shoots player
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{
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if(shellOrder[shellCount] == BLANK)
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{
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shellCount++;
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numberOfBlanks--;
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fireBlank();
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turn = !turn;
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}
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else
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{
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shellCount++;
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numberOfLethals--;
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fireLive();
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playerHealth--;
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turn = !turn;
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}
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}
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else //dealer randomly shoots himself
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{
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blinkYourself(true);
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delay(1000);
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if (shellOrder[shellCount] == BLANK)
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{
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shellCount++;
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numberOfBlanks--;
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fireBlank();
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}
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else
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{
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shellCount++;
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numberOfLethals--;
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fireLive();
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dealerHealth--;
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turn = !turn;
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}
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}
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}
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else //dealer shoots player
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{
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if(shellOrder[shellCount] == BLANK)
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{
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shellCount++;
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numberOfBlanks--;
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fireBlank();
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turn = !turn;
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}
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else
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{
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shellCount++;
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numberOfLethals--;
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fireLive();
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playerHealth--;
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turn = !turn;
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}
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}
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}
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updatePlayersHealth();
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updateTurnLights();
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}
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void checkHealth()
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{
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if (playerHealth == 0)
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{
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roundCount = 1;
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roundCleared = true;
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}
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if (dealerHealth == 0)
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{
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roundCount++;
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roundCleared = true;
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}
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if ((numberOfBlanks + numberOfLethals == 0))
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{
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inRoundCount = true;
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}
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}
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void setup()
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{
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pinMode(SER, OUTPUT);
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pinMode(OE, OUTPUT);
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pinMode(RCLK, OUTPUT);
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pinMode(SRCLK, OUTPUT);
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pinMode(SRCLR, OUTPUT);
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pinMode(DEALER_LED, OUTPUT);
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pinMode(PLAYER_LED, OUTPUT);
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pinMode(BUTTON, INPUT_PULLDOWN);
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pinMode(PB2, OUTPUT);
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for (int i = 0; i < 4; i++)
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{
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pinMode(blankshells[i], OUTPUT);
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pinMode(liveshells[i], OUTPUT);
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}
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digitalWrite(OE, LOW);
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digitalWrite(SRCLR, HIGH);
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randomSeed(analogRead(PB1));
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}
|
||||
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||||
void loop()
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||||
{
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if (roundCleared == true)
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{
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digitalWrite(PLAYER_LED, 0);
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digitalWrite(DEALER_LED, 0);
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turn = false;
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||||
tellRoundCount();
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drawPlayersHealth();
|
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updatePlayersHealth();
|
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do
|
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{
|
||||
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();
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turn = false;
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updateTurnLights();
|
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inRoundCount = false;
|
||||
}
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roundPlay();
|
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checkHealth();
|
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delay(3000);
|
||||
|
||||
if(roundCount > 4)
|
||||
{
|
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digitalWrite(PB2, HIGH);
|
||||
while (1){}
|
||||
}
|
||||
}
|
||||
11
test/README
Normal file
11
test/README
Normal file
@@ -0,0 +1,11 @@
|
||||
|
||||
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
|
||||
Reference in New Issue
Block a user