Create the project. Write some code to manage a set of puzzles. Write some code to manage a sudoku game. Start work on the UI for the game.

This commit is contained in:
Jeremy Rand 2015-07-15 18:27:40 -05:00
parent 1a4299854c
commit 6ca2609237
12 changed files with 2886 additions and 4 deletions

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@ -17,6 +17,13 @@
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9DEE9C2F1B569637003E353E /* tail.mk */ = {isa = PBXFileReference; lastKnownFileType = text; name = tail.mk; path = make/tail.mk; sourceTree = "<group>"; };
9DEE9C301B569638003E353E /* V2Make.scpt */ = {isa = PBXFileReference; lastKnownFileType = file; name = V2Make.scpt; path = make/V2Make.scpt; sourceTree = "<group>"; };
9DEE9C361B569717003E353E /* puzzles.c */ = {isa = PBXFileReference; lastKnownFileType = sourcecode.c.c; path = puzzles.c; sourceTree = "<group>"; };
9DEE9C371B569717003E353E /* puzzles.h */ = {isa = PBXFileReference; lastKnownFileType = sourcecode.c.h; path = puzzles.h; sourceTree = "<group>"; };
9DEE9C381B56979C003E353E /* game.c */ = {isa = PBXFileReference; lastKnownFileType = sourcecode.c.c; path = game.c; sourceTree = "<group>"; };
9DEE9C391B56979C003E353E /* game.h */ = {isa = PBXFileReference; lastKnownFileType = sourcecode.c.h; path = game.h; sourceTree = "<group>"; };
9DEE9C3A1B56CFC0003E353E /* ui.c */ = {isa = PBXFileReference; lastKnownFileType = sourcecode.c.c; path = ui.c; sourceTree = "<group>"; };
9DEE9C3B1B56CFC0003E353E /* ui.h */ = {isa = PBXFileReference; lastKnownFileType = sourcecode.c.h; path = ui.h; sourceTree = "<group>"; };
9DEE9C3C1B570AED003E353E /* a2e.hi.s */ = {isa = PBXFileReference; lastKnownFileType = sourcecode.asm; path = a2e.hi.s; sourceTree = "<group>"; };
/* End PBXFileReference section */
/* Begin PBXGroup section */
@ -31,6 +38,13 @@
isa = PBXGroup;
children = (
9DEE9C261B569637003E353E /* main.c */,
9DEE9C361B569717003E353E /* puzzles.c */,
9DEE9C371B569717003E353E /* puzzles.h */,
9DEE9C381B56979C003E353E /* game.c */,
9DEE9C391B56979C003E353E /* game.h */,
9DEE9C3A1B56CFC0003E353E /* ui.c */,
9DEE9C3B1B56CFC0003E353E /* ui.h */,
9DEE9C3C1B570AED003E353E /* a2e.hi.s */,
9DEE9C271B569637003E353E /* Makefile */,
9DEE9C281B569637003E353E /* make */,
);
@ -216,6 +230,7 @@
9DEE9C351B569638003E353E /* Release */,
);
defaultConfigurationIsVisible = 0;
defaultConfigurationName = Release;
};
/* End XCConfigurationList section */
};

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@ -5,6 +5,22 @@
<BuildAction
parallelizeBuildables = "YES"
buildImplicitDependencies = "YES">
<BuildActionEntries>
<BuildActionEntry
buildForTesting = "YES"
buildForRunning = "YES"
buildForProfiling = "YES"
buildForArchiving = "YES"
buildForAnalyzing = "YES">
<BuildableReference
BuildableIdentifier = "primary"
BlueprintIdentifier = "9DEE9C241B569637003E353E"
BuildableName = "a2sudoku"
BlueprintName = "a2sudoku"
ReferencedContainer = "container:a2sudoku.xcodeproj">
</BuildableReference>
</BuildActionEntry>
</BuildActionEntries>
</BuildAction>
<TestAction
selectedDebuggerIdentifier = "Xcode.DebuggerFoundation.Debugger.LLDB"
@ -23,6 +39,15 @@
ignoresPersistentStateOnLaunch = "NO"
debugDocumentVersioning = "YES"
allowLocationSimulation = "YES">
<MacroExpansion>
<BuildableReference
BuildableIdentifier = "primary"
BlueprintIdentifier = "9DEE9C241B569637003E353E"
BuildableName = "a2sudoku"
BlueprintName = "a2sudoku"
ReferencedContainer = "container:a2sudoku.xcodeproj">
</BuildableReference>
</MacroExpansion>
<AdditionalOptions>
</AdditionalOptions>
</LaunchAction>
@ -32,6 +57,15 @@
useCustomWorkingDirectory = "NO"
buildConfiguration = "Release"
debugDocumentVersioning = "YES">
<MacroExpansion>
<BuildableReference
BuildableIdentifier = "primary"
BlueprintIdentifier = "9DEE9C241B569637003E353E"
BuildableName = "a2sudoku"
BlueprintName = "a2sudoku"
ReferencedContainer = "container:a2sudoku.xcodeproj">
</BuildableReference>
</MacroExpansion>
</ProfileAction>
<AnalyzeAction
buildConfiguration = "Debug">

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@ -31,12 +31,12 @@ PGM=a2sudoku
# MACHINE = apple2enh
# MACHINE = apple2enh-dos33
# MACHINE = apple2enh-system
# MACHINE = apple2enh-loader
MACHINE = apple2enh-loader
# MACHINE = apple2enh-reboot
# Uncomment and set this to your starting address in Apple II memory
# if necessary:
# START_ADDR = 6000
START_ADDR = 4000
# Set the default CPU to assemble for. You can change this in the
# body of a .s file using control commands like ".PC02". Uncomment

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a2sudoku/a2e.hi.s Normal file

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223
a2sudoku/game.c Normal file
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@ -0,0 +1,223 @@
//
// game.c
// a2sudoku
//
// Created by Jeremy Rand on 2015-07-15.
// Copyright (c) 2015 Jeremy Rand. All rights reserved.
//
#include <string.h>
#include "game.h"
#include "puzzles.h"
// Macros
#define SQUARE_XY(x, y) (theGame.squares[((y) * BOARD_SIZE) + (x)])
// Typedefs
typedef struct tGameSquare {
tSquareVal value;
tScratchValues scratchValues;
bool knownAtStart;
bool correct;
bool invalid;
} tGameSquare;
typedef struct tGame {
tGameSquare squares[BOARD_SIZE * BOARD_SIZE];
struct tPuzzle *puzzle;
tUpdatePosCallback callback;
} tGame;
// Globals
tGame theGame;
// Implementation
void refreshPos(tPos x, tPos y)
{
tGameSquare *square;
if (theGame.callback == NULL)
return;
square = &(SQUARE_XY(x, y));
theGame.callback(x, y, square->value, square->scratchValues, square->correct, square->invalid);
}
void startGame(tUpdatePosCallback callback)
{
tPos x, y;
theGame.puzzle = getRandomPuzzle();
theGame.callback = callback;
memset(&(theGame.squares), 0, sizeof(theGame.squares));
for (y = 0; y < BOARD_SIZE; y++) {
for (x = 0; x < BOARD_SIZE; x++) {
tSquareVal squareVal = getStartValueAtPos(theGame.puzzle, x, y);
if (squareVal != EMPTY_SQUARE) {
SQUARE_XY(x, y).value = squareVal;
SQUARE_XY(x, y).knownAtStart = true;
SQUARE_XY(x, y).correct = true;
}
refreshPos(x, y);
}
}
}
void refreshAllPos(void)
{
tPos x, y;
for (y = 0; y < BOARD_SIZE; y++) {
for (x = 0; x < BOARD_SIZE; x++) {
refreshPos(x, y);
}
}
}
bool isPuzzleSolved(void)
{
tPos x, y;
for (y = 0; y < BOARD_SIZE; y++) {
for (x = 0; x < BOARD_SIZE; x++) {
if (!(SQUARE_XY(x, y).correct))
return false;
}
}
return true;
}
bool isSquareInvalid(tPos col, tPos row)
{
tSquareVal value = SQUARE_XY(col, row).value;
tPos x, y;
tPos subSquareXStart, subSquareXEnd;
tPos subSquareYStart, subSquareYEnd;
// Empty is always valid
if (value == EMPTY_SQUARE)
return false;
for (y = 0; y < BOARD_SIZE; y++) {
// If this value appears somewhere else in the same column, it is invalid
if ((y != row) &&
(value == SQUARE_XY(col, y).value))
return true;
}
for (x = 0; x < BOARD_SIZE; x++) {
// If this value appears somewhere else in the same row, it is invalid
if ((x != col) &&
(value == SQUARE_XY(x, row).value))
return true;
}
// Need to find the sub-square for this position and check among them...
subSquareXStart = ((col / SUBSQUARE_SIZE) * SUBSQUARE_SIZE);
subSquareXEnd = subSquareXStart + SUBSQUARE_SIZE;
subSquareYStart = ((row / SUBSQUARE_SIZE) * SUBSQUARE_SIZE);
subSquareYEnd = subSquareYStart + SUBSQUARE_SIZE;
for (y = subSquareYStart; y < subSquareYEnd; y++) {
for (x = subSquareXStart; x < subSquareXEnd; x++) {
if ((x != col) &&
(y != row) &&
(value == SQUARE_XY(x, y).value))
return true;
}
}
// If we haven't seen this same value in the column, row or subsquare,
// then it is not invalid (it is valid).
return false;
}
bool refreshInvalid(tPos col, tPos row)
{
bool update = false;
tPos x, y;
for (y = 0; y < BOARD_SIZE; y++) {
for (x = 0; x < BOARD_SIZE; x++) {
bool newInvalid = isSquareInvalid(x, y);
if (newInvalid != SQUARE_XY(x, y).invalid) {
SQUARE_XY(x, y).invalid = isSquareInvalid(x, y);
if ((col == x) &&
(row == y))
update = true;
else
refreshPos(x, y);
}
}
}
return update;
}
bool setValueAtPos(tPos x, tPos y, tSquareVal val)
{
tGameSquare *square = &(SQUARE_XY(x, y));
bool update = false;
bool correct;
if (square->knownAtStart) {
return false;
}
if (square->value != val) {
square->value = val;
update = true;
}
if (square->scratchValues != 0) {
square->scratchValues = 0;
update = true;
}
correct = checkValueAtPos(theGame.puzzle, val, x, y);
if (square->correct != correct) {
square->correct = correct;
update = true;
}
if (refreshInvalid(x, y))
update = true;
if (update)
refreshPos(x, y);
return true;
}
bool toggleScratchValueAtPos(tPos x, tPos y, tSquareVal val)
{
tGameSquare *square = &(SQUARE_XY(x, y));
if (square->knownAtStart) {
return false;
}
square->scratchValues ^= (0x1 << val);
refreshPos(x, y);
return true;
}

39
a2sudoku/game.h Normal file
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@ -0,0 +1,39 @@
//
// game.h
// a2sudoku
//
// Created by Jeremy Rand on 2015-07-15.
// Copyright (c) 2015 Jeremy Rand. All rights reserved.
//
#include "puzzles.h"
#ifndef __a2sudoku__game__
#define __a2sudoku__game__
// Typedefs
typedef uint16_t tScratchValues;
typedef void (*tUpdatePosCallback)(tPos x, tPos y, tSquareVal val, tScratchValues scratch, bool correct, bool invalid);
// API
extern void startGame(tUpdatePosCallback callback);
extern void refreshAllPos(void);
extern void refreshPos(tPos x, tPos y);
extern bool isPuzzleSolved(void);
// Returns false if unable to set the value for some reason
extern bool setValueAtPos(tPos x, tPos y, tSquareVal val);
// Returns false if unable to toggle the scratch value for some reason
extern bool toggleScratchValueAtPos(tPos x, tPos y, tSquareVal val);
#endif /* defined(__a2sudoku__game__) */

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@ -11,10 +11,16 @@
#include <stdio.h>
#include <conio.h>
#include "ui.h"
int main(void)
{
printf("HELLO, WORLD!\n");
cgetc();
displayInstructions();
while (playGame()) {
// Loop back and play another game until playGame() returns false.
}
return 0;
}

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a2sudoku/puzzles.c Normal file
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@ -0,0 +1,125 @@
//
// puzzles.c
// a2sudoku
//
// Created by Jeremy Rand on 2015-07-15.
// Copyright (c) 2015 Jeremy Rand. All rights reserved.
//
#include <stdio.h>
#include <stdlib.h>
#include "puzzles.h"
// Macros
#define PUZZLE_SOLVED_VAL(square) ((square) & 0xf)
#define PUZZLE_START_VAL(square) (((square) & 0x10) ? PUZZLE_SOLVED_VAL(square) : EMPTY_SQUARE)
#define PUZZLE_SQUARE(puzzle, x, y) ((puzzle)->squares[((y) * BOARD_SIZE) + (x)])
// PVAL is used to record the value of a square in a puzzle which is unknown at the start of the game.
// PVAL is short for "puzzle value"
#define PVAL(value) ((value) & 0xf)
// SVAL is used to record the value of a square in a puzzle which is known at the start of the game.
// SVAL is short for "starting value"
#define SVAL(value) (((value) & 0xf) | 0x10)
// Typedefs
typedef uint8_t tPuzzleNum;
typedef struct tPuzzle {
tSquareVal squares[BOARD_SIZE * BOARD_SIZE];
} tPuzzle;
// Forward declarations
tPuzzle puzzles[];
tPuzzleNum numPuzzles(void);
// Implementation
tPuzzle *getRandomPuzzle(void)
{
tPuzzleNum randomPuzzleNum = (rand() % numPuzzles());
return &(puzzles[randomPuzzleNum]);
}
tSquareVal getStartValueAtPos(tPuzzle *puzzle, tPos x, tPos y)
{
return PUZZLE_START_VAL(PUZZLE_SQUARE(puzzle, x, y));
}
bool checkValueAtPos(tPuzzle *puzzle, tSquareVal val, tPos x, tPos y)
{
return (PUZZLE_SOLVED_VAL(PUZZLE_SQUARE(puzzle, x, y)) == val);
}
void printPuzzle(tPuzzle *puzzle, bool solution)
{
tPos x, y;
for (y = 0; y < BOARD_SIZE; y++) {
if ((y % SUBSQUARE_SIZE) == 0) {
printf("\n");
}
for (x = 0; x < BOARD_SIZE; x++) {
char displayChar = ' ';
tSquareVal squareVal;
if ((x % SUBSQUARE_SIZE) == 0) {
printf(" ");
}
if (solution) {
squareVal = PUZZLE_SOLVED_VAL(PUZZLE_SQUARE(puzzle, x, y));
} else {
squareVal = PUZZLE_START_VAL(PUZZLE_SQUARE(puzzle, x, y));
}
if (squareVal != EMPTY_SQUARE)
displayChar = '0' + squareVal;
printf(" %c ", displayChar);
}
printf("\n");
}
}
// Puzzle definitions
tPuzzle puzzles[] = {
{
{
PVAL(4),PVAL(3),PVAL(5), SVAL(2),SVAL(6),PVAL(9), SVAL(7),PVAL(8),SVAL(1),
SVAL(6),SVAL(8),PVAL(2), PVAL(5),SVAL(7),PVAL(1), PVAL(4),SVAL(9),PVAL(3),
SVAL(1),SVAL(9),PVAL(7), PVAL(8),PVAL(3),SVAL(4), SVAL(5),PVAL(6),PVAL(2),
SVAL(8),SVAL(2),PVAL(6), SVAL(1),PVAL(9),PVAL(5), PVAL(3),SVAL(4),PVAL(7),
PVAL(3),PVAL(7),SVAL(4), SVAL(6),PVAL(8),SVAL(2), SVAL(9),PVAL(1),PVAL(5),
PVAL(9),SVAL(5),PVAL(1), PVAL(7),PVAL(4),SVAL(3), PVAL(6),SVAL(2),SVAL(8),
PVAL(5),PVAL(1),SVAL(9), SVAL(3),PVAL(2),PVAL(6), PVAL(8),SVAL(7),SVAL(4),
PVAL(2),SVAL(4),PVAL(8), PVAL(9),SVAL(5),PVAL(7), PVAL(1),SVAL(3),SVAL(6),
SVAL(7),PVAL(6),SVAL(3), PVAL(4),SVAL(1),SVAL(8), PVAL(2),PVAL(5),PVAL(9)
}
},
};
tPuzzleNum numPuzzles(void)
{
return sizeof(puzzles) / sizeof(puzzles[0]);
}

51
a2sudoku/puzzles.h Normal file
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@ -0,0 +1,51 @@
//
// puzzles.h
// a2sudoku
//
// Created by Jeremy Rand on 2015-07-15.
// Copyright (c) 2015 Jeremy Rand. All rights reserved.
//
#include <stdbool.h>
#include <stdint.h>
#ifndef __a2sudoku__puzzles__
#define __a2sudoku__puzzles__
// Defines
// A subsquare is the 3x3 square inside which each number appears once
#define SUBSQUARE_SIZE 3
// The board has dimensions of the square of the subsquare size
#define BOARD_SIZE (SUBSQUARE_SIZE * SUBSQUARE_SIZE)
#define EMPTY_SQUARE 0
// Forward declarations
struct tPuzzle;
// Typedefs
typedef uint8_t tSquareVal;
typedef uint8_t tPos;
// API
extern struct tPuzzle *getRandomPuzzle(void);
extern tSquareVal getStartValueAtPos(struct tPuzzle *puzzle, tPos x, tPos y);
extern bool checkValueAtPos(struct tPuzzle *puzzle, tSquareVal val, tPos x, tPos y);
extern void printPuzzle(struct tPuzzle *puzzle, bool solution);
#endif /* defined(__a2sudoku__puzzles__) */

270
a2sudoku/ui.c Normal file
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@ -0,0 +1,270 @@
//
// ui.c
// a2sudoku
//
// Created by Jeremy Rand on 2015-07-15.
// Copyright (c) 2015 Jeremy Rand. All rights reserved.
//
#include <conio.h>
#include <stdio.h>
#include <stdlib.h>
#include <tgi.h>
#include <tgi/tgi-mode.h>
#include "game.h"
#include "ui.h"
// Extern symbols for graphics drivers
extern char a2e_hi;
// Macros and defines
#define SQUARE_WIDTH 29
#define SQUARE_HEIGHT 19
#define THICK_LINE_WIDTH 2
#define THIN_LINE_WIDTH 1
#define THICK_LINE_HEIGHT 2
#define THIN_LINE_HEIGHT 1
#define TEXT_OFFSET_X 12
#define TEXT_OFFSET_Y 6
#define TOTAL_WIDTH ((BOARD_SIZE * SQUARE_WIDTH) + \
((BOARD_SIZE + 1) * THIN_LINE_WIDTH) + \
(((BOARD_SIZE / SUBSQUARE_SIZE) + 1) * (THICK_LINE_WIDTH - THIN_LINE_WIDTH)))
#define TOTAL_HEIGHT ((BOARD_SIZE * SQUARE_HEIGHT) + \
((BOARD_SIZE + 1) * THIN_LINE_HEIGHT) + \
(((BOARD_SIZE / SUBSQUARE_SIZE) + 1) * (THICK_LINE_HEIGHT - THIN_LINE_HEIGHT)))
// Globals;
tPos cursorX, cursorY;
int screenSquaresX[BOARD_SIZE];
int screenSquaresY[BOARD_SIZE];
// Implementation
void initUI(void)
{
static bool tgi_inited = false;
tPos pos;
int xPos = 0;
int yPos = 0;
if (tgi_inited)
return;
// Install drivers
tgi_install(&a2e_hi);
tgi_init();
tgi_clear();
tgi_setcolor(COLOR_WHITE);
for (pos = 0; pos <= BOARD_SIZE; pos++) {
if ((pos % SUBSQUARE_SIZE) == 0) {
tgi_bar(xPos, 0, xPos + THICK_LINE_WIDTH - 1, TOTAL_HEIGHT - 1);
xPos += THICK_LINE_WIDTH;
tgi_bar(0, yPos, TOTAL_WIDTH - 1, yPos + THICK_LINE_HEIGHT - 1);
yPos += THICK_LINE_HEIGHT;
} else {
tgi_bar(xPos, 0, xPos + THIN_LINE_WIDTH - 1, TOTAL_HEIGHT - 1);
xPos += THIN_LINE_WIDTH;
tgi_bar(0, yPos, TOTAL_WIDTH - 1, yPos + THIN_LINE_HEIGHT - 1);
yPos += THIN_LINE_HEIGHT;
}
if (pos < BOARD_SIZE) {
screenSquaresX[pos] = xPos;
screenSquaresY[pos] = yPos;
}
xPos += SQUARE_WIDTH;
yPos += SQUARE_HEIGHT;
}
tgi_inited = true;
}
void shutdownUI(void)
{
// Uninstall drivers
tgi_uninstall();
}
void displayInstructions(void)
{
int seed = 0;
clrscr();
// 1111111111222222222233333333334
// 1234567890123456789012345678901234567890
printf(
" Apple ][ Sudoku\n"
" By Jeremy Rand\n"
"\n"
"The goal is to get the numbers from 1 to"
"9 uniquely in each column, row and 3x3\n"
"subsquare. Move the cursor with I-J-K-L"
"or the arrow keys. Press a number key\n"
"to enter a value. Press a number key\n"
"while holding shift or closed apple to\n"
"toggle a scratch value. Press 0 to\n"
"clear a square.\n"
"\n"
"Play ends when the puzzle is solved.\n"
"\n"
"Press escape or Q to quit at any time.\n"
"Press R to start a new game.\n"
"Press H to see this info again.\n"
"\n"
"\n"
"\n"
" Press any key to start");
// The amount of time the user waits to read the in
while (!kbhit())
seed++;
cgetc();
srand(seed);
clrscr();
}
void updatePos(tPos x, tPos y, tSquareVal val, tScratchValues scratch, bool correct, bool invalid)
{
int screenX = screenSquaresX[x];
int screenY = screenSquaresY[y];
int edgeX = screenX + SQUARE_WIDTH - 1;
int edgeY = screenY + SQUARE_HEIGHT - 1;
char buffer[2];
tgi_setcolor(COLOR_BLACK);
tgi_bar(screenX, screenY, edgeX, edgeY);
tgi_setcolor(COLOR_WHITE);
if (val != EMPTY_SQUARE) {
buffer[0] = '0' + val;
buffer[1] = '\0';
tgi_outtextxy(screenX + TEXT_OFFSET_X, screenY + TEXT_OFFSET_Y, buffer);
if (!correct)
tgi_line(screenX, edgeY, edgeX, screenY);
if (invalid)
tgi_line(screenX, edgeY, edgeX, screenY);
}
if ((cursorX == x) &&
(cursorY == y)) {
tgi_line(screenX, screenY, edgeX, screenY);
tgi_lineto(edgeX, edgeY);
tgi_lineto(screenX, edgeY);
tgi_lineto(screenX, screenY);
}
}
bool playGame(void)
{
initUI();
cursorX = 0;
cursorY = 0;
startGame(updatePos);
while (true) {
char ch = cgetc();
switch (ch) {
case 'h':
case 'H':
displayInstructions();
clrscr();
refreshAllPos();
break;
case 'r':
case 'R':
return true;
case 'q':
case 'Q':
case CH_ESC:
shutdownUI();
return false;
case 'i':
case 'I':
case CH_CURS_UP:
if (cursorY != 0) {
cursorY--;
refreshPos(cursorX, cursorY);
refreshPos(cursorX, cursorY + 1);
}
break;
case 'j':
case 'J':
case CH_CURS_LEFT:
if (cursorX != 0) {
cursorX--;
refreshPos(cursorX, cursorY);
refreshPos(cursorX + 1, cursorY);
}
break;
case 'k':
case 'K':
case CH_CURS_RIGHT:
if (cursorX < BOARD_SIZE - 1) {
cursorX++;
refreshPos(cursorX, cursorY);
refreshPos(cursorX - 1, cursorY);
}
break;
case 'm':
case 'M':
case CH_CURS_DOWN:
if (cursorY < BOARD_SIZE - 1) {
cursorY++;
refreshPos(cursorX, cursorY);
refreshPos(cursorX, cursorY - 1);
}
break;
case '0':
case '1':
case '2':
case '3':
case '4':
case '5':
case '6':
case '7':
case '8':
case '9':
setValueAtPos(cursorX, cursorY, ch - '0');
break;
}
}
return false;
}

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//
// ui.h
// a2sudoku
//
// Created by Jeremy Rand on 2015-07-15.
// Copyright (c) 2015 Jeremy Rand. All rights reserved.
//
#include <stdbool.h>
#ifndef __a2sudoku__ui__
#define __a2sudoku__ui__
// API
extern void displayInstructions(void);
extern bool playGame(void);
#endif /* defined(__a2sudoku__ui__) */