summaryrefslogtreecommitdiffstats
diff options
context:
space:
mode:
authorTheOnePerson <a.nebinger@web.de>2023-03-11 22:31:17 +0100
committerGitHub <noreply@github.com>2023-03-11 16:31:17 -0500
commitb90e997481f543b59dd1abffdb260324e58b9b5e (patch)
treea67458938144d070092e42d2b83215bbcc79a18b
parent9af51de624e0ce6f2976b57cf2e40660c3163cb5 (diff)
downloadSensor-Watch-b90e997481f543b59dd1abffdb260324e58b9b5e.tar.gz
Sensor-Watch-b90e997481f543b59dd1abffdb260324e58b9b5e.tar.bz2
Sensor-Watch-b90e997481f543b59dd1abffdb260324e58b9b5e.zip
Invaders Face (#210)
* invaders face: Initial commit, fully functional so far * invaders face: silence compiler warning * invaders face: prevent involuntary restarts when the game is over and save some bytes on flags --------- Co-authored-by: joeycastillo <joeycastillo@utexas.edu>
-rw-r--r--movement/make/Makefile1
-rw-r--r--movement/movement_faces.h1
-rw-r--r--movement/watch_faces/complication/invaders_face.c434
-rw-r--r--movement/watch_faces/complication/invaders_face.h82
4 files changed, 518 insertions, 0 deletions
diff --git a/movement/make/Makefile b/movement/make/Makefile
index a18c7064..dec3ffab 100644
--- a/movement/make/Makefile
+++ b/movement/make/Makefile
@@ -104,6 +104,7 @@ SRCS += \
../watch_faces/complication/habit_face.c \
../watch_faces/clock/repetition_minute_face.c \
../watch_faces/complication/timer_face.c \
+ ../watch_faces/complication/invaders_face.c \
# New watch faces go above this line.
# Leave this line at the bottom of the file; it has all the targets for making your project.
diff --git a/movement/movement_faces.h b/movement/movement_faces.h
index 568c817c..50b084d3 100644
--- a/movement/movement_faces.h
+++ b/movement/movement_faces.h
@@ -80,6 +80,7 @@
#include "habit_face.h"
#include "repetition_minute_face.h"
#include "timer_face.h"
+#include "invaders_face.h"
// New includes go above this line.
#endif // MOVEMENT_FACES_H_
diff --git a/movement/watch_faces/complication/invaders_face.c b/movement/watch_faces/complication/invaders_face.c
new file mode 100644
index 00000000..c3b13c68
--- /dev/null
+++ b/movement/watch_faces/complication/invaders_face.c
@@ -0,0 +1,434 @@
+/*
+ * MIT License
+ *
+ * Copyright (c) 2023 Andreas Nebinger
+ *
+ * Permission is hereby granted, free of charge, to any person obtaining a copy
+ * of this software and associated documentation files (the "Software"), to deal
+ * in the Software without restriction, including without limitation the rights
+ * to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
+ * copies of the Software, and to permit persons to whom the Software is
+ * furnished to do so, subject to the following conditions:
+ *
+ * The above copyright notice and this permission notice shall be included in all
+ * copies or substantial portions of the Software.
+ *
+ * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
+ * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
+ * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
+ * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
+ * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
+ * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
+ * SOFTWARE.
+ */
+
+// Emulator only: need time() to seed the random number generator
+#if __EMSCRIPTEN__
+#include <time.h>
+#endif
+
+#include <stdlib.h>
+#include <string.h>
+#include "watch_private_display.h"
+#include "invaders_face.h"
+
+#define INVADERS_FACE_WAVES_PER_STAGE 9 // number of waves per stage (there are two stages)
+#define INVADERS_FACE_WAVE_INVADERS 16 // number of invaders attacking per wave
+
+static const uint8_t _defense_lines_segdata[3][2] = {{2, 12}, {2, 11}, {0, 11}};
+static const uint8_t _bonus_points_segdata[4][2] = {{2, 7}, {2, 8}, {2, 9}, {0, 10}};
+static const uint8_t _bonus_points_helper[] = {1, 5, 9, 11, 15, 19, 21, 25, 29};
+
+static const int8_t _sound_seq_game_start[] = {BUZZER_NOTE_A6, 1, BUZZER_NOTE_A7, 3, -2, 1, BUZZER_NOTE_REST, 10, BUZZER_NOTE_A6, 1, BUZZER_NOTE_A7, 3, -2, 1, 0};
+static const int8_t _sound_seq_shot_hit[] = {BUZZER_NOTE_A6, 1, BUZZER_NOTE_A7, 2, 0};
+static const int8_t _sound_seq_shot_miss[] = {BUZZER_NOTE_A7, 1, 0};
+static const int8_t _sound_seq_ufo_hit[] = {BUZZER_NOTE_A6, 1, BUZZER_NOTE_A7, 2, -2, 1, 0};
+static const int8_t _sound_seq_def_gone[] = {BUZZER_NOTE_A6, 1, BUZZER_NOTE_A7, 3, -2, 3, BUZZER_NOTE_REST, 40, BUZZER_NOTE_A6, 1, BUZZER_NOTE_A7, 3, -2, 4, 0};
+static const int8_t _sound_seq_next_wave[] = {BUZZER_NOTE_A6, 2, BUZZER_NOTE_A7, 2, BUZZER_NOTE_REST, 8, BUZZER_NOTE_A6, 2, BUZZER_NOTE_A7, 2, -2, 1,
+ BUZZER_NOTE_REST, 32,
+ BUZZER_NOTE_A6, 2, BUZZER_NOTE_A7, 2, BUZZER_NOTE_REST, 8, BUZZER_NOTE_A6, 2, BUZZER_NOTE_A7, 2, -2, 1, 0};
+static const int8_t _sound_seq_game_over[] = {BUZZER_NOTE_A6, 1, BUZZER_NOTE_A7, 3, -2, 11, 0};
+
+typedef enum {
+ invaders_state_activated,
+ invaders_state_pre_game,
+ invaders_state_playing,
+ invaders_state_in_wave_break,
+ invaders_state_pre_next_wave,
+ invaders_state_next_wave,
+ invaders_state_game_over
+} invaders_current_state_t;
+
+typedef struct {
+ bool ufo_next : 1; // indicates whether next invader is a ufo
+ bool inv_checking : 1; // flag to indicate whether we are currently moving invaders (to prevent race conditions)
+ bool suspend_buttons : 1; // used while playing the game over sequence to prevent involuntary immediate restarts
+} invaders_signals_t;
+
+static int8_t _invaders[6]; // array of current invaders values (-1 = empty, 10 = ufo)
+static uint8_t _wave_invaders[INVADERS_FACE_WAVE_INVADERS]; // all invaders for the current wave. (Predefined to save cpu cycles when playing.)
+static invaders_current_state_t _current_state;
+static uint8_t _defense_lines; // number of defense lines which have been broken in the current wave
+static uint8_t _aim; // current "aim" digit
+static uint8_t _invader_idx; // index of next invader attacking in current wave (0 to 15)
+static uint8_t _wave_position; // current position of first invader. When > 6 the defense is broken
+static uint8_t _wave_tick_freq; // number of ticks passing until the next invader is inserted
+static uint8_t _ticks; // counts the ticks
+static uint8_t _bonus_countdown; // ticks countdown until the bonus point indicator is cleared
+static uint8_t _waves; // counts the waves (_wave_tick_freq decreases slowly depending on _wave value)
+static uint8_t _shots_in_wave; // number of shots in current wave. If 30 is reached, the game is over
+static uint8_t _invaders_shot; // number of sucessfully shot invaders in current wave
+static uint8_t _invaders_shot_sum; // current sum of invader digits shot (needed to determine if a ufo is coming)
+static invaders_signals_t _signals; // holds severals flags
+static uint16_t _score; // score of the current game
+
+/// @brief return a random number. 0 <= return_value < num_values
+static inline uint8_t _get_rand_num(uint8_t num_values) {
+#if __EMSCRIPTEN__
+ return rand() % num_values;
+#else
+ return arc4random_uniform(num_values);
+#endif
+}
+
+/// @brief callback function to re-enable light and alarm buttons after playing a sound sequence
+static inline void _resume_buttons() {
+ _signals.suspend_buttons = false;
+}
+
+/// @brief play a sound sequence if the game is in beepy mode
+static inline void _play_sequence(invaders_state_t *state, int8_t *sequence) {
+ if (state->sound_on) watch_buzzer_play_sequence((int8_t *)sequence, NULL);
+}
+
+/// @brief draw the remaining defense lines
+static void _display_defense_lines() {
+ watch_display_character(' ', 1);
+ for (uint8_t i = 0; i < 3 - _defense_lines; i++) watch_set_pixel(_defense_lines_segdata[i][0], _defense_lines_segdata[i][1]);
+}
+
+/** @brief draw label followed by the given score value
+ * @param label string displayed in the upper left corner
+ * @param score score to display
+ */
+static void _display_score(char *label, uint16_t score) {
+ watch_display_character(label[0], 0);
+ watch_display_character(label[1], 1);
+ char buf[10];
+ sprintf(buf, " %06d", (score * 10));
+ watch_display_string(buf, 2);
+}
+
+/// @brief draw an invader at the given position
+static inline void _display_invader(int8_t invader, uint8_t position) {
+ switch (invader) {
+ case 10:
+ watch_display_character('n', position);
+ break;
+ case -1:
+ watch_display_character(' ', position);
+ break;
+ default:
+ watch_display_character(invader + 48, position);
+ break;
+ }
+}
+
+/// @brief game over: show score and set state
+static void _game_over(invaders_state_t *state) {
+ _display_score("GO", _score);
+ _current_state = invaders_state_game_over;
+ movement_request_tick_frequency(1);
+ _signals.suspend_buttons = true;
+ if (state->sound_on) watch_buzzer_play_sequence((int8_t *)_sound_seq_game_over, _resume_buttons);
+ // save current score to highscore, if applicable
+ if (_score > state->highscore) state->highscore = _score;
+}
+
+/// @brief initialize the current wave
+static void _init_wave() {
+ uint8_t i;
+ if (_current_state == invaders_state_in_wave_break) {
+ _invader_idx = _invaders_shot;
+ } else {
+ _invader_idx = _invaders_shot = _invaders_shot_sum = _defense_lines = _shots_in_wave = 0;
+ }
+ // pre-fill invaders
+ for (i = _invader_idx; i < INVADERS_FACE_WAVE_INVADERS; i++) _wave_invaders[i] = _get_rand_num(10);
+ // init invaders field
+ for (i = 1; i < 6; i++) _invaders[i] = -1;
+ _invaders[0] = _wave_invaders[_invader_idx];
+ _wave_position = _aim = _bonus_countdown = 0;
+ _signals.ufo_next = _signals.inv_checking = _signals.suspend_buttons = false;
+ _current_state = invaders_state_playing;
+ // determine wave speed
+ _wave_tick_freq = 6 - ((_waves % INVADERS_FACE_WAVES_PER_STAGE) + 1) / 2;
+ if (_waves >= INVADERS_FACE_WAVES_PER_STAGE) _wave_tick_freq--;
+ // clear display
+ watch_display_string(" ", 2);
+ watch_display_character('0', 0);
+ _display_defense_lines();
+ // draw first invader
+ watch_display_character(_wave_invaders[_invader_idx] + 48, 9);
+}
+
+/** @brief move invaders and add a new one, if necessary
+ * @returns true, if invaders have reached position 6, false otherwise
+ */
+static bool _move_invaders() {
+ if (_wave_position == 5) return true;
+ _signals.inv_checking = true;
+ if (_invaders[_wave_position] >= 0) _wave_position++;
+ int8_t i;
+ // move invaders
+ for (i = _wave_position; i > 0; i--) _invaders[i] = _invaders[i - 1];
+ if (_invader_idx < INVADERS_FACE_WAVE_INVADERS - 1) {
+ // add invader
+ _invader_idx++;
+ if (_signals.ufo_next) {
+ _invaders[0] = 10;
+ _signals.ufo_next = false;
+ } else {
+ _invaders[0] = _wave_invaders[_invader_idx];
+ }
+ } else {
+ // just add an empty invader slot
+ _invaders[0] = -1;
+ }
+ // update display
+ for (i = 0; i <= _wave_position; i++) {
+ _display_invader(_invaders[i], 9 - i);
+ }
+ _signals.inv_checking = false;
+ return false;
+}
+
+void invaders_face_setup(movement_settings_t *settings, uint8_t watch_face_index, void ** context_ptr) {
+ (void) settings;
+ (void) watch_face_index;
+ if (*context_ptr == NULL) {
+ *context_ptr = malloc(sizeof(invaders_state_t));
+ memset(*context_ptr, 0, sizeof(invaders_state_t));
+ invaders_state_t *state = (invaders_state_t *)*context_ptr;
+ // default: sound on
+ state->sound_on = true;
+ }
+#if __EMSCRIPTEN__
+ // simulator only: seed the randon number generator
+ time_t t;
+ srand((unsigned) time(&t));
+#endif
+}
+
+void invaders_face_activate(movement_settings_t *settings, void *context) {
+ (void) settings;
+ (void) context;
+ _current_state = invaders_state_activated;
+ _signals.suspend_buttons = false;
+}
+
+bool invaders_face_loop(movement_event_t event, movement_settings_t *settings, void *context) {
+ invaders_state_t *state = (invaders_state_t *)context;
+
+ switch (event.event_type) {
+ case EVENT_ACTIVATE:
+ // show highscore
+ _display_score("GA", state->highscore);
+ break;
+ case EVENT_TICK:
+ _ticks++;
+ switch (_current_state) {
+ case invaders_state_in_wave_break:
+ case invaders_state_pre_game:
+ case invaders_state_next_wave:
+ // wait 2 secs to start the first round
+ if (_ticks >= 2) {
+ _ticks = 0;
+ _init_wave();
+ _current_state = invaders_state_playing;
+ movement_request_tick_frequency(4);
+ }
+ break;
+ case invaders_state_playing:
+ // game is playing
+ if (_ticks >= _wave_tick_freq) {
+ _ticks = 0;
+ if (_move_invaders()) {
+ // invaders broke through
+ if (_defense_lines < 2) {
+ // start current wave over
+ _defense_lines++;
+ _display_defense_lines();
+ _display_score("GA", _score);
+ _current_state = invaders_state_in_wave_break;
+ movement_request_tick_frequency(1);
+ _play_sequence(state, (int8_t *)_sound_seq_def_gone);
+ } else {
+ // game over
+ _game_over(state);
+ }
+ }
+ }
+ // handle bonus points indicators
+ if (_bonus_countdown) {
+ _bonus_countdown--;
+ if (!_bonus_countdown) {
+ watch_display_character(' ', 2);
+ watch_display_character(' ', 3);
+ }
+ }
+ break;
+ case invaders_state_pre_next_wave:
+ if (_ticks >= 3) {
+ // switch to next wave
+ _ticks = 0;
+ movement_request_tick_frequency(1);
+ _display_score("GA", _score);
+ watch_set_pixel(1, 9);
+ watch_display_character((_waves % INVADERS_FACE_WAVES_PER_STAGE) + 49, 3);
+ _current_state = invaders_state_next_wave;
+ _waves++;
+ if (_waves == INVADERS_FACE_WAVES_PER_STAGE * 2) _waves = 0;
+ _play_sequence(state, (int8_t *)_sound_seq_next_wave);
+ }
+ default:
+ break;
+ }
+ break;
+ case EVENT_LIGHT_BUTTON_DOWN:
+ if (!_signals.suspend_buttons) {
+ if (_current_state == invaders_state_playing) {
+ // cycle the aim
+ _aim = (_aim + 1) % 11;
+ _display_invader(_aim, 0);
+ } else if (_current_state == invaders_state_activated || _current_state == invaders_state_game_over) {
+ // just illuminate the LED
+ movement_illuminate_led();
+ }
+ }
+ break;
+ case EVENT_LIGHT_LONG_PRESS:
+ if ((_current_state == invaders_state_activated || _current_state == invaders_state_game_over) && !_signals.suspend_buttons) {
+ // switch between beepy and silent mode
+ state->sound_on = !state->sound_on;
+ watch_buzzer_play_note(BUZZER_NOTE_A7, state->sound_on ? 65 : 25);
+ }
+ break;
+ case EVENT_ALARM_BUTTON_DOWN:
+ if (!_signals.suspend_buttons) {
+ switch (_current_state) {
+ case invaders_state_game_over:
+ case invaders_state_activated:
+ // initialize the game
+ _waves = 0;
+ _score = 0;
+ movement_request_tick_frequency(1);
+ _ticks = 0;
+ _current_state = invaders_state_pre_game;
+ _play_sequence(state, (int8_t *)_sound_seq_game_start);
+ break;
+ case invaders_state_playing: {
+ // "shoot"
+ _shots_in_wave++;
+ if (_shots_in_wave == 30) {
+ // max number of shots reached: game over
+ _game_over(state);
+ } else {
+ // wait if we are currently deleting an invader
+ while (_signals.inv_checking);
+ // proceed
+ _signals.inv_checking = true;
+ bool skip = false;
+ for (int8_t i = _wave_position; i >= 0 && !skip; i--) {
+ // if (_invaders[i] == -1) break;
+ if (_invaders[i] == _aim) {
+ // invader is shot
+ skip = true;
+ _invaders_shot++;
+ _play_sequence(state, _aim == 10 ? (int8_t *)_sound_seq_ufo_hit : (int8_t *)_sound_seq_shot_hit);
+ if (_invaders_shot == INVADERS_FACE_WAVE_INVADERS) {
+ // last invader shot: wave sucessfully completed
+ watch_display_character(' ', 9 - _wave_position);
+ _ticks = 0;
+ _current_state = invaders_state_pre_next_wave;
+ _signals.inv_checking = false;
+ } else {
+ // check for ufo appearance
+ if (_aim && _aim < 10) {
+ _invaders_shot_sum = (_invaders_shot_sum + _aim) % 10;
+ if (_invaders_shot_sum == 0) _signals.ufo_next = true;
+ }
+ // remove invader
+ if (_wave_position == 0 || i == 5) {
+ _invaders[i] = -1;
+ } else {
+ for (uint8_t j = i; j < _wave_position; j++) {
+ _invaders[j] = _invaders[j + 1];
+ _display_invader(_invaders[j], 9 - j);
+ }
+ }
+ watch_display_character(' ', 9 - _wave_position);
+ if (_wave_position) _wave_position--;
+ // update score
+ if (_aim == 10) {
+ // ufo shot. The original game uses a ridiculously complicated scoring system here...
+ uint8_t bonus_points = 0;
+ uint8_t j;
+ for (j = 0; j < sizeof(_bonus_points_helper) && !bonus_points; j++) {
+ if (_shots_in_wave == _bonus_points_helper[j]) {
+ bonus_points = 30;
+ } else if (_shots_in_wave - 1 == _bonus_points_helper[j]) {
+ bonus_points = 20;
+ }
+ }
+ if (!bonus_points) bonus_points = 10;
+ bonus_points += (6 - i);
+ if ((_waves >= INVADERS_FACE_WAVES_PER_STAGE) && i) bonus_points += (6 - i);
+ _score += bonus_points;
+ // represent bonus points by bars
+ for (j = 0; j < (bonus_points / 10); j++) watch_set_pixel(_bonus_points_segdata[j][0], _bonus_points_segdata[j][1]);
+ _bonus_countdown = 9;
+ } else {
+ // regular invader
+ _score += (6 - _wave_position) * (_waves >= INVADERS_FACE_WAVES_PER_STAGE ? 2 : 1);
+ }
+ }
+ }
+ }
+ if (!skip) _play_sequence(state, (int8_t *)_sound_seq_shot_miss);
+ _signals.inv_checking = false;
+ }
+ break;
+ }
+ default:
+ break;
+ }
+ }
+ break;
+ case EVENT_TIMEOUT:
+ movement_move_to_face(0);
+ break;
+ default:
+ // Movement's default loop handler will step in for any cases you don't handle above:
+ // * EVENT_LIGHT_BUTTON_DOWN lights the LED
+ // * EVENT_MODE_BUTTON_UP moves to the next watch face in the list
+ // * EVENT_MODE_LONG_PRESS returns to the first watch face (or skips to the secondary watch face, if configured)
+ // You can override any of these behaviors by adding a case for these events to this switch statement.
+ return movement_default_loop_handler(event, settings);
+ }
+
+ // return true if the watch can enter standby mode. Generally speaking, you should always return true.
+ // Exceptions:
+ // * If you are displaying a color using the low-level watch_set_led_color function, you should return false.
+ // * If you are sounding the buzzer using the low-level watch_set_buzzer_on function, you should return false.
+ // Note that if you are driving the LED or buzzer using Movement functions like movement_illuminate_led or
+ // movement_play_alarm, you can still return true. This guidance only applies to the low-level watch_ functions.
+ return true;
+}
+
+void invaders_face_resign(movement_settings_t *settings, void *context) {
+ (void) settings;
+ (void) context;
+ _current_state = invaders_state_game_over;
+}
+
diff --git a/movement/watch_faces/complication/invaders_face.h b/movement/watch_faces/complication/invaders_face.h
new file mode 100644
index 00000000..59126dd5
--- /dev/null
+++ b/movement/watch_faces/complication/invaders_face.h
@@ -0,0 +1,82 @@
+/*
+ * MIT License
+ *
+ * Copyright (c) 2023 Andreas Nebinger
+ *
+ * Permission is hereby granted, free of charge, to any person obtaining a copy
+ * of this software and associated documentation files (the "Software"), to deal
+ * in the Software without restriction, including without limitation the rights
+ * to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
+ * copies of the Software, and to permit persons to whom the Software is
+ * furnished to do so, subject to the following conditions:
+ *
+ * The above copyright notice and this permission notice shall be included in all
+ * copies or substantial portions of the Software.
+ *
+ * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
+ * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
+ * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
+ * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
+ * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
+ * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
+ * SOFTWARE.
+ */
+
+#ifndef INVADERS_FACE_H_
+#define INVADERS_FACE_H_
+
+#include "movement.h"
+
+/*
+ * Remake of the "famous" Casio Number Invaders Game
+ *
+ * This is an authentic remake of the invaders game, found on the Casio
+ * calculator wristwatch CA-85 or CA-851. There were also some calculators
+ * sold with this game, like MG-880.
+ *
+ * How to play:
+ *
+ * Press the alarm button to start the game.
+ * "Invaders" (just digits, tbh) will start coming in from the right hand side.
+ * Press the light button to "aim". The digit on the top of the display cycles
+ * from 0 to 9. If your aiming digit is identical to one of the invaders,
+ * press the alarm button to "shoot". The corresponding invader will disappear.
+ * If the invaders reach beneath the very first position, you loose one defense
+ * line. When all three defense lines are gone, the game is over.
+ * Also: If you shoot more than 29 times per round, you loose the game.
+ * Good to know: There are 16 invaders per wave. There is a short break between
+ * waves.
+ *
+ * What are the "n" invaders? Ufos!
+ *
+ * Whenever the sum of all invaders shot is divisible by 10 the next invader
+ * will be an ufo, represented by the n-symbol. Shooting a ufo gets you extra
+ * points. Example: shoot 2, 5, 3 --> ufo next
+ *
+ * As for points: the earlier you shoot an invader, the more points you get.
+ *
+ * Anything else? Long pressing the light button toggles sound on or off. (Not
+ * while playing.)
+ *
+ */
+
+typedef struct {
+ uint16_t highscore;
+ bool sound_on;
+} invaders_state_t;
+
+void invaders_face_setup(movement_settings_t *settings, uint8_t watch_face_index, void ** context_ptr);
+void invaders_face_activate(movement_settings_t *settings, void *context);
+bool invaders_face_loop(movement_event_t event, movement_settings_t *settings, void *context);
+void invaders_face_resign(movement_settings_t *settings, void *context);
+
+#define invaders_face ((const watch_face_t){ \
+ invaders_face_setup, \
+ invaders_face_activate, \
+ invaders_face_loop, \
+ invaders_face_resign, \
+ NULL, \
+})
+
+#endif // INVADERS_FACE_H_
+