implemented 'end screen' to be displayed when the fight timer ends. Cleaned up some comments
This commit is contained in:
@@ -3,7 +3,6 @@
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#include <WiFi.h>
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#include <esp_now.h> // automatically installed for ESP32 boards, I think?
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#include <Preferences.h> // automatically installed for ESP32 boards
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#include <FastLED.h> // https://fastled.io/
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#include <avdweb_Switch.h> // https://github.com/avdwebLibraries/avdweb_Switch
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#include <CountDown.h> // https://github.com/RobTillaart/CountDown
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#include <StopWatch.h> // https://github.com/RobTillaart/StopWatch_RT
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@@ -59,9 +58,9 @@ unsigned long PITopenTimestamp = 0;
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bool PITreleased = false;
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const long PITopenTime = 500; // default: 500 activate solenoid for 500ms
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const int countdownTIME = 30; // default: 180 countdown timer length in seconds, actual countdown for the fight
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const int countdownTIME = 180; // default: 180 countdown timer length in seconds, actual countdown for the fight
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const int countdownToFightTIME = 3; // default: 3 countdown timer length in seconds, "ready" countdown
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const int PITreleaseTime = 15; // default: 90 automatic pit release time in seconds until end of countdown
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const int PITreleaseTime = 90; // default: 90 automatic pit release time in seconds until end of countdown
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bool countdownPAUSED = false;
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CountDown FightCountDown(CountDown::SECONDS);
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CountDown ReadyCountDown(CountDown::SECONDS);
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@@ -164,13 +163,19 @@ void OnDataRecv(const uint8_t * mac, const uint8_t *incomingData, int len) {
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break;
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case 1:
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// RED team button
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buttonREDTEAMvar = receiveDATA.buttonREDTEAM;
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buttonREDTEAMtapout = receiveDATA.buttonREDTEAMtapout;
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// ignore button input if in rumble mode
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if (!switchRUMBLE.on()) {
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buttonREDTEAMvar = receiveDATA.buttonREDTEAM;
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buttonREDTEAMtapout = receiveDATA.buttonREDTEAMtapout;
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}
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break;
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case 2:
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// BLUE team button
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buttonBLUETEAMvar = receiveDATA.buttonBLUETEAM;
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buttonBLUETEAMtapout = receiveDATA.buttonBLUETEAMtapout;
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// ignore button input if in rumble mode
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if (!switchRUMBLE.on()) {
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buttonBLUETEAMvar = receiveDATA.buttonBLUETEAM;
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buttonBLUETEAMtapout = receiveDATA.buttonBLUETEAMtapout;
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}
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break;
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}
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}
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@@ -199,6 +204,15 @@ bool blueTapOutActive = false;
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unsigned long blueTapOutStartTime = 0;
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int blueTapOutStage = 0;
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// Global Vars for Fight end
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bool fightStarted = false;
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bool fightEnded = false;
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const int END_BLINK_COUNT = 3;
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const unsigned long END_BLINK_INTERVAL = 500; // in milliseconds
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int endBlinkTransitions = 0;
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bool endBlinkState = false;
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unsigned long lastEndBlinkTime = 0;
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//------------------------------------------------------------------------------------
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void setup() {
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@@ -301,12 +315,16 @@ void handleStartButton() {
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buttonREDTEAMvar = false;
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buttonBLUETEAMvar = false;
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ARENA_READY = true;
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REDTEAM_LED(true);
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BLUETEAM_LED(true);
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ReadyCountDown.start(countdownToFightTIME);
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}
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else if (buttonREDTEAMvar && buttonBLUETEAMvar && !switchRUMBLE.on()) {
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buttonREDTEAMvar = false;
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buttonBLUETEAMvar = false;
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ARENA_READY = true;
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REDTEAM_LED(true);
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BLUETEAM_LED(true);
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ReadyCountDown.start(countdownToFightTIME);
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}
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}
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@@ -319,6 +337,8 @@ void handleStartButton() {
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resumeFight = true; // Mark that we want to resume later.
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countdownPAUSED = false;
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ARENA_READY = true;
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REDTEAM_LED(true);
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BLUETEAM_LED(true);
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ReadyCountDown.start(countdownToFightTIME);
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}
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else if (switchRUMBLE.on()) {
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@@ -327,6 +347,8 @@ void handleStartButton() {
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resumeFight = true;
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countdownPAUSED = false;
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ARENA_READY = true;
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REDTEAM_LED(true);
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BLUETEAM_LED(true);
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ReadyCountDown.start(countdownToFightTIME);
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}
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}
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@@ -410,6 +432,7 @@ void handleCountdownTransition() {
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}
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else {
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FightCountDown.start(countdownTIME); // Fresh start.
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fightStarted = true;
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}
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}
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else if (switchRUMBLE.on()) {
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@@ -447,7 +470,7 @@ void updateDisplay() {
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}
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}
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// Redesigned endless cycling for Red Team tap-out.
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// endless cycling for Red Team tap-out.
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void handleRedTapOut() {
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// When the red tap-out is first triggered.
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if (!redTapOutActive && buttonREDTEAMtapout && !switchRUMBLE.on() && !blueTapOutActive) {
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@@ -461,8 +484,8 @@ void handleRedTapOut() {
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// If tap-out is active, continuously update the display in a cycle.
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if (redTapOutActive) {
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// Define a full cycle period of 10'000 ms.
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const unsigned long cycleDuration = 10000;
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// Define a full cycle period of 8'000 ms.
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const unsigned long cycleDuration = 8000;
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// Compute how far into the current cycle we are.
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unsigned long cycleTime = (millis() - redTapOutStartTime) % cycleDuration;
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@@ -481,7 +504,7 @@ void handleRedTapOut() {
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}
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}
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// Redesigned endless cycling for Blue Team tap-out.
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// endless cycling for Blue Team tap-out.
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void handleBlueTapOut() {
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// When the blue tap-out is first triggered.
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if (!blueTapOutActive && buttonBLUETEAMtapout && !switchRUMBLE.on() && !redTapOutActive) {
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@@ -495,8 +518,8 @@ void handleBlueTapOut() {
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// If tap-out is active, continuously update the display in a cycle.
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if (blueTapOutActive) {
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// Define a full cycle period of 10'000 ms.
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const unsigned long cycleDuration = 10000;
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// Define a full cycle period of 8'000 ms.
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const unsigned long cycleDuration = 8000;
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// Compute the cycle progress.
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unsigned long cycleTime = (millis() - blueTapOutStartTime) % cycleDuration;
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@@ -515,6 +538,44 @@ void handleBlueTapOut() {
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}
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}
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void handleFightEnd() {
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// When the countdown hits 0 and the fight had started, mark it as ended.
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if ((FightCountDown.remaining() == 0) && fightStarted) {
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fightEnded = true;
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}
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// Only do blinking if the fight has ended.
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if (!fightEnded) {
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return; // Skip the rest until fightEnded becomes true.
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}
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// Each full blink cycle includes an "on" and "off" state.
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// Therefore, we count transitions: total transitions = END_BLINK_COUNT * 2.
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const int totalTransitions = END_BLINK_COUNT * 2 + 1;
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// If we haven't completed our full blink sequence, manage timing:
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if (endBlinkTransitions < totalTransitions) {
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unsigned long currentMillis = millis();
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if (currentMillis - lastEndBlinkTime >= END_BLINK_INTERVAL) {
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endBlinkState = !endBlinkState; // Toggle between on and off states.
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endBlinkTransitions++; // Count this toggle.
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lastEndBlinkTime = currentMillis; // Reset the timer.
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}
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// Depending on the blink state, update the display.
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// When endBlinkState is true, use the normal brightness.
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// When false, replace CLOCK_LED_BRIGHTNESS with 0 to blank the display.
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if (endBlinkState) {
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sendTimeDisplay(0, 0, 255, 165, 0, CLOCK_LED_BRIGHTNESS);
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} else {
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sendTimeDisplay(0, 0, 255, 165, 0, 0);
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}
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} else {
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// After completing the blink sequence, ensure that the display remains on.
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sendTimeDisplay(0, 0, 255, 165, 0, CLOCK_LED_BRIGHTNESS);
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}
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}
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//----------------------------------------------------------------------------------------
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@@ -526,6 +587,7 @@ void loop() {
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statusLEDs();
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updateTEAMLEDs();
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// Process button events.
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handleStartButton();
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handleForcedStartButton();
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@@ -533,9 +595,12 @@ void loop() {
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handlePitButton();
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handleAutoPitRelease();
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// Process non-blocking tap-out sequences.
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handleRedTapOut();
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handleBlueTapOut();
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// Process tap-out sequences.
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if (!switchRUMBLE.on()) {
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handleRedTapOut();
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handleBlueTapOut();
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}
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// Handle reset
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if (buttonRESETvar) {
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@@ -547,8 +612,11 @@ void loop() {
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// Transition from ReadyCountDown to the appropriate fight countdown.
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handleCountdownTransition();
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// When no team is in a tap‐out sequence, update the display.
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if (!redTapOutActive && !blueTapOutActive) {
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// End display
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handleFightEnd();
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// When no team is in a tap‐out sequence and fight hasn't ended, update the display.
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if (!redTapOutActive && !blueTapOutActive && !fightEnded) {
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updateDisplay();
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}
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}
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