240 lines
6.3 KiB
C++
240 lines
6.3 KiB
C++
//======================================================
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// TIME ATTACK GAME MAIN ROUTINE
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//======================================================
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/* TIME ATTACK GAME SETTINGS PARAMETERS NOTE:
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* ------------------------------------------
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*
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* FORMAT :
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* --------
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* {"tm": 10, "le": false, "lm": 10}
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*
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* tm : count down timer starting value
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* le : stands for limit enable, if is TRUE the game end if target value is meet
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* lm : targeted amount of kicks
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*
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* THINGS THAT ENDS THE GAME :
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* ---------------------------
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* 1. BY COUNT DOWN "tm" REACH TO ZERO
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* 2. BY A COMMAND "FROM APP VIA BLUETOOTH"
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* 3. BY LIMITS MEET "WHEN NUMBER OF YOUR KICKS REACH TO lm VALUE"
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*
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* CALCULATING RESULTS :
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* ---------------------
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* Rapid Kick Speed = Number Of Kickes Made / Elasped Time In Sec
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* Delay Between Kicks = Time Of Current Kick - Time Of Last Kick
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*
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* RETURNNING DATA FORMAT :
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* ------------------------
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* {"tm" : 82, "ct" : 10, "dl" : 1234, "st" : 585}
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*
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* tm : timer count in Sec
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* ct : strike counter (number of kicks)
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* dl : delay between strikes
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* st : time stampe of the strike in milli Seconds
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*/
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void game_timeAttack(String settings)
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{
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//------------------------------------------------------
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// START OF READING THE SETTINGS
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//------------------------------------------------------
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// CONVERTING GAME TEXT TO JSON
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DynamicJsonDocument play(capacity); // building JSON Buffer
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// Deserialize the JSON document
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DeserializationError error = deserializeJson(play, settings); // the main JSON body container
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// JSON ERROR
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if(error) {
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dualcomm(JSON_ERROR);
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return;
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}
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// PUBLIC VARIABLES
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uint16_t time = play["tm"]; // Time Window To Play
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uint16_t timer = time;
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uint16_t limit = play["lm"]; // Kick Target Limit
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bool limitEnable = play["le"]; // Enable Kick Target Limit
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// Clearing Buffer
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play.clear();
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//------------------------------------------------------
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// PREPARE FOR GAME START
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//------------------------------------------------------
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// Send Initial Display
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dualcomm(timeAttack_data_json(timer, 0, 0, 0));
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// Start LED Signal
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TimeAttack_Start();
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// Building Timers 1000mSec -> 1Sec
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TimeTrigger sec_tick(1000);
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// Kick Counter
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uint16_t counter = 0;
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// staring Of time stamp
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unsigned long startStamp = millis();
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// store the time of the previous kick
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unsigned long lastStamp = 0;
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// reseting time ticker
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sec_tick.Reset();
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// While The Game Is Still On
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while(timer != 0)
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{
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// Time Stamp
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unsigned long timeStamp = millis() - startStamp;
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// If Stop Command Came From Smart Phone
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if(isBluetooth)
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{
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String msg = Bluetooth.readString();
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msg.trim();
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if(msg == CM_STOP)
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{
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dualcomm(GAME_OVER);
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// Grean Light In
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LED_GREEN_FADEOUT();
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// Return
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return;
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}
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else if(msg == CM_RESET)
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{
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timer = time;
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counter = 0;
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startStamp = millis();
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timeStamp = startStamp;
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lastStamp = timeStamp;
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sec_tick.Reset();
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dualcomm(timeAttack_data_json(timer, counter, lastStamp, timeStamp));
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}
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}
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// Every Kick ---------------------------->>>
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if(readImpact() > 100)
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{
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counter++;
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dualcomm(timeAttack_data_json(timer, counter, lastStamp, timeStamp));
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lastStamp = timeStamp;
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delay(100);
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}
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// Every Second ---------------------------->>>
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if(sec_tick.Trigger())
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{
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timer--;
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dualcomm(timeAttack_data_json(timer, counter, 0, 0));
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}
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// If Limits Are Enabled And Meet
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if(limitEnable == true && counter == limit)
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{
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// END GAME
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dualcomm(GAME_OVER);
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// LightUp
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rainbowCycle(2);
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// Grean Light In
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LED_GREEN_FADEOUT();
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// Return
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return;
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}
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}
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// Send End Game Signal To Smart Phone
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dualcomm(GAME_OVER);
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// LightUp
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LED_RED_FADEIN(); // RED Color
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delay(2000); // Delay 2000
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LED_CLEAR(); // CLEAR OFF
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// Return
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return;
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}
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//======================================================
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// TIME ATTACK KICK DATA JSON -> To Send Back To Server
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//======================================================
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String timeAttack_data_json(unsigned int RunningTime, unsigned int KickCount, unsigned int LastStamp, unsigned int TimeStamp)
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{
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// Building The Buffer
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DynamicJsonDocument data(capacity);
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data["tm"] = RunningTime;
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data["ct"] = KickCount;
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// Calculations
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if(TimeStamp > 0 )
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{
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// Calculate Time Stamp In Seconds
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float st = TimeStamp;
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st /= 1000;
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data["st"] = String(st, 3).toFloat();
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// Calculate Strike Delay In Seconds
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float dl = TimeStamp - LastStamp;
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dl /= 1000;
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data["dl"] = String(dl, 3).toFloat();
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}
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String output;
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serializeJson(data, output);
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data.clear();
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return output;
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}
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//======================================================
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// REACTION GAME START LED SIGNAL
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//======================================================
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void TimeAttack_Start()
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{
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// LightUp
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LED_WHITE_CROSSFADE(2);
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// Grean Light In
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LED_GREEN_FADEIN();
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}
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//======================================================
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// REACTION GAME END SINGNAL LED SIGNAL
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//======================================================
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void TimeAttack_End()
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{
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// Grean Light In
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LED_GREEN_FADEOUT();
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// Red Light In
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LED_RED_FADEIN();
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// Wait For 2 Sec
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delay(2000);
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// Red Light Out
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LED_RED_FADEOUT();
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}
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//======================================================
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// REACTION GAME START LED CELEBRATION
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//======================================================
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void TimeAttack_Celebration()
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{
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// LightUp
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rainbowCycle(2);
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// Grean Light OUT
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LED_GREEN_FADEOUT();
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}
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//======================================================
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// REACTION GAME RESET LED SIGNAL
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//======================================================
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void TimeAttack_Reset()
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{
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LED_BLUE();
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delay(250);
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LED_BLUE_FADEOUT();
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}
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