adding infection game

This commit is contained in:
Peli de Halleux 2017-05-25 09:33:57 -07:00
parent d81cf09aa7
commit 6229d93adc
3 changed files with 361 additions and 0 deletions

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@ -31,6 +31,10 @@ Fun games to build with your @boardname@.
"name": "Coin Flipper",
"url":"/projects/coin-flipper",
"imageUrl": "/static/mb/projects/coin-flipper.png"
}, {
"name": "Infection",
"url": "/projects/infection",
"imageUrl": "/static/mb/projects/infection.png"
}]
```

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docs/projects/infection.md Normal file
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@ -0,0 +1,357 @@
# Infection
### ~avatar avatar
There is a disease outbreak! Will you find patient zero?!?
### ~
**Infection** is a distributed game which simulates
the propagation of an illness. **The goal is to stop the outbreak before every player dies!**
In this game, a master @boardname@ infects a "patient zero" player
with the sickness. The infected player will be contagious immediately but won't show any sign
during the incubation time. The sickness gets transmitted when two @boardname@ get close to each other.
After the incubation period, the sad face will appear on the screen. After the sickness period, the player will eventually die and a skull will display on the screen. Dead players are out of the game.
Once the game is over, pressing **B** will display which player got infected. This can be used to trace back the infection up to patient zero.
If any player survives the outbreak, the game is won. Otherwise try again!
### How to play
Press A+B to enter master mode (1 per game).
Wait for players to be paired. The number of paired player will display on screen.
An icon will appear on player's screen.
Press A+B to start the infection game. The master will pick a random player as patient zero.
A player will transmit the disease if close enough (RSSI) and with a certain probability (TRANSMISSIONPROB).
During the incudation phase (INCUBATION), the player does not show any sign of illness (happy face).
After that phase, the sad face shows up.
Player control:
* ``A`` button: show identity icon
* ``B`` button: show current infection status
```typescript
/**
* Infection game
*
* Flash all micro:bit will this script
*
* Press A+B to enter master mode (1 per game)
*
* Wait for players to be paired. The number of paired player will display on screen.
* An icon will appear on player's screen.
*
* Press A+B to start the infection game. The master will pick a random
* player as patient zero.
*
* A player will transmit the disease if close enough (RSSI)
* and with a certain probability (TRANSMISSIONPROB).
* During the incudation phase (INCUBATION), the player does not show any sign
* of illness. After that phase, the sad face shows up.
*
* Player control:
* A button: show identity icon
* B button: show current infection status
* Master control:
* A button: show patient zero identity + number of players
* Sad face = infected
* Happy face = not infected
*/
const INCUBATION = 20000; // time before showing symptoms
const DEATH = 40000; // time before dying off the disease
const RSSI = -45; // db
const TRANSMISSIONPROB = 40; // %
enum GameState {
Stopped,
Pairing,
Running,
Over
}
enum HealthState {
Healthy,
Incubating,
Sick,
Dead
}
class Player {
id: number;
icon: number;
health: HealthState;
}
let state = GameState.Stopped;
let master = false;
let patientZero: Player;
let paired = false;
let infectedBy = 0; // who infected (icon id)
let infectedTime = 0; // local time when infection happened
let icon = 0; // player icon and identity
let health = HealthState.Healthy;
const players: Player[] = [];
// get a player instance (creates one as needed)
function player(id: number): Player {
for (const p of players)
if (p.id == id) return p;
// add player to game
let p = new Player();
p.id = id;
p.icon = players.length ? players[0].icon + 1 : 2;
p.health = HealthState.Healthy;
// don't use sad, happy
if (p.icon == IconNames.Happy) p.icon += 2;
if (p.icon == IconNames.Asleep) p.icon++;
if (p.icon == IconNames.Skull) p.icon++;
players.push(p);
serial.writeLine(`player ==> ${p.id}`)
return p;
}
function allDead(): boolean {
for (const p of players)
if (p.health != HealthState.Dead) return false;
return true;
}
function gameOver() {
state = GameState.Over;
basic.showIcon(patientZero.icon);
}
function gameFace() {
switch (state) {
case GameState.Stopped:
case GameState.Pairing:
basic.showIcon(paired ? IconNames.Happy : IconNames.Ghost);
break;
case GameState.Running:
switch (health) {
case HealthState.Dead:
basic.showIcon(IconNames.Skull);
break;
case HealthState.Sick:
basic.showIcon(IconNames.Sad);
break;
default:
//case HealthState.Healthy:
//case HealthState.Incubating:
basic.showIcon(IconNames.Happy);
break;
}
break;
case GameState.Over:
switch (health) {
case HealthState.Dead:
basic.showIcon(IconNames.Skull);
break;
case HealthState.Sick:
basic.showIcon(IconNames.Sad);
break;
case HealthState.Incubating:
basic.showIcon(IconNames.Asleep);
break;
default:
basic.showIcon(IconNames.Happy);
break;
}
break;
}
}
// master button controller
input.onButtonPressed(Button.AB, () => {
// register as master
if (state == GameState.Stopped && !master) {
master = true;
paired = true;
state = GameState.Pairing;
serial.writeLine("registered as master");
radio.setTransmitPower(7); // beef up master signal
basic.showString("M");
}
// launch game
else if (state == GameState.Pairing && master) {
// pick 1 player and infect him
patientZero = players[Math.random(players.length)];
while (patientZero.health == HealthState.Healthy) {
radio.sendValue("infect", patientZero.id);
basic.pause(100);
}
// all ready
state = GameState.Running;
serial.writeLine(`game started ${players.length} players`);
// show startup
basic.showString("R");
} // end game
else if (state == GameState.Running && master) {
gameOver();
}
})
// display your icon
input.onButtonPressed(Button.A, () => {
led.stopAnimation()
if (master) {
if (patientZero)
basic.showIcon(patientZero.icon);
basic.showNumber(players.length);
}
else {
basic.showIcon(icon);
gameFace();
}
})
// display who infected you
input.onButtonPressed(Button.B, () => {
if (master) {
let c = 0;
for (const p of players)
if (p.health == HealthState.Dead) c++;
basic.showNumber(c);
} else {
led.stopAnimation()
if (infectedBy)
basic.showIcon(infectedBy);
else
basic.showIcon(IconNames.Happy)
gameFace();
}
})
radio.setGroup(42);
radio.setTransmitSerialNumber(true)
radio.onDataPacketReceived(({ time, receivedNumber, receivedString, signal, serial: id }) => {
if (master) {
if (receivedString == "pair") {
// register player
let n = players.length;
let p = player(id);
// show player number if changed
if (n != players.length) {
led.stopAnimation();
basic.showNumber(players.length);
}
}
else if (receivedString == "health") {
let p = player(id);
p.health = receivedNumber;
// check if all infected
if (allDead())
gameOver();
}
} else {
if (receivedString == "state") {
// update game state
let oldState = state;
state = receivedNumber as GameState;
if (oldState != state) {
switch (state) {
case GameState.Pairing:
basic.showString("P");
break;
}
}
} else if (!infectedBy &&
receivedString == "infect"
&& receivedNumber == control.deviceSerialNumber()) {
// infected by master
infectedBy = 1; // infected my master
infectedTime = input.runningTime();
health = HealthState.Incubating;
serial.writeLine(`infected ${control.deviceSerialNumber()}`);
}
switch (state) {
case GameState.Pairing:
// medium range in pairing mode
if (!paired &&
receivedString == "paired"
&& receivedNumber == control.deviceSerialNumber()) {
// paired!
serial.writeLine(`player paired ==> ${control.deviceSerialNumber()}`)
paired = true;
basic.showString("R");
return;
}
else if (paired && receivedString == control.deviceSerialNumber().toString()) {
icon = receivedNumber;
basic.showIcon(icon);
}
break;
case GameState.Running:
// broadcast infection status
if (paired && health == HealthState.Healthy && receivedString == "transmit") {
serial.writeLine(`signal: ${signal}`);
if (signal > RSSI &&
Math.random(100) > TRANSMISSIONPROB) {
infectedBy = receivedNumber;
infectedTime = input.runningTime();
health = HealthState.Incubating;
}
}
break;
}
}
})
// main game loop
basic.forever(() => {
if (master) {
switch (state) {
case GameState.Pairing:
// tell each player they are registered
for (const p of players) {
radio.sendValue("paired", p.id);
radio.sendValue("" + p.id, p.icon);
}
serial.writeLine(`pairing ${players.length} players`);
basic.pause(500);
break;
}
radio.sendValue("state", state); // keep broadcasting the game state
} else { // player loop
switch (state) {
case GameState.Pairing:
// broadcast player id
if (!icon)
radio.sendValue("pair", control.deviceSerialNumber());
else if (infectedBy)
radio.sendValue("health", health);
break;
case GameState.Running:
// update health status
if (health != HealthState.Healthy && input.runningTime() - infectedTime > DEATH)
health = HealthState.Dead;
else if (health != HealthState.Healthy && input.runningTime() - infectedTime > INCUBATION)
health = HealthState.Sick;
// transmit disease
if (health == HealthState.Incubating || health == HealthState.Sick)
radio.sendValue("transmit", icon);
radio.sendValue("health", health);
gameFace();
break;
case GameState.Over:
// show infection state
gameFace();
break;
}
}
basic.pause(100)
})
basic.showIcon(IconNames.Ghost);
```

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