210 lines
6.5 KiB
Plaintext
210 lines
6.5 KiB
Plaintext
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if(process.platform !== 'darwin') var gpio = require('rpi-gpio');
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const player = require('node-wav-player');
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// ist an wenn im kind mode (erw LED is aus)
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const childLED = 37;
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// ist and wenn im erwachsenen Mode (kind LED ist aus)
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const erwLED = 38;
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// status : ist an wenn in ruhe position, blinkt, wenn gestartet, ist aus bei fail
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const statusLED = 40;
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// setze auf HIGH wenn fail (klingel relais)
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const failSwitch = 35;
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// warte auf spielstart wenn auf HIGH
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const startButton = 32;
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// beende spiel wenn auf HIGH
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const finishButton = 31;
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// faile spiel wenn auf HIGH
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const failButton = 29;
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// wechsle kind/erwachen Modus + LED
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const toggleButton = 33;
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// wird je nach modus gesetzt und abgespielt wenn start
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const backgroundGrown = "jeopardy.wav";
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const backgroundChild = "northsouth.wav";
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// wird zufallig zu zufaelligen momenten abgespielt (erw mode)
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const erschreckSounds = [ "ziege.wav", "scream.wav", "lough.wav" ];
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// wird nach fester zeit + random oder spaeter nach der besten zeit abgespielt (erw mode)
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const stresserSound = "sharks.wav";
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// wird bei fail abgespielt (zonk)
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const failSound = "zonk.wav";
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// hurra wird bei finish abgespielt
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const finishSound = "kidscheering.wav";
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const GROWN=1;
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const CHILD=2;
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global.STATES = {
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STARTED: 'started',
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FINISH: 'finshed',
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FAIL: 'failed'
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};
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const bounce = {};
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global.STATE = STATES.FINISH;
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global.MODE = GROWN;
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global.GAME = {};
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function setup() {
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console.log('Setting up GPIOs');
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if(process.platform === 'darwin') {
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setTimeout(start, 500);
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setTimeout(fail, 3500);
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setTimeout(start, 4000);
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setTimeout(finish, 9000);
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setTimeout(fail, 10000);
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setTimeout(finish, 11000);
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return;
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}
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gpio.setup(failSwitch, gpio.OUT, () => {
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gpio.output(failSwitch, false);
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});
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gpio.setup(statusLED, gpio.OUT, () => {
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gpio.output(statusLED, true);
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});
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gpio.setup(childLED, gpio.OUT, () => {
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gpio.output(childLED, true);
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});
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gpio.setup(erwLED, gpio.OUT, () => {
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gpio.output(erwLED, false);
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});
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gpio.setup(finishButton, gpio.DIR_IN, gpio.EDGE_RISING);
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gpio.setup(toggleButton, gpio.DIR_IN, gpio.EDGE_RISING);
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gpio.setup(startButton, gpio.DIR_IN, gpio.EDGE_RISING);
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gpio.setup(failButton, gpio.DIR_IN, gpio.EDGE_RISING);
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gpio.on('change', (channel, value) => {
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if(bounce[value] === true) return;
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console.log('Change',channel, value);
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bounce[value] = true;
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setTimeout(() => { bounce[value] = false; console.log('Debounced', value); }, 1000);
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switch(channel) {
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case startButton:
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start(value);
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break;
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case finishButton:
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finish(value);
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break;
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case failButton:
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fail(value);
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break;
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case toggleButton:
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toggle(value);
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break;
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default:
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console.log('Alert! Unknown button change',channel);
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}
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});
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console.log('Done. Game logic started. Waiting for input');
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}
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function gameTimer() {
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console.log('game timer called');
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global.GAME.events.forEach((el) => {
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if(el.start === global.GAME.runTime) {
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console.log('Event :', el);
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playSound(el.sound);
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}
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});
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global.GAME.runTime++;
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}
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function getRandomInt(max) {
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return Math.floor(Math.random() * max);
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}
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function start(value) {
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global.GAME = {
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events: [],
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runTime: 0
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};
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if(global.STATE === global.STATES.FINISH || global.STATE === STATES.FAIL) {
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global.STATE = global.STATES.STARTED;
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// set all params for next game, then start counter and event timer
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if(global.MODE === GROWN) {
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global.GAME.events.push({ sound: backgroundGrown, start: 0});
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global.GAME.events.push({ sound: stresserSound, start: 30+getRandomInt(10) });
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global.GAME.events.push({ sound: erschreckSounds[getRandomInt(2)], start: getRandomInt(10) });
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global.GAME.events.push({ sound: erschreckSounds[getRandomInt(2)], start: 10+getRandomInt(10) });
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global.GAME.events.push({ sound: erschreckSounds[getRandomInt(2)], start: 20+getRandomInt(10) });
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global.GAME.mode = GROWN;
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global.GAME.fail = failSound;
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global.GAME.finish = finishSound;
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global.GAME.runtime = 0;
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}
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if(global.MODE === CHILD) {
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global.GAME.events.push({ sound: backgroundChild, start: 0});
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global.GAME.events.push({ sound: stresserSound, start: 40+getRandomInt(10)});
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global.GAME.events.push({ sound: erschreckSounds[getRandomInt(2)], start: 10+getRandomInt(10)});
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global.GAME.mode = CHILD;
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global.GAME.fail = failSound;
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global.GAME.finish = finishSound;
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global.GAME.runtime = 0;
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}
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console.log('Starting new game', JSON.stringify(global.GAME, 2, null));
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console.log(global.GAME);
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global.GAME.countTimer = setInterval(gameTimer, 1000);
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} else {
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console.log('START not in state', global.STATE);
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}
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}
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function finish(value) {
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console.log('Finish');
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if(global.STATE === global.STATES.STARTED) {
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console.log('You made it in', global.GAME.runTime, 'seconds');
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playSound(global.GAME.finish);
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global.STATE = global.STATES.FINISH;
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clearInterval(global.GAME.countTimer)
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GAME.events = [];
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} else {
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console.log('FINISH not in state', global.STATE);
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}
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}
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function fail(value) {
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console.log('Fail');
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if(global.STATE === global.STATES.STARTED) {
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console.log('You failed after', global.GAME.runTime, 'seconds');
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playSound(global.GAME.fail);
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global.STATE = global.STATES.FAIL;
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clearInterval(global.GAME.countTimer)
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global.GAME.events = [];
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} else {
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console.log('FAIL not in state', global.STATE);
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}
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}
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function toggle(value) {
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if(global.STATE === global.STATES.FINISH || global.STATE === global.STATES.FAIL) {
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console.log('Toggle');
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if(global.MODE === CHILD) {
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global.MODE = GROWN;
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// set all values for GROWN mode
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}
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if(global.MODE === GROWN) {
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global.MODE = CHILD;
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// set all values for CHILD mode
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}
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} else {
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console.log('Toggle not in state', global.STATE);
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}
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}
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function playSound(file){
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console.log("Play sound : ", file);
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if(global.GAME.playing) {
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console.log("Stopping old soundfile", global.GAME.playing);
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player.stop();
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}
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global.GAME.playing = file;
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player.play({ path: `wav/${file}`, sync: true }).then(() => { delete global.GAME.playing })
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}
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setup();
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