Working transmission
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@ -0,0 +1,17 @@
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{
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// Use IntelliSense to learn about possible attributes.
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// Hover to view descriptions of existing attributes.
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// For more information, visit: https://go.microsoft.com/fwlink/?linkid=830387
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"version": "0.2.0",
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"configurations": [
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{
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"type": "node",
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"request": "launch",
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"name": "Launch Program",
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"skipFiles": [
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"<node_internals>/**"
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],
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"program": "${workspaceFolder}/http-server"
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}
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]
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}
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@ -1,21 +1,15 @@
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/*
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==========================================================
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Simple event based robot controller that enables robot
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to switch into automatic or manual control modes. Behaviours
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are controlled via a simple finite state machine.
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In automatic mode the
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robot will look after itself. In manual mode, the watch
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will provide simple forward, back, left and right commands.
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The messages will be transmitted to a partner BLE Espruino
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using BLE
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Written by Richard Hopkins, May 2020
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==========================================================
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declare global variables for watch button statuses */
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top_btn = false;
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middle_btn = false;
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@ -23,10 +17,10 @@ left_btn= false; // the left side of the touch screen
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right_btn = false; // the right side of the touch screen
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bottom_btn = false;
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msgNum = 0; // message number
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/*
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CONFIGURATION AREA - STATE VARIABLES
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declare global variables for the toggle button
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statuses; if you add an additional toggle button
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you should declare it and initiase it here */
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@ -35,24 +29,32 @@ var status_auto = {value: false};
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var status_mic = {value: true};
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var status_spk = {value: true};
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/* trsnsmit message */
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/* trsnsmit message
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where
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s = first character of state,
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o = first three character of object name
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v = value of state.object
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*/
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const transmit = (state,object,status) => {
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message = {
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state: state,
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obj: object,
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val: status,
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msgNum ++;
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msg = {
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n: msgNum.toString().slice(-4),
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s: state.substr(0,4),
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o: object.substr(0,4),
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v: status.substr(0.4),
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};
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print(message);
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return JSON.stringify(message);
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message= msg.n + "," + msg.s + "," + msg.o + "," + msg.v;
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NRF.setAdvertising({},{
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showName: false,
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manufacturer: 0x0590,
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manufacturerData: JSON.stringify(message)});
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};
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/*
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CONFIGURATION AREA - ICON DEFINITIONS
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Retrieve 30px PNG icons from:
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https://icons8.com/icon/set/speak/ios-glyphs
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Create icons using:
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https://www.espruino.com/Image+Converter
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Use compression: true
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@ -60,7 +62,6 @@ Transparency: true
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Diffusion: flat
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Colours: 16bit RGB
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Ouput as: Image Object
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Add an additional element to the icons array
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with a unique name and the data from the Image Object
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*/
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@ -133,20 +134,16 @@ const drawIcon = (name) => {
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};
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/*
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CONFIGURATION AREA - BUTTON DEFINITIONS
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for a simple button, just define a primary colour
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and an icon name from the icon array and
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the text to display beneath the button
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for toggle buttons, additionally provide secondary
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colours, icon name and text. Also provide a reference
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to a global variable for the value of the button.
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The global variable should be declared at the start of
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the program and it may be adviable to use the 'status_name'
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format to ensure it is clear.
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*/
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var joystickBtn = {
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primary_colour: 0x653E,
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@ -200,18 +197,14 @@ var spkBtn = {
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};
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/*
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CONFIGURATION AREA - SCREEN DEFINITIONS
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a screen can have a button (as defined above)
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on the left and/or the right of the screen.
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in adddition a screen can optionally have
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an icon for each of the three buttons on
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the left hand side of the screen. These
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are defined as btn1, bt2 and bt3. The
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values are names from the icon array.
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*/
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const menuScreen = {
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left: autoBtn,
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@ -234,11 +227,9 @@ const commsScreen = {
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};
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/* base state definition
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Each of the screens correspond to a state;
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this class provides a constuctor for each
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of the states
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*/
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class State {
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constructor(params) {
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@ -249,39 +240,28 @@ class State {
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}
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/*
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CONFIGURATION AREA - BUTTON BEHAVIOURS/STATE TRANSITIONS
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This area defines how each screen behaves.
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Each screen corresponds to a different State of the
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state machine. This makes it much easier to isolate
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behaviours between screens.
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The state value is transmitted whenever a button is pressed
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to provide context (so the receiving device, knows which
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button was pressed on which screen).
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The screens are defined above.
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The events section identifies if a particular button has been
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pressed and released on the screen and an action can then be taken.
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The events function receives a notification from a mySetWatch which
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provides an event object that identifies which button and whether
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it has been pressed down or released. Actions can then be taken.
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The events function will always return a State object.
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If the events function returns different State from the current
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one, then the state machine will change to that new State and redrsw
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the screen appropriately.
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To add in additional capabilities for button presses, simply add
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an additional 'if' statement.
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For toggle buttons, the value of the sppropiate status object is
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inversed and the new value transmitted.
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*/
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/* The Home State/Page is where the application beings */
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@ -352,19 +332,15 @@ const onOff= status => status ? "on" : "off";
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/* create watching functions that will change the global
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button status when pressed or released
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This is actuslly the hesrt of the program. When a button
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is not being pressed, nothing is happening (no loops).
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This makes the progrsm more battery efficient.
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When a setWatch event is raised, the custom callbacks defined
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here will be called. These then fired as events to the current
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state/screen of the state mschine.
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Some events, will result in the stste of the state machine
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chsnging, which is why the screen is redrswn after each
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button press.
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*/
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const setMyWatch = (params) => {
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setWatch(() => {
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@ -378,7 +354,7 @@ const setMyWatch = (params) => {
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*/
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const buttons = [
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{bool : bottom_btn, label : "bottom",btn : BTN3},
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{bool : middle_btn, label : "mdiddle",btn : BTN2},
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{bool : middle_btn, label : "middle",btn : BTN2},
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{bool : top_btn, label : "top",btn : BTN1},
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{bool : left_btn, label : "left",btn : BTN4},
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{bool : right_btn, label : "right",btn : BTN5}
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@ -421,4 +397,4 @@ const drawScreen = (params) => {
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machine = Home; // instantiate the state machine at Home
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Bangle.drawWidgets(); // draw active widgets
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drawScreen(machine.screen); // draw the screen
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drawScreen(machine.screen); // draw the screen
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